recursal/Fanatic-Fandom huggingface dataset:
Forest

A thick forest. Nobody knows who or what could be lurking inside. It makes you a bit nervous.

## Lore

Coniferous forests are usually abundant in cold regions. The trees are well adapted to low temperatures. The life of a tree is passive, quiet, and without haste. For the many species that dwell in the forest, living there is an unending fight for survival. But the trees already know that in the end, they will always be the victors of this struggle. Sooner or later any forest-dweller will become nutrients for their roots to absorb. And the trees never stopped changing or adapting either. They’re just a bit lazy at it.

## Notes

* For every 10 **Forest**, Thicket and Burned Forest tiles placed, one A Village? tile spawns.
* 12 cards per deck.

## Synergy

 Near
 Near
%:1(

%:1( is a secret Boss in Loop Hero.

He appears when the player chooses the " **%=/\*+** " secret trait during an expedition.

That trait appears when "Second Thoughts" is taken and there are only 2 or fewer remaining traits to choose from in a single expedition. Because there aren't enough traits to display three new traits, the " **%=/\*+** " trait is forced to appear. Once taken, it spawns %:1( on the Tile you're standing on, so you will encounter him during the next loop.

That boss makes you lose one previously acquired trait every time he attacks you.

## Abilities and Specifics

####  **%^\*)0**

(Probably the ability that makes you lose trait upon being hit.)

Deceiver • Blinch • TheRandom • Finlal
 Other
Mixed Nuts

## Description and notes

A small basket of various nuts. Won't go bad and will feed you well. A great type of food to store for the winter and a nice evening snack.

+2 max HP for every point of defense the hero has.

## Lore

> "A great bowl, with some great edible nuts in it. While I was driving through the hills, they were jumping and rattling about within their bowl, producing a kind of music. Hope there are enough cashews in there. I enjoy nuts of all sorts, of course, but if there aren't any cashews in my portion then I'll be quite upset.
> I was thinking about having a beer while loading them."
>
>

- Diary of Volgrim, the first carriage driver.
Mechanics

The in-game encyclopedia doesn't have a Mechanics section, nor are all mechanics explained in-game. But players have requested it.

A lot of info is in the game's .ini files. For example, stats on all enemies are in variables.ini.

The formula for enemy scaling (and outpost guards) is at Enemies.

This steam list has lots more info (https://steamcommunity.com/sharedfiles/filedetails/?id=2416725149).

You can also ask on the reddit (https://www.reddit.com/r/LoopHero/). If you find something new, add it here!
Cemetery (Card)

A place for the dead... And for some of the living, occasionally.

## Lore

Even before all this, there were incidents when life tended to cling to the dead body it used to inhabit. The tradition of burying the dead in special places rather than burning the bodies was forced upon people during the rise of a necrotic cult. They insisted it was a way of prolonging the lives of one’s relatives, albeit in a rather peculiar way. The cultists, of course, never cared about anyone’s feelings - but they did care about getting fresh bodies instead of piles of ash. That cult is ancient history now, but the tradition took root too well.

## Notes

* Entering this tile yields a Preserved Pebbles.
* Once the Cemetery camp building is built, entering this tile also yields a Memory Fragment.
* The Skeleton can be a Skeleton Archer in chapter 3 and 4.
* 3 cards per deck.
Alchemist's shelf

## Description and Notes

A shelf with slots for vials and reagents, labels for bottles, and other mysterious stuff that belongs to the previous owner.

+1 to max number of potions.

## Lore

> "An absolutely marvelous piece of woodwork! The elegant carvings on it sends shiver down my spine. All these holes and hollows that defy my understanding! Such a tablet should be hung above the door, so you can marvel at them every time you enter. Or at least that's what I would do. That boy said he was going to place some vials on it, but he knows nothing about aesthetics.
> I felt a surge of energy while I was loading it."
>
>

- Diary of Volgrim, the first carriage driver
Orb of Crafts

Work that's been done flawlessly. A life spent searching for perfection.

## Lore

A materialized fragment of inspiration. when I see something artificially created, I feel a desire to create something too. Too bad I have no skills for that. But I can't help myself from picking up different pieces that are left from the intricate chests or freakish living scarecrows I encounter. I'm sure that I can find some skillful craftsmen back at the camp who will be able to find some use for the spoils of my inspiration.

## Enemies Drop

From Chapter 2, Orb of Crafts can be dropped from certain enemies in the form of  Craft Fragment :

SlimeChestTomeGargoyleLiving ArmorScarecrowWooden Warrior
Spider Cocoon

A silky bastion of eight-legged hunters.

## Lore

Usually, spiders are solitary creatures that prefer to remain unseen and lie in wait before attacking their prey. Not these species of spiders, however. Their anthill-like nests can be seen from afar. The hunter-spiders that scurry around prefer to openly pursue and attack their prey. Decomposed bones are embedded within the silvery walls of their webbed cocoons. Which is quite strange, because the spiders are perfectly capable of consuming bone tissue. Maybe these bones serve as reference marks for the builder spiders? Or are they some type of primitive animalistic decoration?

## Notes

* Best farming tile, hands down.

* 6 cards per deck.
Battlefield

It smells of blood and steel.

