recursal/Fanatic-Fandom huggingface dataset:
Classy Act

Henrik likes a lady with a little class, so he decided that today’s challenge will be based on class and basic etiquette. The final 16 girls were given lessons on proper behaviour on a date by guest star, Shari Cohen. Then afterwards, the girls would put their knowledge of proper behaviour to the test by having a 1 on 1 dinner date with Henrik. The 3 best performed got to go to a fancy restaurant with him. Meanwhile, Shutout and Jaguar overhear Sweetie in the bedroom on her phone, talking to her ex-boyfriend about how she’s going to win this game and humiliate him on tv for dumping her over a year ago.

**Next:** Project Rundown

## Date Winners

* Goddess, New York and Jaguar - Henrik took them out to a rooftop bar.

## Eliminated

* Pittsburgh - She could not control her alcohol and got too drunk during the challenge.

* Sweetie - Henrik found out from Shutout that she’s only here to humiliate her ex boyfriend.

* Peace - She farted during the 1 on 1 dinner date a couple of times, and not once did she excuse herself.

* Boston - She had a few drinks and swore at Henrik a few times during the dinner date, which he did not appreciate at all.

## Trivia

* Oscar and Jessie did a little demonstration on how the challenge worked on each other. They also showed the girls what not to do on a dinner date.
	+ Don’t drink too much (Oscar pretended to be drunk and tried to grab Jessie’s boobs)
	+ Don’t be rude (Jessie belched and didn’t excuse herself, which turned Oscar off)
	+ Don’t swear (Jessie dropped the F-bomb a few times)
	+ No violence (Oscar angrily smashed the glass wine bottle, put it against Jessie’s neck and threatened to kill her.
	+ Don’t be gross (Oscar blew his nose at the dinner table, while Jessie threw up on the table)
* Fruity told Henrik that she’s been with AA for 2 years now and said that her drinking days are over.
* Chuckles accidentally snorted wine out of her nose, after laughing at a joke Henrik said.
	+ This nearly got her eliminated, but Henrik chose to keep her because he liked how she laughed at his jokes.

## Quotes

* Pittsburgh: Yes! Pour it up! I love me some alcohol.

* Shutout: (Cf) So I hear that Sweetie is just here to get sweet revenge on her ex for dumping her. I am so telling Viking Boy all about this!

* Peace: (Cf) What? It’s just natural gas! Everyone does it, even the Queen of England!

* Jessie: Yes, I know, rules are boring. However, if there are no rules, the whole world would be screwed with chaos.

* Chuckles: (Cf) Oh shit, I snorted my drink all over Henrik, and now he thinks I’m gross! Looks like I’ll be packing my bags now.

* Henrik: (Cf) After what Shutout and Jaguar told me about Sweetie, I actually had second thoughts about her. I mean she is a sweet girl, but being on this show, just so she can get revenge on an ex is probably not a bright idea.
Decoction

## Info

* Unlock from A close call (Defeat any boss when you have only 1 health)
* If unlocked, you get 1 copy in the starter deck of Apothecary
* You can only get a card from your class

## Trivia

* It's not listed under player cards, even though it's in the Apothecary starter deck. Instead it's listed under monster cards.
Devil

*Just the sight of him is enough to send a shiver down your spine.*

## Cards in Deck

* Corrosion [1 Action] - The enemy loses 10 health and Maximum Health
* Basic Attack (3/4) - Deal 3 damage.
* Basic Attack (4/4) - Deal 4 damage.
* Ravage [1 Action] - Deal 2 damage for each damage card you have played this turn.

## Choices

"Take a look at my biceps! Do they make you afraid?"

1. Ignore him. (Reputation +1)
2. Threaten him. (Courage +1) - "Argh! Wild kids are more frightening than werewolves!"
3. Show fear. (Courage -1)
Binding Flames

## Info

* Available for Witch
* **The card description is false : You deal 3 fire damage and then the enemy takes 3 more fire damage until the end of the combat. (you gain a +3 fire damage buff)**

## Trivia

* The card description corresponds to an older version of the card. It used to costs 3 Mana, and dealt 3 fire damage immediately, and at the start of your next turn.
Dialogue Choices

There are **Dialogue Choices** in Normal Mode when some enemies capable of talking may talk after being defeated.

This is not a guarantee: sometimes the enemies below who sometimes talk will not.

A choice of three answers is given, with various outcomes.

These dialogues allow the player to learn more about the personality of the monsters and their implication in the story.

## Courage and Reputation

Some of the outcomes can alter your level of Courage or Reputation.

This is especially important for game completion, because courage must be greater than (or equal to) reputation to be able to face the Werewolf boss.

If reputation is higher, the only final boss possible to face will be the Witch who is unlocked via eating her Apples.

If both conditions are fulfilled (Reputation isn't higher, eaten the apples) this also unlocks the Priest and Mystery Men bosses.

## Other things

You might also gain (or lose) HP, gold, cards and card upgrades.

Each Chapter exactly 3 random Monsters will have a Dialogue choice.

Choices made in the past will show a hint to their result

* sword for Courage
* crown for Reputation

This allows players to know what to choose without needing to come and consult this wiki to know the outcomes.

## Monsters with dialogue

* Carpenter
* Castle Heroes
* Charm Sprite
* Cook
* Crazy Apothecary
* Death
* Demoness
* Devil
* Drunkard
* Fallen Priest
* Fortuneteller
* Fugitive
* Gambler
* Ghost Doll
* Grave Guardian
* Headless Horseman
* Hunter
* Hypnotist
* Lumberjack
* Magic Apprentice
* Magic Mirror
* Mech Magician
* Mr. Pumpkin
* Mushroom
* Old Mage
* Patient Spider (gives Spider Web card)
* Patroller
* Phantom Captain
* Pig Widow
* Piranha Plant
* Scarecrow
* Slaughterer
* Toad Prophet
* Tryst Man
* Tryst Woman
* Village Guard
* Weapon Thief
* Weird Fishman
* Yeti

## Special dialogue depending on Character

* Death (only appears for Soul Hunter)
* Mech Magician (only appears for Magician)
Donkey-eared King

## Special Powers

### Powers

Infection: Your opponent takes 6 poison damage at the start of the turn. Become Angry: Revive after death, then get 2 pyroblast.

