recursal/Fanatic-Fandom huggingface dataset:
Imp

The **Imp** has a standard humanoid shape, has grey skin with bony scales on its arms and 10 small eyes, they emit a high-pitched screech. These monsters are tall and aggressive, and stand at approximately the same height as a normal human.

## Imp Stats

Imp Stats
 **AC:** | 12

## Weapons

Fireball: 24", Flame, 1d8 damage

Claw: Self, Piercing, 1d10 damage
Skies of the Dominion Wikia

## Welcome to the Skies of the Dominion Wikia

Wiki regarding the new game based off standard D20 rules and a few additions

Skies of the Dominion, a Sci fi RPG with the Terran Dominion and Strogg Ascendancy.

Join the Terran Military against the Strogg! or maybe you prefer Economic fortunes? become a trader in this time, more roles obviously available.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Master Monk

**Master Monk** is an outstanding fighter that can counter attack melee foes, have fists that heals comrades for every blow, emits a stunning wave of light. When at max level it strikes with precision which ignores both DEF and EDF of its adversaries.

## Abilities

Note: The desceiption is at its max level.

**Healing Fists** **(10MP)** - For the next **10** seconds, hitting an enemy with this fighter's basic attack will heal nearby allies +2 health.

**Counter Attack (6MP)** - Block the next melee attack, striking the attacker and dealing **3 DMG.**

**Light Wave (10MP)** - Send out a wave of light that deals **+3DMG** to enemies and stuns them for **3** seconds.

**Nirvana (Passive)** - This fighter's basic attacks will ignore enemies' **DEF** and **EDF**.

## Equipment

* Fists
* Bombs
Charmer

**Charmer's** are one of the advancements of the **Apprentice** that takes on turning foes into allies as well as tranquilizing teammates that are nearby its presence. An additional bonus to this unit is that it could miraculously survived without a scratch after receiving an unforgiving blow.

It then gives up its healing abilities to strengthen its manipulating skills once promoted to **Enchanter**.

## Abilities

Note: The description is already at its max level

**Charmed Meeting (Passive)** - The first hit on an enemy with full health stuns them for **3** seconds.

**Charming Aura (12MP)** - Nearby allies will heal **2** health per second and gain +**2 SPD** for the next **10** seconds.

**Hypnotize (7MP)** - Fire a hypnotizing blast that charms an enemy to fight with you for **14** seconds.

**The Charmed Life (Passive)** - When taking fatal damage, there's a **35%** chance to heal to full health instead.

## Equipment

* Knife
* Staff
* Wand
* Bombs

## Trivia

* With its light clothing and cloak, its title might be a metaphor for a sheperd.
Chaingun

The XE-55 Chaingun is the pinnacle of UAC Technology for automatic weapons, firing High Powered Armour Piercing bullets, this weapo can make short of most enemies the corporation can expect to come across.

it's access is restricted to Advanced Security, but Basic Security may carry one if necessary.

The Chaingun can be upgraded with a belt feed instead of a box reducing it's magazine from 120 to 60 and weight from 39Kg to 29Kg

## Chaingun Stats

XE-55 Chaingun
 **Weight:** | 39kg
Sorcerer

**Sorcerer** is similar to the **Wise One** with its hooded robes appearance and multi-shot skill. However, its greatest difference towards it is that it holds despicable spells that can drain the life source of its adversaries. Moreover, these skills were worth its high cost of mp as it can deal damage to all enemies while healing its allies wherever they are. If this notorious wizard is teamed up with other units that lower the cost of abilities or supplies mp, then the skies the limit.

## Abilities

Note: The description is at its max level

**Multi Shot (14MP)** - Basic attacks shoot in all directions for the next **12** seconds.

**Drain Life (10MP)** - Basic attacks drain **2** health on hit for the next **10** seconds.

**Mana Drain (Passive)** - Basic attacks have a **25%** chance to drain **1** mana.

**Life Leech (15MP)** - All enemies take **4 EDMG** and all allies heal **4** health.

## Equipment

* Knife
* Staff
* Wand
* Bombs
Archer

Pitifully low HP fighters which can shoot arrows at long range. These units can be used to deal with low HP crowds though, as kiting a group of enemies and using Piercing Shots + Shootin Threes can easily take care of them. Players should immediately invest in the Archer's successors however, as all other benefits of the archer are outweighed by their huge lack of survivability. Alternatively, one can train a multitude of Archers easily and can be used as cheap support units, but it is best to instead upgrade them.

## Abilities

### Piercing Shots

7mp - This fighter's arrows shoot through enemies for the next 12 seconds.

### Dashing Shot

Passive - Attacks within 2 seconds after dashing deal +2 DMG.

### Shootin Threes

10mp - Shoot a spread of arrows for the next 10 seconds.

### TNT Tips

12mp - This fighter's arrows explode on impact for the next 10 seconds.
Powered Combat Armour

The **Powered Combat Armour** (a.k.a. "assault armor") was issued some time before the DMC-300 and -400 series became prevalent. These models were effectively replaced by DMC Powered Combat Suits, though some were still in use during the Great War.

## Power Suit

Requires power pack replacement every 1d12 hours, comes with a radio built into the dome.

Auto Stabilization: Can fire Heavy Weapons without the -2 to Dexterity
Enchanter

The mystical **Enchanter** brings it hypnotizing skills to the next level. Unlike the **Charmer,** it trade-off its healing to magnify its enchanting powers making its persuasion for an enemy to fight for you even longer. Instead of stunning enemies on first hit, they now turn on their allies instantly, perhaps making them perish before they have the chance to turn their backs against you. Other than befriending opponents it can also magically make the weapons of its allies to deal a piercing energy damage.

