recursal/Fanatic-Fandom huggingface dataset:
Eldritch Rift (Ulminin S)

**Eldritch Rift (S)** is a node in The Ulminin Desert. Probably requires the Amelia DLC and probably not always present.

## Connections

Previous node: Heron Head

Following node: Sand Slide, Pyramid Entrance

## Eldritch Rift

*In the distance you see an eldritch rift, a strange magical phenomenon that connects several places. The rift seems to somewhat unstable, and horrors have emerged from it and are guarding the entrance. Maybe if you defeat these horrors, the eldritch rift will stabilize and you will be able to use it. What do you want to do?*

* [Leave] You prefer not to take any chances with it.
* [Combat] You attack the horrors that guard the rift.
* [Amelia] "This rift seems to be my fault... I will fix it!"
*(Amelia): "These rifts seem to be a side affect of my magic... When I found out about my daughter's kidnapping, the rage I felt made all my magic flow uncontrollably, and at that moment I used it to be able to return to Senethia as soon as possible. This is my responsibility and I will fix it." Amelia casts a spell that weakens the horrors guarding the rift and then she charges at them.*
You get 32 xp.
Begin combat vs Intruder, Riftling, Riftkeeper with all enemies suffering 1 slow and 1 weak.
After combat, go to "The rift stabilizes".

## The rift stabilizes

*You manage to defeat the horrors guarding the entrance to the rift. It seems that the rift has stabilized, but you don't know how much longer it will be active. Now you have the opportunity to use it to reach another place nearby.*

* [Loot] You search among the remains of dead horrors.
*Among the remains you find several peculiar magic items and a few magic shards. The rift is still open and you can decide where to go.*
You get 200 crystals, 48 xp, and choice from 6 items including rift stuff.
Chapel (North)

**Chapel** is a node in the upper part of The Void.

There is another node with the same name on this map.

## Connections

Previous node: Ruins (Upper N1)

Following node: Garden

## Events

### The makeshift chapel

*You arrive at some ruins where you find a makeshift chapel. Inside, there is a healer who offers his services for a small donation.
You can pay him some gold to recover your full health, or use the chapel's services to remove injuries or other cards.*

Choice:

* [Leave] You are already in perfect health.
You walk away.
You get:  56
* [Pay] Pay 600g to restore 100% of health.
?
* [Use] Use the chapel's services to remove cards.
You proceed to remove your injuries.
You get:  56
Bookworm

## Bookworm

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Reveal 1 Book from your draw pile and put it into your hand (cost reduced by 1)
Vanish

### Effect

Innate
Reveal 2 Book from your draw pile and put 1 into your hand.
Vanish

### Effect

Reveal 1 Book from your draw pile and put it into your hand (cost reduced by 1)
Vanish

### Effect

Innate
Reveal 3 Book from your draw pile and put 1 into your hand (cost reduced by 1)
Vanish
Empty Tent

**Empty tent** is a node in The Velkarath Mountains.

## Connections

Previous nodes: Large tent or Crane

Following nodes: Cult Camp

## Events

### The empty camp

You arrive at a cultist camp, but it appears to be empty and all the cultists have gone elsewhere for the moment.
You inspect the place, and there doesn't appear to be anything of value at first glance.
In one of the tents, you did see a few beds prepared for when the cultists return, and they seemed quite comfortable.
After so much fighting, this seems like a good place to get some rest.

Choices:

* [Rest +30% ] Take a nap and regain some health.
	+ You took a good nap and woke up fresh.
* [Forage] Look around inside the nearby tents. (Group [5 or lower])
	+ Success:
	You get:  400  400  60
	+ Fail: You only found a few shards and some gold scattered around the camp.
	You get:  160  200  60
	+ Critical Failure: You haven't found anything and have no more time to keep looking.
	You get: Low Self-Esteem
* [Ottis] "I can take care of an injury and try to heal us" (Healing spell card)
* [Nezglekt] "I can take care of an injury and try to heal us." (Healing spell card)
* [Explore](Requires visit to Small Waterfall) Search the tents for a copy of the book that talks about the colors of hell.
	+ Luckily, you find a copy and discover that the book is called "Demon Summoning Guide". You already knew that the first color was black, so you continue reading... "The second color of hell is orange. Long rivers of lava and fire bathe the dark landscape." Unfortunately, the book is missing the last few pages. At least now you know the title. You have rested a bit while reading the book.
	You get:  80
Faenlor Obelisk

**Faenlor Obelisk** is a node in Faeborg Forest.

It is a transition node to the next act.

## Connections

Previous node: Palace

Next node: Arrival Ruins, Arrival Point,

## Events

**The Faeborg obelisk**

*You are in front of the obelisk. This is your third obelisk, but this one is different from the other two. The energy that emanates from it is much greater, and the runes shine with much more intensity.
With difficulty, you read the obelisk runes aloud. The ground shakes, and the obelisk wall warps; this time a very large portal is created.
A blinding white light comes out of the large portal, but it seems harmless.
There is only one place to go. The end of your quest is near.*

Result:

* [Continue] Cross the large portal.
*You cross the portal, and before you realize it, you are already in another place.*
House

**House** is a node in Faeborg Forest.

## Connections

Previous node: City Gates

Next node: Avenue

Curiously, you were able to open the door easily, and inside, although frozen, everything seems to be somewhat tidy.
In the living room you find a couple of frozen elves. No doubt someone has moved them and placed them together. They are dead, but at least the death was instantaneous. That comforts you a little.
There is little else you can do here but try to look for something of value...*

Choices:

