recursal/Fanatic-Fandom huggingface dataset:
Enemies: Underworld Commons

Pestilent Imp - Level: 1

HP: 65 - MP: 45 - Attack Damage: 20 - Spell Effect: 25 - Armor: 5 - Spell Resist: 5 - Movement: 6 - Crit Chance: 25% - Crit Bonus: +100% - Bonus Hit Chance: 15% - Overcast Chance: 20%

Dread Bolt - 10 MP - Deals [ ( Spell Effect x 0.2 ) + ( 5 ) + ( 1d20 ) ] Magical Damage to a target within ( Spell Effect x 0.3 + 4 )m. If Overcast, also roots the target until your next turn. Gives the target Corruption equal to ( Damage Dealt x 0.2 ).

Hellfire Swath - 15 MP - Depletes 5% of the Current HP of all enemies within 15m. If Overcast, depletes 5% of Max HP instead. Gives the targets Corruption equal to HP depleted.

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Evil Eye of the Demon Lord - Level: 1

HP: 160 - MP: 20 - Attack Damage: 10 - Spell Effect: 15 - Armor: 3 - Spell Resist: 20 - Movement: 10 - Crit Chance: 10% - Crit Bonus: +50% - Bonus Hit Chance: 10% - Overcast Chance: 10%

Evil Glare - The Eye asserts Corruption with its strikes, giving his targets +25 Corruption per attack.

Stare Down - Enemies with at least 250 Corruption have -50% Armor.

Stare Upon Me - Upon use, the Evil Eye immobilizes a target with a petrifying glare until the eye's next turn. After the duration, if the target had 400 or more Corruption, the eye deals ( Spell Effect x 4 ) Pure Damage to that target. One use per encounter.

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Goatsblood Executioner - Level: 8

HP: 666 - MP: 396 - Attack Damage: 66 - Spell Effect: 136 - Armor: 33 - Spell Resist: 33 - Movement: 22 - Crit Chance: 6% - Crit Bonus: +666% - Bonus Hit Chance: 33% - Overcast Chance: 66%

Run Through - The Executioner deals bonus damage to the target based on how much Corruption is in their bodies. 0-66 Corruption: +0 Damage. 67-136 Corruption: +5 Damage. 137-333 Corruption: +10 Damage, +10% Damage. 334-665 Corruption: +20 Damage, +20% Damage. 666+ Corruption: +666 Damage, +666% Damage, Depletes 666% of target's HP on attack.

Burn Soul - 66 MP - Rends a target within 20m, dealing [ ( Corruption in Target x 0.3 ) + ( Spell Effect x 0.75 ) + ( 2d20 ) ] Magical Damage to that target, then burning away 40% of the Corruption on the target. If Overcast, does not burn away any corruption.

Stomp - Upon use, the Executioner crushes a target within 5m underhoof. That target takes damage equal to 13.2% of the Executioner's Max Hit Points, and is stunned until the Executioner's next turn.
Changelog

4/26/2015, 7:30 - Changelog Created. Endless Crusade Wikia Officially in Functional Beta v1.

4/26/2015, 8:00 - The Grand Waifu Update

- New Races Added ( Kitsune, Skeleton, Des Peradan, Arachnic, and Shapeshifter )

- New Racial Traits Added ( Nat Bonus, Undead, Primitive )

- Fleshed Out Distillery.

-Added Spells 51-60.
Chapitre 118

* Version 2
* Version 1

**Les souris effrayées (窮鼠, *Kyūso*)** est le 118ème chapitre du manga. Alors que la situation semble désespérée pour l'équipe de soutien en surface, Psychodroïde se dresse seul contre Miaou pour l'empêcher de rattraper Futoshi Boustifaille et Chenapon.

## Résumé

* Scénario gardé
* Scénarios retirés

### Version 3

En raison de l'insertion de nouveau contenu historique définitif dans le chapitre 114, le précédent contenu de ce chapitre a été décalé dans le suivant.

### Version 1

A bord de sa moto Chariot, Mecavalier effectue des cercles autour de son adversaire en dispersant un gaz. Comprenant la menace du gaz, Miaou plonge dans le sol en s'aplatissant. Il songe déjà à fuir, mais il ressort rapidement en miaulant de douleur après avoir touché dans la faille une matière corrosive répandue dans le sol par Mecavalier, toujours par le biais de sa moto. Furieux, le chat esquive les missiles et aborde la moto, mais Mecavalier le reçoit en lui logeant les sabots de sa forme Cavalier dans sa face. Ayant abandonné l'idée de capturer Miaou au vu de l'échec de son gaz soporifique, le cyborg opte pour une approche plus meurtrière. Aavec sa Transformation Stratégique, il enchaîne Chariot Volant et Tribun, puis il inflige à Miaou un coup de poing aérien pour l'écraser au sol, mais Miaou a réussi à s'infiltrer à l'intérieur de son Tribun, ce qui l'oblige à annuler la transformation et à revenir à la normale. A ce stade du duel, le Dragon devient fou de colère, parce qu'il ne s'amuse pas comme il en avait envie, et que Mecavalier lui donne du fil à retordre. Les deux combattants annoncent avoir trouvé un moyen de vaincre l'autre. Miaou développe avec son élasticité plusieurs parties de son corps. Parallèlement, Mecavalier adopte la forme Or. Miaou projette une volée de coups de griffes à longue distance, mais Mecavalier a supporté le choc dévastateur grâce à sa transformation brillante. Miaou annonce son plan : pénétrer à l'intérieur du corps du héros par un de ses orifices, et le massacrer de l'intérieur. Dans le tumulte des débris de pierre qui tombent dans la zone, Miaou assène un Cha-châtiment, mais ça n'inflige aucun dégât au classe S. Dans les environs, Baurgne s'efforce d'éloigner les blessés de la zone de combat. Mecavalier boxe en visant plus ou moins les signes vitaux qu'il détecte dans le sol, mais ça n'empêche pas son ennemi de trouver l'opportunité de sauter et s'introduire dans son cou. Le cyborg se débat à deux reprises pour essayer de sortir Miaou de son corps, mais c'est impossible. Miaou rit de l'impuissance de Mecavalier et s'apprête à mettre la phase finale de son plan à exécution. Dommage pour Miaou : il est tombé dans le piège du neuvième héros de classe S. Mecavalier active la fonction brûlante d'Or, ce qui force Miaou à sortir et lui donne l'opportunité de l'empaler avec Argent. Pour finir, Mecavalier carbonise le monstre incrédule avec sa chaleur. Il apporte peu après victorieux le corps du monstre à Baurgne.