## Lore

For a long time now, this place has proved to be fit for battles - which took place here numerous times over different periods of history. The earth was quick to absorb the blood of the fallen, but not their bones or armaments. Most of these battlefields had proper names and rich histories, now lost beyond memory. People who live around here are reluctant to scavenge the riches of the dead warriors - and even the animals try to stay away from the corpses. The feeling of neverending battle still rages here, even as death had claimed all of its participants. Whoever visits here risks becoming a part of a long-gone battle, and walk away with the sounds of combat forever stuck in their ears. Sooner or later those unlucky people find their way back here, only to become new members of the immeasurable army of ghosts.

## Synergy

 Near
 Next to

## Notes

* A Chest may instead be a Mimic.
* The Rogue receives Stable Branches instead of equipment from Chests.
* 2 cards per deck.
Bridge (Building)

You can fish from it, or just cross it. It's a very versatile structure.

Unlocks the ability to create Bridges and prolong the river under or next to the road during an expedition.

Can only be built on horizontal and vertical river tiles.

Bridge placed horizontally on the riverBridge placed vertically on the riverBridge on the river in the Camp
The Living Armor

*For the enemy, see this page*

The Living Armor is an enemy NPC that the Hero encounters during his expeditions.

It can be encountered after spawning from a Smith's forge.

## Lore

During one of his expeditions the Hero found a suit of armor sitting on the side of the road. The suit of armor turned out the alive and starts ask the Hero questions.

It was confused why its alive and what it purpose was, the Hero tried to help it, but it seems that the Creator of the Living Armor was more focused on to give the Armor great strength but forgot to give his creation a fuctional brain. While the Hero tries to convince the Living Armor to pursue more peaceful ways, the Living Armor having very low intelligence made the logical and illogical conclusion that it was a Weapon of War and it must attack something.

In the end the Living Armor attacked the Hero and the Hero was forced to reduce the Living Armor to scrap metal.
Noticeable Change

This is enough to turn a caterpillar into a butterfly, a seed into a sprout, or a drop of water into steam. Will turn itself into something else too if you collect enough of it.

## Notes

* Any tile transforming into a another (e.g. Meadow into Blooming Meadow) provides one Noticeable Change. If multiple tiles are transformed at once, one is still given per tile.
* See Synergy page for a full list.

## Farming

* Using Oblivion on any tile in a Mountain Peak will revert all the other tiles to their original form (providing one **Noticeable Change**). The destroyed tile can then be replaced to reform it and receive nine more **Noticeable Change**. This can be done ad nauseum. The Blissful Ignorance trait can speed this process up significantly.

* Rocks work great for creating Blooming Meadows.

* Consider starting an expedition with the minimum number of cards to maximize the chances of receiving the relevant ones for farming.
Chest

Disambiguation page for ChestThe following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
Chest may refer to:

* Chest (enemy)
* Chest (camp item)
Orb of Immortality

Usually death is unstable. This orb makes it stably nonexistent for a few seconds. That is usually enough to avoid this gruesome fate.

### Effects

Can be used when your hero dies or retreat to retain all resources gathered on this run.

## Lore

Don't know why I called it "an orb". Just to name it somehow, I guess. It looks more like a skull, but not a human one though. A feeling of great despair overwhelms me when I look at it. I lose all my will to fight or to do anything at all. Even to live. I have to stop looking at it. But the strange things is-if I squeeze it in my fist, it fills me with desire to live. A strange device. Somehow I can feel that if i am to find myself at death's door, this sphere will give me enough strength to return to the camp.

## Usage

This resource can be used when your hero dies or retreat to retain all resources gathered on this run.
Lich's Palace

It was here that the sorcerer omicron conducted his futile experiments in an attempt to stop the heat death of the universe.

## Description

This structure has nothing to do with your homelands. It's something completely new and otherworldly. The architecture is not overly eccentric, but something about this building just screams that it's not from this universe.

What is it that scares people so much about the Lich's palace? Is it the unknown mineral that it's build from? Or maybe it's the rare flashes of strange light from its empty rooms? No. Just come close enough and you'll instantly understand that the whole building is an inseparable part of its mighty master himself.

## Note

* This tile is created along the road and on the road for the first level when the boss spawns.
* This tile will not overwrite any existing tiles except for Wasteland.
* On the first chapter palace spawns 7 tiles in a 3x3 formation around the campfire. On the 4th chapter, 11 palace tiles are spawned around the campfire in a diamond formation (the additional 4 tiles appearing in centre top, bottom side of the 3x3).
Bosses

## Chapter Bosses

Bosses are enemies fought to end the current chapter and unlock the next one. Each Boss has special mechanics and traits that can be found on their pages, as well as any context they give to the story.

The Lich
The Priestess
The Hunter
The Destroyer

## Secret Bosses

Unlike the usual Bosses who are fought at the end of each chapter, there also exist Secret Bosses in Loop Hero that aren't likely to be found in normal gameplay as they require the fulfillment of special conditions in order to trigger their summoning.

Frog King
%:1(

Deceiver
Blinch
TheRandom
Finlal
Rogue

Can receive trophies after killing enemies in battle and exchange them for equipment in the camp. Has 5% vampirism from the start. 10% bonus for any effect for every equipped item with the same effect. Rogue's Equipment.