## Abilities

Note: The description is at its max level

**Hypnotize (9MP)** - Fire a hypnotizing blast that charms an enemy to with you for **18** seconds.

**Enchanted Weapons (8MP)** - Nearby allies deal **EDMG** for the next **10** seconds.

**Enchanted to Meet You (Passive)** - The first hit on an enemy with full health will enchant them to fight with you for **6** seconds.

**Hypnotic Mastery (Passive)** - This fighter hypnotizes enemies **+50%** longer.

## Equipment

* Knife
* Staff
* Wand
* Bombs

## Trivia

* With Hypnotic Mastery at max level, Hypnotize lasts from 18 to 27 seconds, and its other passive from 6 to 9 seconds.
Friends and Foes

In each mission you will encounter enemies who are trying to kill your team either to protect their territory or they are treasure hunters like you and I. It is important to understand their strengths and weaknesses in order to deal with them effectively. In some missions, allies will appear to aid you in battle and we will discuss about them as well.

The first encounter with each type of enemies and allies we will group by regions: **Grassland**, **Forest**, **Desert**, **Mountain**, and **Mushroom**.

## **Grassland**

1. Gobbo Grunts:
	* Easy to dispatch, but will need an AOE DMG ability or tanky fighter if they are in large groups.
2. Gobbo Archers:
	* Their attacks can easily be side stepped if there are a decent distance between your fighter and them.
	* Use the dash ability if you can close the distance and strike them first, or if not, use it to gain distance to have a better chance dodging their attack..
3. Gobbo Brutes:
	* Use ranged attacks or long melee weapons to easily dispatch them.
	* When using shorter melee weapons such as daggers, you can employ a "hit then run" tactic (attack then dash away) against them as they have a decently long windup swing.
4. Gobbo Speedster:
Paladin

**Paladin's** are resilient units and shares this blessing to nearby allies as they go into the fray.

## Abilities

Note: The description is at its max level.

**Heal (9MP)** - Restore **5 health** to this fighter and nearby allies.

**Holy Shield (13MP)** - Shield this fighter and nearby allies with an invincible shield for **8** seconds.

**Holy Blast (10MP)** - Emits a holy blast dealing **+5 EDMG** to nearby enemies and stuns them for **5** seconds.

**Shared Healing (Passive)** - When this fighter gets healed, heal all nearby allies with the same amount.

## Equipment

* Axe
* Hammer
* Bombs
Wise One

The **Wise One** is one of the promotions the **Archmage** could choose from aside the **Elementalist**. It's a hooded-white figure in robes holding a book on one hand and is carrying numerous scrolls strap on its back, enough to persuade the vast knowledge this unit has. Moreover, it inherits the Archmage's multi-shot skill and an even faster attack speed bonus than the **Apprentice**. Additionally, it has a mass teleporting skill perfect for making an assault or to retreat into a safer area.

The Wise One approaches enemies at a speed of light, stopping them on their tracks as it unleashes a volley of attacks capable of putting down mass armies from one area to another.

## Abilities

Note: The description is at its max level

**Group Teleport (6MP)** - Teleport this fighter and nearby allies to a target location, stunning enemies in the area for **3** seconds.

**Multi Shot (12MP)** - Basic attacks shoot in all directions for the next **12** seconds.

**Ancient Techniques (Passive)** - This fighter attacks +**35%** faster.

**Master of Conservation (Passive)** - All classes use **15%** less mana when using skills.

## Equipments

* Knife
* Staff
* Wand
* Bombs
Commander

The **Commander** is a powerful booster unit that can make even the docile **Trainee** to an experience warrior in no time. Plus it can summon even more, powerful fighters than its predecessor which is the **General**. When the time is right it can gain strength based on the number of companion in the battlefield turning into a vicious fighter within a short time.

## Abilities

Note: The description is at its max level

**The Elites (14MP)** - Summon **3x 3-star tier 3 fighters** to assist your team during this battle.

**Inspiration (Passive)** - All lower tier classes get **+4 health**.

**Strength in Numbers (18MP)** - This fighter gains **+1 DMG**, **+1 DEF**, and **+1 SPD** per other fighter alive for the next 6 seconds

**Superior Battlecry (16MP)** - Nearby allies get **+3 DMG** and **+3 DEF** for the next **12** seconds.

## Equipment

* Axe
* Hammer
* Knife
* Sword
* Bombs

## Trivia

* The"fighter"on its 3rd ability is based on the number of your units in the battlefield and is not limited to the number of **Fighter** class in the area.
* The fighters it summons on its ability is the same race of this unit as well, thus if you have a Nob Commander then units summoned would be Nobs as well.
Dragoon

**Dragoon's** are fiery combatants of the spearman class capable of breathing deadly flames and leaving the corpse of its foes to burn to crisps. Additionally it can maneuver on the battlefield quite well with its decent speed, and skill to leap from such a height. Plus it operates accordingly with other fighters that utilize fire attacks since it enhances them once it reach its max level.

## Abilities

Note: The description is at its max level

**Dragon Jump (8MP)** - Jump to a location and slam into the ground, dealing **3 DMG** to nearby enemies.

**Dragon Flames (Passive)** - Each enemy defeated by this fighter has a **35%** chance to burst into flames that burn for **1** **seconds**.