* [Leave] Someone has been here... You feel bad and prefer not to take anything
*You go out and make sure to close the door well, so that the patrols of the dead cannot enter.
Then you realize that next to the door, and due to the magical cold, a lot of magical shards have been created.
 320  80*
* [Loot] They are already dead. Look for anything of value.
*You don't find anything extraordinary that could be of use to you, except for some gold. If there was anything, someone has hidden it well.
You waste no more time and leave.
You get:320 80*
* [Sylvie] "This is my home..."
*"Shortly after everything froze, I returned home... I couldn't do anything for my parents... It was too cold, and I couldn't stay long. A few days later, I tried to come again...but the frozen dead were already patrolling the city, and my duty was to protect the owl sanctuary.
Wait here a moment."
Sylvie goes up the stairs and soon comes down with some gold, magic shards and some items she had hidden.
You get:  320  320  80*
Eastern Forest

**Eastern Forest** is a map transition node in The Wolf Wars.

## Connections

Previous node: Gorio's Camp

Next node: Bandit Camp (Only if Yogger is in party) or Old Tree.

## Event

### The End of the War

*With the werewolf chieftain defeated and his followers fleeing in disarray, the war ended shortly thereafter.*
*The humans decided to call this conflict the Wolf Wars. As Queen Amelia had promised, the humans gave shelter to all werewolves who wanted to join the kingdom.*
*Rumors reached Yogger that Magnus had been rewarded with nothing more than a medal of appreciation... Soon after, Magnus decided to leave the human army.*
*Yogger's diary ends with recounting the following months on the run and little else.*

* [Continue] You stop reading and close the diary.
	+ *You leave the diary where you found it and prepare to continue on your way.*
Betty's House

Betty's House is a hidden node in The Kingdom of Senenthia. It is only available if the Heroes have The Lost Sheep quest.

## Connections

Previous node: Farm Corral

Following node: Suspicious Hatch

## Encounters

### Betty returns safely

*You arrive at the eastern farmlands with Betty intact, when a farmer approaches you and says:
"Oooh, you found Betty! Thank you so much strangers, even being so small, she is my favorite sheep and I won several local contests with her. I wonder how she got away.
I don't have much gold...but you might be interested in hearing a rumor as to where the legendary golden sheep might be?"
What do you want as a reward?*

Choices:

* ***[Accept] You ask for the legendary golden sheep.***
	+ (Farmer) "As the locals know, the legendary golden sheep is a magical sheep that appears rarely with other grazing sheep and protects them. This sheep has golden wool and no one has ever been able to catch it, but his wool could be worth a lot of money or be useful to craft magic items.
	This morning while I was looking for Betty, I seemed to see the golden sheep on the grass hill behind the tower. It is most likely that it is still there".
	You get:  100
	(Unlock Grass Hill location.)
* ***[Accept] You ask for some gold, whatever they can give you.***
	+ *The farmer thanks you again and gives you some gold.*
	You get:  240  100
* ***[Extortion] You ask for 500g if he wants Betty back. (Group [6 or higher])***
	+ ???
* ***[Bargain] You offer him 500g to keep Betty for yourselves.***
	+ *The farmer thinks about it for a while. After making his cost and profit calculations, he agrees to sell Betty to you for 500g.
	Before leaving with Betty, he tells you that while he was looking for Betty, he thinks he saw the Golden sheep on the grass hill behind the tower.*
		- The heroes gain  120 and one hero gets Betty. Additionally, the Grass Hill node becomes available and the heroes begin The Golden Sheep quest.
* ***[Murder] You kill the farmer and keep Betty for yourselves.***
	+ You ruthlessly kill the poor farmer with one swift blow.
	That wasn't very heroic of you...but now Betty will accompany you on your journey.
	You get 112xp and acquire Betty (the Pet).

* ***[Nezglekt] "Intersting...he is the perfect candidate for my team."***
	+ Nezglekt casts a spell on the farmer who is completely hypnotized. Under Nezglekt's control, the farmer gives you all his gold and lets you keep Betty. You get 500g, 100, Betty
Ambidextrous

## Ambidextrous

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Duplicate 1 Melee attack from your hand (cost reduced by 2 until discarded)
Vanish

### Effect

Duplicate 1 Melee attack from your hand (cost reduced by 3 until discarded)
Vanish

### Effect

Duplicate 1 Melee attack from your hand (cost reduced by 2)
Vanish

### Effect

Duplicate 1 Melee attack from your hand (cost reduced by 3)
Vanish
Gorio's Camp

**Gorio's Camp** is an event node in The Wolf Wars.

## Connections

Previous node: Rest Area (Wolf Wars)

Next node: Eastern Forest

## Event

### The Chieftain Gorio

*We make our way through the camp until we reach a large tent. There we are greeted by Gorio, who welcomes us saying:*

*(Gorio) "I've heard of you... The werewolf platoon that kills their own kind on the battlefield. Humans will tell you that you're brave... but in reality you are a disgrace to werewolves.*

*And you Yogger... seeing you on the side of the humans especially pains me. I had high hopes for you.*

*Now I must execute you to set an example."*

* [Magnus] "You can still surrender peacefully! I'm sure Queen Amelia will be merciful"
	+ *(Gorio) "You are the clear example of what I don't want to happen to my werewolves. More than a wolf, you are a domesticated dog! Surrendered at the feet of humans. I'll be sure to nail your head to a pike to set an example for the others!"
	(Magnus) "I'm sorry, but you're stuck in the past, Gorio. The only way to move forward and for there to be a future for werewolves is to coexist with the others. And for that reason, today, here and now, I'm going to put you down."*You fight Gorio.
* [Yogger] "You have led the werewolves well, and I respect you for that. But now you must die."
	+ *(Gorio) "You say you respect me? Ha! don't make me laugh.... So what is the fierce Yogger doing on the side of the humans if you agree with me? Or is it that perhaps you were looking for a chance to take my place and were afraid to face me in a duel?"
	(Yogger) "Me? Afraid of you? Don't be ridiculous... You've made a big mistake by provoking humans. Someone like you should have seen coming that we couldn't win in open warfare. I would have done better! What's more, when I'm done with you, maybe I will...*You fight Gorio.