Class Stats:

Attack Speed, Crit Chance %, Crit Damage %, Counterattack %, Damage, Damage to All, Defense, Evade %

## Mechanics

* The Rogue never gains equipment upon defeating enemies. Instead he gains a trophy for every enemy he kills, and he exchanges all of his trophies for equipment upon reaching the campfire.
	+ Chests that spawn from Battlefields will grant Stable Branches instead of equipment. They also do not provide a trophy.
	+ Completing a Village quest or surrounding a Treasury will still grant the Rogue equipment as usual.

## Tips

* When exchanging trophies at the campfire, any trophies in excess of the Rogue's inventory will be converted into resources instead. This makes the Rogue a great class to farm for resources and improve your camp.
* Outpost gives you an edge in battles while its drawbacks are nullified by the way rogue obtains his items.

* Using the Arsenal golden card/tile unlocks the ability to equip Amulets, which massively boosts the Rogue's durability inversely to the duration of each fight.
	+ Using Arsenal combined with a lot of Attack Speed (Forests/Thickets are a good addition) will make the Rogue virtually unstoppable in short battles, most of which will only last a few seconds and most fights will end before your Magic HP is even depleted. Combine with Desert/Sand Dunes tiles to lower enemies' max HP for even greater effect.
Library

An addition to a reconnaissance center. Libraries can decipher information and complete your knowledge of the world.

### Unlocks

Lore pages in EncyclopediaBookery

Maze of Memories

1  1  1

### Placement restriction

Next to Intel Center

Allows you to unlock additional pages in the Encyclopedia in exchange for Book of Memories resources.

Unlocks the Bookery card.

Unlocks the Maze of Memories golden card, if the Intel Center is built.

The library must be built adjacent to the Intel Center.
Temporal Beacon

Its light is so bright that it makes you forget about the passing of time.

## Lore

These mysterious towers have been known to exist since the ancient times. sometimes temporal lighthouses can just appear in a whirlwind of sand and vanish in the the same fashion. But the fluctuations themselves are considered to be completely natural and non-threating to the laws of nature. Only a few attempts of destroying or storming temporal lighthouses are known to history, and all of them ended in failure. The material these towers are made from cant even be scratched. all lighthouses lack doors and windows, which brings us to another question: how can their in habitants, the watchers, leave the constructions to perform their silent patrol of the lands around them

## Synergy

Temporal beacon has the following synergies:

 Near

## Tips

* Clarification: the Temporal Beacon is not an upgraded version of the Beacon but a different type of tile. The Temporal Beacon increases the speed of days passing (the speed of the left-top bar with a sun icon) but not the attack speed nor movement speed.

* In general, placing a Temporal Beacon results in making a loop high-risk high-return, since enemy spawns more quickly than usual. It also adds a Watcher to tiles, so use Temporal Beacons wisely. Since a Watcher Mage drops a Time Shard (shard of the Astral Orb), a material required for high-level buildings, it is useful for farming in later chapters.

* Cards, camp items, and traits with the "each day" feature have good synergy with the Temporal Beacon.
	+ eg. Meadow, Smoked ham, Preparation for a Ceremony (Necromancer trait)
Hunter's Hound

Hunter's Hounds appear during the boss fight with The Hunter. There are two of them.

## Description

*A miniature black hole that became a dog by some freaky whim of creation. Its eyes can see millions of galaxies, and its fangs can rip through the vacuum itself. Any careless move you make will be heard from the other end of the universe. Although shaped like a hound, a black hole still doesn't have enough motivation for anything except passive existence at a singular point in space... But their eternal master and companion can easily rectify for this flaw.*

## Abilities and Specifics

####  **Pack Sense**

Gets fully healed and a 100% increase to damage after the death of an ally.

In chapter 3, heals only 30% of max hp, instead of 100%. Still receives 100% damage bonus.

####  **Jaunt**

When hit 3 times in a row, it escapes to the Astral Plane and distracts attackers from itself. Returns after 3 attacks, dealing a critial hit with 250% damage.

## Lore

*- Impossible! A black hole is not some puppy, you can't force it into servitude!*

*- Then how about we bet on it? If I succeed, you won't be wearing pants for a week.*

*- Black hole hounds are even hypothetically impos...! You've already made one, haven't you?*

*- No! Of course not. No, no, no.*

*- Oh. I thought you meant...*

*- I've made two, actually.*

*- A message from far outer space.*

Deceiver • Blinch • TheRandom • Finlal
 Other
Blood Grove

A living forest. It preys on wounded occupants of the tiles around it. May spawn something dreadful from their remains.

### Effect

* Must be placed next to a Grove
* Its roots devour enemies that have less than 15% HP left.

## Lore

The bright red color of the leaves and roots of these trees has no connection to their diet, although some may find it a somewhat sinister coincidence. Strictly speaking, the leaves are just rudimentary - for the plants in a blood grove, photosynthesis is only a secondary way to acquire energy. The vines hiding in the forest floor are quick to react to the twitching movements of any wounded or dying creature. In an instant the poor victim becomes entangled in them, to be dragged underground. How they can tell if a creature is dying is quite interesting - but not as interesting as the blood grove’s method of propagating its species. Those fleshy giants often mistaken for undead monsters because of their grotesque appearance - they are actually just a peculiar type of fruit, made from meat, bones and branches. During its short "bloom", this "seed" uses its bare bloody flesh to attract predators - whose dead bodies will nourish the crimson sprouts of a new blood grove.