## Note

* You will only encounter King Midas on your 5th or higher chapter in Diaries. Currently this is the only way to see him. As such, he will also have Enrage (Deal +1 additional damage for each turns)

## Cards in Deck

* Mana Tide(2/2): Gain 12 mana
* Fireball(2/2): Deal 18 damage.
* Clicking: The enemy loses 25% health
* Magic Staff: For each 2 mana gain, deal 1 damage
* Wisdom(2/2): Gain 5 mana. Draw 1 card.
* Burning Nut: At the start of your turn, add a temporary Fireball 11 to your hand.
* Basic Attack(3/4): Deal 3 damage.
* Basic Attack(4/4): Deal 4 damage.
* Elemental Wave(2/2): Deal 2 fire, 2 water, and 2 lightning damage.
* Deadly Fire: Deal 20 fire damage. Deal another 20 fire damage next turn.

## Quotes

* "Black Swan wishes to betray me?"
* "You both look so alike."
* "Don't look at my ears!"

## Story

There was once a small kingdom near the Dark Woods. It had a king named Midas. One day, Midas entered the dark woods while hunting. It happened to be a night of the full moon and he became infected by black magic. A pair of donkey ears grew from his head. The hairstylist unwittingly exposed this secret. Since then, the king lived in constant paranoia, believing his people to be mocking him. The mental stress combined with the effects of the black magic's curse gradually turned him into a tyrant. He began to slaughter and harm the people of his kingdom until he was forced off the throne. The king escaped to the Dark Woods where he embraced black magic and became a devil with the body of a man and the head of a donkey.

Eight years ago, Grandma took Little Read Riding Hood's sisters with her to evade the church's attempts to kill them. Somehow, in the midst of their escape, Little Red Riding Hood's older sister fell far into the past and was discovered by the Donkey-eared King. The King sealed away Black Swan's memories and raised her in order to use the Hope family's ability to control the monsters cursed by the black magic with the ultimate goal of reclaiming the throne.

 To his surprise, Black Swan's memories slowly returned despite the seal. In an attempt to atone for her past mistakes, she had been silently helping the weaker inhabitants of the Dark Woods who needed her. This continued until 5 years ago on the night of the full moon when she came acorss the young carpenter at the castle. Black Swan decided to take the young carpenter deeper into the forest in order to reunite him with his real father.

 Aware of Black Swan's unusual behavior, King Midas set up a trap to keep his adopted daugther from turning against him and finally captures Black Swan, Little Red Riding Hood and the young carpenter together on Grace Lake.
Cocktail

## Info

* Available for Apothecary
* There are five potions who work with this card :

1. Fire Potion
2. Ice Potion
3. Thunderstorm Potion
4. Shadow Potion
5. Sticky Potion

* Only **one** potion of each type is triggered.
* Potion you own means potion you have in your deck before starting a fight.
* If you own multiple potions of a type, Coctail will use the most upgraded one.
* If you have Thunderstorm Potion, it will add another temporary Cocktail to your hand (you will need another Action point to use it)
Equipment

1. Night of the Full Moon#Equipment
2. Memory in the Mirror#Equipment

**This article is a disambiguation page for Equipment**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
Absolute Prediction (build)

Spirit Caller Build.

## Overview

The main idea of build is get most dangerous cards from the enemy by Prediction, then play or exile the cards by Nutrient Cycle. You need Predict the Future to select any amount of cards to get or exile.

Core Cards & Blessings*
1/7
You can:

* play it with defencive cards (Ice Spirit, Ancestor Spirit) using Observer Mask for damage
* mix with other observer cards from Lucky Catcher and Self-observer)
* use it as a solution in Eternal Fury
* don't use it as a build, just play Prediction + Nutrient Cycle to cover Little Red bottom.

## Building

* Get Harbinger blessing and play Oracle Puja to view more cards.
* Equip Observer Mask too deal damage in the end of each turn.
* Play Predict the Future to select more cards, then use Prediction to get cards from enemy. You can return these cards by Mastering Nature or Turn Around.
* Use Nutrient Cycle to exile a card. You can exile any amount of cards with Predict the Future.

## Tips

* It is better to have more "draw" cards. To keep Wind Spirit is a good option.
* Use Appreciation + Predict the Future to get more cards you need.

## Notes

* !NB: If you didnt exiled all enemy cards on the first turn, then you won't be able to get the cards enemy drew on the last turn (since they didn't return into the deck yet)
Demoness

"Even though she's the Devil's daughter, she's fallen in love with a human."

## Cards in Deck

* Basic Attack (3/4) - Deal 3 damage.
* Basic Attack (4/4) - Deal 4 damage.
* Misfortune - Deal 30 damage after 5 turns.
* Misfortune - Deal 40 damage after 5 turns.
* Interfere [1 Action] - Shuffle 2 Prank cards into the enemy's deck. The enemy cannot play any cards during their next turn.
* Clown Trick [1 Action] - Shuffle 2 Prank cards into the enemy's deck.
* Charm [1 Action] - View 3 cards from your enemy's deck and choose 1 to copy.

## Choices

"Almost there. Soon I will become true human."

