recursal/Fanatic-Fandom huggingface dataset:
Grim Reaper

## Skull Info

The **Grim Reaper** is a Legendary, Balance skull. It attacks which its Scythe. It does not Awaken into/from from any skull.

## Appearance

The Grim Reaper wears a long black hooded cloak with wispy ghostly tattered ends. The cloak has metal skull shaped pauldrons. He wears a dark metal cuirass. He wears a black belt around his waist. He seems to hover as he moves and wields a large curved Dark scythe with a dark brown long hilt.

## Basic Attack Info

Basic attacks are a 4 part combo. First a downward slash, followed by a sideways slash, then a spinning scythe overhead, and finished with a downward slash.

Aerial: He does a downward slash.

## Skills

* When souls are acquired, Magic Attack is increased permanently by 1%.
* When acquiring 50/150 souls, all skills are enhanced.

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* When enemies are killed with this attack, it has the same effect as acquiring a soul.

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* Fissure of the Netherworld (50 Souls)
	+ Fissure of the Netherworld (150 Souls)
* Enemies in front of the fissure, receive continuous Magic damage.
* 50 Souls:
	+ Splits the world with its scythe, creating a gateway to the netherworld.
	+ Many souls emerge from the fissure, dealing Magic damage.
	+ Enemies in front of the fissure, receive continuous Magic damage.
* 150 Souls:
	+ Splits the world with its scythe, creating a gateway to the netherworld.
	+ Many souls emerge from the fissure, dealing Magic damage.
	+ Enemies in front of the fissure, receive continuous Magic damage and take 20% amplified damage.
  Guillotine
* Guillotine (50 Souls)
	+ Guillotine (150 Souls)
* 50 Souls:
	+ Swings its guillotine blade, dealing Magic damage.
* 150 Souls:
	+ Swings its scythe, dealing Magic damage.
	+ When a single target is struck by the guillotine blade, it deals 44% more damage.
  Harvest
* Harvest (50 Souls)
	+ Harvest (150 Souls)
* 50 Souls:
	+ Becomes invulnerable and swings its scythe in a wide area, dealing Magic damage.
* 150 Souls:
	+ Becomes invulnerable and swings its scythe in a wide area, dealing Magic damage.
	+ For each enemy struck with this skill, increases Magic Attack by 5% for 10 seconds. (Up to 200%)
  Sentence
* Sentence (50 Souls)
	+ Sentence (150 Souls)
* Marked enemies receive Magic damage after 3 seconds.
* 50 Souls:
	+ Transforms into dark smoke, becoming invulnerable, and charges forward while leaving a mark on all enemies it touches.
	+ The mark disappears after 3 seconds and deals Magic damage to nearby enemies.
* 150 Souls:
	+ Transforms into dark smoke, becoming invulnerable, and charges forward while leaving a mark on all enemies it touches.
	+ The mark disappears after 3 seconds and deals Magic damage to nearby enemies.
	+ Enemies with less than 30% HP are cursed instead. (10% for Adventurers and Bosses)
	+ The curse disappears after 3 seconds instantly kill the enemy, and deals Magic damage to nearby enemies.

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Gold Mane Knights Commander

File:Gold Mane Knights Commander Banner.png

## NPC Info

The Gold Mane Knights Commander is an NPC that provides a precursor Dialogue to the Leiana Sisters fight in the Grand Hall.

## Appearance

The Gold Mane Knights Commander is a large heavy set man. He wears very ornate Gold Mane Knights armor that depicts an image of the Leonia Goddess on his cuirass and pauldrons. He wears brown liner under the armor and brown leather gloves. He wears a large and wide red cape with a wide and tall neck cowl. He is bald and has a large curled mustache.

## Dialogue

 Something's wrong... He's... What's going on?

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Mage

## Skull Info

The **Mage** is a Common, Balance skull. It swings a wooden mage's staff and Awakens into Grand Mage.

## Appearance

The Mage is a skull dressed in a brown robe. The robe is baggy and exposes his chest. He wears a brown leather belt around his waist. On his head he wears a conical mage hat, at it's tip there is a small flame. He wields a wooden brown staff.

## Basic Attack Info

Mages' basic attack consists of a three part string. The first is an across the chest swing with his staff, followed by an upwards strike overhead that lifts enemies, and finishes by a downwards overhead slam of his staff.

Aerial: His aerial attacks consist of a single downwards overhead strike.