## Notes

* The Hero becomes ensnared with less than 15% HP left, instead of dying. They must break the roots before continuing to attack.
* Occasionally spawns a Flesh Golem. Flesh Golems won't be devoured.
* Blood groves can also be placed next to Forest, Thicket, Burned Forest, or Blood Grove tiles.
* 2 cards per deck.
* When the blood grove appears to move/shake, it is about to release a Flesh Golem.

## Tips

* Scorch Worms within a Blood Grove's area will not be able to retreat; the Blood Grove will always claim them.
* Ghouls within a Blood Grove's area will not be able to cannibalize any corpses, as the Blood Grove doesn't leave corpses behind.
* Skeletons and Skeleton Archers will not come back as Cracked Skeletons while inside a Blood Grove's area.
* Vampire Mages will not transform into a Tome upon death while inside a Blood Grove's area.
* Battlefield and Shipwreck's effect of turning defeated enemies into ghosts is nullified inside the Blood Grove's area.
* Treasure Hunter's effect of dropping Chests does not activate when an enemy dies within range of a Blood Grove.
Dark Slime

The Dark Slime is an enemy in loop hero. It can be spawned by using oblivion on a tile that is in the middle of its spawn.

## Abilities

>  **Chilling Touch:** Upon dying stuns opponent for 3 seconds/attacks.
>  **Ambush:** Creature's first strike is always a critical hit (200% damage) and always hits the target.
>  **Friendly Fire:** 30% chance to attack an ally.
>
>

## Description

One of the very few indigenous species of these strange times, the dark slime feels very much at home in the ruins of the now-forgotten world.

## Lore

*"Planet configuration. Integrity violation 0-14v2, attch. 1.
A creature doesn’t disappear within the zero point bounds when the quintessence source is removed [4 cases].
Temporarily replaced with cosmos concentrate, further research required."*

> - A report by [ILLEGIBLE]
>
>

## Notes

Deceiver • Blinch • TheRandom • Finlal
 Other
Desert

Desert heat burns everything in its path, not only you.

## Lore

Hot sands of southern countries cover vast territories. Some scientists even insist that they are growing every year. Give the desert some time and it will turn any land into sand along with all its inhabitants. You can forget about water; the desert will take every drop of it. The thirst of the desert can never be satiated. And the desert will gladly share that thirst with every visitor.

The lean constitution of people who live in the desert can be explained in relation to mechanisms of thermoregulation. the other explanation is simply a life in constant exhausting battle with the harsh environment.

## Notes

* Clarification: It lowers Max HP.
* The river source can only be used for oasis synergies if it's placed **after** the Desert tile. (Bug)
* Withering effect is capped at 99%. Applies to your Hero as well as enemies. This also means you are capable of having a -Max HP Stat.
* Withering also applies to Outpost guards and to the Ratwolf gained from 'Child of the Forest'.
* Withering does not work on Living armor.
* Spawns a Ziggurat for every 7 Desert/Sand Dunes tiles placed.
* 10 cards per deck.

## Synergy

 Next to
 Next to
Blooming Meadow

Flowers get a feel for the world and bloom with pleasant smells.

## Lore

A long walk through a blooming meadow is a simple and cheap way to fix one's mental health. One's physical health would benefit from that too, of course. Some people think that it's thanks to the pleasant flower aroma and relaxing rustle of grass. Others will pragmatically say that it's because of the sweet honey, fresh milk, and delicious beef that are made by the local farmers. But let's try to learn some wisdom from the flowers- which get along just well without any argument- and decide that both reasons are right and equally important.

## Tips

* All other Field tiles (Landscape and Special tiles) are good for creating Blooming Meadows. This is useful for farming Metamorphosis, with Blooming Meadows being the easiest way to farm this resource.
* Even with the River's and/or Chrono Crystals's effects, Meadows and Blooming Meadows do not scale well into longer expeditions and even during shorter ones it's hard to justify using them at all, being outscaled by all other landscape tiles.

## Images

A Blooming Meadow tile.A compact setup for Blooming Meadows, using Rock tiles, great as both cards are available since the start of the game.
Ghoul

The Ghoul is an enemy in Loop Hero. Four Ghouls spawn every Loop from Ransacked Village.

## Abilities

>  **Corpse Eater:** Instead of attacking, can devour a random corpse to restore 25% max hp.
>  **The Brain Survives:** 20% chance to ressurrect from a corpse after 0.7 seconds.
>  **Slow Thinker:** Every hit against this enemy interrupts its attack.
>
>

## Description

A poor fellow sucked dry by a vampire. A walking corpse looking for living flesh to compensate for the life that was taken from it. Serves the will of the vampire, yet cannot rest even when their master expires. The rare moans of these creatures are merely attempts to imitate the act of breathing of a living creature, and should not be mistaken for calls to peaceful communication.

## Lore

### First Article

*"Four days ago the Count paid us a visit, to tell the children about his savage brethren and why we should have good protection against their fangs and claws.
Took us a long time to convince the kids the 'half-dead villagers with empty eyes and rotten hearts' were just a... How was it... Men-taphore."*

> - A day of country life
>
>

### Second Article

*"The road was wicket in the night:
The fool named Ivor had a fright.
A pair of ghouls with rotten teeth:
'You’re not the ones I want to meet!'
He threw his axe - the first was out:
He stabbed the other with a shout.
'The fight seemed easy!' - but alas,
The first one’s rising from the grass."*

> - A folk song about Ivor The Fool
>
>

### Third Article

*"A tower up and appeared on the hill overnight. The men took their axes and went to see what’s going on.
My husband was not himself since he got back. He doesn’t eat, he just stares at the wall and mumbles something strange.
I locked myself in the room with the kids. Gonna go to the sister-in-law tomorrow. Maybe she can help."*

> - A time-worn note
>
>

## Synergy

Ghouls can be found with the following synergies:

## Notes

Ghouls will not eat corpses consumed by Hungry Grove.

