recursal/Fanatic-Fandom huggingface dataset:
YinYang Logo

* TLS
* Prototype

**YinYang Logo** is a male character on the online animated series **The Luckyland Show** created by IkkySubmits on *YouTube*. He is a **minor character** and a member of Buzzsaw's Bad Boys Gang.

## Appearance

YinYang Logo is an anthropomorphic circular logo of the popular Chinese philosophical symbol Yin-Yang. His color consists mauve purple on his right and light gold yellow on his left, along with maroon dots on each end of the colors. He has maroon limbs. He wears what seems to be a pair of hefty grey gloves, with red cylinders attached on the wrists. He wears grey shorts, black stylish shoes with white socks. Like his gang allies, he has a bruise on his left eye, and a brown scratch mark on his head.

In his **prototype** design, his color simply consists of black and white, lacking the red dots, and in horizontal position instead of vertical.

## Trivia

* YinYang Logo, along with the rest of Buzzsaw's Bad Boys Gang, are based off of IkkySubmits' schoolmates.
* He is one of the three characters in the show who are not actual objects. The other is Arrow and Quaver.
	+ Because of this, it is unknown what his body is composed of.
* YinYang Logo's color scheme is actually based on one of the shield patterns by ancient Romans, completely disconnected from the popular white-and-black Yin-Yang.

## Gallery

The color reference for YinYang Logo based on an ancient Roman shield pattern.
Sanity

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**Sanity** is an attribute of most enemies. It could be defined as a measure of how strong an enemy's force of will is.

## Overview

An enemy's Sanity determines the amount of mental anguish they can endure before going insane, or dying of a heart attack.

## Inspiration

Inspiration is a state enemies of Iratus may be driven to, as their Sanity is drained during combat.
Once they get inspired, they received specific buff(depending on the type of inspiration) and restore their sanity back to 100%.
You still have a chance to kill an inspired enemy to stress damage them when their stress at 0.

### Mighty

Increases damage dealt by 25%.

Damage received reduces by 25%. - includes all stress damage (direct and from the curse).

### Concentration

+8 Accuracy

+8 Attack

+8 Evasion

### Brave

- Increases maximum  Sanity by 50.

- Decreases all received stress damage for self and all allies by 10% until the end of battle.
Luck

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**Luck** is an attribute which determines the likelihood of a unit landing a critical hit. Negative luck on a target increases the luck of the attacker.

## Examples

**When attacking an enemy with 0 or positive luck with a minion with 25% luck:** there is a 25% (or 1/4) chance the minion will land a critical hit.

**When attacking an enemy with negative luck:** Let's say an enemy has -50% luck and the minion you're attacking with has 25% luck. In this case, you will add the absolute value of both numbers together. 50 + 25 = 75. That's means there is a 75% (3/4) chance that the attacking minion will land a critical hit on the enemy.
Vigor

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**Vigor** is an attribute which determines the amount of physical or magical damage a minion or enemy can withstand before it is destroyed.

## Overview

If a unit's vigor is reduced to 0, the target will be vanquished and removed from battle. Minions destroyed this way will disappear from Iratus' army.

**Minor exception:** the Bone Golem's "Self-Destruct" skill destroys the golem, but may be upgraded to "I'll Be Back," giving the golem a 50% chance to resurrect at the end of the battle.
Arena

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The **arena** is a building within the Graveyard, where minions can be assigned to train, improving their effectiveness in combat. Each minion assigned to the Arena will receive +10 experience points and 45% of the experience from the current level after a victory, except for quest battles. The amount of experience given decreases with increasing difficulty levels with 10 + 45% being the amount for the Cakewalk difficulty.

The Arena can be unlocked by sacrificing a Skeleton and 25 Diggers' Souls. Extra minion slots can be unlocked by sacrificing a Bride of Iratus, a Head Hunter, and a Fallen Dhampir. You can sacrifice these minions in any order, and it will cost 40 Souls for the second upgrade, 60 for the third, and 80 for the fourth and final upgrade.
Iratus: Lord of the Dead Wiki

**Welcome to Iratus: Wiki of the Dead!**
This is a collaborative community wiki about *Iratus: Lord of the Dead*, the dark fantasy, turn-based RPG developed by *Unfrozen* and published by *Daedalic Entertainment*.
This wiki can be edited by anyone! There are currently **113** articles and several active users.

Official game description from Iratus.org:

> *"Experience the story behind the fall of the great necromancer and his unexpected release from an eternal prison. He awakens to a dark and corrupt world that is ripe for the harvest! Turns out heroes without a big foe are quick to grow lazy, so it’s time to show them true terror on your quest for vengeance..."*
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IratusMinionsHumanorium (Enemy Encyclopedia)Locations
ArtifactsItemsParts

There are no special events running currently.

Twitter

*Interested in helping build this community? Check out the following help articles:*

* Getting Started
* How to Contribute
* Managing your new community
* Community page
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Dungeon

The dungeon is a collection of sprawling caverns, tunnels and pathways through enemy barracks which Iratus must navigate in order to reach his freedom and accomplish his mission of eradicating all things living. There are currently three different sections Iratus must advance through to achieve his goal: The Mines, Dwarf Tunnels and Mercenary Barracks. Two more sections can be seen on the map but are not available to players during Early Access.