## Skills

* Mana is restored proportionately to its cooldown speed and recover 2 mana when dealing a normal attack to an enemy.
* When ↓ + Attack is held, increases Mana recovery speed by 1500% through meditation.

* Mana is restored proportionately to its cooldown speed.
 Grand Mage | * This skull requires Mana to use its skills.
* Mana is restored proportionately to its cooldown speed and recover 1 additional mana when dealing a normal attack to an enemy.
 Archmage | * This skull requires Mana to use its skills.
* Mana is restored proportionately to its cooldown speed and recover 1 additional mana when dealing a normal attack to an enemy.
 Sage | * This skull requires Mana to use its skills.
* Mana is restored proportionately to its cooldown speed and recover 1 additional mana when dealing a normal attack to an enemy.
* When ↓ + Attack is held, increases Mana recovery speed by 2500% through meditation.
* When you meditate while it has max Mana, it becomes awakened. (Cooldown: 50 seconds)
* While awakened, no Mana is consumed when using skills, and all Mana is lost when awakened state ends.

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 Sage | * When swapping, restore 50 Mana and increase max Mana by 50 and Mana recovery speed by 200% for 15 seconds.

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  Fire Arrow
  Fireball
  Meteor Strike

 Archmage | * Self-destruct dealing Magic damage and inflicting Burn.
 Sage | * Self-destruct dealing Magic damage and inflicting Burn.
* Restores 15 Mana when hitting one or more enemies inflicted with Burn.

 Archmage | * Fires a burning arrow dealing Magic damage and inflicting Burn.
 Sage | * Fires a burning arrow dealing Magic damage and inflicting Burn.
* Creates a blazing trail and deals Magic damage to nearby enemies when hitting an enemy inflicted with Burn.

 Archmage | * Throws a burning stone dealing Magic damage and inflicting Burn.
 Sage | * Throws a burning stone dealing Magic damage and inflicting Burn.
* Deals more damage to enemies inflicted with Burn.

 Archmage | * Drops a giant meteor from the sky, dealing Magic damage and inflicting Burn.
 Sage | * Drops a giant meteor from the sky, dealing Magic damage and inflicting Burn.
* Increases Magic attack by 5% for 10 seconds when hitting an enemy inflicted with Burn. (Stacks up to 50%)

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Crown of Thorns

### Description

"A Legendary wreath passed down through multiple generations. It is said to contain the power of all successors."

### Inscriptions

* Masterpiece
* Misfortune

## Effect

* Critical hits deal additional Physical Damage. (Cooldown: 1 second)
* Each subsequent critical hit performed within 5 seconds after the last, amplifies the Physical Damage bonus by 10%. (Up to 80%)

## Trivia

* Reaching the final inscription stage of Masterpiece, will transform this item into the Bloody Crown of Thorns.

(Back to Legendary Equipment)
Omen: Cup of Fate

### Description

"An endless greed that remains insatiable even after gaining everything to be had. It may simply be fate that the captives have gone insane."

### Inscriptions

* Omen
* Masterpiece

## Effect

* Physical Attack increases by 60% for each Masterpiece inscription in possession.
* Physical Attack increases by 50% each time an item with the Masterpiece inscription is destroyed. (Up to 500% increase)

## Trivia

* This item can only be found in the Dark Mirror.
* This item can only be obtained by reaching Masterpiece's final inscription stage while having the Omen: Cup of Longing in your inventory.

(Back to Omen Equipment)
Champion's Belt

### Description

"The belt which belonged to a gladiator who stood against 17. This turned out to be true, along with the fact that he was bare-handed."

### Inscriptions

* Masterpiece
* Brawl

## Effect

* Increases Physical Attack by 25% for every enemy nearby. (Stacks up to 100%)
* When near 5 or more enemies, release a shockwave that deals Physical Damage to nearby enemies. (Cooldown: 1 second)

## Trivia

* When Fighter's Belt reaches the final stage of the Masterpiece inscription it transforms into the Champion's Belt.

(Back to Rare Equipment)
Carleon Assassin

File:Carleon Assassin Banner.png

## Enemy Info

The Carleon Assassin is a melee enemy that is found in the Forest of Harmony. It is normally seen accompanied by other **Carleon Assassin**. It attaacks with a dark curved blade.

## Appearance

The Carleon assassin is dressed fairly light. It wears a scarred mask in the style of the standard Carleon Recruit helmet. It seems to be bald except for a long grey ponytail held up with a gold band. The Carleon Assassins also seem to be bare chested except for a dark blue scarf and a half cuirass on their chest. They wear brown leather wrist guards, a brown leather belt with a gold buckle. They wear shorts with silver shin guards over brown leather boots.