1. Ask her. (Courage +1)
2. Why do you want to be human? (Reputation +1)
3. Help her. (Courage +1, Reputation +1)
Archaeological tools

### Effects

Get 1 gold coin when using cards that have not been used in this game. New cards won't have any costs

* Diaries exclusive
* Possible starting equipment for the Ranger
* Rare card (can only be gained in events)
* Any card that has not been played by you during this runthrough will be marked as "New". It's Mana and Action costs are reduced to 0 (the first time it's played). Playing it will give you 1 Gold.
* Does not retroactively give you Gold, so gaining it later in your runthrough will make it almost useless
* Gold gained can make Driver gloves more powerful, if you get them in the same run

## Trivia

* Reduced Action/Mana costs are not mentioned on the card description

## Build

* Moonkin Prophet:
	+ Require Moonkin Prophet to function. Since Ranger has 2 initial Action and has access to gold-generating cards early on, it is possible to make this run.
	+ Get gold-generating cards in the early stages and **Archaeological tools** to get additional 30 coins to buy action points or blessings.
	+ When most of your cards cannot activate **Archaeological tools**, use Moonkin Prophet to transform all your cards.
	+ With this, you lose your rare cards. However, you have access to strong Action cards throughout the game.
Bunny

*This rabbit doesn't look like a pet.*

## Cards in deck

**Enforcer** (counter): triggers when the player plays an attack card: Deal 6 damage. Draw 1 card.

## Strategy

Avoid using *attack cards* when *Bunny* has the *Enforcer*.

Shipborne Artillery can be efficient against the *Bunny*.

## Quote

* "I heard many noises out there. I don't know why there is such person going out there on a full moon night."
* "My ears grew longer."
Earth Elemental

It has 25 hp and 4 mana if you encounter it at 4th level

## Cards in Deck

* Stone Lash(2 action points)(1/3): Deal 10 damage.
* Stone Lash(2 action points)(2/3): Deal 16 damage.

## Quotes

* "This land will not suffer anymore."
* "Feel the rage of the earth"
* "People polluted this land and they will pay for it"

## Story

All life, even in the Black Forest, stems from the earth below. Thanks to the earth elf, the ground is rich with nutrients allowing trees to grow uninhibited. Yet the humans never learned to appreciate his efforts. They continue to hide their dirty little secrets in the woods, make unscrupulous deals within old castles and commit acts of violence in the name of belief. Over time, the once friendly earth elf developed a seething rage towards humans, It is advised that any encounters are best cut short by before his desire to kill overtakes him.

-Note: Stats are based off of a level 5 encounter not a level 1.
Driver gloves

### Effects

Deal 1 damage when you get gold coins in battle. +1 damage for each 10 gold coins you get during combat

* Diaries exclusive
* Possible starting equipment for the Ranger
* Rare card (can't be copied or found normally. Only gained with certain choices)
* Effect will be triggered by any cards that say "gain X gold"
* Damage dealt will be increased each 10 gold. It's possible to stack it up to over 50 until the final boss

List of Gold cards:

* Task notice
* Archaeological tools (another starting equipment and difficult to gain in the same run)
* Return fully loaded
* Golden Dagger
* Panning
* Cut the Purse
* Steal
* Desire
* Castle Thief (Card) (choosen before start)

## Trivia

* The card description is misleading. It says "for each 10 gold coins you get in **this** combat", but the card counts any gold gained in combat since the beginning of the run

## Builds

* Golden Driver:
	+ Get all the Gold cards as soon as possible, then uses them in combat.
	+ You can mix in drawing cards like Enchant to kill the final boss in one round.

* Bleeding Driver:
	+ Flexing from Bleeding build, this build uses Hemorrhage or Fratility cards to maximize Golden Dagger damage.

## Tips

* You can unequip gloves before a battle so they don't kill the enemy before you have a chance to play all of your gold cards. This makes the final fight much easier, since you get more gold and a bigger damage stack on the gloves. Especially useful if you have Panning and a way to avoid damage.
Bane of Doom

### Effects

Exiled. In this combat, your prayer cards speed up by 1 at the end of your turn.

## Info

* Available for Nun
* When you play this card, you will get a permanent effect (until the end of the fight). It reduces your prayer counters by 1 at the end of your turn the same way they reduce at the start of your turn.
* Can be stacked. 2x Bane of Doom let you cast 5 rounds prayers in 2 turns, not counting other prayers speed ups.
	+ Play Prayer (5 count)
	+ End turn (5 -> 3 count)
	+ Start turn (3 -> 2 count)
	+ End turn (2 -> 0 count)
Beggar

* Binding Strike - **Exiled**. Deal 2 damage. On their turn, the enemy can't play cards with different types.

### Dialogue

*"Don't go any further. The depths of the forest are a dangerous place."*

### Choices

*"Uhh... If you must insist on going, at least take this piece of bread with you."*

### Story

*No one remembers when the beggar came to the village. All they know is that he has been here for years and always has a wolf pup with a scar on its face by his side. In this quiet and poverty-stricken village, there are very few jobs or opportunities available, so the beggar lives off the scraps given to him by tavern-goers, which he always shares with the wolf pup. No one thinks badly of the beggar, although they know nothing of his past, he has never done anything bad since arriving in the village. Sometimes he evens let the wolf pup play with the village children.*

### Normal Difficulty

#### Buffs /Equipment at combat start

* Begging - If enemy has cards in hand, take them, skip card draw this turn.

#### Cards

* Basic Attack - Deal 1 Damage.
* Infection - Enemy suffers Poisoned x2.
* Binding Strike - Exiled. Deal 2 damage. On their turn, the enemy can't play cards with different types.

## Tips

Leave the least useful card in your hand before ending your turn
Ammunition Loading

### Effects

Draw 1 action card. Shuffle 1 (+1 per level) random attack card(s) into your deck.

## Info

* Available to Mechanic
* You can only get attack cards from your class.