### The Betrayal!

*After a tough battle, we defeated the chieftain Gorio.*

*Magnus began to speak in celebration of victory and was about to ask the rest of the werewolves to surrender.*

*I, Yogger, couldn't allow him to continue talking and I threw a claw at his face to shut him up. Magnus was left wounded on the ground... I had to finish him off, but just at that moment the human army began to arrive.*

*This was my moment. If I made sure to finish Magnus off, I wouldn't be able to escape... So before running away, I shouted to the remaining werewolves.*

* [Yogger] "Those of you who want to remain free, follow me!"
	+ *Fleeing quickly was a good decision. In a moment, the human army occupied Gorio's camp, and as we fled I could see Magnus being tended to. Most of Gorio's men followed me, and we headed into the depths of the northeast forest.*
Library

**Library** is a node in The Void.

## Connections

Previous node: Ruins (North 3)

Following node: Ruins (North 4)

## Events

### The ancient library

*You arrive at some ruins where you find a large stone shelf with books that look really old. There are also the remains of several books and scrolls scattered everywhere, so you deduce that this was a great library in ancient times.*
Most of the books turn to dust just by touching them, and you don't know how to read the ones that are left of they are missing pieces.
After searching for a while, you only find a large history book, a few scrolls that might be useful to you and a couple of books that catch your eye.
What do you want to do?

Choices:

* [Read] Take your time and read the history book.
You get:  800.  +2
You get the achievement Ancient History
* [Loot] Take some scrolls of intellect.
**You get yellow Scrolls of Intellect**
* [Loot] Take some scrolls of defense.
**You get a corrupted Scrolls of Defense**
* [Wilbur] "This place is amazing... I have to come back with more time!"
*Wilbur has found a very interesting book that may be useful to her and decides to keep it.
It's time to move on.
You get:  100*
**You get a corrupted The Encyclopedia**
* [Evelyn] "This book is magnificent. I'm going to keep it!"
*Evelyn has found a very interesting book that may be useful to her and decides to keep it.
It's time to move on.
You get:  100*
**You get a corrupted The Encyclopedia**
* [Cornelius] "Mmm... This book looks very interesting. I should keep it."
*Cornelius has found a very interesting book that may be useful to him and decides to keep it. It's time to move on.
You get:  100*
**You get a corrupted The Encyclopedia**

* [Zek] "Look what I found hidden! Now it's mine."
*It's amazing that Zek found this cursed book here. He keeps it without a second thought. It's time to move on.
You get:  100*
**You get a Cursenomicon**

* [Continue] "You take the book about ancient technology"
*You read the book and its too complicated for you, but you are convinced that it will be of great use to the gnome. So you make sure to get it to him as soon as possible.
You feel great that you were able to help someone in need.
You get:200 3*
**All receive Honorable
Character Wilbur unlocked**
* [Explore][Asmody unlock path] Search for a copy of the book "Demon summoning guide".
*It's incredible, you have found it, an intact copy! You know the first two colors, black and orange, so you read on to discover the third. "The third color of hell is red. The pools of the damned decorate the dreadful landscape giving it its final touch." At last you know the three colors of the demon summoning guide, although you don't quite know what they can be used for.
You get:140*
Bridges

**Bridges** is a node in The Ulminin Desert.

## Connections

Previous node: Tent

Following nodes: Cliff Trail

*"Hi, I'm a pretty good monster trainer and I like to take long walks to see if I can find any interesting monsters to tame. But there doesn't seem to be anything interesting in this area.*

*Can you believe a heron tried to sell me a fennec? Who in their right mind would buy such a useless pet, haha!*

*As I told you, I am a good trainer and I have some free time. Do you want me to train any of your pets?*

Choice:

* [Leave] You have no pets to train.
* [All characters with a pet equipped] Train my pet!
	+ The guy trains your pet and teaches it a few new tricks. In the meanwhile, you have time to collect some magic shards from the surroundings.When he finishes, you thank him and leave.
	You get: 240  80
	You receive the corrupted version of the pet equipped on the character you picked.
Dry Lake

**Dry Lake** is a node in The Ulminin Desert.

## Connections

Previous node: Desert (N)

Following nodes: Desert Plains

## **Desperate for rain**

You arrive at a dry oasis and see a heron doing a strange dance. As you approach he says: "I am desperate, I need rain no matter what to fill the oasis and have enough water reserves. Perhaps one of you is able to make it rain? If not, will you join me in my dance to summon the rain? What do you want to do?

Choices:

* [Leave] You ignore the heron and walk away.
* [Accept] You join him and start dancing. (Group 7 or higher):
	+ (Success) Incredibly, the dance has been a success and it starts to rain. The heron thanks you and gives you some gold for your help. You get: 60g 40xp
	+ (Critical Failure) All players receive a Broken Bone. [*What a desynchronization! What a disaster! In the middle of the dance you fall on top of each other and break several bones.]*
* Hidden options (42)
Aqueduct

**Aqueduct** is an uncommon node in The Aquarfall Marsh.

## Connections

Previous node: Altar (Aquarfall)

Next node: Lone Tent

## Events

### The monster trainer

You come across a young boy with a yellow rat who is playing with some hypnocrabs. When you get closer, he says to you:

"Hi, I'm Bash, and I'm a monster trainer. If you want, I can train and teach new tricks to one of your pets.

Also, I can give you this hypnocrab. His name is Oculy. He is still young, but he is very friendly."