Deceiver • Blinch • TheRandom • Finlal
 Other
Siren

The Siren is an enemy in Loop Hero. They are spawned by a Shipwreck.

## Abilities

>  **Humidity Lover:** Gets the "Slimy" positive effect (+20% evade) if there are "Liquid" enemies in battle.
>  **Protected:** 33% chance to forward a direct damage to a random ally.
>  **Summoner:** Attempts to summon a Jellyfish on every 3rd attack.
>
>

## Description

A siren’s fighting style is so utterly spectacular it would belong on a stage. Her spells are melodious, and the elegant moves are enchanting. Yet a siren actively seeks to cull her enthralled audience: a tragic fate awaits anyone who becomes too mesmerized with the show.

## *"The fishmen are approaching, but we won’t give up. We have enough provisions and our morale is high. We’re able to repel all their attacks without suffering any losses!
Their attacks have stopped. We can hear the singing that came with the storm two days ago. How can something so beautiful be a threat? Victory awaits us outside these walls! We must open the gates at any cost!"*

> - From the discovered journal of a sea watch outpost
>
>

### Second Article

*"Damn fishmen have been chasing us for weeks! They summoned the storms, they gurgled at us through the thunder, and they scratched at the hull with their claws.
Are they after this accursed coffin we picked up...?
The fishmen had nary a care about the dead. It was about their sea-sister, who was silently beckoning them from her cage.
The coffin wrapped in chains was meant for the living, not the dead. And I very much hope it will remain so.
I stashed myself inside the coffin, and prayed the waves be merciful."*

> - One of the stories collected by Gregor the Suspicious
>
>

### Third Article

*"Sirens are highly unusual adversaries - and their magical abilities are far from the only reason to fear these creatures.
Observing a squad of hostile fishfolk in a fight will expose the true role of sirens - they are the squad leaders, and other fishmen are ready and willing to sacrifice their lives for any siren if need be.
Sirens are capable of issuing orders to their troops at great range.
Summary: sirens must be approached both as enemy officers and as the key element of the fishfolk expansion."*

> - "The Guide On Tactics And Strategy of Intelligent Creatures"
>
>

## Synergy

Siren can be found with the following synergies:

 Shipwreck

## Notes

Sirens are hard-hitting enemies that can summon Jellyfish, more enemies that will buff them, and they often spawn in the same battle with chests already. Adding more enemies to their tile is not recommended.

Deceiver • Blinch • TheRandom • Finlal
 Other
Orb of Evolution

An attempt to improve, to adapt, and to survive. An eternal struggle for a place under the sun.

## Lore

The world is gone but nature is always striving to adapt, And living fabric is proof of that. It's a small root that is in constant motion. It's twisting and wiggling in your hand, as if it's trying to find some soil to grow in. Multiple roots will cling to one another and form a single sphere. Only then do they seem to calm down or fall into some form of sleep. It seems that is this empty world these roots are trying to get closer to other plants and living creatures. I don't think we should plant this thing at the camp though. Who knows what could grow from it?

## Enemies Drop

From Chapter 2, Orb of Evolution can be dropped from certain enemies in the form of  Living Fabric :

RatwolfSpiderMimicGoblinGoblin LeaderGoblin ArcherBanditHarpyFlesh GolemMosquitoField of BladesScorch WormFishmanSiren
Camp Items

Camp items are useful items that you can equip in your camp supply to gain some advantages during your next expeditions.
They are divided into 4 categories : Furniture, Tools, Food and Jewelry.

Once the Supply Depot is built, they can either be found at a low rate during an expedition, or randomly crafted at your camp in the Craft section.

There is a limit for how many items you can have in each category, and a total max equipped cap (). You can increase these limits by building new Buildings, the Mud Hut being the easiest among them, and the Warehouse increasing the max cap  by 10.

Apart from a few exceptions (Brass Candlestick and Rare Book), the bonuses granted by multiple copies of the same item can stack, so that a +1% bonus can become a +6% for example, leading to some interesting values if you equip many copies of the same item.

## Crafting and dismantling

Building the Supply Depot will unlock the ability to find, equip, craft and dismantle camp items, but each category also have their own building that needs to be built to unlock their crafting :

* Furniture : Lumberjack
* Tools : Smithy
* Food : Farm
* Jewelry : Alchemist's Tent.

Crafting an item will cost some materials depending on its category, while dismantling one will give you a fraction of these same materials.

Note : To craft an item you can only select its category, but the crafted item will be random.
Forester's Axe

## Description and notes

An old but still reliable and sturdy tool. The ability to chop wood comes with the price of callouses on your hands.

Every time the hero receives stable branches, he has a 10% chance of receiving more.