## Overview

The dungeon map can be found in the Chamber of Iratus. Players must use the map to progress Iratus and his army forward toward freedom. Many different paths can be chosen to go down, but once you've made your choice there is no turning back. This forces players to think ahead before acting, choosing the path which best allows them to claim victory.

**Important note:** all maps are procedurally generated, meaning that each playthrough will feature a different set of pathways and obstacles the player must circumnavigate.

## Room Types

There are 12 different categories of rooms that may be encountered while traversing through the dungeon. They are:

* Empty Rooms
* Battles
* Sacrificial Altars
* Quests
* Ancient Coffins
* Cultists
* Soulspring
* Chests
* Graves
* Steles
* Fountains of Restoration
* Elite Squad Battles
* Boss Battles
* And finallly, the Exit.

## Gallery

A sample of the dungeon mapIratus lurching over the map in his chamber.
Insanity

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**Insanity** is a state enemies of Iratus may be driven to, as their Sanity is drained during combat.

## Types of Insanity

As enemies go insane, this has various effects depending on the exact affliction and in some cases the type of enemy.

### Weakness

* -5 Initiative
* Decreases damage inflicted by 25%
* Damage received is increased by 25%

### Berserk

This is always inflicted on Dwarven Berserkers when they go insane.

* Increases damage inflicted by 50%
* Increases damage taken by 50%

### Unlucky

* -15 Luck
* -15 Accuracy
* -15 Evasion

### Hopeless

* -25 Luck
* Decreases damage dealt by 50%
* Loses all  Blocks
* Removes all  Wards
* Loses all  Armor
* Loses all  Resistance

### Cowardice

* Chance to flee increases by 20% every turn.
* Before the beginning of each turn, deals stress damage to all allies equal to 20%(5% for bosses) of their remaining sanity.

### Panic

* +2 Initiative
* -50 Accuracy
* +10 Evasion
* 33% chance to skip next turn.

### All Remaining Strength

* At the start of it's turn, loses 40% of remaining Vigor.
* Receives an extra action.
Mortuary

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The **Mortuary** is a building within the Graveyard, where a powerful aura of death restores 100% Vigor for each minion in the building after a victory, except for quest battles. The amount of Vigor healed decreases with increasing difficulty levels with 100% being the amount for the Cakewalk difficulty.

Outside of the tutorial, the Mortuary is unlocked by default when you start a new game. Extra minion slots can be unlocked by sacrificing a Wraith, a Blood Phantasm, and a Black Widow. You can sacrifice these minions in any order, and it will cost 40 Diggers' Souls for the second upgrade, 60 for the third, and 80 for the fourth and final upgrade.
Spellthief

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A **spellthief** is an enemy unit that groups of Minions often encounter in combat.

> *"These shady individuals are gifted with a rather rare form of magic that allows them to drain power from other magic users. Naturally, most mages do not approve of such a practice, which is why there are no dedicated schools in place to train them. Only in the underworld do such scruples fall to the wayside, so this is why joining a thieves’ guild is the only way for someone to master this power."*
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Luckyland

**Luckyland** is a fictional land where The Luckyland Show takes place.

## Appearance

**Luckyland** is a voluminous clump of merging heavens where the inhabitants reside.

## Types of Heavens

* The Forbidden Heaven
* The Icy Heaven
* The Volcanic Heaven
* The Forest Heaven
* The Suburban Heaven
* The Big City Heaven
* The City Heaven
* The Beach Heaven

## Inhabitants

* Pen
* Pencil
* Atlas
* Handkerchief
* Mouse
* Grass Block
* Dictionary
* Dynamite
* Calculator
* Domino
* Micro
* Buzzsaw
* Corn
* Ginger
* Nightlight
* Fluffy
* Dodgeball
* Candy
* Ruler
* Pearl
* Sketch Marker
* Jelly
* Jello
* Strawberry
* Turnip
* Yogurt
* Sushi
* Photo
* Peach
* Clover
Battle Formations

Battle formations (AKA battle "squads") are, simply put, the order in which minions and enemies face each other in battle.

## Overview

In both the Chamber of Iratus and Graveyard, a set of battle formations can be seen on the HUD along the bottom of the screen. Each formation has 4 slots in which minions can be placed (16 empty slots in total). In a minion formation, the right-most minion will be in the closest position to the enemy group. Enemy formations can be seen as a tooltip when hovering over a combat room on the Dungeon map.

The significance of this is that minions and enemies can only use certain abilities in particular positions. Therefore, it's very important to place your minions wisely dependent upon what kind of abilities you want to utilize in combat. It is also important to learn at what positions enemies can use their most powerful abilities and keep them from being in those positions in their formation during combat.

With that said, many abilities can be used to cause minions and enemies to change positions in the formation.

## Gallery

Formation as seen in HUDMinions and enemy formations as seen in combat
Administrators

Welcome to the *Iratus: Wiki of the Dead* administrator page! Here you can find a list of admins willing to assist you with anything you may need. Feel free to contact the team with any questions or concerns you may have!