Do you want Bash to train one of your pets?

* ...
* [Each Hero] "Train my pet!"
You watch as Bash and his yellow rat begin a mock battle with your pet. After a while, and after a few lessons from Bash, your pet becomes stronger.
Before you leave, Bash gives you a few magic shards and says goodbye to Oculy.[sic]
You get: 200 shards 44 exp
(Hero receives corrupted version of their pet.)
Electricity Manual

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Pick 1 Lightning spell from your discard pile and place it on top of your deck (cost reduced by 1)
Vanish

### Effect

Pick 1 Lightning spell from your discard pile and put it into your hand (cost reduced by 1 until discarded)

### Effect

Pick 1 Lightning spell from your discard pile and place it on top of your deck (cost reduced by 1)
Vanish

### Effect

Pick 1 Lightning spell from your discard pile and put it into your hand (cost reduced by 1)
Vanish
Forge

**Forge** is a node in The Void.

## Connections

Previous node: Ruins (North 2)

Following node: Ruins (North 3)

## Events

### The sacred forge

*You encounter a white construct hitting an anvil with a hammer, and next to it you can see an inactive Oddball. As you approach it, it says to you:
"Fear not, I am a blacksmith who loves working with platinum. Right now, I was trying to fix this Oddball, but I lack another type of metal to fix its damaged dark side.
I'm also very good at forging magical items, like this platinum ring that you can keep, but if you give me some kind of rare material, I'll make you something even more impressive."
Do you have something he can use to forge an item?*

Choice:

* [Leave] You take the ring and thank him.
?
* Large Emerald[Give] You offer him the large emerald.
*He takes the emerald and starts forging a magic item. After a while, he gives you a finished magic staff and the platinum ring.
You thank him before you leave.
You get:  120*
You choose from Platinum Ring, Emerald Staff or  0

* Magic Sapphire[Give] You offer him the magic sapphire.
*He takes the sapphire and starts forging a magic item. After a while, he gives you a finished magic amulet and the platinum ring.
You thank him before you leave.
You get:  120*
You choose from Platinum Ring, Sapphire Amulet or  0

* Huge Ruby[Give] You offer him the huge ruby
*He takes the ruby and starts forging a magic item. After a while he gives you a finished armor and the platinum ring.
You thank him before you leave.
You get:  120*
You choose from Platinum Ring, Ruby Cuirass or  0
* Obsidian Ingot[Give] You offer him the Obsidian Ingot.
*He takes the obsidian and starts forging a magic item. After a while, he gives you a finished magic dagger and the platinum ring. With the left over obsidan, he forges a strange component that fits into the broken Oddball. When activated, the Oddball seems harmless and starts to follow you. The construct says goodbye and lets you keep the Oddball.
You get:  120*
You choose from Platinum Ring, the pet Orby, Obsidian Dagger or  0
Altar (North)

**Altar** is a node in the upper part of The Void.

## Connections

Previous node: Garden

Following node: Ruins (Upper N2)

## Events

### The ancient altar

*You come across an ancient altar. You can take the opportunity to make an offering of magic shards and improve your skills.
The altar appears to be in a normal state and has no special bonus for offers made.*

Choice:

* [Leave] You don't have time for this.
*You leave.
You get:  56*

* [Use] Use the altar as it is.
?

* [Rebuild] Try to improve it to get a discount.
 Group [5 or higher]
Critical Success
*You have done an excellent upgrade, and the altar is now gleaming.
You got a 50% discount.
You get:  68*
Success

Fail
*Instead of making it better, you have made it a little worse.
Price increased by 10%.
You get:  56*
**You can upgrade cards at 110% price.**
Bridge

**Bridge** is a node in The Ulminin Desert.

## Connections

Previous node: Tent

Following node: Cliff Trail

*"Hi, I'm a pretty good monster trainer and I like to take long walks to see if I can find any interesting monsters to tame. But there doesn't seem to be anything interesting in this area.*
*Can you believe a heron tried to sell me a fennec? Who in their right mind would by such a useless pet, haha!*
*As I told you, I am a good trainer and I have some free time. Do you want me to train any of your pets?*

Choice:

* [Leave] You have no pet to train
* [Anyone] "Train my pet!"
	+ The guy trains your pet and teaches it a few new tricks. In the meanwhile, you have time to collect some magic shards from the surroundings.
	When he finishes, you thank him and leave.
	You get 240 crystals, 80 exp. The pet is corrupted.
Cold Snap

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Pick 1 Cold spell from your discard pile and put it into your hand (cost reduced by 2 until discarded)
Vanish

### Effect

Pick 1 Cold spell from your discard pile and put it into your hand (cost reduced by 3 until discarded)
Vanish

### Effect

Pick 2 Cold spell from your discard pile and put it into your hand (cost reduced by 2 until discarded)
Vanish

### Effect

Pick 2 Cold spell from your discard pile and put it into your hand (cost reduced by 3 until discarded)
Vanish
Astarios

## Astarios & Astorhus

Astarios & Astorhus are the final bosses of the Grand Arena Event in the Velkarath Mountains. Astarios will summon Astorhus during the third round.

After defeating Astarious and Astorhus, each hero will receive the Arena Champion card in their deck along with 500 and 28.

HP: 486/486

Speed: 17

  -10%
  22%
 Immune:

## Astorhus

Summoned by Astarios at the beginning of the third round.
HP: 302/302

Speed: 16

  -12%
  20%
 Immune:

What a show! You have succeeded. Not only have you defeated Astarios, but you have defeated Astorhus, the former champion at the same time!

This fight will be remembered and talked about everywhere for a long time.

It's time to enjoy your fame and your reward.
Adventure Mode

Unveil the history of Senenthia. Discover new characters, unlock cards and fight evil bosses in this roguelite adventure.