### Version 2

Le désassemblage du Tribun est nommé "Résiliation de Transformation".
Skill: Philosophy

The philosopher is a being of reason. Philosophy is empowered by intelligent communication of values and reasoning. The powerful Philosopher can sway enemies to see the weakness of their cause, and empower allies by absolving their doubts. Philosophers are also respected by certain would-be foes, their insight used to painlessly cross otherwise violent paths. Philosophy gains Levels by asking enemies "Why do you fight?", limited to one per enemy. Each enemy asked this gains 1 Philosophy Level.

Level 20: Goodness of Knowledge - You and your party have +10 Spell Effect.

Level 50: Discern Intent - Minor Spell - The Philosopher can read the intentions of others with strikingly high success, allowing him to peek into the minds of others, and see their intentions, most of the time when used.

Level 300: Virtuous Patience - Each turn that you do not attack or cast a spell, you gain a stack of Patience. The next time you attack or cast a spell, you gain your choice of 5 Attack Damage or Spell Effect per stack on you, then all stacks are removed. Maximum of ten stacks.

Level 360: Instill Wisdom - Minor Spell - The Philosopher conveys great wisdom, allowing him to gain favor with NPCs who value knowledge. Has greater effect if the philosopher is older.

Level 450: Deny Purpose - Upon use, all your enemies lose Attack Damage equal to your ( Spell Effect ) until your next turn. Can only be used once per encounter.

Level 650: Bolstering Words - 25 MP - Upon use, grants target ally or self ( Spell Effect ) Bonus Damage until end of turn, and restores ( Spell Effect ) Hit Points on target. Overcast also casts spell on up to one other target.

Level 800: Pure Intentions - Minor Spell - Upon use, if the Philosopher is not carrying a non-staff/wand weapon, the Philosopher can convince units of additional options ( Including haggling, pacifism, and intentions -- uses a dice roll ).

Level 1000: Hallowed Words - Upon use, your party cannot be dealt damage until your next turn. Can be used as an interrupt. Can only be used once per encounter.
Class: Berserker

Berserkers are fully offensive fighters who value sheer engagement, with little intuition or variance in tactics. To become a Berserker, you must have Deception.

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Class Special: Cruel Spree - The Berserker abandons all hope of redemption, living in the moment. While on a spree, the Berserker deals and takes +50% damage, but has complete resistance to disables, and has + ( Missing HP x 0.1 )% Lifesteal, up to +20%. Lasts until the Berserker's next turn, but is extended in duration by one turn whenever the Berserker deals damage. Additionally, while on a Spree, the Berserker gains stacks of Spree whenever he deals or takes damage. Each stack lasts until the end of the spree, and grants +25% damage dealt and taken. After a turn in which the Berserker did not deal damage, he loses a stack of Spree.

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Level 0: Carnage Strike - 35 MP - The Berserker launches into the fray, engaging in bloody combat with a target within ( Movement )m. The Berserker charges to that unit, then deals [ ( 1d20 ) + ( Attack Damage x 1.25 ) ] Physical damage to that unit, then that unit deals ( Its Attack Damage ) Physical Damage to the Berserker. Does not use Overcast, instead has a chance to apply critical hit and gain bonus attacks from use.

Level 1: Bloodied Determination - As you lose Hit Points, you gain stacks of
Items ( Utility )

Wagon - 100g - Used to carry the party from town to town. Can hold numerous utility items in it.

Horse - 30g - Can be ridden, or two can be used to pull a wagon. While ridden, the Horse has a base 20m Movement Speed, but can only be ridden in open spaces. Horse has 100 HP. Horse does not get movement bonuses that you get.

Knapsack - 5g - Holds ten items, Every party member starts with one. Consumables stack as one item.

Backpack - 50g - Holdes twenty five items.

Enchanted Sack - 150g - Holds infinite items.
Weapons ( Wands )

Street Magician's Wand - 6g - 1H - +4 Spell Effect, +2 Spell Resist; Can be used once per encounter to gain mana equal to ( 0.5 ) x the mana cost of a spell an enemy is casting. Can be used at any time.

Flimsy Wand - 3g - 1H - +2 Spell Effect; Whenever a party member casts a spell, you recover 1 MP.

Gnarled Wand - 7g - +5 Spell Effect; Whenever you cast a spell targeting an enemy, that enemy takes ( Spell Effect x 0.1 ) damage.

Wand of the Wizard's Apprentice - 10g - +15 Spell Effect; Whenever an ally casts a spell, you gain 5 MP.

Wand of Positively Ridiculous Shenanigans - 34g - +30 Spell Effect, +15% Overcast Chance
Healers

Healers can do the following things:

Restore Health - The Healer can restore units to Full Hit Points. To do this, it requires five minutes. The Healer cannot restore Mana Points.

Revive - The Healer can revive a dead ally for ( Level x 30 ) Gold. This revives the dead ally to 1 Hit Point.

