recursal/Fanatic-Fandom huggingface dataset:
Soul Resonance

## Break!!

Claris' greatsword deals extra damage towards enemy shield.

**Every % in Speciality increase shield-break potency.**

## Affinity Gauge

Below her MP there is a Affinity Gauge, her special resources. This gauge is filled whenever she attack/attacked, and when she is in party but inactive. When the affinity point reach 200, she can activate Soul Resonance mode. The minimum treshold to activate Soul Resonance can later be decreased with her mastery Inner Affinity.

**Every % in Speciality increases Affinity Gauge build up.**

## Soul Resonance

When in Soul Resonance mode, Claris gains Super Armor and 30% Attack Damge. Casting skill in this mode consumes a fixed amount of Affinity Gauge instead of MP. Switch skill or entering safe area ends Soul Resonance.

**Every % in Speciality increase Attack Damage bonus.**
Upgrade

Equipment's rarity can be upgraded to a better one. There are currently four level of rarity (three on pc): [Common] - [Uncommon] - [Rare] - [Epic]. Starting at the Uncommon rarity, equipment will have additional effect. The enhancement's level of an equipment will be kept upon upgrading. Please note that Epic equipment is obtained through crafting, but the equipment needed as material is a Rare equipment.hass

## Weapon

Iron Sword

Iron Gun

Cobalt Sword

Cobalt Gun

## Helmet

Iron Helm

Cobalt Helm

## Armor

Iron Mail

Cobalt Mail

## Gauntlet

Iron Gauntlet

Cobalt Gauntlet

## Shoes

Iron Greaves

Cobalt Greaves

## Accessories

Ring of Haste I

Ring of Alacrity I

Focus Ring I

Critical Ring I

Elemental Ring I

Ring of Evasion I

Ring of Health I

Ring of Wisdom I

Ring of Protection I

Ring of Recovery I

Ring of Awakening I

Critical Ring II

Elemental Ring II

Ring of Health II

Ring of Recovery II

Ring of Awakening II
Rising Slash

Character: Alaster   |   Level Required: 25

Performs a series of strong slashes with 25% chance of inflicting Bleed. If ‘Guardian Shield’ is ready, Alaster ends the skill with ‘Falling Bash’.

[Falling Bash]

A Shield bash to the ground, creating ‘Protection Field’ that reduces damage taken by allies for 15s.

[Imperial Sword]

- 50% chance to inflict Bleed on each slash

- Increase damage based on Max HP
Imprint

Imprint lets you add one more slot to additional effect of an equipment. It can only be done to an equipment with a rare or higher rarity.

## How To Imprint

Talk to the blacksmith in Ademm Village, and select Imprint Tab. To imprint an equipment, you need 1 Lapis Wedge which you can get by crafting 6 Lapis Lazuli that you obtain from the Mystic Mines. Crafting 1 Lapis Lazuli cost you 50,000 Gold.

## Notes

The value of a stats you get from imprint is based on the equipment's enhancement level, so it is possible to get the maximum value if the equipment is on the highest level of enhancement.
Premium Pass

Premium Pass is an exclusive item at the Premium Shop, and the most worthy item to be bought. By purchasing it you support the developers. Although the player can still enjoy all the game content without it, it can help the player through their adventure, making them a lot easier.

## Benefits

Once activated, following benefits are permanently unlocked:

* Characters gain 30% more EXP
* Greatly increase item drop rates
* Receive extra loot from the Golden Chests (No Ads)
* Daily Reward increased by 30%
* Maximum daily bonuses from Boss Rush increased
* Daily Box timer decreased by 4 hours
Big Blufwog

The Last Boss on v1.7.

## Boss Moves

* **Wake Up Slap** : Only perform this move if the player is close to the boss.
* **Triple Iceball** : Only perform this move if the player is far, shoots 3 ice balls from its mouth. Freeze the player upon contact, and when hitting ground, leave an icicle that reduce player's speed.
* **Frost Ritual Dance** (Special Move): Will execute this move when it's HP drop to a certain percetages, or after performing a total of 3 times **Wake Up Slap** or **Triple Iceball**. Surround itself with an icicle that will damage & inflict slow. Summons 3~10 ice circle from the ground to bombard the player 5 times, freeze the player, and leave an icicle that reduce player's speed.

\**Caution! Since there are two causes to trigger its Special Move, it is possible for the boss to execute it one after another in a row.*
The Capital

The capital is the first place you spawn in EC2. It is divided into the capital park and the capital market.

## Map

* Checkpoint
* Talk
* Merchant
* Blacksmith

## Capital Park

The capital park is the first place you spawn when you start the game. It is a circular park with a fountain in the middle and exits in each direction. The northern exit leads into the Knightshall, the southern to the capital market. The capital park has hidden chest and items, which can be found here.

## Capital Market

The capital market is the main place. It has different shops, including Ninas consumables shop and Jessie's Blacksmith. There is also an Inn and Claris house. Items are hidden here aswell, for a guide look here.

## Characters

 **Notes:** Story Chapter 1

 **Notes:** Craft, Enhance, Upgrade, Transfer and Socket your Equipment

 **Notes:** Story Chapter 1
Fishing

Fishing is available since the very beginning of the game. There is no pre-requisite or anything for fishing such as finding a rod. All you need to do for fishing is a fish bait. 1 Fish bait is used when you caught a fish/item. You cannot fish when you run out of fish bait.

You can get a fish bait from gathering points and golden chest, or you can also buy it from a guy near the Southern Outskits fishing spot. Daily missions can sometimes reward you with 3 fish baits.

Fishing cannot be started when you are being spotted by an enemy. However, enemies can still attack you while fishing once they spots you (e.g., on a fishing spot that there are slimes, put Mortar and quickly start fishing, when the Mortar hit them, they will start attacking you).

### Fishing Spot

All fishing spot have a wooden sign near them let you know what kind of fish available in that spot. 1 Fishing Spot may contain 10 fishes/items at a time, and is refreshed in 10 minutes.

Fishing spot can also be used as a travel point once you enter the area, you don't need to attempt to fish there to make it available for the travel point.