## Lore

> "What a magnificent woodcutting tool that had ended up inside my carriage on this... whatever time of day it is. Neither metal nor wood of this tool bears any exquisite carving - but the true beauty of this axe lies in its function and purpose. It’s simple, yet so convenient and practical! Merely grasping it with my hand makes me feel as if I’m doing something useful! I thought about chopping down some trees, but the wood wouldn’t last until the camp anyway - so it would just needlessly dull the blade. And even thinking about that makes me frown.
> Caught a splinter while loading it."
>
>

- Diary of Volgrim, the first carriage driver.
Maquis

Prickly inhabitants of arid lands.

## Lore

The shrubs that form the maquis resent any rude intrusion into their well-settled routine. Anyone who goes against the stance of the local flora may expect a couple scratches on their skin and thorns in the flesh - a gentle reminder to keep distance and respect personal space. The local fauna is quick to learn that forcing one's way through the thorny branches is a bad idea, and relies on agility instead. A careless carnivore who bets it all on a single killer pounce might end up with a scratched maw instead of a full belly.

## Stats

The damage and attack speed numbers below are simply representative of various enemies, not their actual values. Placing this tile will weaken the raw damage numbers of most enemies. However, enemies that have special mechanics like the Necromancer class may still find value in their growing attack speed (read: Mosquito).

## Notes

* While a Maquis will decrease the average damage per second of most enemies, the main advantage to using them is for counter-attack or retaliation damage strategies, since the faster attacks will provoke more counterattacks. Those damages are taken with 0 def into account.
* Maquis combo very well with the def stats since its a flat damage ablative stats until you reach more than half the damage of the attack then drop in effectiveness quickly. A simple example let say you have 5 def and enemies hit of 40 every sec you take 35 per attack every second if you have 25 maquis thus -50% damages +50% attack speed, each attack only deal 15 damages per attack(20damages-5def) then x1.5 for attack speed you take 22.5 dps. Your low def came from shaving 12.5% damages to shaving a good 25% of every attack you take. it allow low def build to shine.
* Maquis damage debuff stacks additively with Archer in close combat debuff for up to -110% enemy damage.
Angel

Angels are enemies summoned by the Priestess during her fight.

## Description

The fury of heavens themselves put into a suit of armor with a pair of wings. only the most righteous can call upon their help. And they will fully trust that call and follow it to the letter in their fight against evil. You may disagree with their opinion about you being unclean, but don't waste your breath trying to change their mind. They are not here to judge, only to carry out the sentence.

## Lore

"A look full of disappointment-that is the answer you'll get for the question about what angels are and where do they come from."

"-What does it matter? Do you need to study a miracle to admire it?" That's what she was trying to say.

And she's absolutely right. I don't know what I'm more ashamed of: for asking those questions, or for still wishing to know the answers to them."

- Diary of an unknown acolyte

Deceiver • Blinch • TheRandom • Finlal
 Other
Count's Chair

## Description and notes

Although this chair's previous owner was a vampire, it is decorated with a surprisingly high number of wooden stakes. Still has a trace of life-absorbing aura.

+1% to vampirism, if you already have it.

## Lore

"An exquisitely crafted piece of sitting furniture, fitting for only the most highborn of nobles. Just looking at the perfect color combination of the red cushions and woody... ehm... wood parts brings joy to the eyes. Many times during my journey I thought about sitting on it, but I'm afraid that my unkempt travel clothes are not fit for such a splendid piece of furniture. I'll wait till I can find a decent double-breasted jacket in the camp.

I was very thirsty while loading it."

- Diary of Volgrim, the first carriage driver

## Tips

The Count's Chair is the second strongest item in the whole game (the strongest is the Antique shelf), so it is always great to craft it.

Having enough Chair's (30-50) makes the game extremely easy at the beginning of the expedition, mid and late game. Count's Chair is especially good for the Rouge as he has his own 5% vampirism from the start, the Warrior instead has to find at least 1 piece of equipment with vampirism to activate the Chair's bonus.

Necromancer does not need Count's Chair at all as he does not deal damage himself, and vampirism does not work on his summoned skeletons.
Blood Path

Not only ghosts are created on the battlefields.

## Lore

Sometimes the extent of the bloodshed starts to defy all reason. Every long battle leaves behind a bloody mess of earth, flesh, and bones. A road crossing through such places is called a blood path. You could try to shame the fallen warriors for not choosing a location more distant from the commonly used roads, but they will hardly hear you, being dead and all. The raging earth will never accept the bodies of former combatants. Even after many years their corpses can still be easily seen.

And sometimes some bloody remains can even find enough strength to raise their weapons and continue their fight in a long-forgotten battle once more. A weird inertia from lives stuck in infinite bloodshed.
Old Frying Pan

## Description and Notes

A simple yet irreplaceable kitchen implement. Doesn't usually need an introduction. A deadly weapon in the hands of an angry housewife.

Additionally heals 15 HP when hero passes through the Campfire tile.

## Lore

>
> *"For the first time in my life I was actually physically revolted by my cargo. All this soot and lard that’s impossible to wash off... I can’t even imagine what slob was using this pan. And, of course, we need to take it back home in my carriage instead of just leaving this rubbish where it belongs.#Felt sick while loading it.*
>
>
>
> *Got better after returning to the camp."*
>
>

-Diary of Wizgrem, the second carriage driver
Bandit Camp

Masters of trading their poverty for someone else's life.

## Lore

Villagers adapted to living without most aspects of the outer world, content with the bare necessities of rural life: fields and blood-thirsty aristocrats. Turns out the list was incomplete without greedy bandits.