**Dragon Breath (10MP)** - Breath forward a cone of fire that torches enemies for **+6 EDMG**.

**True Dragon (Passive)** - All allied fire attacks deal **+1 DMG**.

## Equipment

* Spear
* Bombs

## Trivia

* This is one of the units that enhances allied fire attacks the others were; **Pyromancer** and **Elementalist**.
Knight Leader

**Knight Leader** is one of the three branches the **Knight** can be promoted on; the other two are **Black Knight** and **Red Knight**. It is an upgrade that heavily strengthens all other knights as well as fortifying them with an invincible shield for a short time.The leader never finds itself alone as it can summon knights beside your team and if that's not enough it can clear through waves of enemies with its powerful spinning attack.

## Abilities

Note: The description is at its max level

**Spin Strike (10MP)** - Perform a spinning attack that deals **+4 DMG** to all surrounding enemies.

**Knight's Aid (14MP)** - Summon a **2-star Knight** to assist your team during this battle.

**Knightly Valor (Passive)** - All other knights on the field get **+5 health**, **+1 DEF**, and **+1 EDF** while this fighter's alive (this includes other knight classes).

**Knight Shield (12MP)** - Shield all knight with an invincible shield for **8** seconds.

## Equipment

* Axe
* Hammer
* Knife
* Sword
* Bombs

## Trivia

* This is one of the unit that can summon instant tier based allies, others were; **Angel Knight, General, and Commander**.
* A full group of Knight Leader's will provide passive a +50 health, +10 DEF, and +10 EDF bonus, leading to a total of 58 HP, 13 Attack and Defense by default.
Fighter

Fighters have higher survivability in comparison with the other two second tier classes, but are still very weak in terms of abilities and combat strength. Fighters' abilities are useful against grouped (and weak) enemies, and with experience Fighters are helpful with defending allies or weaker units.

## Skills

### Spin Strike

**(8mp)** - Perform a spinning attack that deals +2 DMG to all surrounding enemies.

*This may come in handy in early stages of the game, but later on when in squadrons of stronger classes that defeat enemies quickly, this ability tends to become redundant.*

### Defensive Stance

**(6mp)** - Get +2 DEF for the next 15 seconds.

*Underrated by many, this ability can negate almost all attacks on the grass island and has quite good value-for-mana at 6 MP.*

### Taunt

**(12mp)** - Nearby enemies will target this fighter for the next 10 seconds.

*Another underrated ability because people don't know how to use it; pair this with an Archer's piercing shots to kite and kill hordes of enemies quickly.*

### Barracks Buddies

**(Passive)** Get +3 health at the start of battle for every other Trainee or **Fighter** on the field.

*If you have any complaints, there must be something wrong with you.*
Company Upgrades

Whenever you are taking on missions around the map, there are bonus objectives in each area of the mission. These objectives upon completion will grant you a star each. Theses stars can then be used to upgrade your company which can give benefits ranging from combat, to more gold income, to having better item in the shop, etc.

## Company Upgrades

Upgrades listed from top left, second leftmost, all the way to bottom right.

**Quick Casting** - stars to upgrade lv. (1/1/2/2/3/3/4/4/5/5)

* Regenerate mana (10/20/30/40/50/60/70/80/90/100)% faster during battle.

**Big Mana Pool** - stars to upgrade lv. (1/1/2/2/3/3/4/4/5/5)

* Increase max mana by (x) and start each battle with (x)% of your max mana.

**Healthy Fighters** - stars to upgrade lv. (2/3/4/5/6/7/8/9/10/11)

* Give all your fighters +(1/2/3/4/5/6/7/8/9/10) health.

**Gold Finder** - stars to upgrade lv. (1/1/2/2/3/3/4/4/5/5)

* Earn (10/20/30/40/50/60/70/80/90/100)% more gold after each battle.

**Fast Learner** - stars to upgrade lv. (1/1/2/2/3/3/4/4/5/5)

* Earn (10/20/30/40/50/60/70/80/90/100)% more experience after each battle.

**Gold Stars** - stars to upgrade lv. (1/1/2/2/3/3/4/4/5/5)

* Earn (30/x) extra gold after completing a bonus objective for the first time.
	1. Very useful early game with 1-2 star investment as this give a little bit of extra gold for completing the bonus which helps out early training, weapon and recruit costs.

**Fame and Glory** - stars to upgrade lv. (1/1/2/2/3/3/4/4/5/5)

* When new recruits arrive, choose from (1/2/3/4/5/6/7/8/9/10) more heroes to recruit from at a time.

**Haggler** - stars to upgrade lv. (1/1/2/2/3/3/4/4/5/5)

* Decrease the gold cost of recruiting new fighters by (5/10/15/20/25/30/35/40/45/50)%.

**Expert Trainning** - stars to upgrade lv. (1/1/2/2/3/3/4/4/5/5)

* New recruits have a better chance to be on higher levels and/or trained in higher tier classes.

**Well Stocked** - stars to upgrade lv. (1/1/2/2/3/3/4/4/5/5)

* When the item shop is restocked, it is stacked with (1/2/3/4/5/6/7/8/9/10) more items at a time.

**Good Bartering** - stars to upgrade lv. (1/1/2/2/3/3/4/4/5/5)

* Decrease the cost of items at the item shop by (5/10/15/20/25/30/35/40/45/50)%

**Quality Products** - stars to upgrade lv. (1/1/2/2/3/3/4/4/5/5)

* When the item shop is restocked, the new items have a better chance to be higher level.