-Found to be very useful in building up cards for a Vacuum Cleaner Mechanic Deck.
-As such, it works well with Vacuum Cleaner and Mechanical Regrind
-Can also be useful in Factory Mechanic decks by building up cards to reduce the assembly costs to zero.
Fugitive

"This Guy is breathing heavily and covered in sweat."

## Cards in Deck

* Chicken Drumstick: Restore 2 health. Draw 1 card.
* Basic Attack (1/4).
* Chaos Strike: deal 3 piercing damage.

## Quote

* "I don't want to go back..."
* "Who am I? Why am I here?"
* "Why do they wanna catch me?"
* "I don't wanna fight!"
* "Please... Don't send me back."

## Choices

"I don't know why I was taken away. Can you help me find my way home?"

1. Help him. (Reputation +2)
2. Report him. (Reputation -1, Gold +10)
3. Follow him. (Options)

Option 3 "Follow him" will lead to another dialogue:

"This fugitive got lost and got caught again. Are you willing to help him?"

1. Help. (Courage +2, Health -1)
2. Watch. (Courage -1)

## Story:

> The big, strong Slim loves three things above all else: eating playing and spending time with family. Although in the eyes of the self-righteous nobility, eating chicken drumsticks and playing with children all day are the most idiotic things one can do, this does not stop the pure, innocent Slim from enjoying each day to the fullest.
>
>

> One day at dusk, the kids were playing hide-and-seek but had still not found Slim, so they all went home because of the recent rumors of people going missing, turning into monsters and being banished to the Black Forest. The children were all afraid. Slim waited until nightfall and still no one came looking for him. He began to walk home as his stomach rumbled with hunger, thinking that he would apologize to the children the next day for going home before they found him.
>
>

> As he passed the church, he heard a series of growls. It was the voice of the priest. Curious, he hid behind a wall and stuck his head out to take a peek. He saw the priest throwing a black sack to the feet of a tall man in a suit. Slim wondered if maybe the sack had potatoes inside.
>
>

> "I want eighty percent of this deal for myself! Or you can wait and see what happens!" The tall man said angrily to the priest. "Hmph, you wish," the priest laughed coldly and flatly refused the man's demand.
>
>

> The tall man grabbed the priest's collar in anger. "Stop bullying the priest!" Slim forgot that he was hiding behind the wall as he instinctively called out to defend the priest, who always seemed so gentle and kind. The priest and the tall man both turned towards him in surprise. The next day, a group of police came Slim's home and took him away without a word of explanation. Then, one day, the prison guard was drunk and forgot to the take the key out of Slim's cell door. Slim seized the opportunity to break free of his shackles and escape from the prison. "I just want to go home..." Until this day, Slim still does not understand why he was jailed.
>
>
Crazy Apothecary

## Flavor Text

"The notorious apothecary is trying to get you into his lab."

## Cards in Deck

* Deadly Virus (1 Action) - Infects the enemy with a deadly virus that will kill them after 4 turns.
* Infection (1/3) - Enemy suffers Poisoned \*2.
* Infection (2/3) - Enemy suffers Poisoned \*3.
* Basic Attack (1/4) - Deal 1 damage.
* Basic Attack (2/4) - Deal 2 damage.

## Choices

"Do you want to try some fresh juice? It will give you a wonderful feeling!"

1. Try it. (Courage +1, HP -5)
	* this is only a temporary loss, your maximum is not reduced
2. Refuse. (Reputation +1, Courage -1)
3. [Apothecary only] Decipher formula. (Courage +1, Max Mana +1)

## Story:

> The apothecary used to also be a doctor who lived near the Black Forest and spent his days gathering herbs and treating people's illnesses.
>
>

> But as his potion-making skills neared perfection, the simple task of treating diseases could not longer satisfy his aspirations. He began testing all manner of bizarre formulas and seeking all possible combinations. However due to a lack of test subjects, his experiments' effects were difficult to verify. As a result, the apothecary became increasingly despondent, until one day the church found him: "We hear that your understanding of medicine is unequaled. We wish to invite you to join our church. You shall supply us with the necessary medicines, and in return you will receive ample test subjects for your research. How does that sound"?
>
>

> The apothecary accepted the invitation without a moment's hesitation. "Now my brilliance can finally be realized!"
>
>

## Strategy

Time is of the essence here. His Deadly Virus will kill you after 4 turns.
Magic Mirror

## Flavor Text

"Is this the treasure the witch dropped?"

" You have an excellent deck, I like it!"

## Quote

"Another world inside the mirror."

"Look straight into my eyes, and tell me what you have seen."

"Come here, and face me."

## Choices

"Thanks to that nasty Snow White, no one will talk to me!"

* Why? (Reputation +1)
* Stare at him. (Courage +1)
* Mirror, mirror, who is the fairest of them all? (Reputation -1)
	+ "Who knows, but it is definitely not Snow White."
Hand of God

### Effects

Trigger 2 effects at random : Restore 15 health. Draw 3 cards. Deal 10 piercing damage. Gain 15 Armor.

## Info

* Available for Nun

* All combinations :
	1. 15 health and 3 cards
	2. 15 health and 10 piercing damage
	3. 15 health and 15 armor
	4. 3 cards and 10 piercing damage
	5. 3 cards and 15 armor
	6. 10 piercing damage and 15 armor
Next Intersection

Each Chapter contains 2 "Next Intersection" changes
Going to the next intersection will "reshuffle" the remaining Pages of the chapter.

Any Monster or Location currently shown will be replaced by any of the remaining Monsters/Locations of that chapter. The reshuffled pages will still appear again during this chapter.

## Tips

* You can delay fighting stronger Monsters by going to the next intersection
* It helps you save Shops, Greedy Chest, Shy Chest, bandages and so on for later

## Trivia

Next Intersection will also change the Background
Merfolk

Only the pretty merfolk are called mermaids.