## Attacks

 The Carleon Assassin will send out a line target. If it makes contact with the player, the Carleon Assassin will teleport forward and perform a slash attack.

## Dialogue

 How many more do we have to kill?
Gold Mane Priest

File:Gold Mane Priest Banner.png

## Enemy Info

The Gold Mane Priest is a ranged enemy found in the Grand Hall. They are usually accompanied by Gold Mane Recruit, Gold Mane Spearman, Gold Mane Archer, Gold Mane Man at Arms, Gold Mane Wizard, or Golden Carleon Recruit. They do not attack. They only heal other enemies and themselves.

## Appearance

The Gold Mane Priest wear a white armor over a blue under armor accent. They wear a black liner underneath all their armor. Their cuirass is gold. They wear a tall priest hat on their heads over their Leonia Helmets. Around their necks is a long stole that drapes over their chests. They wield a cross in hand.

## Dialogue

 For the goddess!
Magical Slime

File:Magical Slime Banner.png

## **NPC Info**

The slimes were captured by the Carleon Kingdom, likely to make use of their ability to transform into whatever they see.

This NPC can be found randomly throughout the various stage maps of the game. If a player chooses to release the Magical Slime, they will randomly select one(1) item from your current inventory and transform into a copy of it. This will allow you to hold duplicates of any item.

## Apppearance

The Magical slime is a small blob of gelatinous green slime. He has no legs and has two smalls droplets that make up his arms and hands. He wears a red and gold crown and wields a royal staff in one appendage.

## Trivia

* If Magical Slime duplicates, Prince's Box, Doubled Prince's Box, Clone Stamp, or Clone Clone, it will copy all inscriptions of the original item.
* The Magical Slime is likely a reference of the Magic Slime and King Slime from the Slime families in the world of Dragon Quest.
* If you have no items in your inventory, the **Magical Slime** will provide the Magical Staff.
	+ Magical Slime disappears, seemingly transforming into the Magical Staff.

## Dialogue

 Hmm... You... you’re small and weak looking, but you’re actually pretty strong, aren’t you? Thanks for saving me! Heh.

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Mithril Gear

File:Mithril Gear Banner.png

### Description

"Protective gear forged from the strongest metals which hardens each time it is struck."

### Inscriptions

* Masterpiece
* Chase

## Effect

* Dash attacks increase Physical Attack by 8% for 6 seconds. (Stacks up to 80%)
* Reaching the maximum limit for this effect decreases damage taken by 20%.

## Trivia

* When this item's reaches the final stage of the Masterpiece inscription, it transforms into the Absolute Mithril Gear.

(Back to Unique Equipment)
Foot Soldier

## Skull Info

The **Foot Soldier** is a Rare, Speed skull. It attacks with a spear and Awakens into Pikeman.

## Appearance

The Foot Soldier is outfitted in a blue plumed helmet, pauldrons, gauntlets, and boots, all perhaps cobalt. It also has a wooden, square shield outlined in the same blue as the rest of its armor.

## Basic Attack Info

Its basic attack is in 3 parts. The first thrusts the spear forward, followed by a jab with the shield, and lastly another spear thrust. If pressing movement, the first spear thrust will lunge forward.

Air attacks will cause the Skeleton-Pike to thrust its shield forward quickly.

## Skills

* When dealing damage by a dash, it amplifies Dash Damage by 30% for 0.5 seconds.

 **Foot Soldier** | * Dashes are considered attacks.
 Pikeman | * Dashes are considered attacks.
* Jump attacks are considered Dash Attacks.
 Pikeman Captain | * Dashes are considered attacks.
* Basic Attacks are considered Dash Attacks.
* When dealing damage by dash, it amplifies Dash Damage by 30% for 0.5 seconds and the gauge charges.
* When the gauge fills completely, enhances dash for 10 seconds.

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* Increases Dash distance by 50% for 5 seconds.

 **Foot Soldier** | * When swapping, charges in and deals Physical Damage.
 Pikeman | * When swapping, charges in and deals Physical Damage.
* Increases Dash distance by 50% for 5 seconds.
 Pikeman Captain | * When swapping, charges in and deals Physical Damage.
* Increases Dash distance and Dash Attack damage by 50% for 5 seconds.
* This attack is considered a dash attack.