# Crossing the Obelisk

## Adventure mode

In **adventure mode** the goal of the party is to progress through a number of nodes on a series of maps. There are five locations to visit, with Acts 1 and 4 being immutable, whilst the party selects where to navigate to in between.

Starting in Senethia, the goal of the party is to defeat the evil boss of each map in order to progress to the next Act, receiving a full heal for hurt adventurers and then being taken to a town at the start of the next map.

Along the way, after defeating the first boss, the party must choose between three differently coloured portals; red, green and blue, which will mark the start of Act 2. Completing this map allows the party to then once more select a map, this time one of the remaining colours that they did not choose the first time.

Act 4 denotes the beginning of the final map which takes place in The Void, which is divided into two sections, the lower and upper void maps. Defeating the final boss in Act 4 will result in victory for the party and grant various bonuses to the player. Such as receiving bonus experience towards unlocking various perks.

## Progression

### Temporary progression

To aid the player as they progress there will be a number of opportunities to improve for each specific run. This includes levelling up adventurers in order to gain access to traits and being offered cards specific to the class of the character to improve their decks. Cards that are seen at any point during an adventure will be unlocked in the Tome of Knowledge to be viewed as the player wishes later on. Each character will return to level 1 and their starting deck between different runs.

Players will collect resources (gold, shards and experience) along the way to help further improve their chances of survival.

### Permanent progression

The meta progression for this game is bound to two separate levels, one is player rank, which unlocks access to a variety of perks that provide a variety of bonuses that a player may customise as they see fit, providing bonuses such as extra defense or offensive capabilities to their characters. The other is character specific, where each character will progress as they are either used, or played in the same game by another player in multiplayer, as they progress, gaining various bonuses such as access to upgraded starter equipment and cosmetic rewards like card backs and skins.
Dawn and Dusk

## The Twins

Dawn and Dusk are a powerful duo boss combination at the end of the first part of The Void. Players must travel to the Lower Staircase node to start the encounter.

*You are at the base of the great staircase, but in front of you there are two colossal automatons blocking your way.*

*The automatons do not attack you immediately. They seem to be on the defensive and their only intention is to protect the staircase.*

*No matter how hard you look at it, your only option is to defeat them in order to continue.*

How do you proceed?

-**[Combat]** You attack them directly.

-**[Rest +30% Healing]** You try to rest and recover your strength.

## Dawn

HP: 920

Speed: 13

  38%
  56%

## Dusk

HP: 934

Speed: 13

  -10%
  -20%

## Defeating the Twins

The twins fall

*After a hard fight, you have defeated the two colossal automatons and the way to the stairs is clear.*

*Before you start the ascent, you notice that there is a large ancient chest on one side of the tower.*

Although you are short on time, a chest is a chest.

-**[Loot]** You open the chest.

Inside the chest you find gold, magic shards, and a lot of extraordinarily rare items that have been stored there for centuries.

You get: 400, 400, 152, and 8

The party has the chance to get The Defiler, Destiny, the Continuum Blade, Bastion, the One Ring, and Mirror of Kassandra.
Palace

**Palace** is a node in Faeborg Forest.

Previous node: Palace Stairs

Following node: Faenlor Obelisk

## **The Frost Calamity**

*As you go up the stairs, you see the Frost Calamity resting in front of the frozen palace. That's a dragon! You realize it's not just any dragon, it's Faeborg himself! This ancient dragon roamed these lands and gave them their name, many centuries ago. Faeborg is blocking the way and doesn't even bother to come after you. The cold is extreme, resting is almost impossible, and your only option is to try to defeat him.*

* [Combat] You attack him immediately.
You attack Faeborg and hope for the best.
Start **Faeborg Boss Battle**

* [Rest +40%] You try to shelter from the cold and regain some strength.
 Group [5 or lower]
Success
*You find a place sheltered enough from the cold. You rest a bit and regain your strength.
Now all that's left for you to do is attack Faeborg and hope for the best.
You get: 4*
Start **Faeborg Boss Battle**
Fail

* Magic Torch [Rest +40%]*You use the magic torch to warm up and regain some strength.*
Thanks to the torch, you take shelter from the cold and recover some strength. Unfortunately the torch goes out soon.
Now all that's left for you to do is attack Faeborg and hope for the best.
You get:  4 *Start **Faeborg Boss Battle***

## Faeborg Boss Battle

Enemies:

* Faeborg

## Faeborg takes flight

*After a hard battle and almost freezing to death, you manage to wound Faeborg enough for him to take flight and flee. You never thought you would encounter a dragon, let along such an ancient one. The mere fact that you made him flee is a great achievement. The path to the obelisk is clear, and you are hopeful that without Faeborg nearby, the city will thaw in time. Where he was resting, you see a large golden chest.*

* [Loot] You open the golden chest.
A few Faeborg scales have fallen during the fight. You keep one of them and open the chest.
Inside you have found gold, magic shards and many rare magic items.
You get:  300  300  36  5
Choose between Faeborg Scale, 7 other silver or gold items or  120.
Campsite (Upper N)

**Campsite** is a node in the upper part of The Void.

There is another node with the same name on this map.