Cleanse - The Healer can remove all debuffs, diseases, curses, and detrements from the cleansed. Costs 15 Gold.

Blessing - The Healer blesses the player, causing that player to receive a blessing related to that Healer's deity, which lasts until the player sleeps next.

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Blessing of Morgethrad - +12.5% Lifesteal on all damage dealt. +5% of Max Hit Points recovered whenever you attack.

Blessing of Beggel - + ( Strength x 0.75 ) Attack Damage and you have a 50% chance to Deal Pure Damage on attack.

Blessing of Ralempt - + ( Level ) Armor, Spell Resist, and Movement.

Blessing of Tempest - You can diffuse into water, making you able to be invisible while in water, and granting you +30% Movement and Armor passively.

Blessing of Pandora - Blessed unit is instead Cursed. The Curse intensifies over four days, instead of disappearing after the first night's sleep. The cursed unit deals + ( 20% / 15% / 10% / 0% ) Attack Damage, but takes and deals + ( 0% / 10% / 20% / 30% ) Damage. Units attacking the Cursed unit have + ( 0% / 0% / 5% / 25% ) Lifesteal.

Blessing of Saggatan - Blessed unit deals +25% Attack Damage and has +25% Armor.

Blessing of Creaker - Blessed unit has a Skeletal Presence, and can use the Skeletal Handshake to resurrect and gain Skeleton allies.

Blessing of Udrian - Blessed unit takes -20% Damage from all sources.

Blessing of Uyael - At the end of a blessed unit's turn in which that unit did not take damage, that unit recovers 3% of its Max Hit Points. Blessed units enter combat with a 20 Hit Point Shield.

Blessing of Core - Blessed units enter encounters with a ( Max Hit Points x 0.25 ) Hit Point shield.

Blessing of Yahn - Units blessed by Yahn lose 5 HPT, but have +20% Lifesteal.

Blessing of Demise - Units blessed by Demise die instantly.

Blessing of Stracchus - On the first of a unit blessed by Stracchus's turns in any encounter, that unit has +30 Movement and +50% Attack Damage and Spell Effect.

Blessing of Chasan - Units blessed by Chasan have +5 MP Regen and instantly recover full mana when an encounter ends.
Chapitre 132

* Version 2
* Version 1

**Ils ne perdront pas ! (負けない!, *Makenai!*)** est le chapitre 132 du manga, au cours duquel les héros blessés à l'hôpital de l'Association des Héros se dirigent en masse vers la ville Z. Entretemps, Saitama et le petit monstre sont occupés à aider Flashy Flash.

## Résumé

Pendant que Psykos se moque de sa tentative de prouver qu'elle est la meilleure, Tatsumaki a l'impression que le monstre a grandi depuis tout-à-l'heure. Supposant que c'est parce qu'elle absorbe de l'énergie grâce à ses parties gluantes, Tornade Tragique essaye de couper son corps pour l'affaiblir. Psykos réagit en faisant la démonstration de sa puissance suprême. Avec un laser d'une puissance phénoménale, Psykos fend le ciel et découpe l'océan sur des dizaines de kilomètres, à un point que la partie coupée est plus que visible depuis l'espace. Tornade Tragique a réchappé de peu à cette attaque épatante. Même Psykos est surprise d'être devenue aussi puissante, ce qui lui fait comprendre qu'"il" était réel. La femme monstrueuse déclare à Tatsumaki qu'elle n'a plus aucune chance de gagner depuis qu'elle est devenue l'élue d'une force supérieure.

Alors qu'elle essayait de fusionner avec Orochi, ils ont été témoins d'une vision surnaturelle : une masse sphérique gigantesque de cellules cérébrales est apparue sous leurs yeux. Cela lui a paru comme l'incarnation de Dieu, et elle a alors senti un flot d'énergie couler en elle, et un destin lui être imposé, celui d'absorber toute forme de vie sur Terre, probablement jusqu'à "devenir la planète" entière.

Tatsumaki trouve qu'il faut être stupide pour avoir envie de finir seule dans l'univers. Pourtant, Psykos dit que c'était le destin inévitable de l'humanité depuis sa naissance, et qu'elle est l'élue qui sera la dernière représentante de la vie sur Terre. Alors qu'elle était inférieure à Tatsumaki sur le plan des pouvoirs psychiques, la voilà dotée de la puissance suprême. D'ailleurs, Psykos en veut encore à la petite sœur de Tatsumaki, Fubuki, qui n'avait pas prêté autrefois attention à ses avertissements, et elles vont maintenant subir le châtiment qu'elles ont mérité. Le comportement de Psykos exaspère Tatsumaki, car elle considère que Psykos s'est faite manipuler en recevant ses nouveaux pouvoirs, car c'est ce que font tous ceux qui se rangent derrière les espers, tout ça pour qu'elle ne reçoive aucune aide de son bienfaiteur lorsqu'elle sera de nouveau en danger. A ces mots, Psykos s'énerve, ce qui ne fait que réveiller en elle de désagréables souvenirs. La femme monstrueuse déchaîne les dragons d'Orochi en défiant Tornade Tragique de résister à elle, l'élue de Dieu.
Bushidozer/Galerie

#### Images retirées

Bushidozer recule devant Eztragon et Safranne.Bushidozer a comme une envie de buter Travestoc, dans la première version.Bushidozer et Travestoc emmêlés dans la chevelure de TignasseBushidozer, Iaïron et Travestoc VS Eau Minérale Naturelle Dévian, version antérieure
#### Images gardées

les trois disciples d'Atomic Samouraï du point de vue de FubukiBushidozer en équipe pour le combaten colèreBushidozer révèle pour la première fois la capacité de ses drilles.Drille d'airLes esclaves de Supersado encerclent les trois épéistes.Bushidozer, Travestoc et Iaïron sur la couverture du chapitre 103Bushidozer a comme une envie de buter Travestoc, dans la deuxième version.Bushidozer, Iaïron et Travestoc VS Eau Minérale Naturelle Dévian, nouvelle versionBushidozer désolé de n'avoir pu sauver Pabrika
## Références