## **Administrators**

* Coshad
* Chaseums0967
* CutePengi
* Cryfor

(Note: If this list is not up to date for some reason, you can find a complete list of current wiki administrators here)
Attack

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**Attack** is an attribute which determines the amount of physical damage or magical damage that a minion or enemy will deal in combat.

*NOTE*: Attack does not determine stress damage dealt by a unit. That is determined by the Dread attribute.

**Example:** The Vampire class has an ability called "Bite". It's text reads, *"Physical Attack. Deals 100% (X - Y) damage."*The base attack of a Vampire (created using only common parts) is 22 - 26. Hence, when using Bite the Vampire will deal between 22 - 26 physical damage to an enemy with 0 armor.
Hammerer

**Hammerer** is an enemy unit encountered in the Dwarf Tunnels (floor 2).

* Standard
* Elite

* Cake Walk
* More Pain!
* Good Always Wins

###  Feature

50% chance to redirect an attack from an ally standing behind the Hammerer to itself.

###  Feature

50% chance to redirect an attack from an ally standing behind the Hammerer to itself.

###  Feature

50% chance to redirect an attack from an ally standing behind the Hammerer to itself.

## Attributes

* Cake Walk
* More Pain!
* Good Always Wins

###  Feature

50% chance to redirect an attack from an ally standing behind the Hammerer to itself.

###  Feature

50% chance to redirect an attack from an ally standing behind the Hammerer to itself.

###  Feature

50% chance to redirect an attack from an ally standing behind the Hammerer to itself.

## Counter

***Roles******: Physical damage dealer  - Heavy magical damage dealer  - Tanker  - Stance user - Self-healer  - Position Disrupt***

***Best Positions***: Any positions (depending on various encounters and situations)

**Hammerers** are unusually hardy targets, heavily protected by all kind of defenses: Armor , Resistance , Block  and Ward . As a result, it is a difficult task to kill them without using necessary Debuffs to soften them. Fortunately, they are heavily reliant on using Stance instead of attacking outright. Despite being durable tankers, **Hammerers**, in fact, prefer to stay in the back to utilize their Stance. On the front, they tend to use the knock-back attack to push themselves behind allies.

Once a **Hammerer** has activated his Stance, it needs to be cancelled at any cost to avoid heavy damage. Make sure the squad has at least one minion capable of breaking Stances. A **Hammerer** effectively becomes useless when his Stance is constantly cancelled. Unfrozen 's ***Ice Lance*** is best for this task, which outright ignore **Hammerer**'s dense Block . After a **Hammerer** has activated Stance, make sure his Initiative  is not buffed higher than minions tasked with breaking Stances. This is prone to happen when the enemy squad has a Trader (who can Buff allies's Initiative  with his Stance) or when the player uses Lost Soul 's ***Stream of Delusion***.

A possible strategy to prevent **Hammerer** from using Stance (when he can't access back positions) is putting a minion equipped with Legcuffs on the front (preferably a Skeleton  or Black Widow ). For some reason, if the knock-back attack can't move a minion, the **Hammerer** will attempt to use the attack on that minion again multiple times in a row.

## Dialogues

* **Receiving a critical hit:** *"T-they hit hard!"*
* **Going insane:** *"SMASH! SMASH! SMASH!!"*
Evasion

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**Evasion** is an attribute which determines the likelihood of a minion or enemy evading an attack.

## Overview

A unit's chance of evading an attack is affected by the Accuracy of the unit who is attacking.

\***See the accuracy article for info on accuracy/evasion calculations.\***
Library

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The **Library** is a building within the Graveyard, where minions can be assigned to study ancient books. Assigning minions to this building grants the player 40 experience and 8% of the experience from the current level per minion after a victory, except for quest battles. The amount of experience gained decreases with increasing difficulty levels with 40 plus 8% being the amount for the Cakewalk difficulty.

 The Library is unlocked by sacrificing a Dark Knight and 25 Diggers' Souls. Extra minion slots can be unlocked by sacrificing a Lich, a Bone Golem, and a Vampire. You can sacrifice these minions in any order, and it will cost 40 Souls for the second upgrade, 60 for the third, and 80 for the fourth and final upgrade.
Musketeer

**Musketeer** is an enemy unit encountered in the Dwarf Tunnels (floor 2).

* Standard
* Elite

* Cake Walk
* More Pain!
* Good Always Wins

## Elite Musketeer

* Cake Walk
* More Pain!
* Good Always Wins

## Counter

***Roles******: Physical damage dealer  - Debuff, Mark support***

***Best positions:***

**Musketeers** tend to rely on inflicting Mark on their targets before attacking. The Mark is a hard counter against Evasion  due to its effects. However, it is fairly easy to remove the Mark by just moving the marked minion from the initial position. This can be done by using moving spells directly on the minion or the minion must change position by itself. Note that the marked minion loses all Initiative  and will not be able to remove Mark before a Musketeer takes his turn. Since **Musketeers** don't function well on the front and will mostly try to stay in the back, it can be a disadvantage for a Musketeer to be paired with similar enemies (Hammerer, Trader, Treasurer). These enemies tend to stay behind allies, which may serve to push the **Musketeer** to the front in the process and prevent him from attacking. One can take out high-priority targets first and leave **Musketeers** alone for later, as they are effectively disabled on the first position and mostly use "flashbang" ability there.