"Only the pretty merfolk are called mermaids."

## History

Although very far from the sea, a lone merman has built a life here in the woods. It is said that he was once the mermaid princess's personal
bodyguard. The time he spent with her caused him to fall hopelessly in love, but their difference in status made it impossible for him to confess this to her. One day, as he accompanied the princess to the surface, they encountered a human prince. As he tried to escort the princess away, he discovered that the princess looked smitten. In the end, the princess left for the human prince's kingdom, leaving the bodyguard behind to guard an empty palace. After days of consideration, he finally decided to search for his princess. But the world was ever so large and he was buta mere merman. In the end, he became lost in the Black Forest. While the path ahead seems impossible, he has never stopped believing he will find his princess again one day.

## Quotes

* "I'm no ordinary fish"
* "Foolish humans will never understand the merfolk sense of beauty."
* "Sweet Heart, I can see you, come out."

* *Battle Start*: "You can only see merfolk on full moon nights, didn't you know that?"
* *Defited*: "Why... Did my mermaid fell in love with a human prince?"

## Deck and abilities

1/3
* Slip: Whenewer you take damage loose one mana.
* Pulse: At the start of your turn, spend half of your mana to deal an equivalent amount of damage.

Have 6 cards in total.

 Mana (card) (1/3)-(2/3) x3
Flurry Heart

Flurry Heart is the newborn baby of Shining Armour and Cadence and is a first born Alicorn.

## Appearance

She is one of few Alicorns depicted as babies, another example being Princess Skyla.

Flurry Heart resembles Evening starlite in pony type and coat and mane colors and shares her wing design with Twilight Sparkle and alternate-timeline Pegasus Pinkie Pie.

Unlike the body design used for most infant ponies in the series, such as Pound Cake and Pumpkin Cake.

## Personality

She has shown to be playful with anything.

She is afraid of anyone who yells at her like Twilight did.

## Powers, Skills and Abilities

Her magic is stronger then an averge unicorn and after the The Crystalling her powers were under control.

She could destroy the Crystal Heart with a shriek.

## Family

* Candance (Mother)
* Shining Armour (Father)
* Twilight Sparkle (Aunt)
* Night Light (Grand-Father)
* Twilight Velvet (Grand-Mother)
Goblin's Whisper

Listen to my voice...

Upon entering this location you are prompted to, 'Meditate,' with the [Goblin Wisp.] In typical fashion, you are given three specific choices or the option to leave. Each option given, seems to effectively provide an outcome similar to the card Meditation; it comes with a caveat of a negative to balance your boon.

Some of the options found to be available so far:

Possess- Copy a card from your deck. Lose 18 maximum health.

Meditation- Copy a card from your deck and lose one action.

Lunacy- Copy a card from your deck and add 1 Prank card to your deck.

### Info

The Goblin's Whisper can show up during a "Normal" difficulty run in the 3rd chapter
Apothecary (All Available Cards)

This place is summary of all Apothecary's cards (Not fully updated) so you can compare them easily.

Attack
 Multiple Infection

Spell (Potion)
 Ice Potion
 Shadow Potion
 Sticky Potion

Special

Note: Omnipotence deal damage equal to the numbers of card on your deck at the time you use that card.

Few tested Combo:

Omnipotence+ Kite Experiment (Support by Mana cards.)

Primitive Law+ Occult Device (Support by Vampire Sword, Shadow Potion and Blood Bottle)
Missionary

## Deck Stats

### Cards Drawn

2

"Is he spreading the words of God, or the Devil's lies?"

## Quote

* "Thou without faith will ultimately be casted away."
* "Hush! Mind your tongue."
* "Your lies will eventually become reality."
* "The pope's words are only the truth."
* "So you refuse to listen... I see..."
* "You will ruin the days when insulting the church!"

## Cards

* Confession.
* Basic Attack (1/4)
Magic Apprentice

"It seems like she needs to practice her magic more."

## Cards in Deck

* Basic Attack (2/4) - Deal 2 damage.
* Wisdom - Gain 3 mana. Draw 1 card.
* Elemental Wave (1/2) - Deal 2 fire damage and 2 water damage.

## Choices

"Darn! Why won't the spell I just learned work?"

1. Talk with her. (Reputation +1)
2. Ask about magic. (Mana +1)
3. Laugh at her. (Courage +1)

## Quote

"I really want to learn from the witch but she lives in the forest.
"I need more practices."
"Well... Can you be my magic teacher?"
"I will become a great magician someday in the future."

## Story:

> Although nobody in the village knows magic, one little girl refused to give up trying to learn. From who knows where, she got her hands on a witch's clothing with a hat so big that it almost covers her entire face. And as if the real deal, she also found a shining crystal ball and a branch from a dead tree a her magic wand. She even managed to uncover a magic book that was covered in dust from the corner of the bookstore ... Although she cannot read the writings in the book.
>
>

> "Hah! Now I'm a wizard!" The little girl exclaimed as if she could actually create fire in the blink of an eye. People were at first surprised, but after discovering that she did not know actual magic, they simply smiled and stopped paying attention to her. The little girl muttered to herself unhappily, "Perhaps the witch can teach me some really powerful magic..."
>
>
Multiple Infections

### Effects

For each type of status effect on the enemy, deal damage equal to half the sum of the enemy's status effects.

## Info

* Available for Apothecary
* There are four status effects which work with this card

1. Poisoned
2. Burned
3. Chilled
4. Stuck

* Example of damage : If the ennemy suffers Poison

x5, Chill x4 and Burn x8, he takes 5+4+8=17/2=8\*3=24 damages.
Feral Child

"He really wants to play with you. It's not easy to get rid of him."

## Quote

"This is going to hurt."

"It's not good manner to walk into flowers."