1. ↑ Chapitre 102
2. ↑ 2,0 et 2,1 Chapitre 104
3. ↑ Chapitre 114
4. ↑ Chapitre 110
Class: Peddler

Peddlers are a largely noncombat class that benefit from earning and using their gold. Peddlers are useful as means of getting items to the party, and as excuses for the party to be able to perform certain actions. For instance, trading caravans are much more acceptable in certain cities. You need Alchemy to become a Peddler. NOT CURRENTLY A CLASS, UNDER CONSTRUCTION.

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Class Special: Pit Fight - The Peddler and other anonymous peddlers linked via tunnel magic place bets on the current fight, betting on who will die first. Whoever wins the bet earns all the gold. The Peddler can bet up to [ ( Level x 5 ) + ( 5% of Current Gold ) ] Gold, and wins back three times that much if his bet wins. If another unit dies, the Peddler loses that gold. The bet must be placed within the first three turns of the target being revealed in the encounter, and the target must be at full health. One use per encounter.

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Level 0: Divine Market -
Skill: Theater

The thespian gains skill by doing performances both on and off the battlefield. Skilled thespians can hide in battle, and even convince enemies of certain things. Each Successful performance grants the thespian +20 Theater Levels.

Level 100: Great Timing - +5% Critical Hit Chance

Level 225: Staged Death - Minor Spell - The Thespian fakes his own death, rolling to see if he is believable. If believed, he will be treated as a dead body until he chooses to end the spell.

Level 300: Cue - Whenever a party member gets a critical hit on a unit, that unit is marked with the " Curtains " debuff. Units with this debuff have no armor. Lasts until end of turn.

Level 400: Impersonate - Minor Spell - The Thespian takes up the guise of a person of choice, rolling to see if his disguise works on anyone he encounters. Those who are fooled will believe the disguise until it is removed.

Level 500: Act it Out - While standing still in an encounter, and doing nothing in a turn, the Thespian can practice his works to restore 3% HPT and MPT.

Level 600: Showstopper - Upon use, the Thespian drives a cruel strike to the heart of his target, dealing +300% damage on his next attack. Can only be used once per encounter.

Level 775: Scenery Role - Minor Spell - The Thespian is a master of the elements, impersonating even the scenery. Roll to check success.

Level 1000: Doppelganger - The Thespian becomes a copy of a unit of his choice, imitating them perfectly. If used in battle, can only be used once per encounter, and copies that unit to the Doppelganger for this and the next turn. If used outside of battle, can only be used once per hour and lasts five minutes.
Items: Runes

Rune of Luminous Glory - 40 Yaster - Can be upgraded for 60 Yaster Power, up to three times. Grants you + [ ( Yaster Power ) x ( 0.04 / 0.06 / 0.08 / 0.10 ) ]% Healing with Spells and Abilities.

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Rune of
Encounters

Encounters occur in a turn based fashion. You can only attack enemies within range of your weapon, or cast spells on targets within range of your spells. You can only cast each spell once per turn, and you cannot cast more than three spells per turn. You cannot do actions that your character is incapable of. While in combat, you can use your skills to perform certain actions and observe additional things. You can only be stunned consecutively for one turn. You can only use up to one of each type of item per turn ( i.e, Mana Restorative Items, Hit Points Restorative Items, etc. ). Additional options outside of attacking, casting spells, and using items in a turn include moving, observing surroundings, observing enemies, and interacting with the environment.
Minor Spells

Each party member is given a Minor Spell that either makes sense with their lore, or is simply random. These Minor Spells can be the same as other ones. Here is a collective of Minor Spells, for use when the time is right.

Cleanse Biomass - 2 MP - The caster cleanses a living thing, some liquid, or a food item.

Hideaway - 9 MP - The caster creates a hideaway in a wall, allowing the caster and party members to hide in the wall.

Disguise as Rubble - 3 MP - The caster disguises as a pile of rubble.

Disguise as Tree - 4 MP - The caster disguises as a Tree.

Disguise as Furniture - 6 MP - The caster disguises as a piece of Furniture.

Reminisce - 4 MP - The caster reminds a target of their previous forms, making them see themselves as a younger form, or as when they were alive if the target is undead.

Invoke Sorrow - 3 MP - The caster invokes sorrow in a target.
Skill: Luxomancy

The Luxomancer is a wielder of Light, both Holy and Metaphysical. The Luxomancer can turn the tide of battle with spells that channel the force of light. Luxomancers gain 1 Level whenever they attack or cast a spell while in at least one Lumen of light.

Level 25: Guiding Light - Minor Spell - The Luxomancer summons a Guiding Light that provides great light in a ( Spell Effect x 0.4 )m range. While in the Guiding Light's light radius, you have + ( Spell Effect x 0.1 ) Movement. The Guiding Light will in most cases guide you to fateful interactions. The Guiding Light provides +10 Light Charge in its radius.

Level 100: Light Strike Array - 20 MP - Calls down a pillar of Light, dealing ( Spell Effect x 0.5 ) damage to each target within ( Spell Effect x 0.3 )m of a targeted location up to ( Spell Effect x 0.6 )m away. Also stuns those units if they are in an area with at least 10 Light Charge. Overcast deals ( Spell Effect ) damage instead.