## Connections

Previous node: Ruins (Upper N2)

Following node: Obelisk

## Events

### The last rest

*In front of you is the central obelisk and under it you can see a large altar.
This is your last chance to rest and regain some strength.
Do your best to prepare for what may happen next.*

Choice:

* [Rest +30%] Rest and recover some strength.
*You feel refreshed.*

* [Healers] "I can take care of an injury and try to heal us."
 [Healing spell card]
Success
*You have time to treat one injury and heal a bit
You can remove one card for free for each hero.
You get:8*
Fail
Last Reward

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Pick 1 card from your discard pile and put it into your hand (cost 0 and vanish)

### Effect

Pick 1 card from your discard pile and put it into your hand (cost 0 and vanish)

### Effect

Pick 1 card from your vanish pile and put it into your hand (cost 0 and vanish)
Vanish

### Effect

Pick 1 card from your vanish pile and put it into your hand (cost 0 and vanish)
Vanish
Chapel (South)

**Chapel** is a node in the upper part of The Void.

Many nodes share the same name on this map.

## Connections

Previous nodes: Magic Circle

Following nodes: Ruins (Upper S2)

## Events

* Common

**The makeshift chapel**

You arrive ar some ruins where you find a makeshift chapel. Inside, there is a healer who offers his services for a small donation.
You can pay him some gold to recover your full health, or use the chapel's services to remove injuries or other cards.

Choice:

* **[Leave] You are already in perfect shape.**
* **[Pay] Pay 600g to restore 100% of health.**
	+ *The healer heals you, and you recover all your health.*
		- The heroes are restored to full health and gain 56.
* **[Use] Use the chapel's services to remove cards.**
	+ You proceed to remove your injuries.
	You get: 56
Belphyor

A mini-boss found in the Hatch node during Act 1.

At the Summoning Ritual Node, choose [Pretend] Tell them you are new here, and you've come to help with the ritual. Group [6 or higher].

Next, players can make one of 3 options if Cornelius is not in the party.

1. [Leave] Well... We were just passing through, killing cultists...Can we leave?
2. [Combat] He is weakened. Now is a good chance to defeat him forever. Attack him.
3. [Persuade] Oh, great Belphyor...Maybe there is something we can do for you? Choose this option to start "**Revenge of the Imps**" which is crucial to unlocking Flamy.
4. [Cornelius] *"You fools! You don't know what you're doing. Stop this at once!"* [Fire Spell Card]
	1. Success: *"Hello...old friend...We meet again."* Belphyor: *"I see you're still alive...And you dare to call me old friend? Last time, you summoned me into the depths of that damned forge and then abandoned me to my fate. You owe me one and now is the perfect time to repay me. Your former followers are using my imps as mere tools...They've had enough, and now they're out for revenge. Take this scroll and use it in a place full of cultists. Do this for me and we'll be even. Plus, I'll reward you generously."*

## Stats

HP: 386/386

Speed: 15/15

  75%
  -20%
 Immune:

## Combat

Initiate Combat:

* (Belphyor) *"Fool..."* The fight begins.

Belphyor's Defeat: Unlock the Belphyor Achievement.

* *You have defeated a greater demon! Although he has not died, he's returned to his plane of existence and will take time to recover. Still, it is a great achievement that must be celebrated. There should be some magic shards in the demon's remains, and now that the basement is empty of cultists, you can loot it.*
	+ *[Loot] Loot the basement and get some rest*
		- *You collect all the magic shards and also find a hidden chest near the summoning circle. One of the greater demon's horns remained after the fight. You take it as a trophy and proof of your deed. You open the chest and rest for a while.*
			* The heroes receive 352, 4, 1, Belphyor's Horn, and an eight-item draft. Belphyor's Pipe and the Searing Dagger will always appear in the draft pool.

## Trivia

* *"I am the Lord of Imps! Suffer the wrath of my kind!"*
* *"Do you want a puff?"*
Bouncing Shield

## Bouncing Shield

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Deal X Blunt. (X equals your Block) Purge your Block. Chain 2.
Vanish

### Effect

Deal X Blunt. (X equals your Block) Purge your Block. Chain 2.

### Effect

Deal X Blunt. (X equals your Block x1.5) Purge your Block. Chain 2.
Vanish

### Effect

Deal X Blunt. (X equals your Block x2) Purge your Block. Chain 2.
Vanish
Campsite (Frozen Sewers)

Is a node in the Frozen Sewers of Faeborg Forest.

Previous node: Entrance (Frozen Sewers)

Next: Throne or Vault

## Shelter from the cold

You advance through the sewers, and the cold becomes more and more unbearable.

In one of the corridors, you find a small camp with a couple of tents and an unlit campfire.

You barely manage to light the fire. The small fire produces a dim light and some heat, but it doesn't seem to last long.

What do you want to do?

* [Rest +30%] You rest a bit and take shelter from the cold
* [Forage] You search for gold and shards in the nearby corridors (Group 5 or lower)
	+ Fail: You only found a small amount of gold and shards lying in one of the corridors.
	You get:  100  100  60
* [Fishing] You try to fish in the icy channels of the sewers (Group 7 or higher)
	+ Fail: After a while of fishing, you are lucky and manage to catch a fish for everyone, but it seems that they are somewhat frozen.
	You get:  32
	Card: Frozen Carp
	+ Success: ???
	+ Critical Success [10(?) or higher, exact number needs confirmation]: After a while fishing, you are lucky and manage to catch a fish for everyone. You get:  32 All heroes receive a copy of Bass.
* (Ottis) "I can take care of an injury and try to heal us" (Healing spell card)
* (Nezglekt) "I can take care of an injury and try to heal us" (Healing spell card)
* (Malukah) "I can take care of an injury and try to heal us." (Healing spell card)
* (Reginald) "I can take care of an injury and try to heal us." (Healing spell card)
* Hidden options (1, not Heiner, Sylvie, Wilbur, but probably the healers)
Palisade

Is a node in the Frozen Sewers of Faeborg Forest.