## Updates

Mobile
 10/08/2021 | v1.4
 29/05/2021 | v1.3
Hurricane Waltz

Character: Amy   |   Level Required: 30

Amy performs a series of hyper speed kicks that create a hurricane to pull enemies in, and ends with a powerful Comet Kick.

[Burning Passion]

- Use the entire BP Level to increase damage output by 35% / level.

- If activated using Max Level of 'Burning Passion', the damage is further increased by Speciality%.
Status Ailments

Status Ailments are ailments caused by certain attacks or skills. Status Ailments are divided into three categories: Physical Ailments, Elemental Ailments and Other Ailments.

## Physical Ailments

The effectiveness of this ailments are affected by Physical Resistance. The higher the Phy. Resistance is, the lower the effectiveness of the ailments, also increases the chance to resist them.

Bleed - High constant drop in HP (Damage depends on source damage)

Stun - Cannot move for a short duration and cancel most actions

Exhaust - Cooldown reduction is decreased by 30%

## Elemental Ailments

The effectiveness of this ailments are affected by Elemental Resistance. The higher the Elem. Resistance is, the lower the effectiveness of the ailments, also increases the chance to resist them.

Paralyze - Inflicts a debuff which stuns the character for 1 second every 3 seconds

Poison - Constant drop in HP, and certain percentage of movement speed and attack speed is reduced

Burn - Constant drop in HP

Freeze - Freezes the character for the duration and receive double damage on shatter

## Other Ailments

These ailments cannot be resisted with Elemental or Physical Resistance status except with Tenacity.

Silence - Prevents your character from using skill (switch skill excluded)

Ensnare - Locks your dodge skill, and lowers your movement speed for the duration.

Blind - Decreases Accuracy by 30%

## Updates

Mobile
 29/05/2021 | v1.3
Crossing Glass Bars, Lasers and Metal

Crossing glass bars, lasers and metal are a hypothetical obstacle introduced in Checkpoint 12 (in a older version, before a major upgrade). They debuted in Checkpoint 20 (aside from the old version of Checkpoint 12), They later appear in Checkpoint 115.

Due to the vague description, all the objects listed are included, making a very cumbersome, tough obstacle to smash, wasting many balls.
Burning Field

Character: Edna   |   Level Required: 15

Edna creates a large Fire Field that applies Burn to enemies inside. Allies within the field also receive 'Burning Upsurge' buff.
If there's any Flame Sigil, it will be teleported inside the field, increasing their attack speed and prevents the charges to drop below 1.

[Burning Upsurge]

Increase Skill Attack Damage and MP Gain.

[Fire Empress]

Burning Field duration increased (10s -> 15s)
Bogu Shaman (Elite)

Bogu Shaman (Elite) is probably the most annoying boss of all.

## Boss Moves

* **Elemental Forces** : Shaman sends out 10 consecutive elemental attacks that consist of three elements:
	+ **Flame Burst** : Flame burst out of the ground, dealing damage and inflicting burn debuff.
	+ **Thunder Strike** : Strikes out a thunder from above, dealing damage and inflicting paralyze debuff.
	+ **Poison Pool** : Surrounds an area in poison for 10 seconds, dealing damage and inflicting poison debuff.
* **Don't Touch!** (Special Move) : Shaman summons 4 lemental balls (Fire/Thunder/Poison) that orbits around it for 20 seconds.

## Updates

Mobile
 29/05/2021
Bone Crusher

Character: Amy   |   Level Required: 2

One strong punch that stuns the enemy for 2s, and inflicts 'Weapon Break' debuff.

[Weapon Break]

Reduce attack damage by 20%.

[Parry]

- Damage increased by (30 + Speciality)%

- Weapon Break reduce 40% of enemy attack

[Burning Passion]

- Perform the skill instantly without Parry stance

- Activates Parry effect
Chase

*\*those values after reduction, since he was already level 10 when obtained.*

## Speciality

> More people lead to more disagreements and fights. What a waste of time.
>
> -Chase

## Profile

### Personality

As a young child, he looked cheerful. He admired his mother who was a knight, and desired to become a knight too.

When he grew up, he tend to avoiding talking with people. Cold and serious, Chase has become a lone researcher.

Despite his cold appearance to other people, he has his own goal to cleanse the world from all demons, to end the lifelong battle and suffering.

It was mentioned that he has some hatred towards the Knight, even though he and the Knight have the same goal, he stated that they lack on purpose, which lead him not to trust the future of humanity to the like of them.

Even though he wants to eliminate all demons, he didn't judge all demons as a threat. This is proved as he communicate normally with Zero.

### Background

Chase is a scientist who research on demonology. He is a son of a researcher and a knight. When he was still young, he wanted to follow the path of his mother to become a knight. However, her mother tells him to help his dad's work instead, knowing that both of them had a same purpose, and she also sees the two of them are much alike.

Several years have passed, now he live alone inside his hideout, accompanied with Zero, his demon assistance. He only went to the capital when he want to stock up on food and materials.

Now he takes on the step of his father as a researcher, continued what was left behind, gathering all the knowledge about the demon, and even invented many tools that would help his research, such as the Mana Detector, his best invention for locating the source of mana energy. He also invented a dual gun, and the latest invention Dominator, to aid him in combat with demons.

## Combat

### Combo

 Basic Attack
 1-Hit: 80% Attk
 Exploding Projectile: ? % Attk x?

### Speciality

*Main Article: Overdrive*
Chase has a unique system which utilize the usage of his ammo to aid him in combat. He can use the stored ammo to strengthen certain skills. With enough ammo, he can unleash a devastating burst from his Dominator, and set it into Overdrive mode to further enhance his basic attack and all skills.

**Overdrive Mode** - Gives 30% additional attack bonus (Bonus increases, depending on you specialty stat), and enhances certain skills.

• Chase Regens 1 ammo on his ammo gauge per 12 seconds when not in combat.

### Skills

* Skills with [Ammo Usage] uses 1 ammo to activate the additional effect.
* Skills with [Reload] reloads 1 ammo.
* Ammo doesn't reload in Overdrive mode, but can still be consumed.
Checkpoint 18 (LU-0038 version)

## Info

Checkpoint 18's theme is lava.(so it has yellow colors) It's a harder version of checkpoint 4.