Unlike other scarce groups wandering the unstable dark, bandits have not forgotten their desires. Neither the end of the world nor the yesterday that doesn't exist bother them- unlike a nearby village's coffers. Even in a dissolving world they remain deaf to pleas of mercy, yet quick to spot items they can steal. Unbelievably, they can make this horrible life even worse.

## Mechanics

* Ransacked Village and Count's Land tiles count towards spawning a Bandit Camp tile.
* A Bandit that spawns on a Ransacked Village tile will be turned into a Ghoul.
* Bandits can't spawn on a Count's Land tile.
Blood Clot

The Blood Clot is an enemy in Loop Hero. It is spawned once every four days by a Blood Path.

## Abilities

>  **Submerger:** Hides below the ground after every 2 attacks (cannot be targeted until it attacks again).
>  **Withering:** Loses [0.3\*loop] HP every second.
>  **Crumbling:** 15% chance to be destroyed by its own attack.
>
>

## Description

A bloody mess driven by fading memories of the form and motives it had in life. The handful of bones that form the frame of this undead body can hardly support it - and yet again and again it tries to rise from the ground and continue the fight. But every clumsy move and every attack only weakens it further. Its liquid body is easy to splash, but hard to wound. Fighting a blood clot is more of a last tribute to the unknown warrior it once was, so that they may finally meet their death - not from the wounds, but from realizing their long-awaited defeat had happened long ago.

## Lore

### First article

*"Cutting across on the forbidden road, I made it in time for the fair. But it nearly cost me my life. The road was awful - my wheels kept getting stuck in the shrubs and the slurping mud. My horses were going crazy. I could hardly see the road in the dark of the night...
But you can’t even imagine how grateful I am for that! Had I seen it all with my own eyes, I would’ve surely lost my mind!
My horses and cart were drenched in blood, and bones and chunks of rotten flesh were sticking out of the wheels. For the first time in my life I felt surviving was more important than making a profit."*

> - Tales From the Fair
>
>

### Second article

*"Legend says they appear to people who committed some sort of betrayal in a place inhabited by ghosts.
But I have no idea why it attacked me, then. It wasn’t a betrayal - she was practically asking for it!"*

> - Laurentia the Blackcurrant
>
>

### Third article

*"Marius - this is simply adorable. These peasants actually think blood clots are the vampires’ doing! Such utter nonsense! I threatened to turn anyone who dares to spread these dirty rumors into a clot of blood with my own hands.
But now I suspect I may’ve made it worse - now there are whispers that it was definitely my doing.
Giving speeches is not my forte, Marius. I’m used to baring my fangs, not hiding them behind a smile.
I am confident that you of all beings know why these blood roads keep appearing - and that you could help me deal with them."*

> - An excerpt from a lost letter
>
>

## Synergy

The Blood clot can be found with the following synergies:

 Blood Path

## Notes

Deceiver • Blinch • TheRandom • Finlal
 Other
Stable Wood

A log that somehow managed to keep its structural integrity despite the general chaos.

### Source

12 Stable BranchesPlacing Forest and Grove cards

From a Treasury

Random drops from enemies

### Builds

Field Kitchen, Herbalist's Hut, Smithy, Refuge, Farm, Gym, Cemetery, Supply Depot, etc.

## Lore

One would think that it's just a simple wood, but even simple wood is quite rare now. My foggy memories about the existence of tree branches are not enough to fully materialize them.

Almost all the sticks I'm able to find during my travels literally vaporize if you try to touch them,

So, the rare branches and logs that are still able to remain in my hands will clearly serve the restoration of this world.

## Enemies Drop

Stable Wood can be dropped by enemies in the form of  Stable Branches

ChestMimicFlesh GolemScarecrowWooden Warrior
Cattail

Cattail first appears in Who Is She as one of Calabar's cats. She is reserved and quiet, and seems to have been roughed up in the past; as she is covered in scars.

### Lovely Litter

She is the mother of both Sumac and Ametrine, and tries to instill her quiet nature into them both. She cares for them greatly, and is very close friends with Milkweed, another member of Calabar's group. It is unclear if any of them even really like Calabar, but they are loyal to her none the less. Cattail seems not to care one way or another, aside from pity, when Goathead falls suddenly over an edge and into the void.

During several confrontations with Calabar, Cattail is shown to be protective over her kits, begging Calabar to spare them and protecting them from her, even if she does not extend that help to other people. She seems ready to take their pain from them if she can, though she is also very scared of it herself,
Buildings

The building menu is where you use the resources gained during expeditions to enhance your camp. The first thing you build is a campfire after the initial loop. The buildings offer helpful effects for future expeditions, and unlock new parts of the game like cards, abilities, and even new classes for your hero. There is a total of 23 buildings, but some of them can be built multiple times (Farm, Forest...).

## List of Buildings

Here is the list of all available buildings in Loop Hero. Click on their icon to navigate through their pages.

​

### List of Buildings in alphabetical order

Alchemist's TentBridgeCampfireCemeteryCryptFarmField KitchenForestGymnasiumHerbalist's HutIntel CenterLibraryLumberjackMud HutRefugeRiverSmelterSmithySupply DepotSurvivors' tentsWar CampWarehouseWatchtower
## Building Placement Restrictions

Credit goes to Reddit user taggedjc (Original Post).