## Dialogues

* **Receiving a critical hit:** *"I'll be the one...to fire the last shot."*
* **Going insane:** *"Covering fire! D-don't let them get close!"*
* **Using first ability**: *"Who's next?"*
* **Using second ability**: *"Bullseye!"*
* **Using third ability**: *"Covering!"*
Critical Hit

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A **critical hit** is an attack that will deal increased damage to the target.

## Overview

Minions and enemies are both capable of critical hits. An attack may critically hit regardless of its damage type. When landing a critical hit, the damage of the attack is amplified by a given percentage.

On top of dealing increased damage with the attack, the attack will also ignore block (if attack deals physical damage) or ward (if attack deals magic or stress damage).

**\*\*The base critical hit modifier is not expressly defined by the game, thus I cannot currently provide specific number calculations and information. If you have factual info on this subject PLEASE contribute to this page!\*\***
Swordsman

**Swordsman** is an enemy unit encountered in the Mercenary Barracks (floor 3).

* Standard
* Elite

* Cake Walk
* More Pain!
* Good Always Wins

## Elite Conscript

* Cake Walk
* More Pain!
* Good Always Wins

## Counter

***Roles: Heavy physical damage dealer  - Counter Attacker  - Guard  - Stance user - Self-Buff***

***Most effective in positions:***

**Swordsman**'s advantage lies in his low Accuracy  - the more he misses, the more critical damage Buffs he receives. Usually after gaining one such Buff or two, **Swordsman** becomes very dangerous damage dealer, capable of suddenly dealing huge instances of critical damage, which wear down even the most durable minions like Bone Golem . As such, he should be considered a high-priority target, especially when methods for Buff removal are unavailable.

Due to his low Accuracy  and feature, using Evasion against him is a double-edged sword - initially, he will miss a lot against high-Evasion minions but in the process also gain more Accuracy  and critical damage to the point that he can easily one-shot his targets after he has stacked several Buffs. Putting a Banshee  on the front is a good counter against a **Swordsman**. Banshee  can easily dodge his attacks with her Evasion  , use ***Desolate Scream*** to remove Buffs he gains from missing attacks and move him to another position to cancel his Stance. Dispel talent is also very useful if there are no minions to remove Buffs. Since Swordsman relies on critical strikes to be powerful, using Luck Debuffs is another good option: Mummy's ***Clinging Wraps***, Black Widow's ***Spider Strike*** or Blood Cursespell if Mana is plenty. A heavily-armored Dark Knight  is a good target to soak up damage from **Swordsman** as he can't receive critical hits and have a high chance to be attacked due to having lower Vigor  than most minions.

## Dialogue

* **Receiving a critical hit:** *"This is beyond my level!"*
* **Going insane:** *"LET'S SEE HOW MUCH XP I'M WORTH!"*

## Trivia

* Originally, **Swordsman** appeared on the Mines and was later moved to Mercenary Barracks in later stages of Early Access.
* The **Swordsman** appears to break the fourth wall in his dialogues, commenting on the typical mechanics of role-playing video games.
Damage Types

There are three different types of damage that can be dealt by Minions or Enemies in *Iratus: Lord of the Dead*: **physical**, **magic** and **stress**. Each type has slightly different mechanics and their usefulness depends on the situation.

### Physical

​The amount of damage a unit will deal with physical attacks are determined by its Attack attribute. Attacks of this type will subtract Vigor equal to the amount of damage dealt from the target. Physical damage is lessened by the Armor of the target and negated by Block.

### Magical

The amount of damage a unit will deal with magical attacks are also determined by the attack attribute. Attacks of this type will subtract vigor equal to the amount of damage dealt from the target. Magic damage is lessened by the Resistance of the target and negated by Ward.

### Stress

The amount of damage a unit will deal with stress attacks are determined by the Dread attribute. Attacks of this type will subtract Sanity equal to the amount of damage dealt from the target. Stress damage is not lessened by any attribute but can still be negated by ward.
Halloween Hunt

The **Halloween Hunt** is a limited-time seasonal event which runs from October 29 until November 12 each year.

During this event players can partake in a scavenger hunt-styled mini game, which involves finding and clicking on pumpkins hidden throughout the various game screens. Finding these pumpkins will unlock special Halloween-themed skins for various Minions. For every five pumpkins found, a special skin unlocks for one type of minion. If all 35 pumpkins are found, the player unlocks a trophy decoration for their sinister lair. All rewards remain in a player's possession permanently.

## Gallery

Pumpkins hidden in the backgound of one of the game's screensOne of the Halloween-themed skins that can be unlockedAn in-game notification related to this event.
Iratus Statue

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The **Iratus Statue** is a building within the Graveyard, where minions can be assigned to praise the necromancer at the monument, granting 10 Mana for each assigned minion after a victory, except for quest battles. The Mana amount decreases with increasing difficulty levels with 10 Mana being the amount for the Cakewalk difficulty.

The Iratus Statue is unlocked by sacrificing a Bride of Iratus and 25 Diggers' Souls. Extra minion slots can be unlocked by sacrificing a Lich, a Vampire, and a Fallen Dhampir. You can sacrifice these minions in any order, and it will cost 40 Souls for the second upgrade, 60 for the third, and 80 for the fourth and final upgrade.
Elven Ranger

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An **elven ranger** is an enemy unit that groups of Minions often encounter in combat.