Level 175: Lux Sheen - Upon use, places a ( Spell Effect + Light Charge ) Hit Point shield on target unit. Can be used at any time. Usable only once per encounter. Light Charge Value is based on where the caster is. On use, the target radiates ( Spell Effect ) Light Charge from himself in a ( Spell Effect )m AoE until end of turn.

Level 250: Blind - Minor Spell - The Luxomancer attempts to blind his target, making them unable to see for the next ( Spell Effect ) seconds. They can see again if they are attacked or targeted with a spell.

Level 320: Channel Light - 20 MP - The Luxomancer gathers all light from an area up to ( Spell Effect )m around him, distributing it in an area of his choice. This gathering lasts until end of your next turn. The area that the light is gathered in causes Light Burn on enemies in the area, dealing ( Spell Effect / Per 5m radius of area ) DPT to enemies in the area. The area affected has Light Charge equal to the meter radius that the light was stolen from. Overcast doubles the range of the light gathering.

Level 400: Lightforce - While in an area of unnaturally high light, the Luxomancer has bonus HP and MP regen equal to ( 0.1 x Light Charge ) of that area. This bonus can only reach +5 HPT and MPT at maximum. Also grants the Luxomancer +1 Spell Effect per point of Light Charge while casting Luxomancy spells.

Level 600: Flash of Light - Minor Spell - The Luxomancer summons a Light Irregularity that lasts for ( Spell Effect x 0.25 ) seconds. That Light Irregularity grants + ( Spell Effect x 0.5 ) Light Charge in a ( Spell Effect )m AoE around it. Only one may exist at a time.

Level 1000: Sol Cannon - 100 MP - The Luxomancer calls upon the searing power of the sun to blast a location up to ( Spell Effect )m away with Divine Power. Enemies within ( Spell Effect x 0.2 ) of that location take [ ( Spell Effect x 2 ) + ( Light Charge x 3 ) ] damage. The Light Charge benefit is based on the Light Charge at the caster's location. On Overcast, the effect consumes the entire battlefield. If used against any Undead units, those units take +100% damage from this spell.
Slayers Through Time: DM Resources

If you are not William, step off. This is private information regarding the campaign.

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Iron Tyrant Killed.

New party member G3RT joined.

Hag illusion dispelled, hag killed.

Cliff Scaled, Eye Titan seen.

Gas Station Radio Irregularity. Bones joined.

Tendrilous gives pursuit. Bones killed.

Tendrilous killed.

Town of Snowball reached.

Snowball destroyed, Gate reached after demon encounter.

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Skill: Servitude

Servitude is the character's ability to serve a cause without any doubts. Whenever your party kills a unit and you are following a cause, you gain 5 Levels in Servitude. Your cause must be a cause with great intentions ( Good or Evil ).

Level 50: Subversion - Whenever the Servant casts a spell, he restores 5 MP on each other party member.

Level 100: Understudy - The Servant can become an Understudy to a unit outside of combat at any time, and can stop being an Understudy to that unit at any time. While an Understudy, the Servant has -25% Max HP but +25% Max MP, and the person he is the understudy to has +25% Max HP, but -25% Max MP.

Level 200: Supplier - When the Servant uses a consumable item on an ally, that item has +50% effect.

Level 300: Plea - Minor Spell - The Servant grovels at the feet of a target, gaining a chance to convince his target of a thing of his choice. Can be used in battle to distract a target.

Level 400: Greater Powers - All Units other than the Servant that the Servant either controls or are in the Servant's party deal +5% damage on attack.

Level 500: Forced Labor - Minor Spell - The Servant can instantly earn a job outside of combat. If used in combat, can be used at any time to have the party members become enslaved rather than being killed.

Level 650: Entertain - Minor Spell - The Servant does a comedy act, gaining the possibility of distracting his targets for the duration. Greatly improved power with Theater.

Level 850: Commitment - The Servant is totally committed to his cause, granting his party and all summoned units controlled by the party + 5% Lifesteal from all damage that they deal.
Skill: Hiding

Hiding is leveled by successfully hiding from enemies, or by being in direct proximity of enemies while invisible. For each unit hidden from you gain 5 levels in Hiding, and each unit evaded with invisibility you gain 5 levels in Hiding.

Level 20: Hide from Death - When you drop below 50% health for the first time in an encounter, you become invisible until your next turn.

Level 60: Disappearance - Minor Spell - You cause an object of your choice to become invisible to most observers. Can only cause objects up to a certain size to become invisible.

Level 150: Out of Hiding - Whenever you attack out of invisibility, you gain +20% Attack Damage and +20% Lifesteal on that attack.

Level 350: Surprise! - Whenever you attack an enemy who does not notice you, that unit is stunned on its next turn.

Level 500: Hide Information - Minor Spell - The user can attempt to take information that would normally be given to the party for himself. If successful, only he is told what would be revealed to the party. Alternatively, can be used to make an NPC forget something, on a chance.

Level 650: Phasing - Minor Spell - The user phases into a wall, up to ( Spell Effect x 0.05 )m deep into that surface.

Level 800: Obscuring Strike - Whenever you attack a unit, you can give that unit a stack of blur. Once there are three stacks of blur on enemies near you, you can consume them all to become invisible, which lasts until you attack or cast a spell next.

Level 990: Group Invisibility - The entire party becomes invisible. Can only be used once per encounter, but at any time. Lasts per unit until that unit attacks, casts a spell, or uses an item.
Skill: Necromancy

The Necromancer gains skill by raising the undead to do his bidding. The strong Necromancer is a feared conjurer, capable of dealing massive damage with his summoned units. The Master Necromancer can even bring his allies back to life. Whenever a summoned unit attacks, the Summoner gains 1 Necromancy Level.

Level 50: Strength of the Damned - Summoned units deal bonus damage equal to ( Spell Effect x 0.2 ).