* Lumberjack has to be placed next to Forest.
* Forest has to be placed adjacent to either the top border of the camp, or adjacent to another Forest.
* Library must be built adjacent to the Intel Center.
* Warehouse must be built adjacent to the Supply Depot.
* Crypt must be built adjacent to the Cemetery.
* Refuge must be built adjacent to Field Kitchen/Canteen/Diner/Tavern.
* Smelter must be build adjacent to Smithy/Decent Forge.
* For all previous restrictions, you can dismantle buildings that were used as adjacency requirements without penalty (so you can, for example, build a Supply Depot, then build a Warehouse next to it, and then dismantle the Supply Depot to build it elsewhere instead, leaving the Warehouse where it was built).
* War Camp, Alchemist's Tent, Intel Center, Supply Depot, Cemetery, Gymnasium, Smithy, Farm, Herbalist's Hut, Mud Hut, and Field Kitchen have no placement restrictions based on other specific buildings.
* An additional restriction to all of the above (except for Forest) is that you must build adjacent to another existing building.
* Bridge and River have fixed build locations that can't have anything else built in those spaces (Bridge can be built in one of three of these specific locations)
Watchtower

You can forget many things when leaving the camp. But you wont forget the arrows fired from here.

### Unlocks

Crossbowmen will help you in fight near the Campfire

### Placement restriction

None

Up to 4 Watchtowers can be built at the Camp. For each, 1 Crossbowman will help you during battles on tiles adjacent to the Campfire. Up to 4 Crossbowmen can help you, ranging from 1 to 4 tiles away from the campfire, depending on the number of Watchtowers you have and their respective upgrades. Crossbowmen can't help you during boss battles.
Bookery

An archive of ancient tomes. Here you can gain knowledge in exchange for... other knowledge.

### Effect

* Replaces three of your cards at random whenever you pass by.
* Collapses after it replaces 20 cards.

## Lore

Survival is quite a difficult task. Usually people commit their whole life to it. But if just surviving isn’t enough, if you crave answers to the questions you ask, if you want to have a peek at the secrets of creation - then a bookery is the place for you. The withered finger of a scribe will point you towards the right shelf, and his hands will provide you with a table, a stack of paper for your notes, and all the ink and candles you may need. Don’t mind the sickly and almost inhuman look of the scribes.

When exactly does the thirst for knowledge turn into servitude to it? The question is almost rhetorical. The transition is too smooth. You probably won’t even notice as the intoxicating feeling of superiority gained from new knowledge gives way to the desire to discover something even greater. And there you will be - passing ink and paper to a new neophyte, knowing they’re looking for answers they will never find.

## Notes

* Transforms into Abandoned Bookery once collapsed.
* Each pass replaces up to 3 cards in your hand with random cards from your selected expedition deck, from oldest to newest/left to right.
* If two Bookeries overlap, their remaining exchange counts will **each** be reduced by 1 (if only one card is held), 2 (if two are held), or 3 (if 3 or more are held), even if less cards are exchanged; i. e. The hero is holding 4 cards, and steps onto a space with overlapping Bookeries. Each Bookery's count is reduced by 3, even though the hero received only 4 exchanges.
* 2 cards per deck.

## Tips

* The fastest way to collapse the Bookery is to have it horizontally touch 3 roads (maximum possible), and to have at least 3 cards in your hand on each pass. By doing so, you decrease its remaining exchange count by 9 (3 tiles x 3 cards) per loop, and making it collapse in 3 loops, at minimum.
Lary

**Lary** foi uma personagem no mini filme: Gêmeos e Perversos. Ela é a tia de Luca e Luan e irmã de Larissa.

## História

### Informação Base

Lary era filha de Mars e Celcia, irmã de Larissa e Tia de Luan e Luca. Durante o mini filme "Gêmeos e Perversos", após o falecimento de sua irmã e seu cunhado, ela ficou com a guarda de seus sobrinhos e cuidou deles durante algum tempo.

Ela não aprovava a vida que os dois levavam e tentou convence-los a mudar, matriculando eles em uma escola. No entanto, eles não pareciam interessados nisso e disseram que não precisavam seguir suas ordens. com raiva, lary disse que eles eram imprestáveis e que não deveriam ter nascido, ferindo os sentimentos deles. Luan e Luca, então, resolvem "brincar" com ela.

Enquanto fazia o almoço, Luan acabou atirando nela, levando lary a falecer.

Desde então, ela não voltou a aparecer no canal, mas é provável que ela tenha sido apenas uma personagem de apoio no mini filme.

## Personalidade

Lary demonstrou ser uma boa pessoa, ela estava preocupada com seus sobrinhos, sobre a vida que os dois estavam levando, embora ela tenha tentando convencer eles a mudarem, ela pareceu decepcionada com a atitude dos dois.
Kitchen Knife

## Description and notes

Usually used to cut and peel vegetables, but can also be pretty dangerous for a clumsy cook's fingers.

+1% base hp for every "food" item placed in your camp.

## Lore

> "Can't say anything good about this. The blade is all dull; the handle is unhandy and will definitely give you blisters. It will surely break after a few clumsy hits on the kitchen table. Maybe it can be used to scare away some very cowardly folks. It's too tiny to be a good weapon - and too awful to be a good kitchen utensil. But who am I to tell this to the supply specialists?
> Didn't even cut myself while loading it."
>
>

- Diary of Wizgrem, the second carriage driver