> *"Elven Rangers are outsiders among elves, not because they committed any terrible crimes, but rather because they hate any form of humanoid company. Said humanoid company doesn’t like them much either, but they are tolerated enough to help against the undead onslaught. Maybe they are not much for conversation, but they are surprisingly effective warriors."*
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Brain

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A **brain** is a minion part which the player may receive as a reward from quests or battles.

## Overview

Brains awarded to the player come with a specific level value, and while the levels can differ somewhat, their range is being determined by the player's current state of progress (such as Iratus' level, progress in the dungeon, etc.). The level of a **brain** will be indicated by the number at the bottom-right of the item's picture.

Brains may be inserted into minions in order to raise their IQ, instantly raising the minion's level.

## Related Talents

Grey Matter, which is found in the Alchemy section of Talents tab, increases the chance of receiving a brain after a battle by 50%. This talent may come in handy when one wants to raise high-level minions quickly for various strategies.
Stone Golem

**Stone Golem** is an enemy unit encountered in the Mines (floor 1).

* Standard
* Elite

* Cake Walk
* More Pain!
* Good Always Wins

Doesn't escape.

50% chance to redirect an attack or debuff to the Golem from an ally located behind it.

###  Feature

Immune to stress attacks and ignition.

Doesn't escape.

50% chance to redirect an attack or debuff to the Golem from an ally located behind it.

###  Feature

Immune to stress attacks and ignition.

Doesn't escape.

50% chance to redirect an attack or debuff to the Golem from an ally located behind it.

## Attributes

* Cake Walk
* More Pain!
* Good Always Wins

###  Feature

Immune to stress attacks and ignition.

Doesn't escape.

50% chance to redirect an attack or debuff to the Golem from an ally located behind it.

###  Feature

Immune to stress attacks and ignition.

Doesn't escape.

50% chance to redirect an attack or debuff to the Golem from an ally located behind it.

###  Feature

Immune to stress attacks and ignition.

Doesn't escape.

50% chance to redirect an attack or debuff to the Golem from an ally located behind it.

## Counter

***Roles: Heavy physical damage dealer  - Tanker***  ***- Stunner  -*** ***Self-Buff***

***Most effective in positions:***

In most situations, Stone Golems should not be underestimated due to their staggering damage, durability, ability to stun on attacks and permanent redirect effect that protects an enemy behind them. To balance out their damage, the Golems have very low Accuracy , ranging around only 50% depending on difficulties. Therefore, they can easily fall prey to any Accuracy Debuff or minions with high base Evasion  (notably Banshee  with 24% Evasion ). These minions can be put on the front to take hits from Golems, making them wasting turn missing and borrowing time for other minions to focus high-priority targets.

With 40% Accuracy Debuff, Shade 's ***Black Radiance*** can render a Stone Golem almost useless on the front, minimally reducing its Accuracy  to 25%. Wraith 's ***Spectral Fog*** is also a great choice, giving a front minion 35% Evasion . Banshee , with high Evasion , can also stun  a Golem with her ***Howl*** ability. If a Stone Golem needs to be taken out early, make sure to bring a minion that can deal magical damage or deal with the Golem's Armor . Unfrozen  deals magic damage, debuffs Golems to take more damage and removes their Accuracy Buff all at the same time with ***Purging Blizzard*** or debuffs their Armor  with ***Penetrating Spear***. Head Hunter  and Fallen Dhampir  are good at removing Armor  as well, allowing physical attacks to take down Golems easier.

Pushing a Stone Golem to the back should easily stall it, but it has some tricks to deal with this. The Golem will attempt to Buff its Accuracy  and moves forward. If stuck on the back for too long (usually around 6-7 turns), it may use an ability to target any position and deal even more damage. Stalling a Stone Golem this way, Wraith  is the best option as his ***Wind Of Oblivion*** ability has both knockback and Buff-cleansing effects.

## Dialogue

* **Receiving a critical hit:** *"Repairs required."*
Doomsayer

**Doomsayer** is an enemy unit encountered in the Mines (floor 1).

* Standard
* Elite

* Cake Walk
* More Pain!
* Good Always Wins

###  Feature

"While the Doomsayer is alive, his allies receive -100% chance to escape and -40% chance to go Insane."

###  Feature

"While the Doomsayer is alive, his allies receive -100% chance to escape and -40% chance to go Insane."

###  Feature

"While the Doomsayer is alive, his allies receive -100% chance to escape and -40% chance to go Insane."

## Attributes

* Cake Walk
* More Pain!
* Good Always Wins

###  Feature

While the Doomsayer is alive, his allies receive -100% chance to escape and -40% chance to go Insane.

###  Feature

While the Doomsayer is alive, his allies receive -100% chance to escape and -40% chance to go Insane.

###  Feature

While the Doomsayer is alive, his allies receive -100% chance to escape and -40% chance to go Insane.