**Improved Dojo** - stars to upgrade lv. (1/1/2/2/3/3/4/4/5/5)

* Fighters earn (10/20/30/40/50/60/70/80/90/100)% more experience while training.

**Cheap Boosts** - stars to upgrade lv. (1/1/2/2/3/3/4/4/5/5)

* Training Boosts cost (5/10/15/20/25/30/35/40/45/50)% less.

**Big Training Room** - stars to upgrade lv. (8/x)

* The training room has (1/x) extra slot.
Captain

The Captain is a support unit who has mediocre stats, but is make up for in their abilities. All of their abilities can buff them and their allies' stats.

However the Captain gets overshadowed by General, their successor. Then the General gets overshadowed by Commander, the eventual successor of General.

## Abilities

Note: The description is at its max level

**Battlecry (10MP)** - This fighter and nearby allies get +**1 DMG** for the next **10** seconds.

**Hold the Line (10MP)** - This fighter and nearby allies get +**2 DEF** for the next **10** seconds.

**Inspiration (Passive)** - All lower tier melee classes get +**2** health.

**Final Rally (Passive)** - When this fighter dies, nearby allies get healed to **full** health and gain +**2 DMG** and +**5 DEF** for **5** seconds.
Farmer

The Farmer is the first promotion your company receives in the game. Farmers are rather weak, but are very simple healers that can heal themselves and, with experience, others through apple trees. However, they pale in comparison to magical healers, so be sure to invest in the Apprentice class to get access to them!

## Skills

### Apple

**(5mp)** - Eat an apple to heal 2 health.

*Only useful to heal the farmer, don't waste your mana on this unless necessary.*

### Planter

**(10mp)** - Plants a seed in the ground; after 10 seconds, an apple tree will grow and drop 2-4 apples that can be eaten off the ground by allies, healing 1 health each.

*Doesn't do much for the allies until the passive ability is unlocked, don't waste your mana on this.*

### Fertilizer

**(Passive)** All [player's] apples heal 1 more health (can stack if player has more than one 4\* farmer).

*There usually won't be more than one farmer in each mission squadron, but this ability is passive so stop complaining.*

### Harvest

**(18mp)** - Plant 4 apple trees scattered around the map. After 10 seconds, an apple tree will grow at each location and drop 2-4 apples that can be picked up by allies, each healing 1 health.

*This is a waste of mana. Enough said.*
Flame Knight

Flame Knights are very strong melee fighters in terms of their insane DMG/EDMG with their abilities, health and speed, which are offset by their lack of defence/defensive abilities. (They are basically Beefy Glass Cannon)

Their abilities all have **AOE** (area of effect) **DMG** which makes the Flame Knight very useful for:

* **defeat x enemies** mission with their high DMG attacks and mobility
* or **protect location/starred allies** missions as lots of enemies will congregate at specific locations.

## Abilities

Note: The description is already at its max level

**Charging Attack (10MP)** - Charge forward through enemies, dealing +**6 DMG**.

**Ring of Fire (15MP)** - Emits a ring of fire, dealing +**8 EDMG** to nearby enemies.

**Firestorm (20MP)** - Fire rains down nearby for **10** seconds, dealing **+5 EDMG** to enemies.

**Flame Dash (Passive)** - Dashing leaves behind a trail of flames that burn for **1** seconds.
Saint

With the Halo on its head as a signature to business in this world, **Saint** is considered to be the best of all healing units. It has miraculous abilites from huge amounts of global health restoration to reviving back all defeated allies. Furthermore, its return provides heavenly blessing to those who are on its side, else those that are unfortunate to stand on its way would taste the wrath of the apocalypse.

## Abilities

Note: The description is at its max level.

**Heal (12MP)** - Restore **10 health** to this fighter and all other allies.

**Judgment Day (22MP)** - A flash of divine light stuns nearby enemies while fire rains down for **10** seconds, dealing **+5 EDMG** to enemies.

**Divine Presence (Passive)** - nearby allies restore **50%** more health when getting healed.

**Ressurection (25MP)** - Raise all fallen fighter with **3** health.

## Equipment

* Knife
* Staff
* Wand
Fencer

A nimble, high damage unit which can shred through slow attackers with high speed attacks and maneuvers. The Fencer has no DEF or EDF, compared to their original line of classes (for example, the Knight). This effectively makes the fencer a glass cannon, able to dish out lots more damage than its side-grades, but is especially fragile to high damage units and crowds.

## Abilities

### Quick Attack

3mp - Perform a quick attack that deals +3 DMG and hits multiple enemies.

### Weak Spot

Passive - This fighter's basic attack deals +2 DMG when hitting an enemy right after they attack.

### Speedy Strikes

6mp - Attack +50% faster for the next 10 seconds.

### In and Out

Passive - Dashing goes +50% faster. In addition, after hitting an enemy this fighter's dash cooldown is reset.
Adventure Company Wikia

Adventure Company is an RPG by Foursaken Media that involves controlling individual polycartoon-like character fighters to defeat enemies for the glory and profit. But mostly profit.

## Come on, on to the next location! Profit is in our future!

Take to the skies and manage your Adventure Company, a group of warriors dedicated to exploring and finding ancient relics from a mysterious past. Build a team, discover dozens of classes, level up, learn new skills, and find powerful equipment to progress. Use planning and strategy to conquer a variety of unique environments and scenarios, and ultimately rise to the top as the best and most profitable Adventure Company in the land!

## What's the holdup? We have money to make!

Sorry, boss, but this Wikia is incomplete. Please help us out if you can to make this Wikia actually decent.