## Cards in Deck

* Basic Attack (3/4)
* Lightning Strike

## Tips

* Feral Child hits hard, especially with his Lightning Strike combo. 3 consecutive hits would cause 20+ damage in one turn. Make sure you have high health before fighting him.
* Think about the result after fighting. Sometimes it's good to intentionally lose instead of winning him badly injured, as it may make the next fight impossible.
* It is recommended to leave him out to fight other monster, and come back to him when you are out-leveled / powerful enough to take him out in one turn.
Numbness

## Owerview

Damage -1 (Except piercing damage).

* Avaluable for all characters
* Can be found since the second chapter
* A great all-around card

## Benefits

* Most helpful against bleeding, enemies with Dirk, Lightning Blade, Longbow equipped.
* Most useful against Pumpkin King, Rage Bear Bosses.
* Negate effect of Pandora's "Double-Edged Sword" and "Book of Weapons".
Fires of Rage

## Build

* Armor: stack armor card and cards dealing damage to yourself. When leveling up, get the max HP instead of new cards.

## Example

It does 21 damage if you're at 86/179 hp, having lost 93 hp that is +18 damage to the base 3.

## Healing

If you lost the health but then gained it back (or had your max decreased) it doesn't count: it's only however below your maximum health you currently are.

## Strategy

To 1-hit a creature like the Priest it can be useful to let him damage you a lot while holding on to this.

Especially when it is the first card played since it benefits from the Awakening from Martyr's Sword (which you can trigger by Martyr's Amulet or Sacrifice.

* note that you can stack these: having 2 awakening ("damage caused by card increases 2 times") = x3 damage.
Fortuneteller

## Flavor Text

"She stares eagerly at the crystal ball, like she is seeing your future."

## Quote

"I can see your future."

"Well... Your future could be very interesting."

"Ohm... My crystal ball has told me everything."

## Cards in Deck

* Crystal Ball.
* Mage Basic Attack (1/3).
* Mage Basic Attack (3/3)
* Cold Snap
* Elemental Wave.
* Rage Prayer.

## Choices

"I can see the future, but I cannot change it."

* Peek at the crystal ball. (Reputation +1)
	+ You glimpse the shadow of the witch's hat.
* Ask about Grandma. (Courage +1)
* The future of the forest.
Great Astronomer (build)

Spirit Caller Build.

## Overview

Combination of Solar Spirit, Lunar Spirit and Light Spirit.

Solar spirit effect copies the beast if it is exiled. Lunar Spirit makes the Beast an exiled card. Star Spirit restores the mana (Half of the damage).

## Building

Core Cards & Blessings*
1/4
Support Cards & Blessings*
1/7
1.**Core Cards**

* Get all three spirits and play them.
* The Beast deals *12 damage twice* (max lvl) and costs *13 mana*. You nead *+1 damage* to restore an equal amount of mana. You also can reduce mana cost with Nature Control, but damage boost is better option.

2.**Damage boost** (permanent for the battle)

* Increase the damage by Spirit Blade equipped (+4 damage per each copy).
* Use Release card (twice the damage).
* After playing the beast use Turn Around then Faith of Nature (Twice the damage).

3.**Mana**

* The Spirits are pretty expensive. It is good to have some extra mana cards. Evoke Spirit and Oracle Bone are good options.

4. **Let the enemy enjoy his astronomy classes**.

## Tips

* Musync blessing is good since Light and Solar Spirits have the same cost (4). It also can help you in early game.
* Don't use Faith of Nature boost before Release boost.
* You can use Water Spirit until you find the Light one.

## Notes

* Release doesn't work twice.
* Oracle Bone mana reduce is not permanent for the Beast. The copy has initial mana. Maybe it is a bug since the Solar Spirit copy keeps reduced mana cost.
* The build has good opportunities to be replaced with Poseidon build. (same support cards).
King Kong

## Story

After his fiancé was taken by the church clergyman, he became filled with rage. This rage lasted even to the day he became a gorilla and had rocks thrown at him by his loved ones. The villagers became so terrified of him that he was expelled. Now he can no longer speak, but he has never forgotten his promise to her. He believes that as long as he is alive, there is a chance that he can fulfill it.
Little Red Riding Hood

"She's looking for grandma in the forest."

## Quote

* "Even when it's dangerous, I still have to go."
* "You're the one who took grandma!"
* "Open your eye... People are grieving."
* "Everyone said werewolf is the culprit."
* "I see you're very familiar."
* "Grandma... where could you be..."

## Card list

* Purifying Light (2/2)
* Angel's Blessing (2/2)
* Mage Basic Attack (3/3)
* Healing Ointment (3/3)
* Misfortune
* Speed Prayer
* Falling Stones

## Monster Story

Little Red Riding Hood's grandma was consumed by black magic due to her insatiable desire for revenge. It is said that only the "blood of the werewolf" and a "memory fragment" can purify the side effects of the dark magic and restore sanity to the one who cast the spell.

The young carpenter, an orphan, has always been introverted and shy. Little Red Riding Hood, his only friend since childhood, has taught him to feel empathy and warmth.

As he closed his eyes, the young carpenter thought to himself, "Even though I dare not say it out loud, I really like you. And if I can make your life a little bit better, I would be only too happy to offer you my werewolf blood. It just so happens to be a full moon. You won't recognize me, and I can't speak... but I know you're so kindhearted that you would not decline my gift to you... I hope you can save your grandma."
Growth

Cards with Growth effect. Exemples*
1/5
Growth is an ability of some cards that triggers only in the end of your turn or by other cards effect.

All these cards belong to Spirit Caller deck. Growth can:

* increase card's damage
* increase mana gained by card
* gain armor
* change mana/action cost
* trigger other card effects.
Mechanical Arm

### Effects

Exiled. Gain 5 armor. Gain 1 action and 1 card draw in this combat. Assemble : Use a card.