## Counter

***Roles******: Magical damage dealer***  ***- Mark support - Self-Buff***

***Most effective in positions:***

**Doomsayer** is primarily a back liner, frequently distributing Marks to minions so that his allies can score crits easily. Other damage dealers, especially Headsmen, can deliver very strong crits thanks to these Marks. Similar to Mad Mages, he can deal magical damage to all minions and his allies at once. However, he is able to use most of his damaging abilities no matter where he stands. Therefore, it is recommended to try deal with him while he is in the back rather than attempt to move him to the front, as he will very likely then try to retreat and gain more protection, making it even harder to kill him or cancel his Stance.

Dealing with him should be an easy chore if Sharpened Bones is available. Additional safe measure is to use any minion with abilities to clear Debuffs from allies or Lost Soul  to prevent incoming Marks with ***Dubious Boon***. The Mark is effectively useless against Dark Knight  and **Doomsayer** will likely target Dark Knight  due to him having no Ward. It is best to finish him off quickly with back-line minions (such as Unfrozen , who can use ***Ice Lance*** to ignore his Block  and cancel his Stance) or kill off any enemies with best damage potential that can take advantage of his Mark.

**Doomsayer** has a high chance to inflict a Mark on an ally with low Vigor  or Sanity . Try to remove this Mark with any Buff-cleansing effects or focus on only one enemy and leave others mostly intact so that when he dies, the Mark would have little to no effect.

## Dialogue

* **Receiving a critical hit:** *"Fate is fickle...!"*
* **Going insane:** *"The end is coming!!"*
Rogue

Rogue is an enemy unit encountered in the Mercenary Barracks (floor 3).

* Standard
* Elite

* Cake Walk
* More Pain!
* Good Always Wins

## Elite Conscript

* Cake Walk
* More Pain!
* Good Always Wins

## Overview

He could do that-the Rogue is a man of knowledge and aesthetic, after all. But in the end he just finds it more fun to slice off a couple hands for his collection, along with their owner's coin pouches.

## Abilities

- Receives  +33 Evasion.
- Deals 140% physical damage to a random minion when an ally misses.

## Counter

***Roles: Physical, damage dealer***

***Most effective in positions:***
Crossbowman

**Crossbowman** is an enemy unit encountered in the Mercenary Barracks (floor 3).

* Standard
* Elite

## Attributes

* Cake Walk
* More Pain!
* Good Always Wins

## Attributes

* Cake Walk
* More Pain!
* Good Always Wins

## Counter

***Roles: Physical, magical damage dealer***

***Most effective in positions:***

**Crossbowman** is a common enemy of Mercenary Barracks and appears in many battles throughout the floor. They are standard damage dealers, having very little utilities, tend to stay away from the frontline and can be usually considered low-priority targets. They are, however, quite resistant to physical damage due to high Armor  and thus needs to be soften up by certain abilities that either reduce or remove Armor  entirely in order to be put down easily with said damage. It is not advised to move them to the front as they will then be able to use an ability that damage all minions at once, quickly waste their Wards  then move back in position. Try to deal with other easy-to-kill but more dangerous enemies first so they will be eventually be forced to stay on the front.

## Dialogues

* **Receiving a critical hit:** *"Look at that! Still standin'."*
* **Going insane :** *"Tell my wife...I hate her!"*
Treasurer

**Treasurer** is an enemy unit encountered in the Dwarf Tunnels (floor 2).

* Standard
* Elite

* Cake Walk
* More Pain!
* Good Always Wins

## Elite Treasurer

* Cake Walk
* More Pain!
* Good Always Wins

## Counter

***Roles******: Magical damage dealer  - Buff, Debuff support***

***Best positions:***

**Treasurer** proves to be an annoying support thanks to his dense Block  and Ward  protection and tendency to stay in the back. Therefore, attempting to focus **Treasurer** first would be a slow move and it is usually better to take out more dangerous targets with less protection. The **Treasurer** doesn't pose much of a threat all by himself, but on higher difficulties, he is very capable of dealing damage due to his high Luck .

The Luck Buff provided by him can be quite deadly, especially if it is used on dangerous damage dealers such as Berserker or Geomancer while The Accuracy Buff going along can counter Evasion  builds. Since the Buffs apply to all enemies at once, Lost Soul 's ***Sudden Reality***, Mummy 's ***Absorb Power*** or Dispel spells will come in handy against **Treasurers**. In the front, a **Treasurer** can't use his Buff and Debuff abilities and will instead attack and get back behind allies. Abilities that relocate back liners to the front should be useful, such as Head Hunter 's ***Lucky Catch*** can drag a **Treasurer** right to the front or Black Widow 's ***Fatal Bondage*** can drag and strip all Block  and Ward  from one with ease (this ability, however, can't target fourth position, which is where Treasurers usually stand).

## Dialogue

* **Receving a critical attack:** *"Augh! Don't touch the beard!"*
* **Going insane:** *"You come for my treasures?! OVER MY DEAD BODY!"*
Obelisk

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The **Obelisk** is a building found within the Graveyard. Assigned minions attract wandering souls, with each minion generating 4-6 Diggers' Souls after a victory, except for quest battles. The amount of Souls received decreases with increasing difficulty levels with 4-6 being the amount for the Cakewalk difficulty.