## Stages

### Stage 1

Stage 1 is 4-1, except the spinning glass fans are now spinning star hammers, there are no crystals, sliding glass panes protect the spinning thick glass propellers and the door has 4 buttons instead of 2.

### Stage 2

Stage 2 is 4-2 but it has 3 star crystals at the beginning, some swinging hammers are now swinging crankshafts (with one end attached to where the hammer should be and swings), and the door has 3 buttons.

### Stage 3

Stage 3 is 4-3 except the glass bars are now spinning squares, all octahedral crystals are pyramidal and pop up glass cannons replace the pop-up-down glass sheets. The shifting glass panes are the same and the door has 4 buttons.

## Trivia

* Checkpoint 18's theme was originally going to be angry birds and a completely different checkpoint but that was changed to avoid copyright infringements from Rovio.
* Spinning squares and pop up glass cannons first appear here, as well as swinging crankshafts in the LU-0038 series of checkpoints.

## Music

1. Stage 1: 3-1
2. Stage 2: Smash Hit Gameplay Teaser File:21.ogg
3. Stage 3: Local Multiplayer Stage 1 File:41.ogg
Crossing Lasers

Crossing lasers are a hypothetical obstacle introduced in fan-made Checkpoint 17 (in an older version, before a major upgrade.) , they first appeared in Checkpoint 20 excluding the older version. They are similar to the arched lasers of Checkpoint 6, however there are both the horizontal and vertical lasers on the same arch.
Rings

Redirect to:

* Accessories

## List of rings

Elemental: increases elemental resistance

Awakening: increases speciality

Critical: increase crit damage

Alacrity: reduce skill cooldown time

Recovery: increases HP recovery

Wisdom: skills cost less MP

Protection: increases physical resistance

Evasion: increases dodge chance

Health: greatly increases max HP

Haste: increases attack speed

Focus: increases crit chance

## Notes

Despite that the boss details says that "The boss have small chance of dropping the following rings upon defeat", it's possible for you to obtain rings of other type. For example, the Blackthunder Wolf may drop ring of haste or ring of wisdom upon defeat, but obtaining the likes of ring of health and ring of alacrity is possible. So the conclusion is: all bosses drops all types of rings, except higher chances of dropping certain aforementioned rings in their details.
Checkpoint 9/Temporary

Checkpoint 9/Temporary is like Checkpoint 9, but a bit easier or harder.

**Stage 1 a.k.a Cube and Gyro Mall**

The first stage has a bunch of cubes and spinning squares at the end the door isn't there but basically goes to the next zone. The stage has low gravity and very slow speed.

**Stage 2 a.k.a Bay**

The stage begins with a explosive ball power up like the normal Checkpoint 9. But there are dual revolving hammers this stage has 5 segments. 1. A 5-Bladed Propellor that spins ridiculous fast. 2. A 2-bladed propellor with a pyramidal crystal behind it. 3. A dual revolving hammer with an octahedral crystal below. 3. A 10-bladed propellor. 4. A 3-bladed propellor. 5. A door above a 4-bladed propellor. This stage repeats twice. This stage has glass bar layers but very thin. Those thin bars like in custom hit.

**Stage 3 a.k.a Lower Point**

This room has 2 parts.

The first part has forks glass bars and octahedral crystals. There is nothing exept a floor before you rotate.

The next part has the same obstacles but you rotate. A door frame is seen before the spiral.
Checkpoint 13/212.102.47.36 version

## Stage 1

1. A line of stone with 4 sliding glass panes that go back and forth.
2. 4 spinning glass propellers (6 blades) with 2 star crystals at the start and end.
3. A stone arch with 5 shifting glass panes and 3 octahedral crystals on the top.
4. A tunnel with sliding glass bars and 6 pyramidal crystals.

## Stage 2

1. An arch with 4 spinning propellers (2 blades) and 1 star crystal.
2. 6 spinning glass panes that alternate left-right.
3. A tunnel with 2 sets of dual glass bars on the start and end with an additional 5 glass bars in the tunnel.
4. 5 spinning propellers (2 blades) and 3 pyramidal crystals.

## Stage 3

1. 4 glass cannons and 2 star crystals
2. A tunnel with 8 spinning glass panes and 4 octahedral crystals.
3. 5 sliding glass panes that go up and down and 1 octahedral crystal in the middle.
4. A tunnel with 3 pop-up glass sheets and 1 star crystal.

## Music

1: CSM stage 11

2: 1-3 (4-3)

3: CSM stage 5
Checkpoint 13/LU-0038 version

**Checkpoint 13** is an unlucky checkpoint. New feature is crystal boxes - 6 glass panes making a large cuboid hold either a pyramid or an octahedral crystal inside. The box will (not really）protect the crystal. Dodecahedral crystals give you 30 balls. The rank is wizard.

Stage 1 has shades of red stone. Segments:

* 8 small spinning glass panes in a row, with the last one having a dodecahedral crystal inside.
* An octahedral crystal in the way of the player protected by a box supported by a metal pillar.
* 2 large 5 blade propellers on top of the player.
* 12 pyramidal crystals arranged like CP10 ST2, with the last six protected by boxes.
* A hanged cylinder.
* 6 glass cannons alternating left-right.
* Triangle shaped 3-button door
* Normal speed. music is from NewBartoszx1's Custom Stages Mod trailer and repeats twice. at the start there’s two explosive balls.

Stage 2 goes at slow speed and is a breakpoint. The segments:

* 2 dodecahedral crystals (both will crash you if not broken)
* 4 folding crystals arranged in non-crashable square.
* 9 pyramids arranged in square （middle row crashes）
* 4 sets of 5 octahedral crystals in a row.
* auto door. music is 28.ogg. at the start lies an infinite balls powerup.
* Stage 3 go at very fast. there is only a 4 block square shaped gap to go through. segments：
* A folding crystal.
* 2 sets of cross bars.
* 18 pyramidal crystals arranged like 10-2.
* 6 glass bars alternating between vertical and horizontal
* 1 button pentagram shaped door. music is 7-1. the segments repeat twice. right before the door at the end is a time slow powerup. 2 more time slows appear at the start of this stage.
* stage 4 goes at normal speed. segments:
* A dodecahedral crystal right in front of the player.
* infinite balls powerup with 14 pyramidal crystals .