'How?' You ask? See that shiny silver 'Contribute' button in the top right? Hit that up and stick in some info for WHATEVER YOU LIKE.

## Navigation

* Missions
* Friends and Foes
* Character Classes
* Character Race
* Weapons
* Company Upgrades
Wizard

A well balanced unit in terms of overall utility and abilities. The Wizard employs high damage AoE spells, as well as providing mana and healing for your team. Their stats are great for when you get them, and can be effective even in later missions, but overshadowed by their successors.

## Abilities

### Flare

**(12mp)** - Fire a fiery bolt that deals **+5 EDMG**.

### Potion Drop

**(4mp)** - Drop a health or mana potion that can be picked up by allies. Health potions heal **+5 HP** and mana potions restore **+12 MP**.

### Poison Ooze

**(12mp)** - Poison seeps out of the surrounding area, dealing **+1 DMG** to enemies every second for **10** seconds.

### Conservation

**Passive** - This fighter's skills cost **25% less mana**.
Death Knight

Death Knights are powerful units that has decent tanky stats while being able to deal lots of damage.

Their abilities are also extremely good:

* **Charging Attack** - Good dash with **DMG**
* **Skeleton Blade** - helps create more bodies to serve as a distraction
* **Dark Blade** - Really useful against enemies with high **DEF and EDF**
* **Poison Cloud** - Good against groups of enemies with high **DEF and EDF**

## Abilities

**Charging Attack (10MP)** - Charge forward through enemies, dealing **+6 DMG**.

**Skeleton Blade (18MP)** - For the next **8** seconds, each non-skeleton enemy defeated by this fighter will turn into a Skeleton Trainee that fights for your team.

**Dark Blade (8MP)** - This fighter's attacks ignore enemy **DEF** and **EDF** for the next **10** seconds.

**Poison Cloud (Passive)** - Nearby enemies take **1 poison DMG** every second.
Hunter

## Abilities

Note: The description is at its max level

**Shootin' Threes (10MP)** - Shoot a spread of arrows for the next **12** seconds.

**Super Snare Trap (4MP)** - Drop a snare trap on the ground that is triggered when an enemy walks near it. Upon activation, nearby enemies will be stunned for **4** seconds.

**Camouflage (8MP)** - Turn invisible for **8** seconds.

**Tracker (Passive)** - For every **2** seconds standing near an enemy, attacks will deal +**1 DMG** to it. (Max of +**8 DMG**)
Dark Wizard

## Abilities

Note: The description is at its max level.

**Poison Ooze (9MP)** - Poison seeps out of the surrounding area, dealing **1 DMG** to enemies every second for **10 seconds**.

**Raise skeleton (12MP)** - Raise a Skeleton archer to fight for you.

**Drain Life (10MP)** - Basic attacks drain **3 health** on hit for the next **10** seconds.

**Poison Master (Passive)** - All allied poison attacks deal **+1 DMG**.

## Equipment

* Knife
* Staff
* Wand
* Bombs
Spearman

Spearmen are one of the early classes you can get that are decent at holding down objectives such as defending a location, especially with their Stand Your Ground passive and piercing spear. Their stats are mediocre at best, but great against lowly enemies.

## Abilities

### Charging Thrust

8mp - Charge forward through enemies, dealing +3 DMG.

### Forceful Attacks

Passive - This fighter's basic attack knocks enemies away.

### Stand Your Ground

Passive - Gain +3 DEF while standing still.

### Energy Spear

4mp - Basic attacks deal energy damage for the next 10 seconds.
Orc Mother

### Description

An elderly female Orc with large white tusks. Her hair is in a white pony tail and it reaches to down to her lower back. She is larger than the average female Orc and is also clearly much smarter. Around her neck she wears a totem.

## Physical description

### Eye color

Brown

The true name of the Orc Mother has been lost to time. She is assumed to be one of the original 9 adventurers who journeyed to the Alpachi Tundra after the great melting.

It is thought that the Orc Mother was originally an Elf Cleric who was consumed and transformed after spending to much time in the ancient forests, eventually being turned into an Orc. Most details about the Orc Mother are almost all hear say, as no one knows for sure how she became a deity in the Alpachi Death Canyon, or how she has so much power.

### The Three Masters

When the Orc Mother first began her rise to become a deity, she came across three lost souls who journeyed further than anyone had alone. A man who wanted to protect those he loved but had no power to do so, a man who had so much love to give but no place to call home, and a woman who only seeked companionship, but had no one at her side. The Orc Mother gave them a path to follow, and they went their separate ways. No one knows what happened to the the three masters. Although it has been reported that the first master died in combat at the battle of Ritual Slate, fighting against God Demetrius

.
Red Knight

## Abilities

Note: The description is already at its max level

**Spin Strike (10MP)** - Perform a spinning attack that deals +**3 DMG** to all surrounding enemies for **1** second.

**Power Up (Passive)** - Defeating an enemy gives +**1 DMG** for the next **5** seconds.

**Flare (12MP)** - Fire a fiery bolt that deals +**5 EDMG**.

**Ring of Fire (14MP)** - Emits a ring of fire, dealing +**4 EDMG** to nearby enemies.
Wildling

**Wildling's** are ferocious versatile units from laying down hostile plants to blending into their surroundings and vicious strikes dealing fatal or perhaps caustic damage on its foes.

## Abilities

Note: The description is at its max level.