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  Forward March!
* While the effect lasts, loses invulnerability when dashing.
  Forward Rush!
  Ready to Charge!
* When the counterattack is successful, increases Dash distance by 50% for 8 seconds.

 Pikeman | * Charges forward, dealing Physical damage.
 Pikeman Captain | * Charges forward, dealing Physical damage.
* Deals additional Physical damage to enemies in its path.
* This attack is considered a dash attack.

 **Foot Soldier** | * Greatly reduces dash cooldown and increases Dash distance by 20% for 8 seconds.
 Pikeman | * Greatly reduces dash cooldown and increases Dash distance by 20% for 12 seconds.
 Pikeman Captain | * Greatly reduces dash cooldown and increases Dash distance by 20% for 12 seconds, and deal Physical Damage to nearby enemies when dashing.
* While the effect lasts, loses invulnerability when dashing.

 Pikeman Captain | * Increases Dash Attack damage by 160% and Dash distance by 60% for 10 seconds.

 **Foot Soldier** | * Blocks the next incoming attack and charges, dealling Physical Damage.
 Pikeman | * Blocks the next incoming attack and charges, dealling Physical Damage.
* This attack is considered a dash attack.
 Pikeman Captain | * Blocks the next incoming attack and charges, dealling Physical Damage.
* This attack is considered a dash attack.
* When the counterattack is successful, increases Dash distance by 50% for 8 seconds and greatly reduces Dash Cooldown for 2 seconds.

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Naias

File:Naias Banner.png

### Description

"If she laughs, you might as well stop running away. The ice flowers are probably already in full bloom."

## Effect

* When you use the quintessence, Naias grows several Ice Flowers that deal Magic Damage over time.
* The Ice Flowers explode when destroyed, dealing Magic Damage to nearby enemies and freezing them.

## Appearance

* Summons a icy living sigil of Naias, she is covered in ice from her hips to the icy blue crown on her head. She seems to have a dark blue metal sigil of her own that outlines her body in a triangular fashion. She summons various frozen blue flowers that resemble roses.
Headless

File:Headless Banner.png

## NPC Info

**Headless** is an NPC that occasionally appears in the shop. He offers you the option to trade his displayed skull with any skull you have, including the default skull.

Few things to note about the exchange:

* You do not get any Bones from the skull you trade in.
* The skull you trade is the one currently equipped, be careful.
* The skull on display appears to be random each time.
* The skull you had subsequently appears atop Headless's shoulders.
* Skulls on display can range from Common to Legendary.

## Appearance

The Headless is a large framed skeleton. He is, as his name states, headless. He wears a brown/orange collar, probably remnants of a cape, brown/aged metal pauldrons. He has a metal aged brace across his chest with a green gem in the center. He wears an orange loincloth that drapes to the floor. He wields a damaged aged metal shield and a damaged sword. He has various arrows and a spear lodged in his shield and armor... it is likely the cause for the loss of his skull. He is seen at the shop, perched on his platform ready to exchange war stories. Beware... for a skeleton with no head... he talks a lot.

## Trivia

* It seems that he lost his skull fighting the Carleon army and he searches for it as he will comment along the lines of "This must be my skull!" after the trade.
* According to dialogue, he lost his head against the First Hero.
* According to his dialogue, he admires three skeletons, the Chief Guard, Remaining One, and a third skeleton he never mentions.
* According to his dialogue, he also refers to the Collector being female twice and refers to the Collector as a male once.
* According to his dialogue, he also mentioned he has only lost 3 times over 10,000 fights.
High Fanatic

File:High Fanatic Banner.png

## Enemy Info

High Fanatic is a Hybrid enemy that is found at the Fortress of Fate. It is usually accompanied by Aged Fanatic, Fanatic, Missionary Fanatic, or Martyr Fanatic. They attack by summoning additional Fanatics.

## Appearance

The High Fanatic is dress in a long hooded white robe with large and wide sleeves. The torso of the robe is black with ornate gold trim. The High Fanatic wears a red gem at their waist. They wear a wide silver choker with gold edges and a red gem at the center. They. wear plain white masks with two small eyelets. The mask has no features. They wear a high black and white cornette with a gold edge around the base of the cornett. They wield a bronze incense burner on a short chain.

## Dialogue

 How dare you come here.
Ent

File:Ent Banner.png

## Enemy Info

Ents are melee enemies found in the Forest of Harmony. It is normally found along side other Old Ent, Blossom Ent, and Gigantic Ent. They attack with their fists.