With this, but 4 instead of 2.
* 2 spinning star hammers in front of the player
* 6 small spinning glass panes alternating between lift and right starting with one to the right.
* 4 crankshafts, alternating between horizontal and vertical.
* 2 crossing lasers which are mirror images to each other.
* 1 button door.
* This stage only has a floor, like the checkpoint 2 boss. There are also cracks in the floor leading to water spread out through the stage. Music is 10-3 part 1 and 2.The floor looks something like this segment of CP2's boss.
Co-Op Mayhem Mode

Co-op mayhem mode is a fan gamemode. It's similar to versus mayhem, except you fight the bosses together and have shared balls. as crashing one player will crash the other, to not make it too hard, there are more crystals. For example, the start of checkpoint 1's boss has 8 pyramids instead of 6, checkpoint 2 stage 4 is using the old bonus room as it has more pyramids and every other room also have more crystals.Obstacles are equivalent to classic mode, except there are bosses as well.
Checkpoint 9 stage 4 (oldid 5672)

### 4

Stage 4 has a infinite ball power up at the start. the room will rotate. there are pop up glass sheets , lasers , spinning blades , star crystals and there is 4 buttons at the end leading to Checkpoint 10.

## Trivia

* Checkpoint 9 was originally the last level before Endless Mode in versions of Smash Hit before 1.2.0, in which two levels (Checkpoint 10 and Checkpoint 11) were added.
Checkpoint 52.5

### Stage 1

Stage 1 features zero gravity with pyramidal crystals , slim glass bars , pop-up glass sheets , the room rotates , the music is from the 1st stage of checkpoint 11 and there is 1 button at the end.

### Stage 2

Stage 2 features normal gravity with a infinite ball power up at the start , glass cannons , slim glass bars , the music is from the 2nd stage of checkpoint 11 and there is 2 buttons at the end.

### Stage 3

Stage 3 features low gravity with pyramidal crystals , evil crystals , lasers , falling glass planks , the music is from the 3rd stage of checkpoint 11 and there is 1 button at the end.

### Stage 4

Stage 4 features zero gravity with pyramidal crystals , slim glass bars , lasers , but at the middle of the stage..... the room will rotate and crystals will not appear until the end of this stage , the music is from the 4th stage of checkpoint 11 and there is a automatic door leading to Checkpoint 52.75.
Checkpoint 11.75

## Description

Checkpoint 11.75 is a fan-made checkpoint with lasers , glass cannons and transforming crystals. It Goes After Checkpoint 11.5 and goes before Endless mode

## Stages

### Stage 1

Stage 1 only has lasers and transforming crystals and have 2 buttons at the end

### Stage 2

Stage 2 only has glass cannons and transforming crystals and have 1 button at the end

### Stage 3

Stage 3 has glass cannons , lasers and transforming crystals , it also rotates , there is 1 button at the end at leads to Endless mode
Checkpoint 24

## Checkpoint 24

### Stage 1

Stage 1 has a floor with large arches of stone and many pedestals.

This stage begins with 2 Explosive Ball powerups.

The segments:

1. 1 metal bar with 4 pyramidal crystals in front of it.
2. 3 spinning hexagons in a row.
3. 2 thick 8-bladed propellers.
4. 2 spinning glass panes in front of a red octahedral crystal in your way.

### Stage 2

Stage 2 has a cracked floor and ceiling. The segments:

1. A grid of 9 pyramidal crystals on pedestals, 4 of which are red.
2. 1 shifting metal disk with 2 lasers (M-S, 5 beams) before and after.
3. 2 octahedral crystals with swinging hammers in front of them.
4. 2 paintings.

### Stage 3

Stage 3 is a quickly rotating square tunnel. The segments:

1. 6 glass bars, alternating between horizontal and vertical.
2. 4 shifting glass panes.
3. 8 pyramidal crystals, 4 red.
4. 4 2-bladed propellers.
5. 4 triangles on strings.

### Stage 4

Stage 4 is structured similarly to Stage 1, but upside down. The segments:

1. 1 metal bar.
2. 1 spinning hexagon.
3. 2 thick 4-bladed propellers.
4. 1 red octahedral crystal in your way.

At the end, there are 2 star crystals.

## Music

1. 6-2
2. 7-3
3. 6-1
4. Endless Mode stage 2
Astral Beams

Astral Beams are made-up obstacles that are an extreme version of lasers. It is common in Checkpoint 113.

## Features

Astral Beams are able to shoot lasers from all directions. They are also colour-changing, and extremely deadly. They remove 15-20 balls, and in extreme cases they can use the automatic space bender and warp surroundings.

## Defences

The only defence against Astral Beams are power-ups. Power ups like Infinite Balls, Time Slow, and space benders can help defeat the Astral Beams. You just need to know where to aim.
Ball Frenzy

**Wait a minute - this isn't fake! Checkpoint 4 actually exists in the game!**

**Ball Frenzy** has a Smash Hit Wiki counterpart.

The **Ball Frenzy** (aka **Infinite Balls** or **Ball Frenzy Mode**) will change your ball count to Infinite for a few seconds. This is good for getting extra crystals when you're out of balls. However, you still can lose your multiball and take damage (-10 balls) with this (note that the ball count is not revealed until the power-up expires), so don't overestimate the power-up. It is found in abundance throughout the game, and the Endless Mode. It also makes rare appearances in Zen Mode.

**More details Here**
Checkpoint 26

****Checkpoint 26**** has 3 stages and proceeds to Checkpoint 27, it is a buffed copy of Checkpoint 4.

## Stages

### Stage 1

Stage 1 is much faster than it's regular, easier counterpart, and all segments containing crystals are now 1 Star-Shaped Crystal.