**Snap Dragon (7MP)** - Plant a carniverous plant that attacks nearby enemies. The plant will die after **31** seconds.

**Camouflage (8MP)** - Turn invisible for **8** seconds.

**Venomous Claws (8MP)** - Attacks will poison enemies for the next **10** seconds, dealing **10 DMG** over **10** seconds.

**Wild Claws (Passive)** - Attacks have a **35%** chance to deal **2x DMG**.

## Equipment

* Fists
* Bomb
Angel Knight

## Abilities

Note: The description is at its max level

**Light Wave (10MP)** - Send out a wave of light that deals **+3 EDMG** to enemies and stuns them for **3** seconds.

**Heavenly Blessing (10MP)** - Restore **8** health to this fighter an all other allies.

**Reincarnation (Passive)** - When taking fatal damage, there's a **35%** chance to heal to full health instead.

**Heavenly Army (20MP)** - Summon **3x 2-star Angel Knights** to assist your team for the next **30 seconds**.

## Equipment

* Axe
* Hammer
* Knife
* Sword
* Bombs
Rogue

The **Rogue** class is a promotion of the **Pick Pocket** that has more utilization for an offensive approach. Despite its low vitality, it can end its opponent's life at a short time and even if it fails to do so, it could just make a daring escape by dropping a good ol' smoke bomb.

This class advances to the notorious **Ninja**.

## Abilities

Note: The description is at its max level

**Poison Strike (5MP)** - The next hit on an enemy will poison, dealing **4 DMG** over **3** seconds.

**Like a Shadow (Passive)** - Dashing into enemies will deal **1 DMG**.

**Smoke Bomb (6MP)** - Throw a smoke bomb at the ground that stuns nearby enemies for **5** seconds.

**Critical Strikes (8MP)** - Attacks have a **50%** chance to deal **2x DMG** for the next **10** seconds.

## Equipment

* Knife
* Bow
* Bombs
Black Knight

The **Black Knight** is one of the three successors of the **Knight** Class( The other two are the **Red Knight**, and **Knight Leader**.

It has well balance stats, making it a good all rounder unit altogether with its high defense as well as AoE abilities.

Same with its predecessor, it must also have at least 4 stars to promote this into **Death Knight**.

## Abilities

Note: The description is already at its max level

**Charging Attack (9MP)** - Charge forward through enemies dealing **+5 DMG.**

**Poison Nova (14MP)** - Emits a ring of poison, dealing **18** poison dmg over **6** seconds to nearby enemies.

**Heavy Armor (8MP)** - Get **+4 DEF** for the next **15** seconds.

**Cursed Blade (Passive)** - Each non-skeleton enemy defeated by this fighter has a **20%** chance to turn into a skeleton trainee that fights for your team
Farming

## Gem farming

Gems Can be farmed in multiple ways, including through Glitches, going AFK on a reasonably long defend a point mission or by using the endless games.

### AFK method

Leave some fighters on a defend the stronghold location (such as forest stronghold) for a few minuites, when checked after the mission is finished there should be a reasonable amount of artifacts collected. Repeat a few times to get as many artifacts as needed.

### Endless method

Get a saint or another self healing charecter and run around an endless map without shooting any monsters and avoiding as much damage as possible, as the monsters stop spawning after a certain amount have been spawned. Even after the monsters should get more difficult, the monsters will reamin the same and allow you to run around freely without getting too much damage, you should also be able to heal yourself leading to being able to collect nearly endless artifacts. This works best on the final endless map (mushroom endless), but can also work on desert endless. Although it is best to take out the large sandman barbarians first before collecting any relics, as they can stun and can end up being deadly if unaware of them.

## Coin farming

### The colossus

the colossus can be easily and quickly farmed for both XP and coins quickly so long as you have either a 3 star Death knight, 4 star Master monk, or the necronon staff. Using these and a minimal number of fighters which you are looking to upgrade (as XP seems to be divided among members of the exhibition).
Pickpocket

The Pickpocket is a fast melee unit. It's capable of stealing money from enemies and is particularly useful in fast kill, artifact collection, and the bonus levels. Some downsides are the lack of health and defense, but these can be increased by equipping better weapons.

## Abilities

### Steal

3MP - The next hit on an enemy will steal +20 gold and deal +1 DMG.

### Smoke Bomb

6MP - Throw a smoke bomb at the ground that stuns nearby enemies for 5 seconds.

### Can't Touch This

6MP - Dodge all attacks for the next 5 seconds.

### Easy Targets

Passive - Hitting an enemy that is stunned steals 2 gold (max of 10 gold per enemy)
"Glitches"

"Glitches"

Since this is a fairly new game there will be a multitude of "glitches". Most of the "glitches" will be by changing the time on your phone.

Here is a list of "glitches" you can do and how in VERY simple steps (on iOS):

no.1 Speed up the day:

Step 1, enter the adventure company app

Step 2, wait till app loads

. Step 3, exit the app

. Step 4, open the settings app

. Step 5, go to General

. Step 6, in General Scroll all the way down to Date and Time

. Step 7, turn off Set date automatically

Step 8, scroll the day by 1? ( don't know how to explain this it is self explanator)

. Step 9, tap the home button twice in quick succession

. Step 10, find the adventure company app on the backgroun? (?)

. Step 11, slide it out of existence

. Step 12, enter the adventure company app

. Step 13 wait for it to load

. Step 14 collect reward

.
Fu Master

**Fu Master** is a force not to be reckoned with, launching along its foes as it could single-handedly wipe out entire battalions by its devastating blows at a godspeed rate.