Previous nodes: Corridor (South sewer)

Following node: Drain

* Common

## The advisor's story

You arrive at a palisade and find a couple of ratmen standing by some magical torches. One of them says: "Interesting... If you are here, it means you have entered through the crack and defeated the dead. You see, I was one of the king's advisors... One of his rings saved him from freezing and then he managed to unfreeze some of us. But soon after, he made a deal with a dracomancer named Fred, and betrayed us all... Well, that doesn't matter anymore. Thanks to you, we can go out. Can I do something for you?"

* [Ask] Could you give us one of those torches?
	+ (Ratman) "Of course, ..."
	You get:  88 and the Magic Torch item
* [Ask] What was the deal the king made?
	+ (Ratman) "Fred, offered the king a lot of elven jewelry, as well as a scepter to control the dead. In exchange, the dracomancers would be free to move through the sewers and reanimate our people. The king had become very sadistic since he learned dark magic. He liked to make dark deals with his own people... A word of advice, if the king offers you a deal. Know that he doesn't need to extract your vitality to complete his corruption magic."
	You get:  70

Zek allows for both outcomes.
Healer Cards

## Healer Cards [97]

This page under construction. Many things have changed between the early access and release versions.

Anthem of Hope

Bad Augury

Baptism

Barrier

Benediction

Binding Heal

Black Hole

Black Karma

Bulk Heal

Celestial Brillance

Chain Heal

Circle of Healing

Clairvoyance

Clarity

Condemnation

Crescent Light

Curative Therapy

Dark Outbreak

Dawnlight

Death's Reach

Delay Response

Demonic Tutor

Desperate Prayer

Detoxify

Dilute

Dispel Magic

Divine Insight

Divine Ire

Divine Power

Enervate

Expected Prophecy

Fade

Fanaticism

Flash

Flash Heal

Foresight

Fortune Telling

Greater Heal

Guardian Angel

Hallucination

Heal

Healing Rain

Heavenly Blessing

Holy Aegis

Holy Blast

Holy Fire

Holy Nova

Holy Ripple

Holy Smite

Holy Storm

Infuse Courage

Inner Fire

Innervate

Mass Dispel

Meditate

Mental Shake

Mesmeric Mirage

Mind Blast

Mind Twist

Mind Visions

Omen of Peril

Pain Suppression

Panacea

Pandemonium

Penance

Prayer of Healing

Prayer of Protection

Prescription

Profane

Protect from Evil

Pulsing Heal

Purging Ray

Radiant Assault

Ray of Hope

Renew

Ruin Bolt

Sacred Bolt

Sacred Ceremony

Sanctification

Sanctuary

Save It For Later

Scry

Shadow Mend

Shield of Warding

Shining Force

Spark of Life

Spectral Missiles

Sunbeam

Tabula Rasa

Temporal Chains

Terrorize

Unholy Storm

Vampiric Touch

Vile Gas

Vile Lance

Vitalize

Yin Yang Bolt
Forge (Forge)

**Forge** is a node in the Black Forge dungeon in The Velkarath Mountains.

## Connections

Previous node: Corridor

Next node: Statues

## Events

### The outer forge

On the wall of the volcano you find a dwarven forge for auxiliary works of the city. Although it is somewhat damaged, it seems to still work. On one side of the forge, you see some obsidian ingots and some dwarf blueprints that are still intact. Obsidian ingots are valuable in their own right, but perhaps you could try using them to craft some of the dwarven items shown on the blueprints.

What do you want to do?

* [Leave] You keep the obsidian ingots and leave
	+ You don't want to waste the obsidian ingots and prefer to keep them.
	You get:  4
* [Use] Try to craft a pair of obsidian rings [Group 5 or lower]
* [Use] Try to craft an obsidian rod. [Group 6 or higher]
* [Use] Try to craft an artifact called "Osmium Feet" [Group 3 or lower]
* [Use] Try to craft an artifact called "The Anvil" [Group 7 or higher]
	+ Success You are lucky and you manage to craft the item you wanted. You get:  12 The Anvil : Blunt and Fire damage +1, 3 times / turn when you play a card gain 2 Fortify and 1 Reinforce
Holy Aegis

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Grant X Shield. (X equals your draw pile size x4) Dispel Dark. Grant 3 Vitality 2 Courage.

### Effect

Innate
Grant X Shield. (X equals your draw pile size x4) Dispel Dark. Grant 3 Vitality 3 Courage.

### Effect

Grant X Shield. (X equals your draw pile size x4) Dispel Dark. Grant 3 Vitality 3 Bless.

### Effect

Innate
Grant X Shield. (X equals your draw pile size x5) Dispel Dark. Grant 4 Vitality 4 Bless.
Vanish
Pet Spells

Pet spells are those that are cast by certain pet equipment, at two different degrees of strength, with the corrupted version of an pet casting an improved version of the spell that is associated with the base equipment.

Please refer to the Pets page for information on how to unlock pets.

### Cast

* Awful Tantrum - Corrupted Betty
* Bloodsucker - Mozzy
* Bouncy Embers - Corrupted Flamy
* Clairvoyance - Oculy
* Downpour - Chumpy
* Fire Ember - Flamy
* Hell Mark - Asmody
* Hurry Up - Bunny
* Icicle Launcher - Daley
* Lightning Bolt - Stormy
* Palisade - Champy
* Paralyzing Venom - Corrupted Lianty
* Poisonous Bite - Lianty
* Poison Splash - Slimy
* Shield Generator - Orby
* Storm - Corrupted Stormy
* Tantrum - Betty
* Wind Blessing - Sharpy
Ratone

A mini-boss in the Frozen Sewer.

The King's Dark Deal

*You find yourselves in front of the king of the ratmen. With a gesture, he invites you to approach and says:*

*"I didn't expect to have visitors who didn't come from the well...I guess you are pretty strong if you are here. Right now, I don't feel like fighting and I'm waiting for someone. Maybe we could make a deal.*

*In exchange for the jewelry and some vitality of one of you, I'll use my corruption magic to upgrade their weapon. I'll also turn a blind eye and let you all through.*

What do you say? Does anyone take the deal?