### Stage 2

Stage 2 is the same as it's regular, easier counterpart but it contains 6 pyramidal crystals at the start and some swinging hammers are replaced by Crankshafts. (Version 0.8.0 test stage)

### Stage 3

#### Stage 3 Part 1

Stage 3 Part 1 is harder than it's regular, easier counterpart, it is faster, there are belts (2 glass bars connected to a metal cylinder), Pop-up down Paintings and all octahedral crystals are replaced by pyramidal crystals.

#### Stage 3 Part 2

Stage 3 Part 2 contains 2 Mini-bosses (Auto-fire Variant), after beating these 2 Mini-bosses, Stage 3 Part 3 begins.

#### Stage 3 Part 3

Same as Stage 3 Part 1 but Star-shaped Crystals appear instead.

## Music

* Stages 1, 2 and Stage 3 Parts 1 and 2: Same as Checkpoint 4
* Stage 3 Part 2: Checkpoint 10 stage 2 (intro), Checkpoint 2 stage 3 (boss theme and loops until both bosses are defeated)
Checkpoint 14

**Checkpoint 14** reuses obstacles from checkpoints 2 and 7.

The Mayhem boss is a new boss, the Triple-gunner, with 3 cannons and 11 exposed sides.

The stone has a diamond pattern on it.

buttons
 2
 3

## Stages

### Stage 1

Stage 1 has 4 segments:

1. A tunnel with a total of 12 moving glass bars.
2. 4 shifting glass panes, then 5 pyramidal crystals on pedestals, then 2 more shifting glass panes.
3. 6 moving glass bars, then 8 pyramidal crystals on pedestals.
4. A room with 6 pyramidal crystals.

In the middle, there is an Infinite Ball power-up.

This stage ends with 2 octahedral crystals.

### Stage 2

Stage 2 has 3 segments:

1. A line of 10 swinging hammers swinging in opposite directions.
2. 2 crossing crankshafts, then 1 above that swings.
3. A single 3D star crystal on a pedestal with 2 crankshafts at the start and end.

In the middle, there is an Explosive Ball power-up.

### Stage 3

Stage 3 has 4 segments:

1. A tunnel with 3 ports for jumping glass cubes.
2. 4 glass cannons, then 5 octahedral crystals on pedestals, then 2 more glass cannons.
3. A small space with 9 pop-up glass sheets, then 6 octahedral crystals on pedestals.
4. A room with 2 glass cannons and 4 octahedral crystals.

In the middle, there is a Time Slow power-up.

## Music

Stage 1: 10-1

Stage 2: 4-2

Stage 3: 10-2
Checkpoint 23/LU-0038 version

Actually it has crystals on strings, falling crystals. Also it is sloped, with the cancollide = false (passable) wall and props with spinning hexagons and text, just like the credits, but after the bowling there is football where you smash the crystals , it plays weird distorted sounds like a gun firing and a frying pan clanking the floor.
Explosive Ball

**Wait a minute - this isn't fake! Checkpoint 4 actually exists in the game!**

**Explosive Ball** has a Smash Hit Wiki counterpart.

The **Explosive Ball** makes your balls explosive for a short time, obliterating glass in large chunks, and spreading the explosive force elsewhere. It's useful for players with usually misfired aims.
It is also good for taking down lasers, however the balls will break on hitting the laser beams (and anything else, even the stone blocks). When they explode, some smoke is left behind, and the room shakes. The balls may even emit smoke when flying.

**More details Here**
Checkpoint 15/XhanLu

Checkpoint 15 is relaxing, it’s not very hard.

## New features

* **Switching Crystals:** They are transformational (folding) crystals, but they change much quicker, are always changing even when the player hasn't gotten very close yet, and they un-transform as well.
* **Stone Pyramids**: What the name says. They are square pyramids made of stone, and are sometimes used to support obstacles. They don't get in your way.

## Stages

### Stage 1

Stage 1 goes slow. 4 cube crystals (in case you forgot, they give 15 balls) at the start. 4 Segments:

* 4 spinning propellers (Type-S) above and below the player.
* 2 glass cannons, then 4 pyramid crystals.
* 6 slow sliding glass panes.
* 5 swinging hammers on the sides.

### Stage 2

Stage 2 is faster than the previous stage. There is an explosive balls powerup at the start and end. 5 segments:

* 3 spinning metal disks with 4 bars.
* 2 crossing glass bars.
* 6 spinning glass panes with the first and last having a star crystal inside.
* 1 switching crystal with a pop up glass pane behind it.
* 6 pyramid crystals with an infinite balls powerup.

### Stage 3

Stage 3 is a break point. At the end, there are 2 infinite balls powerups and 1 time slow powerup. 3 segments:

* 1 star crystal atop a stone pyramid.
* 5 pyramidal crystals on stairs.
* 3 octahedral crystals.

## Mayhem Boss

1 single-cell, 1 triple-cell and 1 quintuple-cell.

## Music

1. 2-4
2. 1-3
3. 9-2
Checkpoint 50

Fan-made.

## Stages

### Stage 1

Stage 1 features low gravity with pyramidal crystals and evil pyramidal crystals. There is 1 button at the end. The music is from the 1st stage of Checkpoint 5

### Stage 2

Stage 2 features low gravity with jumping glass panes and transforming crystals. There is 1 button at the end. The Music is from the 3rd stage of Checkpoint 10.

### Stage 3

Stage 3 features zero gravity with DNA strands , pyramidal crystals , slim glass bars , the room rotates and there is a automatic door leading to stage 4. The music is from the 5th stage of Versus Mode/co-op mode.

### Stage 4

Stage 4 features normal gravity with pyramidal crystals , glass cannons , swinging hammers , jumping glass panes, spinning star hammers. At The End Of This Stage , there will be a sign saying "Now entering Checkpoint 51." The Music is from the 6th stage of Versus mode/co-op mode.

Evil Pyramidal Crystals
Transfrmational Crystals
Pyramidal Crystals
Slim Glass Bars
 4
Glass Canons
Swinging Hammers
Jumping Glass Panes
Spinning Star Hammers
Checkpoint 16/LU-0038 version

**Checkpoint 16** feels like you're in heaven (opposite of checkpoint 11) and has light grey and blue colors.it has 3 stages.