Level 175: Rise, My Invincible Army of Skeletons! - When an enemy attacks, you have a 5% chance of spawning a Drudge Skeleton with ( Spell Effect x 0.5 ) Hit Points and ( Spell Effect x 0.25 ) Attack Damage. Additionally grants you +10 Spell Effect while you control at least one summoned unit.

Level 250: Death Proliferation - Upon use, spawns another copy of each summoned unit under your control within 20m of you. Can only be used once per encounter.

Level 650: Lichform - Each turn, the Lich loses 1% HPT for each unit under his control. Summoned units under the Lich's control have +5% Manasteal and Lifesteal, which instead of restoring health and mana to the summoned unit, restores the Lich's Health and Mana instead. Additionally grants you a Stack of Lich whenever you cast a Necromancy spell, which stacks indefinitely and grants you +1 Spell Effect until end of encounter.

Level 1000: CRUSH THEM, MY SOULLESS OVERLORD! - 160 MP - The Necromancer gathers all the dead within miles, forging an Undead Titan with ( Spell Effect x 8 ) HP that deals ( Spell Effect ) damage on attack. On Overcast, the Titan yells a Bloodcurdling roar on summon, stunning all enemies in a ( Spell Effect ) AoE. The Undead Titan deals 5% of target's Max HP on attack. Can summon up to ( Spell Effect )m away. Undead Titan is ( Spell Effect ) feet tall, so summoning him in cramped spaces might be a tad bit awkward.
Class: Magician

Magicians are caster classes that deal moderate damage, but can cast a large number of spells in a turn. Magicians benefit heavily from both Spell Effect and Mana Recovery effects. To become a Magician, you must have Performance, Ardor, or Terramancy. Magicians may begin with Weaken or Whimsy.

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Class Special: And Again! - Upon use, instantly recover 25% of your Max MP. You can cast each spell again this turn and have +10 spell capacity this turn. One use per encounter.

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Level 0: Fantastic Spells - Whenever you cast a spell, you gain a stack of Fantastic Spells. For each stack of Fantastic Spells, you have +0.3 MP Regen and +1 Spell Effect. Once at twenty stacks, you consume all stacks to recover ( Max MP x 0.2 ) MP, then all your spells' cooldowns are reset.

Level 1: Lesser Whimsy - 3 MP - Deals [ ( Spell Effect x 0.1 ) + ( 1d10 ) ] damage to target enemy unit within ( Spell Effect x 0.2 + 1 )m. If Overcast, deals [ ( Spell Effect x 0.3 ) + ( 1d20 ) ] damage instead. Also passively gives you a +10% Overcast chance.

Level 1: Approval of the Audience - Each ally has a spell belonging to the Magician they have chosen for them at random. Whenever the Magician casts the chosen spell, that ally becomes satisfied, and the Magician gains +1 MP Regeneration until end of encounter. Each ally can only become satisfied once per encounter.

Level 2: Flick of the Wand - You recover +2 MP for each spell you've cast this turn whenever you cast a spell ( Counts the spell being cast ). +3 MP Recovered instead if you're wielding a Wand.

Level 4: Fluxcast - 25 MP - You can cast target spell again this turn. +1 Spell Capacity this turn. If overcast, you can cast it twice again this turn and gain +2 Spell Capacity instead.

Level 5: Unhealthy Amount of Spells - You can cast up to one spell again each turn. +30% MP Recovered from all sources.

Level 8: Break the Cycle - For each MP you recover, enemies within 15m lose 0.2 Spell Resist until end of turn.

Level 10: Showstopper - You can cast another of each of your spells each turn.
Items ( Trinkets )

Trinkets are baubles and objects that the traveler collects to have additional, small powers at his disposal. Each one is unique, and only one may exist in any given party at a time.

Phase Locket - 20g - Upon use, grants you five seconds of phasing through all living things and damage immunity.

Angelic Halo - 42g - Upon use, grants you +25m Attack Range and +10 Attack Damage this turn.

Shamanic Satchel - 14g - Upon use, you cast a mix of powerful herbs over an enemy, transforming them into a Boar until end of their next turn.

Pocket Sand - 3g - Upon use, you hurl a pocketful of sand at your enemies' faces, giving them a -40% Accuracy debuff until your next turn.

Gauntlet of Garvelt - 30g - Upon use, strike an enemy within melee range with an attack. Then, if there is another enemy within melee range of that enemy, strike that enemy. This chain continues until there are no more unattacked enemies to attack in range.

Wizard's Bauble - 25g - Passively grants +5% Spell Effect. Upon use, deals ( Spell Effect x 0.1 ) damage to a target within ( Spell Effect x 0.1 + 2 )m. Can be used once per turn.

Shamanic Powder - 42g - Upon use, grants you +55% Spell Effect until end of turn. Can only be used once per encounter.

Grim Cutlass - 23g - Upon use, empowers a target unit with the Grim Strength buff. That unit takes and deals +35% Damage with and from all sources until end of encounter.

Circuit Breaker - 11g - +15% Spell Resist; Upon use, grants you a ( Max Hit Points x 0.15 ) Hit Point Shield that takes +100% damage from Attacks. When the shield is broken, you become invulnerable until end of turn. Can be used at any time, but only once per encounter.

Blink Wire - 40g - When used, places two ends of a wire at locations up to 30m away each. These ends are connected by wire. You then gain three Blink Wire stacks. Until end of encounter, you can expend a Blink Wire stack to instantly teleport to either end of the wire at any time.

Skin Tight Latex Suit - 55g - Worn under your armor, silly. Grants you a +15% Chance to dodge all spells and attacks. Unless... unless you don't want to wear it under any armor. That's okay too.