The Obelisk can be unlocked by sacrificing a Wraith and 25 Diggers' Souls. Extra minion slots can be unlocked by sacrificing a Banshee, a Mummy, and a Shade. You can sacrifice these minions in any order, and it will cost 40 Souls for the second upgrade, 60 for the third, and 80 for the fourth and final upgrade.
Artifacts

Iratus can wear up to 5 **Artifacts** when entering battle. Four of the **Artifacts** are permanent and can be used across numerous fights while the fifth slot is for **Consumable** **Artifacts** meaning they are one use and destroyed during the battle. There are 5 available **Artifact** slots: **Armor**, **Ring**, **Amulet**, **Weapon**, and **Consumable**. Unlike minion items, **Artifacts** can be equipped and unequipped at will without losing them.

A random **Artifacts** can be given to the player at the beginning of the game on Cake Walk and More Pain! difficulties. **Artifacts** with higher quality are more likely to appear as the game progresses.

**Note:** Some values on **Artifacts** change depending on the difficulty setting.

**Artifacts** marked with **\*** have a chance to be readily available at the start of a playthrough.
Parts

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Parts (short for body parts) are components that must be used to create minions. They may also be combined, turned into different parts or converted into mana using Alchemy.

## Types of Parts

There are 10 parts which are used to create minions and one auxiliary part used to level minions. They are:

* Armor
* Bones
* Dust
* Hearts
* Flesh
* Weapons
* Ectoplasm
* Rags
* Blood
* Skulls
* Brains (used for minion leveling)
Dread

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**Dread** is a minion attribute which determines the amount of stress damage a unit will deal in combat.

## Overview

Stress damage is unique in the sense that instead of affecting the vigor of an enemy, it instead affects their sanity. it is used as a means to cause insanity and eventually, death by heart attack.

## Example

The Wraith class has an ability called "Necrotic Wind." It's text reads, "*Stress Attack. Deals 100% (X - Y) damage*." The base dread of a Wraith (created using only common parts) is 22 - 26. Hence, when using Necrotic Wind the Wraith will deal between 22 - 26 stress damage to an enemy with 0 resistance.
Caitlin Wright

**Caitlin Wright**, is the host of Luvnhide's Big Brother Australia.

## Biography

*Retrieved and translated from Big Brother Australia Carrd*

Caitlin Wright, a dynamic and charismatic television host, hails from the vibrant city of Sydney. Born in 1987, Caitlin, at the age of 37, has become a prominent figure in the entertainment industry, known for her engaging personality and professional flair.

Growing up with a passion for storytelling, Caitlin pursued a degree in Communication and Media Studies, laying the foundation for her journey in the world of broadcasting. Her career began to flourish as she seamlessly navigated through various roles in the media landscape, gaining experience in reporting, hosting live events, and conducting interviews.
Caitlin's breakthrough came when she landed the coveted role as the host of the wildly popular reality show "Big Brother." Her natural charm, quick wit, and ability to connect with both contestants and viewers elevated the show's appeal, earning her widespread acclaim.

Beyond her hosting duties, Caitlin has been an advocate for philanthropy and community engagement. She actively supports charitable causes, using her platform to raise awareness and funds for initiatives close to her heart.
In addition to her professional achievements, Caitlin is known for her down-to-earth demeanor and love for exploring Sydney's eclectic culture. Whether on-screen or off, Caitlin Wright continues to captivate audiences with her infectious energy, making her a beloved and influential personality in the Australian entertainment scene.
Accuracy

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**Accuracy** determines the likelihood a minion or enemy has of hitting their target.

## Overview

The chance of hitting a target is also affected by the evasion of the target. Accuracy over 100% increases the chance of hitting a target with evasion.

## Examples

**Attacking targets who have 0 evasion:** If the minion you're attacking with has 100% accuracy, the attack will always land. If accuracy is 90%, the minion will generally land it's attacks 9/10 times.

**Attacking targets with positive evasion:** If the minion you're attacking with has 100% accuracy but the target you're attacking has 20% evasion, subtract the evasion value from the accuracy value. 100 - 20 = 80. Thus, the minion has an 80% chance to land attacks on the target, generally landing attacks 4/5 times.

**Attacking targets with positive evasion when minion accuracy is over 100% :**If the minion has 120% accuracy and the target has 20% evasion, once again subtract the evasion value from the accuracy value. 120 - 20 = 100. Thus the minion should always land it's attacks on the target.
Block

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**Block** is an attribute which determines how likely a minion or enemy is to avoid physical damage.

## Overview

When a unit with at least 1 point of block is hit by a (non-critical) physical attack, all damage that would be received is instead nullified and the unit's block amount is decreased by 1.

## Examples

When attacking an enemy with 1 point of block, any damage that would have been dealt is completely negated but the enemy would now be vulnerable to all subsequent physical attacks.

If the attack the unit is using triggers multiple hits on the target in succession such as with the Skeleton's "Smite" ability (hits the same target twice), then following the above example the first hit would be nullified by the point of block while the second hit would connect and deal damage as normal.
Armor

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**Armor** is an attribute which reduces the damage that a minion or enemy receives.

## Overview

When a unit with armor is dealt physical damage, the amount of damage received is reduced by the amount of armor the defender has. 1 point of armor equates to 1 point of damage negated.