## Stages

Stage 1 is nice and calm and is quite narrow- there is only a 3x3 opening to go through. It has local multiplayer obstacles, plus the metal bar. The segments:

* 4 small spinning glass panes, with the last one having a star crystal inside.
* 2 small glass and metal bars (1st one vertical, 2nd one horizontal)

* a metal bar.
* 8 pyramids in a similar arrangement to 10-2's pyramids.

* 6 forks, alternating between floor and ceiling starting with a floor fork.
* 1 button door. The music is Versus stage 6.

Stage 2 Has no floor of ground and unable-to-hit-you cubes float everywhere. (3rd stage of Zen) It has no crystals but also no obstacles so it's a breakpoint. There are also lumps of fog everywhere to simulate clouds since it's heaven. Stage 2 is kind of messy not really messy but a little bit. Music is 2-2 and it goes at normal speed. No balls need to be thrown in this stage (except for the 3 button door at the end.)

Stage 3 doesn't have any speed changes from the last stage. It's a large room like 7-1. The 5 segments:

6 swinging hammers in a row alternating left-right starting with a left hammer.

2 nested vertical spinning metal disks spinning in opposite directions with both having 10 glass bars.

A 5-bar horizontal spinning metal disk with 3 octahedral crystals inside.

6 pyramidal crystals arranged like end of checkpoint 8 boss.

4 button asterisk shaped door (new door!)

Music is 5-3
Checkpoint 10.5

Checkpoint 10.5 is a fan-made checkpoint with lasers , zero gravity , glass cannons (crashers) , transforming crystals and DNA strands. It Goes after Checkpoint 10 and goes before Checkpoint 11.

## Stages

### Stage 1

Stage 1 features zero gravity with lasers and transforming crystals. The music is from the 1st stage of checkpoint 1 and there is 2 buttons at the end.

### Stage 2

Stage 2 features zero gravity with DNA strands , glass cannons and transforming crystals. The music is from the 4th stage of checkpoint 5 and there is 2 buttons at the end.

### Stage 3

Stage 3 features zero gravity with DNA strands , lasers , and transforming crystals and the room rotates. The music is from the 2nd stage of checkpoint 9 , there is 2 buttons at the end and it leads to Checkpoint 11.
Skills

**Skills** are special moves which deal greater damage than basic attack at the cost of Mana Point (MP), Affinity Usage, or Ammo Usage. Each characters have 6 skills. Skills can be learnt by leveling. Executing a skill increases its experience point by 1. Skill's level can be raised up to level 10.

When a skill is learnt, it's not automatically added to the skill slot, instead it must be assigned from 'Menu->Skills'. Player can bring up to 4 skills at a time.

After a skill is used, there will be a cooldown counter indicating when the skill can be used again. Assigning or changing a skill also put that skill on cooldown. However, all skills cooldown are being reset once a character used his/her speciality skill.

Skill Leveling Up Table
 5 | 150 | 10 | N/A

## Important Note

Skill's table below is mainly used for the stream version. If you are looking for the mobile one, head to the any Character's article (e.g: Chase) or use search and type the skill's name.

## Claris' Skills

### Crescent Slash

Performs a powerful Wide Slash

Claris has a special buff called Crescent Blade that improves her basic attacks.

[ Crescent Blade ]

Creates a shockwave on each attack to deal additional damage.

### Round Slash

Attack surrounding enemies with a single swing. Inflicts 5 seconds of Bleed Damage to all enemies that has damaged.

### Impact Crash

Leaps forward and smash the ground. Enemies hit by the impact will be stunned.

### Cross Slash

Slash twice in a wide area. Each slash has 60% chance to inflict bleed on the enemy.

## Chase's Skills

### Quick Shot

[Reload] Fires 5 bullets to the front while dodging backwards.

[Overdrive] 50% chance to reset cooldown.

### Rapid Burst

Shoots a chain of close-range explosions using the Dominator.

[Ammo Usage] Increase explosion by 50%, and MP Cost is reduced by 25%.

[Overdrive] Increase explosion by 50%.

### Static Field

Zero throws a bomb that creates an electric field. Enemies inside the field will be damaged over time.

[Overdrive] Electric Field lasts 50% longer.

### Elemental Shot (Thunder)

[Reload] Fires a special bullet with elemental attribute.

Thunder: Inflict Paralyze every 3 seconds (On shielded enemy, breaks 7% shield).

Fire: Inflict Burn that deals area damage.

Wind: Inflict 'Defense Down' for 8 seconds.

[Overdrive] Change to exploding projectile that deals double damage, but no longer pierces through enemy.

### Bullet Rain

[Reload] Fires a special bullet that rains down multiple bullets at target location (Hold skill button to move targeted area).

[Overdrive] Radius is increased by 30%.

### Mortar

Zero installs a launcher to bombard the closest visible enemy.

[Ammo Usage] Shoots 1 more bomb, and Mana Cost is reduced by 25%.

[Overdrive] Shoots 2 more bombs.
Attributes

Each character came with different attribute allocation, later the player can decide where to distribute attribute point. Attributes in Epic Conquest 2 consist of Strength, Intelligence, Dexterity, Agility, and Vitality. These attributes are increased by 1 point for every level up, and another 3 points which the player can use to allocate to the desired attribute.

## Overview

Each attributes has its own effectiveness on a different status.

* +0.25% to Crit. Dmg
* +0.15% to Phy. RES
 INT
* +0.3 to Attack
* +0.15% to MP Cost -
* +0.15% to Elem. RES
* +0.20% to MP Gain
 DEX
* +0.15% to Crit. Rate
* +0.15% to Speciality
 AGI
* +0.3% to Att. Speed
* +0.1% to Evasion
* +0.2% to Cooldown
 VIT
* +0.5 to Defense
* +0.25% to Recovery
* +0.20% to Phy. Resist
* +0.20% to Ele. Resist

## Trivia

* VIT is the only attribute that doesn't effect the Attack stats.