## Abilities

Note: The description is at its max level.

**Jump (9MP)** - Jump into a location and slam into the ground, dealing **3 DMG** to nearby enemies.

**Speedy Attack (8MP)** - Attack **+50%** faster for the next **12** seconds.

**Fu Combo (Passive)** - After hitting with a basic attack 2 times in a row, gain **+1 DMG( max of +3 DMG)**. If a basic attack misses, the DMG bonus is reset to 0.

**Exploding Fists (14MP)** - For the next **8** seconds this fighter's hits cause explosions dealing damage to nearby enemies.

## Equipment

* Fists
* Bombs
Titan

**Titan** is the upgrade of **Defender** from the **Spearman** class. Its title stands true for having a hulking size than an average fighter, with a pair of curled up horns sprouting near the visage of the helmet's eye socket. Moreover, it's unshakeable for its adamant but only has low damage and an unforgiving mobility.Despite its slow movement, it serves as a collosal threat on the enemy lines for it can endure ton of hits, that sometimes it just brush it off as if it's nothing.

## Abilities

Note: The description is already at its max level

**Protector (Passive)** - Enemies targeting nearby allies will target this fighter instead.

**Charging Thrust (9MP)** - Charge forward through enemies, dealing **+4 DMG**.

**Ground Pound (10MP)** - Slam the ground, sending out a shockwave that deals **5 DMG** to nearby enemies and stuns them for **5** seconds.

**Strong Armor (Passive)** - This fighter has a 30% chance to ignore each enemy attack.
Character Race

There are a total of 7 different character race that you can recruit or obtain as bonuses for first time completing missions/first place in daily standings. (possibly more race? not sure)

These races include:

1. **Humans** - Regular units with no advantage to their stats compare to other race.
2. ***Goblins*** - Small agile creatures with two sharp pointy ears, they have***+*1 SPD** to their stats compare to humans.
3. **Nobs** - Purple-Humanoid creatures with sharp pointy ears, they have **+1 EDF** to their stats compare to humans.
4. **Treemen** - Creatures with wooden bodies and tree trunks as heads, they have **+1 HP** to their stats compare to humans.
5. **Mushrooms** - Creatures with humanoid bodies and mushroom caps as heads, they have **+1 HP** to their stats compare to humans.
6. **Skeletons** - Reanimated bones of terror, they have **+1 DEF** to their stats compare to humans.
7. **Rockmen** - Creatures with rock hard bodies and boulders as heads, they have **+1 DEF** to their stats compare to humans.
Archmage

The **Archmage** is an agile upgrade of the **Wizard** Class with AoE spells as well as providing all other wizards the ability to spend less mana on their spells, unlike its predecessor that only has the ability on itself. It may be one less tier to its successors but its reputation is nevertheless the same.

## Abilities

Note: The description is already at its max level

**Teleport (5MP)** - Teleport to a target location, stunning enemies in the area for **3** seconds.

**Fireball (12MP)** - Shoot a fireball that deals +**6 EDMG**.

**Multi Shot (14MP)** - Basic attacks shoot in all directions for the next **12** seconds.

**Conservation of Magic (Passive)** - Wizards and all promoted Wizards use **25%** less mana when using skills.
Assassin

## Abilities

Note: The description is at its max level

**Cloak and Dagger (8MP)** - Turn invisible for **12** seconds. An attack while this skill is active will uncloak the fighter and deal +**5 DMG**.

**Sneaky (5MP)** - Cloak for **2** seconds and appear behind the nearest enemy.

**Backstab (Passive)** - Hitting an enemy with a melee weapon from the back will deal +**5 DMG**.

**Assassination (Passive)** - The **Cloak and Dagger** and **Backstab** skills have a +**20%** chance to instantly kill.
General

The General is a support unit with decent stats and is an upgrade from the Captain, its predecessor. The General has everything that the Captain has, but better.

They also come with a new ability: Reinforcement - Create more units to serve as distraction.

However, like the Captain, the General gets overshadowed by their successor, the Commander.

## Abilities

Note: The description is at its max level

**Superior Battlecry (14MP)** - Nearby allies get +**2 DMG** and +**2 DEF** for the next **14** seconds.

**Inspiration (Passive)** - All lower tier melee classes get +**3** health.

**Reinforcements (12MP)** - Summon a' *'***2-star**tier 2 fighter to assist your team during this battle.

**Final Push (16MP)** - Nearby allies get +**3 DMG** and +**4 SPD** for the next **14** seconds.
Ranger

An agile and overall better fighter than its predecessor. Rangers are great for handling many situations but shines in defense objectives, as the fighter can deploy traps to hold off attackers and deal even more damage to them while stunned. The Ranger can also be used to single out targets with their Camouflage ability to sneak up on and quickly deal with targets using their traps and Shootin Threes skill.

## Abilities

Note: These descriptions are at max level.

### Shootin Threes

**(10mp)** - Shoot a spread of arrows for the next **10** seconds.

### Snare Trap

**(3mp)** - Drop a snare trap on the ground that is triggered when an enemy walks near it. Upon activation, the enemy will be stunned for **4** seconds.

### Easy Prey

**(Passive)** - Hitting an enemy that is stunned deals **+3 DMG**.

### Camouflage

**(8mp)** - Turn invisible for **6** seconds.
Apprentice

**Apprentice's** is one of the promotions from the Farmer class that supplies a decent amount of mana by themselves, but can quickly stack up once more are deployed to a level. This unit can be used early in the game to deal decent EDMG to high DEF units you encounter in the grass and forest areas, and can be utilized through the whole game as cheap mana boosting.