## Example

**When attacking an enemy with armor:** If a minion were to deal 25 physical damage to an enemy with 5 armor, the end result would be 20 points of damage to the targets vigor.
Dead Lake

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The **Dead Lake** is a dock and water feature found within the Graveyard. Each assigned minion has a 11% chance to find a random item while peering into the lake's muddy waters after a victory, except for quest battles. The chance of finding an item decreases with increasing difficulty levels with 11% being the amount for the Cakewalk difficulty.

The Dead Lake is unlocked by sacrificing a Banshee and 25 Diggers' Souls. Extra minion slots can be unlocked by sacrificing a Mummy, a Shade, and a Lost Soul. You can sacrifice these minions in any order, and it will cost 40 Souls for the second upgrade, 60 for the third, and 80 for the fourth and final upgrade.
Iratus

```
"There will be a mountain of human heads when I'm done."

```

Lord of the Dead

**Iratus** is the main "antagonist" of Iratus: Lord of the Dead, and the immortal necromancer whom users play through the game as.

## Story

Millennia ago, Iratus was on the verge of conquering the world, but his plans were unraveled by heroes, who ultimately killed him and sealed his body deep within a dungeon prison. However, Iratus mastered death long ago and is an immortal. He lay dormant for an eternity, pondering his past errors, waiting to one day be freed.

As chance would have it, his opportunity came, and he was released from his prison by mankind when a small group of humans excavating a tunnel near his chamber broke through a wall guarding his burial chamber. His powers have begun to return, and he now strives to completely break free of his dungeon prison, regardless of the cost. Iratus believes that life is a disease. He has the power to raise undead minions from the body parts of the dead and empower them. He now seeks to fulfill his ambition of conquering the world.

## Gameplay

As Iratus, players can improve their underground lair, raise and improve undead Minions, advance through a Talents tree as Iratus levels up, and equip powerful Artifacts to fight his way back to the surface. They must make challenging decisions, and use their minions to take part in intricate tactical fights. Players may also use Iratus' magical Talents during combat.
Headsman

**Headsman** is an enemy unit encountered in the Mines (floor 1).

* Standard
* Elite

* Cake Walk
* More Pain!
* Good Always Wins

## Elite Headsman

* Cake Walk
* More Pain!
* Good Always Wins

## Counter

***Roles******: Heavy physical damage dealer - Mark support - Self-Buff*** ***- Position Disrupt***

***Most effective in positions:***

**Headsman**'s attacks are highly damaging, even to heavily armored minions. With addition Buff and Mark support from allies, it is common for him to take away nearly half of a minion's Vigor  with a strike. **Headsman** himself also has abilities to inflict Marks and Buff himself for more attacking power. In the back, he will either use Mark or Buff to move forward. He appears to have a preference for using Buff and will likely attempt to do so at least once before attacking.

Due to his high damage output, his Mark will guarantee in instant kill for almost any minion he hits, especially low-Vigor  ones. His critical damage Buff goes well with Doomsayer's Mark and Taskmaster's Buff, which will result in a very deadly hit from **Headsman**. Remove his Buffs or drive him insane can keep his damage in check, but his innate Ward  protection will make this difficult.

## Dialogue

* **Receiving a critical hit:** *"Let me show you how it's done!"*
* **Going insane:** *"No more! N-no more!"*
Attributes

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**Attributes** can be considered as the physical makeup of the units in Iratus: Lord of the Dead, and a measure of their effectiveness.

## Overview

Both minions in the dark army of Iratus and the "good guys" that stand in his way all have these attributes, which determine everything about how a unit fares in combat.

The main attributes are:

* Attack
* Armor
* Dread (minions only)
* Sanity (enemies only)
* Accuracy
* Evasion
* Luck
* Vigor
* Resistance
* Block
* Ward
* Initiative
Conscript

**Conscript** is an enemy unit encountered in the Mines (floor 1).

* Standard
* Elite

## Consript

* Cake Walk
* More Pain!
* Good Always Wins

## Elite Conscript

* Cake Walk
* More Pain!
* Good Always Wins

## Counter

***Roles: Heavy physical damage dealer***

***Most effective in positions:***

Conscript is solely a damage dealer with high Initiative  that can flexibly attack from any positions. Compared to other enemies in the Mines, Conscript is remarkably fragile (in terms of both Vigor  and Sanity ), starts with no defenses, save for his base Evasion  being the only thing that tends to keep him alive.

Being fairly common in the early battles, he has no utility other than dealing damage. He can become a real threat with his **Sinister Strike** Stance, which technically deals twice the damage of his normal attack and takes away a large chunk of a minion's Vigor . Therefore, it is important to cancel his Stance before he has the chance to execute the attack. This, however, can be a hard task because of his high Evasion . Bride of Iratus  is the best counter against his Stance, thanks to her innate Accuracy  and a Stance-cancelling ability that also pushes him further to position 4 to prevent him from using Stance.

## Dialogue

* **Getting hit by a critical attack:** *"Time to leg it..."*
* **Going insane** **:** *"Get away! GET FUCKING AWAY!"*
* **Using first ability:** *"One year off for every dead one I slice up!"*
* **Using second ability:** *"Hey guys, I'll be the lookout!"*