## Updates

Mobile
 10/08/2021
* New stats B.Attack to STR
* New stats S.Attack and MP Gain to INT
* New stats Accuracy to DEX
* New stats SP Regen to AGI
* Added Physical and Element Resist to VIT
Field Boss Loot

Field Boss Loot a.k.a. Golden Chest may contain specific Boss Materials and Rings. There are two type of ring inside each Golden Chest.

## Notable Loots

* Loots Chance
* Sil Plains
* Danos Desert
* Kul Kahs Cave
* Atis Forest

## Danos Desert + Bahr' Badur Ruins

 Pippi Queen | Pippi Queen Feather
 Great Sandworm | Sand Scale
 The Guardian | Guardian's Core
 Spectre (Elite) | Specter Claw
 Marlene | Demonic Jewel
* Jade Earring
* Orb of Bane

## Other Loots

Besides those notable loots, Golden Chest also contain materials that drops in that region and all of it's previous.

* 1A
* 1B
* 2
* 3A
* 3B
* SpecialA
* SpecialB

## 1A - Sil Plains & Kalem Woods

Bogu Stick (Elite), Bogu Archer (Elite), Great Boar, Big Slime, Bogu Boomerang (Elite)

 Fish Bait | 20% | 14% | 10%

## 1B - Sil Plains & Kalem Woods

Blackthunder Wolf, Crystal Golem

 Fish Bait | 16% | 10% | 6%

## 2 - Danos Desert & Bahr' Badur Ruins

Bogu Shaman (Elite), Pippi Queen, Great Sandworm, The Guardian, Spectre (Elite)

## SpecialA

Minotaur

 Mana Essence | 20% | 20% | 20%

## SpecialB

Marlene

 Mana Dust | 20% | 20% | 20%

## Updates

Mobile
* Added **Special Accessory** loot from Minotaur & Marlene
Alternate doors

Originating in checkpoint 75, alternate doors direct the camera towards the first door to be opened and will lead to different stages depending on the opened door. The leftmost bottommost door will be used if neither door is opened.

### uses

this can be used to separate stages that you don't want to be both seen in one playthrough. This can also be used to make alternate versions of a stage.

### a little bit of trivia

* these were spammed in the dream they originated from.
	+ HEAVILY
* also one of them went down in that dream
Checkpoint 16/XhanLu

## Info

Checkpoint 16 is a very hard checkpoint. It has 3 stages. It's a hard version of checkpoint 7.

## Checkpoint 16/XhanLu

### New features

5 metal-crankshafts, Swinging glass hammers, Metal cannnons, Metal pane

## New Features

* **5-metal crankshafts:** A longer crankshaft with 5 metals. Has a swinging variant.
* **Swinging glass hammers:** A swinging hammer with reversed materials, with a thick glass cylinder on the bottom and a metal support.
* **Metal cannons:** Glass cube cannons, except they shoot metal cubes instead.
* **Metal pane:** A thin sheet of metal with glass supports, which you must break. Has a sliding variant.

## Stages

### Stage 1

Stage 1 is 7-1, except all of the glass bars are now belts, the octahedral crystals at the end are now pyramidal, and all glass cannons are now metal cannons.

### Stage 2

Stage 2 is 7-2, except all of the crankshafts now have 5 metals, the swinging hammers are now glass and there are no crystals.

### Stage 3

Stage 3 is 7-3, except all of the star crystals are now pyramidal, the sliding glass panes are now sliding metal panes, and all cannons now shoot metal.

## Music

1. 3-1
2. 2-3
3. 9-1
Checkpoint 34

Checkpoint 34 is yet another made up checkpoint. It's the last checkpoint before Timeless Infinity. It has 4 stages.

## Checkpoint 34

### Stage 1

Stage 1 has star and octahedron crystals that transform. Helpful laser beams are also there. The music is from the fourth stage in Checkpoint 2.

### Stage 2

Stage 2 has a new feature with evil crystals that subtract your ball count. The level is slower with an automatic door leading to Stage 3. The music is from the first stage in Checkpoint 3.

### Stage 3

Stage 3 goes a bit faster than the first stage. It has a new feature as well which is a clock going forward making time speed up. The music is from the fourth stage in Checkpoint 5.

### Stage 4

Stage 4 goes is the final stage before Timeless Infinity. It has many star and octahedron crystals. The music is from the fourth stage in Checkpoint 11. On the way to Timeless Infinity, you will get a message saying, "Welcome to Timeless Infinity!"
Ball-throwing boss

The **Ball-throwing boss** is like an 2 cell boss, but it throws red balls, that if you touch make you lose 15 balls. It appears starting from Checkpoint 74.

It has 2 smaller cells in the left and right side. To avoid the ball, you must throw an ball to it.

When you do so, it will make the red ball bounce towards the boss.
Checkpoint 25

## Info

**Checkpoint 25** is a fanmade checkpoint.

## Stages

### Stage 1

Stage 1 has a rough floor, with forks on both sides as decoration. The segments:

1. 3 hanged cylinders in a row.
2. 1 suspended metal cube.
3. 1 suspended cylinder with 6 glass supports.
4. 4 octahedral crystals.

At the end, there are 2 Explosive Ball powerups.

### Stage 2

Stage 2 has 2 castle walls on both sides. The segments:

1. 6 vertical sliding glass panes, alternating between left and right.
2. 2 6-bladed propellers.
3. A narrow area with 4 vertical shifting glass panes.

### Stage 3

Stage 3 is a big room with large pedestals. The segments:

1. 2 crossing belts.
2. 4 sliding glass panes above the player.
3. 4 sliding glass panes below the player.

1. 1 suspended metal cube.

At the end, there is an Explosive Ball powerup.

### Stage 4

Stage 4 has a similar structure to Stage 1. The segments:

1. 6 pyramidal crystals on the ground.
2. 2 pyramidal crystals on pedestals.
3. 2 star crystals on pedestals, one red.
4. 3 octahedral crystals in the air.

## Music

Stage 1: 5-4

Stage 2: 3-4

Stage 3: 7-3

Stage 4: 9-2
4-pane spinning glass pane

The normal one is exclusive to checkpoint 3(tall and long) and checkpoint 6(small and short).But this one have 4 glass panes so 2 metal pieces in under and on it will have cross shaped,not bar shaped. So they will have two types:

* Tall and long.
* Small and short.