-**[Combat]** You attack him right away, while he waits for a response.

* Your immediate attack catches him a bit by surprise. But he soon regains his composure. The fight begins.

-**[Rest]** You try to buy some time by prolonging the conversation and recovering your strength. Group [4 or lower]

-**Zek**

-**Character:** "I accept the deal. Take my jewelry and some of my vitality. (-12 max HP)"

## Stats

  %
  %
 Immune:

## Defeating Ratone

The sewers are clean

*After a hard fight, you defeated the king of the ratmen and destroyed the scepter he used to control the dead.*

*You have cleared the sewers of the frozen dead, and the few remaining living ratmen have been able to escape.*

Now all that remains is to loot the king's corpse and find a way out quickly before you freeze to death.

-**[Loot]** You search for valuable items on the king's body and in the surrounding area.

The king was obsessed with jewelry, and you found several magic rings. One of them is the reason why he was not affected by the frost.

You also found some gold and magic shards in the surroundings.

You get: 300, 12, and 3

The party will be able to receive the Black Deck, the Neverfrost, and the Frozen Heirloom.
Lava Cascade

**Lava Cascade** is a node in The Velkarath Mountains.

## Connections

Previous nodes: Large Tent, ???

Following nodes: Ancient Ruins, ???

#### Quest Text

> You are in front of a large lava cascade. If you manage to climb it, you would reach the top of the volcano, but it seems very dangerous.
>
>
> In the middle of the cascade, you realize there is a chest half burned by the flames, but reaching it is also difficult.
>
>
> Doing both at the same time seems almost impossible.
>
>
>
> What do you want to do?
>
>

#### Choices

* [Leave] You don’t want to end up scorched, you leave.
	+ ???

* [Climb] Go for the chest and go back down. (Group [5 or higher])
	+ Success
		- You managed to climb up the chest and get down safely with it. You open the chest.
		- You get: 240 gold and 192 experience
		- You receive an item draft, but some number (three?) items are replaced with Burned Item.
		- You cannot travel to the Volcano Summit node next and must proceed to Mountain Ledge node.
	+ Fail
		- You start to climb, but the terrain is unstable and the heat is becoming more and more intense. Before burning, you prefer to go back down.
		- *(You cannot select the upper node as the following node.)*

* [Climb] Ignore the chest and try to climb to the top. (Group [5 or higher])
	+ Success
		- ???
	+ Fail
		- ???

* [Climb] Try to get to the top with the chest. (Group [8 or higher])
	+ Success
		- ???
	+ Fail
		- ???

### How to boil an egg (Rare event)

#### Quest Text

> You find yourself in front of a large lava cascade, but you can see that climbing it is really dangerous.
>
>
> Then you notice that the mosquito egg in your rucksack moves because of the heat, or so you think.
>
>
> This could be a good place to try to hatch the egg, but also to cook it. You haven't eaten anything since you left the town and you're getting hungry...
>
>
>
> Do you want to cook it or do you want to try to hatch it?
>
>

#### Choices

* [Continue] (Requires Mosquito Egg) Take out a small pot and boil the egg.
	+ You take out a small pot and cook the egg near the lava until it looks edible. Although the texture was a bit weird, it was delicious! While you were eating it, you were able to study a safe way up the lava cascade.
	Every character on your team receives Well Fed boon.
* [Continue] (Requires Mosquito Egg) Place the egg near the lava to hatch.
	+ After a while a small mosquito hatches from the egg.
	On its first test flight it hits a small chest in the lava waterfall and the chest falls towards you. The mosquito comes back to you and starts to follow you if you let it.
	You have also seen a safe way up the lava waterfall.
	You get:  204
	+ Unlocks Mozzy, if not already unlocked.
Faeborg Forest

Faeborg Forest is reached by taking the blue portal.

## Nodes

* Town
* North Path
* Forest Entry
* Hidden Path
* Forest Glade
* Grove
* Campsite (North)
* Broken Wall
* Armory
* Back Street
* Palace Stairs
* Store
* Main Street
* City Square
* Sanctuary
* Guard Post
* Forest (North)
* Owl Guardian
* Main Road (Faeborg)
* Inn
* City Gates
* House
* Avenue
* Mansion
* Gateway
* Forest (South)
* Shore (Faeborg)
* Closed Gate
* Sewer Outlet
* Harbor
* Island Coast
* Whirlpool
* Island
* Campsite (South)
* Wall Crack
* Palace
* Faenlor Obelisk
* Altar (Faeborg)
Necrotic Burst

## Necrotic Burst

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Deal X Shadow. (X equals your discard pile size x2) Apply 1 Dark.
Vanish

### Effect

Deal X Shadow. (X equals your vanish pile size x2) Apply 1 Dark.
Vanish

### Effect

Deal X Shadow. (X equals your discard pile size x2) Apply 1 Dark.

### Effect

Deal X Shadow. (X equals your vanish pile size x3) Apply 1 Dark.
Vanish
Cursenomicon

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Suffer 16 Shadow 3 Dark. Discover 3 Curse spell and shuffle them into your deck (cost 0)
Vanish

### Effect

Suffer 12 Shadow 3 Dark. Discover 3 Curse spell and shuffle them into your deck (cost 0)
Vanish

### Effect

Suffer 22 Shadow 5 Dark. Discover 4 Curse spell and shuffle them into your deck (cost 0)
Vanish

### Effect

Suffer 10 Shadow 3 Dark. Discover 4 Curse spell and shuffle them into your deck (cost 0)
Vanish