Daemonic Codex - 115g - +30 Spell Effect, +50 Max MP; Your summoned units apply Demonfire on units they attack, which causes the burning unit to lose 1% of its Max HP per turn. Only one unit can burn at a time in this way.

Maul of the Stag - 55g - +30 Attack Damage; Your Critical Hits have a +15% Chance to stun their targets.

Razor Boomerang - 5g - Can be thrown out to deal ( Attack Damage x 0.1 ) damage to an enemy of your choice once per turn. Has a 50% chance to not come back. Range of ( Attack Damage x 0.3 + 2 )m.

Tribal Shield - 45g - Worn on your back; Grants +5 Armor. Can be used once per encounter to toss a Shakazulu Spear at a unit up to 20m away that counts as an attack.
Technique Pool: Protector

1.) Defender's Vow - On being damaged, you can restore 1d4 Hit Points to self or an ally within 10m. Passively grants +20 Max Hit Points.

2.) Willingness - +25% Received Healing. Whenever you recover Health, you gain 25% that much Armor and Spell Resist until your next turn.

3.) Hardiness Unbound - +10% Max Hit Points. +10% Physical Damage Resist. +10% Chance to Resist Disables.

4.) Heart of Steel - +2 Armor for each piece of Armor you have equipped.

5.) Troll's Blood - +50% Health Regeneration. +2 Health Regeneration.

6.) Turnabout - On taking an enemy crit, bonus hit, or overcast spell, you recover 10% of your Max HP. +20 Max HP.

7.) Knight's Perseverance - + ( Armor x 0.2 )% Max HP Regenerated per turn, up to 10%.

8.) Fortified in Thought - + [ ( Spell Effect x 0.3 ) + ( Max MP x 0.1 ) ] Max HP.

9.) Strike Back - Whenever you take damage, you gain + ( Armor x 0.2 ) Attack Damage on your next turn. +5 Armor.

10.) Clear Minded - +10 Spell Resist, +20 Max MP.
Foodstuff

Cooked Pork - 3g - When consumed, restores the bearer's Hit Points by up to 60 if the bearer does not enter combat for the next hour. If they do enter combat before the time, they instead only recover 15 Hit Points.

Cooked Beef - 4g - When consumed, restores 45 Hit Points on the eater.

Broccoli - 1g - When consumed, restores 8 Hit Points on the eater, then grants the eater +1 Armor until the end of the day. Can gain this buff up to five times in a day, at which point it becomes the Leafy Fortitude Buff, which grants the consumer +6 Armor.

Rye Bread - 1g - When consumed, restores 6 Hit Points on the eater, then restores 6 Mana Points on the eater.

Potato - 2g - When consumed, restores 10 Hit Points on the eater, then restores 10% of the consumer's Missing Hit Points.

Carrot - 3g - When consumed, restores 10% of the eater's Missing Hit Points, then grants the bearer +10% Critical Hit and Overcast chance until the end of the next encounter. this buff can only be placed once. Only heals if consumed fifteen minutes or more before a battle.

Mint Tea - 2g - When consumed, restores 20 MP.

Spiced Tea - 3g - When consumed, restores 15% of the drinker's missing MP.

Coffee - 4g - When consumed, restores 10% of the drinker's Max MP. Then, if used while in an encounter, restores Mana equal to 35% of the drinker's current MP.

Spring Water - 2g - Water drawn from a Pure Spring. Restores 10% of the Drinker's Max HP and Max MP.

Spiced Roll - 2g - When consumed, alleviates the consumer of up to one debuff on them.

Apple - 1g - When consumed, restores 5 Hit Points.

Orange - 1g - When consumed, purges the consumer of all debuffs and conditions, but not disables, and restores 3 HP.
Weapons ( Axes )

Splitter Hatchet - 6g - 1H - +3 Attack Damage, +25% Critical Hit Damage.

Dwarven Mineguard Axe - 13g - 1H - +5 Attack Damage; +50% Attack Damage against Elves.

Sidearm of the Black Knight - 17g - 1H - +9 Attack Damage; Whenever you attack a unit, you gain a stack of Crusade that lasts until end of encounter. Each stack of Crusade grants you +5% Critical Hit Damage.
Movement

In combat, your character can perform a number of actions, including attacking, casting spells, using items, and doing skill related actions. But, by far, the most important function your character is capable of is Movement.

The Base Movement for any given humanoid unit is 5, which translates into, " This unit can move 5m over the course of a turn ". Bonus movement is treated as an improvement to this statistic. You will probably be weighed down by your items, causing you to have less than 5 Movement, but probably not by much.
Skill: Passion

The Passionate can use his enticing skills to captivate anyone of his choice. Passion is leveled whenever you have sex ( By 40 ), kiss someone passionately ( By 5 ), or have a near-sexual encounter ( By 10 ).

Level 75: Sudden Charm - 40 MP - The Passionate charms a target within ( Spell Effect x 0.4 )m at instant speed. If Overcast, instead charms up to two targets.

Level 150: Suggestion - Minor Spell - The Passionate One can have a high chance of causing his target to have sex with him, with an additional chance to have success with higher charisma.
Class: Nether Evangel

The Nether Evangel is a Dark Tinkerer, with an inconquerable desire for power. Using the Discarded Husk of a Once Powerful Demon, the Nether Evangel carries the dark mark of the Nether Realm in a mechanically augmented Archon Suit, which is made from the altered body of the demon. To become a Nether Evangel, you must have Smithing, Engineering, or Necromancy.