## Info

* Available to Mechanic
* Assemble

-Can work well in Fortress Mechanic decks to balance it out and add action points to use more armor cards.

-Note: Assembly cards lower their cost by one every time the assembly is activated.
Meteor Darts

## Info

* Gained with the Meteor Darts (Blessing)
* Technically only available for Ranger

## Strategy

* "Action Ranger" build will benefit the most from this Blessing. Even better in combination with the "Extra Damage" build
* Practice makes perfect will make all cards a positive action cost card. This will allow choosing level rewards unrelated to action point.
* Heavy Ballista will discard all darts if none of them is discards in enemy's turn. This will make you draw a hand with doule the original size. Increasing your hand size will in turn give 2 extra cards.
* Meteor darts have low damage and can be used to mitigate counter, steal and reflect damage effect from enemies.
* Meteor darts has very poor synergy with Go into Hiding. Generally don't use them together.
Multiplying bullet

### Effects

Level 1 and 2 : Deal 2 (+2 per Level) Damage. Use the top attack card of your deck. Upgrade this card after use.Level 3 : Deal 6 Damage. Use the top attack card of your deck. Shuffle a Level 1 Multiplying Bullet into your deck.

## Info

* Available to Mechanic
* **The in-game Card description is wrong: You do not draw a card but instead play the top attack card from your deck.**
* By playing again and again it over the course of the battle it will fill your deck with more and stronger copies of itself, which can result in a huge chain reaction.

-In a dedicated build Frailty, upgrade and "use all attack cards from the top X of your deck" (e.g. Rain of bullets) effects are recommended.
Mechanic

1/2

## Starting cards

 Basic Attack (2/3)
 Energy Release (1/2)
 Metallic Tone (1/2)
 Mechanical Dog (1/2)
 Energy Bombing (1/2)

## Abilities

* Upgrade: Choice: get gold coins or consume gold coins to strengthen (cd:8 combats)
	+ get 20 gold
	+ pay 10 gold for +10 max HP
	+ 40 gold to delete card
	+ 70 gold for +1 Action
	+ 70 gold for +1 equipment slot
	+ 120 gold for +1 card drawn each turn

In combat

* Moving parts: Draw 2 action cards. They cost 0. Cooldown: 4 combats
Consume 2 action, draw 1 card. Cooldown: once per turn

## Builds

* (Dynamite) Factory:
	+ Assembly cards to keep Action cost low
	+ Cards that will spawn Mechanical Explosive are the best to trigger Assembly (play card & exile card)

* Exhaustion:
	+ Get lots of Action and cards with exhausted, as well as Mechanical transmission
	+ Works well with the Dynamite Factory build to build up Action points and finish with Dynamite Mania (or Mechanical transmission)+ Detonate

* Fortress: Lots of Armor cards, finish with cards that deal damage based on Armor
	+ Defensive Artillery deals good damage with Defense Matrix and Man of Steel
	+ Fortress gives additional armor with Frailty effects
	+ Finish with Burst Armor

* Frailty: Stack Frailty effects. Try to make the effect stay after the round
	+ Weakness analysis and Crossfire are the perfect blessings for this
	+ Interference Robot equipment works well
	+ damage dealing equipment (Drill) and cards with exhausted work great with Crossfire

* Vacuum:
	+ Exile enemy cards and steal them with Vacuum cleaner. Not good against magic users
	+ Mechanical regrind deals more damage when enemy has less cards
	+ Note: If done correctly, you can actually exile the enemy's entire deck. (This will prevent them from playing anything on their turn.)

* Ubergrade:
	+ Get lots of upgradable cards and damage dealers like Level shock
	+ Try to get the Tighten the bolt blessing
	+ Multiplying bullet as well as cards with "play all Attack card from the top X from your deck" can chain your attacks
		- For this try to get only few Action cards for maximum Attack card combo
		- Some Frailty (e.g. Crossfire blessing) can maximize your damage

## Tips:

* Exhaustion gets rid of the rest of your action points in exchange for activating the cards effect multiplied by how many action points you lost. (Ex: Exhausted: deal 3 damage does three damage for each action point lost. So if you had 3 action points when playing it, it would do 9 damage.
Fire Elemental

## Quotes

"I am the fire, dancing under the full moon."

"Don't touch me unless you want to get burned."

"I always bring hope to people in the darkness."

"I'm neither coal cinder nor stove ash."

## Cards in Deck

* Magic Flames (Mana): Deal 3 fire damage. Fire damage +1 until next turn.
* Flickering Flames: Deal 2 fire damage. The enemy takes 2 more fire damage.
* Burning Strike: Deal 6 fire damage.
* Basic Attack: Deal 3 damage.
Forest Spirit (Boss)

The Forest Spirit is the Final Boss and can only be encountered in Chapter 4 (see Locked Diary). You will get a short movie after defeating him.

The Boss has unique Blessings, depending on the character class you play. The most powerful boss in the game.

When dying it revives once and turns 50% of your cards into Claw Swipes. When playing the claws they will turn back.

## Story

In a time long, long ago, even earlier than ancient times, the first seed sprouted, and the Forest Spirit opened its eyes in innocence. As time passed, seasons changed, and under the careful nurturing of the Forest Elf, the sprout grew into a towering forest. The Forest Spirit loved every blade of grass and every tree in the forest as if they were its own children. Everything changed when humans appeared on the edge of the forest: villages prospered—trees were felled: vast forests were cleared. Black magic emerged—quietly spreading pollution, driving the once-sane forest creatures into madness. Despite the Forest Spirit's efforts to absorb pollution and cultivate beings at its roots capable of purifying the
contamination, the relentless decay of the forest could not be halted. In the recent surge of intense black magic, pollution breached its limits, aiming straight for the core...