Original idea for the obstacle.X-shaped version.
Checkpoint 0.5/LU-0038 version

Checkpoint 0.5 is a secret checkpoint with 3 stages.

## How to access it

1. Play the more games five times in a row.
2. Then, after the 5th time, immediately play the credits, but don't smash any obstacles. (otherwise it won't work)
3. You should have came back to the main menu after playing the credits. Now go to options again, and click the 'website' button.
4. After clicking the website button, instead of going to the website, you should be directed to a secret checkpoint.
5. Boom! You've got checkpoint 0.5!

## Stages

### Stage 1

Stage 1 features Lasers, Octahedral crystals, hexagons on strings, and flying glass panes. It goes at a medium-fast speed. music is from the 1st stage of checkpoint 11. It ends with a 1 button door.

## Checkpoint 0.5/LU-0038 version

### Stage(s)

3

This stage rotates as well.

### Stage 2

Stage 2 has so much propellers (ranging from 2 blades to 6 blades), Star crystals, Spinning metal disks, and glass panes. Music is from the credits. it goes at a fast speed. The door is automatic.

### Stage 3

Stage 3 goes at normal speed and is a break point with isolated star crystals on stairs. (40 crystals to be exact) At the end, a message pops up saying "Checkpoint 1 incoming!" when the message disappears, instead of having a door, it transfers seamlessly into checkpoint 1. (Door exists and connects to boss in mayhem, and text is delayed till end of boss fight)

## Mayhem boss

Like all checkpoints, this checkpoint has a boss in mayhem mode. There are no crystals prior to the fight, due to the previous stage being a break point. The boss for this checkpoint is a triple cell boss, but with a laser cannon, and suddenly there could appear one of his "minions" (a regular variant mini boss). The triple cell will summon a maximum of 6 of his "minions" in the fight. once the 6th mini boss has been killed, no more minions will appear and all you'd have to fight is the triple-cell.
Checkpoint 13

## Description

Checkpoint 13 is a buffed copy of Checkpoint 3, with new features that the player needs to learn.

### Obstacles

* Red Crystals: What the name says...
* Metal Bar: They are metal bar obstacles that cannot be smashed, but there is always a button (like a door button) that will move them.
	+ The buttons work like the glass pane with buttons, and the metal bar itself works like the glass and metal bar, both in the Local Multiplayer of the original *Smash Hit*.
* Falling glass cubes: They are small glass cubes that fall. Usually found in very large numbers.

* The Mayhem bosses for this checkpoint are a single-cell, a triple-cell, and a quintuple-cell.

## Stages

### Stage 1

Stage 1 is 3-1, except all of the spinning glass panes are replaced with spinning metal disks. All of the pyramidal crystals are now red and the octahedral crystal at the end is replaced with a 3D star.

### Stage 2

Stage 2 is 3-2, except the glass bars are now belts, the squares on strings are now paintings, and all of the crystals are red.

### Stage 3

Stage 3 is 3-3, but with some flying glass panes, red crystals, and the occasional metal bar. Rotates like the 3rd stage of Endless Mode.

### Stage 4

Stage 4 is 3-4, except there are now lasers on both sides, and in place of the falling glass planks are the falling glass cubes, which appear in groups of 15 or 25. More red crystals. There are 4 octahedral crystals at the end.

## Music

13-1: 4-2

13-2: 9-3

13-3: 5-1

13-4: 6-1

## Trivia

* This is the first checkpoint to have a solid-colored background.
* This is also the first checkpoint to have a 4-button door.
Crafting

You can get a new equipment by crafting it from a blacksmith. You need some gold and some certain materials in order to craft an equipment. When an item is crafted, it comes with a random secondary option/status. This status cannot be changed, if you want a specific status, you need to craft another one.

Beware! Crafting an epic equipment causing the equipment materials gone. So before doing so, always make sure that you have already detach any rune on it. And also because of this it is better to not enhance an equipment other than epic equipments.

There are currently two blacksmiths in the game: Jessie The Blacksmith & Judo The Blacksmith

• Jessie : Craft Iron/Void/Cobalt/Gale

• Judo : Craft Mythril & Lapis Wedge

## Jessie

 Iron Helm | [Common] | 1

 Iron Mail | [Common] | 1

 Iron Gauntlet | [Common] | 1

 Iron Greaves | [Common] | 1

## Judo

 Lapis Wedge | [Epic] | 0

 Lapis Wedge | [Epic] | 0

 Lapis Wedge | [Epic] | 0

 Lapis Wedge | [Epic] | 0
Dna.lua

## **here is the source code for DNA Strands (you can copy the code)**

**function init()**

**local cr,cg,cb = mgGetColor("color", 1,1,1)**

**local t = mgGetFloat("thickness", 0.05)**

**local c = mgGetInt("segments", 12)**

**b = mgCreateBody(0, 0, 0)**

**local left = -t-c/2\*0.6**

**local right = t+(c+2)/2\*0.6**

**mgMaterial("steel")**

**mgCreateCylinder(b, 0.4, t, left, 0, 0)**

**mgCreateCylinder(b, 0.4, t, right, 0, 0)**

**mgMaterial("glass")**

**mgColor(cr,cg,cb)**

**for i=0, c do**

**local ang = i\*0.7**

**local x = i\*0.6 - c/2\*0.6**

**mgCreateBox(b, t, 0.3, t, x, 0, 0, ang, 0, 0)**

**mgCreateBox(b, 0.33, t, t, x+0.3, math.cos(ang+0.35)\*0.3, math.sin(ang+0.35)\*0.3, ang, -0.3, -0.15)**

**mgCreateBox(b, 0.33, t, t, x+0.3, -math.cos(ang+0.35)\*0.3, -math.sin(ang+0.35)\*0.3, ang, 0.3, 0.15)**

**end**

**mgCreateHingeJoint(b, 0, left, 0, 0, 1, 0, 0)**

**mgCreateHingeJoint(b, 0, right, 0, 0, 1, 0, 0)**

**end**

**function tick()**

**mgSetAngVel(b, 1, 0, 0)**

**end**