### Mana Charge

**(0mp)** - Recharge the team's mana pool with **+10 mana**. Can be used once every **10** seconds.

### Mana Blast

**(10mp)** - Fire a magic blast that deals **+2 EDMG**.

### Quick Learner

**(Passive)** - This fighter attacks **+25%** faster.

### Shockwave

**(7mp)** - Emit a shockwave that deals **1 EDMG** to nearby enemies and stuns them for **3** seconds.

## Equipment

* Staff
* Knife
* Wand
* Bombs
Goliath

## Abilities

Note: The description is at its max level

**Charging Attack (8MP)** - Charge forward through enemies, dealing +**6 DMG**.

**Ground Pound (11MP)** - Slam the ground, sending out a shockwave that deals **6 DMG** to nearby enemies and stuns them for **5** seconds.

**Giant's Strength (15MP)** - This fighter gains +**4 DMG** and +**4 DEF** for the next **20** seconds.

**Big Tree Fall Hard (Passive)** - When this fighter dies, deal **10 DMG** to nearby enemies and stun them for **5** seconds.
Monk

**Monk** is the support advancement of the **Brawler** class, although it's already a decent fighter on its own, its other counterpart which is the **Sensei** class tree focuses more on self power. Moving on, Monk's are good all around fighters due to their well balanced stats, with its swift movement as an additional bonus to aid its allies into combat.

## Abilities

Note: The description is already at its max level

**Healing Fist (5MP)** - The next hit on an enemy will heal the most damaged nearby ally **+**5 **health**.

**Blinding Punches (7MP)** - For the next **15** seconds, this fighter's basic attacks stun enemies.

**Channeling (8MP)** - Nearby allies deal EDMG for the next **10** seconds.

**Inner Peace (Passive)** - Nearby allies will heal **1 health** per second.
Trainee

The Trainee is the base unit of the game, and in early stages of the game you will recruit this character class. Let's be honest, it's trash. This unit can wield only (except bombs) selective melee weapons. However, their decent mobility, Running Scared skill, and Blind Luck skill can be useful for collection missions, but other units will outclass them easily.

## Skills

### Spin Strike

**(7mp)** - Perform a spinning attack that deals **+2 DMG** to all surrounding enemies.

*Useful in very early stages of the game, but you'll soon realize that 7 MP is a lot of mana. Don't be ridiculous.*

### Running Scared

**(7mp)** - Dashing doesn't have a cooldown for the next **10** seconds.

*Very useful in daily pickup missions, but 7 MP is a hefty cost. Let's not.*

### Blind Luck

**(6mp)** - Dodge all attacks for the next 5 seconds.

*This is actually pretty good, but 6 MP is way too expensive for such a short time.*

### Irrational Confidence

**(Passive)** - Get **+3 HP** at the start of battle for every other fighter on the field.
Rules

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Phalanx

The **Phalanx** are spearmen who have mediocre stats. However, their strength comes from having multiple Phalanx when doing a mission as their abilities will improve their stats (mainly from Offensive and Defensive Formation, +2 in DMG and DEF at max level, for every other Phalanx unit). Their Shield Up synergizes with themselves and other shield bearing units, providing immunity to all projectiles.

## Abilities

Note: The description is at its max level.

**Charging Thrust (9mp)** - Charge forward through enemies, dealing **+3 DMG**.

**Shields Up (7mp)** - All allies that use a shield become immune to projectiles for the next **12** seconds.

**Offensive Formation (Passive)** - Get **+2 DMG** at the start of battle for every other Phalanx on field.

**Defensive Formation (Passive)** - Get **+2 DEF** at the start of battle for every other Phalanx on the field.

## Equipment

* Spear
* Bombs

## Trivia

* An all Phalanx assembly (deployed 10 in one mission) at max level gives its passives a maximum of +20 DMG and +20 DEF resulting a total of 23 of each of it.
North Star Media

North Star Media is a broadcasting/publishing company based in Minneapolis, MN. It was started in 1889 when it started printing the Minnesota North Star newspaper (which is still printed today). It is owned by QTV Inc. (Since 2002).

## Stations Edit

### Current Stations Owned By NSM Edit

 Lennox, SD
 Pierre, SD
 Sioux Falls, SD
 Duluth, MN
 Hibbing, MN
 Minneapolis, MN
 Marinette, WI
Elementalist

The **Elementalist** is one of the promotions of the **Archmage,** from which the **Wise One** is the other choice. It has a plethora of spells that it can punish its opponents ranging up to most of the elemental based attacks in the game(except poison) from explosive fireballs, consecutive lightning bolting from the sky, to gigantic frost shards that daze off surviving enemies from the blast. Furthermore, it amplifies allies that employs corresponding elements on their attacks too.

## Abilities

Note: The description is at its max level

**Fireball (14MP)** - Shoot a fireball that deals **+8 EDMG**.

**Lightning Storm (20MP)** - Lightning strikes nearby for **10** seconds, dealing **+8 EDMG** to enemies.

**Frost Shards (16MP)** - Ice shards spike up from the ground around the fighter, dealing **+6 EDMG** to nearby enemies and stunning them for **5** seconds.

**Elemental Mastery (Passive)** - All elemental skills **(Fire, Ice, Lightning)**  of all allies deal **+1 EDMG**.

## Equipment

* Knife
* Staff
* Wand
* Bombs

## Trivia

* Of all the elements it doesn't intensify poison type skills.