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Class Special: Archon's Summoning - The Nether Evangel begins to summon his Archon suit at a location within 20m. The suit is unusable while being summoned for this and the Nether Evangel's next turn, but can be attacked during this time. Archon Suit can be entered as long as it has Hit Points. While in Archon Suit, your items are changed to larger forms, where they have +50% numerical effect. Certain skills change while cast from the suit. You can only cast Class Spells from the suit, while you can cast all your spells as your player character, even while in the suit. The Archon Suit blocks AoE negative effects while the Nether Evangel is riding inside it.

Archon Suit\*\*\*

Base Hit Points: [ ( Endurance x 2 ) + ( Dexterity x 2 ) + ( 100 ) ]

Base Mana Points: [ ( Charisma x 5 ) + ( Dexterity x 3 ) + ( 100 ) ]

Base Attack Damage: [ ( Endurance ) + ( Strength ) + ( 20 ) ]

Base Spell Effect: [ ( Dexterity x 2 ) + ( Charisma x 0.5 ) + ( 20 ) ]

Base Movement: [ ( Agility x 0.5 ) + ( Strength x 0.2 ) + ( 10 ) ]

Base Armor: [ ( Endurance x 0.3 ) + ( Strength x 0.1 ) + ( 5 ) ]

Base Spell Resist: [ ( Endurance x 0.2 ) + ( Dexterity x 0.3 ) + ( 5 ) ]

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Level 0: Demon's Husk - The Demon's Soul inside your Archon Suit does not always agree with you. There are the good times, though. Roll 1d20 at the beginning of your turns to determine your fate that turn while inside the Archon Suit.

01- You lose 20% of your Current HP.

02- You lose 20% of your Current MP.

03- You lose 10% of your Current HP.

04- You lose 10% of your Current MP.

05- You lose 20 HP.

06- You lose 20 MP.

07- You lose 10 HP.

08- You lose 10 MP.

09- You lose 5 HP.

10- You lose 5 MP.

11- Nothing Happens.

12- Nothing Happens.

13- Nothing Happens.

14- Nothing Happens.

15- You recover 5 MP.

16- You recover 5 HP.

17- You recover 10 MP.

18- You recover 10 HP.

19- You recover 10% of your Max MP.

20- You recover 10% of your Max HP.

Level 1: Auxillary Power - Your Archon suit has a self-installed Auxillary Core. You can use this pool of Auxillary Points as either MP or for paying Demon's Husk costs. You have [ ( Max Hit Points x 0.1 ) + ( Max Mana Points x 0.1 ) ] Auxillary Points. You recover 25% of your Max Auxillary Points in the turn after you don't use them.
Skill: Inquiry

Inquiry is the ability of one to observe particularly odd things about the environment that one is placed in. It can be used to detect traps, hidden goodies, and other things. Whenever an object is detected in this way, you gain up to 20 Levels in Inquiry.

Level 40: Look, Over There! - Minor Spell - Can be used to have a chance to cause a target to be forced to look at an object or direction.

Level 100: Detect Magic - Minor Spell - The Inquirer can discern what his enemies spells are, even before they are cast. Can also be used to detect magical entities and items, with varying success.

Level 150: See All - The Inquirer sees everything, including invisible units, within 10m. Additionally, the Inquirer can discern the HP of all units within 10m.

Level 210: Piercing Vision - 20 MP - Causes a target within ( Spell Effect x 0.3 + 5 )m to lose ( Spell Effect x 1.25 ) Spell Resist until end of turn. If Overcast, causes that target to lose ( Spell Effect x 2.5 ) Spell Resist instead.

Level 365: Keen Sense - Whenever any other party member would be told something that is meant to be told to them, you can choose to listen to what they are told. Additionally gives you +5% Crit, Overcast, and Bonus Hit Chances.

Level 500: Drawing Conclusions - Whenever an enemy unit dies, you may have a target member of your party recover 5% HP, then have that or another unit recover 5% MP.

Level 720: Echoing Truth - Whenever a party member gains an additional attack, that unit gains +25% Attack Damage until end of turn.

Level 1000: Truthbringer - Upon attack, you gain a stack of Truthbringer. Once at 20 stacks, you can expend all your stacks to gain the maximum number of bonus attacks possible this turn. Stacks remain after encounter.
Class: Stalker

Stalkers are masters of Shadow Magic. Most powerful during the night, but still plenty destructive in darkness, Stalkers are masters of dark magic. As such, you must have either Deception or Necromancy to become a Stalker.

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Class Special: Eclipse - The Stalker consumes all areas of light within 100m with Shadow, causing only darkness to rule the battlefield. Allies in the area are affected by this darkness as well. Upon use, the Stalker gains +10% HP and MP Regen per turn until he or she leaves darkness next. One use per encounter.

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Level 0: One with Darkness - The Stalker has +50% Attack Damage, Movement, and Spell Effect while in darkness. Additionally, the Stalker is considered Stealthed while in Darkness, without acting for one or more turns. + ( Agility x 3 )% Critical Hit Damage while in Darkness.
Skill Trees

Each level, you earn a Skill Point. That Skill Point can be spent in any tree, given that you have the skill preceding that skill. At Levels 5, 10, 15, 20, and so on, you earn an additional Skill Point to spend among your Skill Trees.

1.) Survivalism

2.) Alchemy

3.) Smithing

4.) Enchanting

5.) Physique

6.) Chivalry

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7.) Pyromancy

8.) Luxomancy

9.) Necromancy

10.) Terramancy

11.) Biomancy

12.) Runecrafting

13.) Chronicle

14.) Deception

15.) Arcane Arts

16.) Faith

17.) Weapons Mastery

18.) Mettle

19.) Spellshaping

20.) Ardor

21.) Ethics

22.) Torture

23.) Scholar

24.) Prophecy

25.) Engineering

26.) Fashion

27.) Performance

28.) Healing

29.) Foodcraft

30.) Naturalism
Capitaine Mizuki/Galerie

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