## Achivements

* Explore the Black Forest (Clear the forth chapter - Normal)
* Demystifying the Black Forest (Clear the forth chapter - Hard VII)
* Save the Black Forest (Kill Forest Spirit in the first turn)
* Nightmare Rascue (Defeat Forest Spirit on Nightmare difficulty - Secret Honor achivment)

1. ↑ NotFM. Steam Version - 23.01/2024
Awesome Card Combos

Found a great card/blessing combo? Post it here! (Note, if you want to show a build, go to the Awesome Builds page)

### *Absolute Zero (b) + Frost Nova (c) + Cold Wind (b) + Frost Amulet (c)*

**Instructions**:  Frost nova provides the highest Chill of any card. If you have multiple in your deck, it's easy to keep getting turns. Cold Wind prevents the Chill from disappearing each turn, Frost Amulet gives you free Chill.

**Restrictions**: Witch
Lumberjack

*He wonders why you are out in the middle of the night.*

## Cards Used

* Bash [1 Action] - Deal 3 damage. Gain **Armor** x 3.
* Basic Attack (2/4) - Deal 2 damage.
* Basic Attack (3/4) - Deal 3 damage.
* Fury - View 3 cards from your deck and choose 1 to copy to your hand.

## Quotes

"Finish them all soon, and come home early."

"There are many dangers hiding in the forest."

"It's late, what are you doing here?"

## Choices

"Jerry's gone missing too. Come home with me. I'll help you search for grandma in the morning."

1. Ask about the carpenter. (+1 Reputation)
2. Tactful refusal. (-1 courage)

### Trivia:

Answer 1: He goes missing every time there's a full moon. I'm searching for him too. Sigh... (So maybe the Carpenter is the Young Werewolf (last boss)?)
Level

1. Night of the Full Moon#Levels
2. Difficulties, levels and enemies (Memory in the Mirror)

**This article is a disambiguation page for Level**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
Lightning Explosion

### Effects

Deal 6 lightning damage, +1 damage for each time you deal lightning damage this turn.

## Info

* Available for Apothecary
* You only gain +1 damage for each **time** you deal lightning damage and not for each damage. For example, if you play two Lightning Explosion, the second one will deal 7 damages and not 12.
Gargoyle Warden

"He would not let us go."

## Cards in Deck

* Basic Attack (1) - Deal 1 damage
* Bash - Deal 3 damage. Gain Armor x3.
* Falling stones - Deal damage equal to 4+ the current turn number.
* Keep watching - Gain Armor x3. (Enhance each turn)

## Quote

"Huh... what? Who's there?"

"*snoring*"

"Are you a visitor or a prisoner?"

"Go back to your cell, troublemaker."

"Of course, of course - you're free to go whenever you want."

## Story:

The warden of the castle dungeon. he constantly sat and bossed his subordinates around. His attitude grew worse the day he discovered his lantern had gained sentience. Eventually, he was transformed into a gargoyle by dark magic. Now he sits in place without moving, only startling awake when disturbed, at which oint he howls and demands: "What?! Who's there?!"
Feather of the Phoenix

Revive after death. Restore full health. Immune towards any damage during the current (usually enemy's) turn.

* Avaluable for all characters
* Can be found since the second chapter
* Can be helpful against Headless Horseman, Ghost Doll who can kill you on your own turn; against Mushroom King and Toad Prophet with their immunity.
* Useful for health Builds (e.g. Destiny Bond build).
Fallen Priest

"Why is somebody out praying on this spooky night?"

## Quote

"We have different interpretations of faith."

"When the plague damages the world, ghosts are dancing."

"God favors people with faith, so do demons."

"Faith is like a leap."

## Cards in Deck

* Misfortune - Deal 40 damage after 5 turns.
* Basic Attack (3/3)
* Rage Prayer - Deal 5/10/15/20/25 fire damage depending on how many turns the prayer lasts.
* Holy Shield (1/2) - Gain Armor \*8
* Attack Prayer - Deal 4/7/10/13/16 damage depending on how many turns the prayer lasts.

## Choices

"Faith strengthens resolve. What do you think is most important?"

1. Courage (Courage +1, Reputation -1)
2. Empathy(Reputation +1, Courage -1)
3. Love(Nun Only, Get Confession card)
Night of the Full Moon Wiki

# Grandma... where could you be?

Long ago, a powerfull curse covered the Black Forest. A lot of people and creatures missed there,
a lot of people and creatures turned into dangerous monsters. Their souls was corrupted and the bodies deformated.

One day, Little Red Redding Hood just waited for her Grandmother to come home. Hour after hour,
time passed but Granny didn't come back. Little Red was worried and left the house to meet her Grandma.
It happened in the night of the full moon. Unstoppable snow fell on the road.
And the cold wind brought a hawl of wolfs or maybe werewolfs.

In the Classic mode you play as Little Red on her way through the black forest.
The game was developed by Giant Networks. Both Android and PC versions are released.

# Characters

Spirit CallerMechanicSoul HunterWerewolfApothecaryMagicianNunWitchRangerKnight

# Stories

Full MoonThe Red Hood DiariesMemory in the MirrorThe Wishing Night

# Gallary

## See Also:

* Category:Game Mechanics
* Category:Monster
* Memory Puzzle
Level shock

### Effects

Upgrade all cards you have 2 times. Overflow upgrades are converted into 2 piercing damage.

## Info

* Available to Mechanic
* Cards you have means cards in your hand and deck in the fight. Exiled cards are not counted.
* Overflow happens each time you upgrade something past its max level. It must have stars to overflow.
* For example, if you have 5 fully upgraded three star cards in your deck, you will do 10 damage.

-Useful in decks with a lot of upgraded cards or in Ubergradable Mechanic decks to do more damage. Most helpful with Tighten the Bolt and Gear for Upgrading in order to do a lot of damage at once.