## Appearance

The Ents are the embodiment of the forest, they are made of wood. Their legs like tree stumps, and arms of wood. Their bodies a long trunk of wood. Their heads have branches with small budding leaves. Their eyes glow in an eerie blue. They attack with their fists.

## Dialogue

 It's our land! Get out!
Grand Mage

## Skull Info

The **Grand Mage** is a Rare, Balance skull. It swings a wooden mage's staff and Awakens into Archmage.

## Appearance

The Grand Mage is a skull dressed in a tan robe. The robe is baggy and now covers his chest in a large brown collar. He wears a brown leather belt around his waist. On his head he wears a conical mage hat with a wide brim, the tip of the hat is longer and droops down. At it's tip there is a small flame. He wields a wooden brown staff.

## Basic Attack Info

Grand Mages' basic attack consists of a three part string. The first is an across the chest swing with his staff, followed by an upwards strike overhead that lifts enemies, and finishes by a downwards overhead slam of his staff.

Aerial: His aerial attacks consist of a single downwards overhead strike.

## Skills

* Mana is restored proportionately to its cooldown speed and recover 3 mana when dealing a normal attack to an enemy.
* When ↓ + Attack is held, increases Mana recovery speed by 1200% through meditation.

* Mana is restored proportionately to its cooldown speed.
 **Grand Mage** | * This skull requires Mana to use its skills.
* Mana is restored proportionately to its cooldown speed and recover 1 additional mana when dealing a normal attack to an enemy.
 Archmage | * This skull requires Mana to use its skills.
* Mana is restored proportionately to its cooldown speed and recover 1 additional mana when dealing a normal attack to an enemy.
 Sage | * This skull requires Mana to use its skills.
* Mana is restored proportionately to its cooldown speed and recover 1 additional mana when dealing a normal attack to an enemy.
* When ↓ + Attack is held, increases Mana recovery speed by 2500% through meditation.
* When you meditate while it has max Mana, it becomes awakened. (Cooldown: 50 seconds)
* While awakened, no Mana is consumed when using skills, and all Mana is lost when awakened state ends.

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 Sage | * When swapping, restore 50 Mana and increase max Mana by 50 and Mana recovery speed by 200% for 15 seconds.

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  Fire Arrow
  Fireball
  Meteor Strike

 Archmage | * Self-destruct dealing Magic damage and inflicting Burn.
 Sage | * Self-destruct dealing Magic damage and inflicting Burn.
* Restores 15 Mana when hitting one or more enemies inflicted with Burn.

 Archmage | * Fires a burning arrow dealing Magic damage and inflicting Burn.
 Sage | * Fires a burning arrow dealing Magic damage and inflicting Burn.
* Creates a blazing trail and deals Magic damage to nearby enemies when hitting an enemy inflicted with Burn.

 Archmage | * Throws a burning stone dealing Magic damage and inflicting Burn.
 Sage | * Throws a burning stone dealing Magic damage and inflicting Burn.
* Deals more damage to enemies inflicted with Burn.

 Archmage | * Drops a giant meteor from the sky, dealing Magic damage and inflicting Burn.
 Sage | * Drops a giant meteor from the sky, dealing Magic damage and inflicting Burn.
* Increases Magic attack by 5% for 10 seconds when hitting an enemy inflicted with Burn. (Stacks up to 50%)

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Absolute Mithril Gear

### Description

"A suit of armor forged from the strongest of metals which hardens each time it is struck. Due to added layers, it now possesses an immeasurable value."

### Inscriptions

* Masterpiece
* Chase

## Effect

* Dash attacks increase Physical Attack by 8% for 6 seconds. (Stacks up to 80%)
* Reaching the maximum limit for this effect decreases damage taken by 25% and increases Physical Attack by 40%.

## Trivia

* This item cannot be found in shops.
* This item cannot be found in chests.
* This item can only be obtained by reaching the final stage of the Masterpiece inscription while having Mithril Gear in your inventory.

(Back to Unique Equipment)
Missionary Fanatic

File:Missionary Fanatic Banner.png

## Enemy Info

The Missionary Fanatic is a Melee enemy that is found at the Fortress of Fate. It is usually accompanied by Aged Fanatic, Fanatic, Martyr Fanatic, or High Fanatic. They attack by summoning additional Fanatics.

## Appearance

The Missionary Fanatic wears a long white robe with long and wide sleeves. It wears a wide red and gold sash over its neck and shoulders. It also has a decorative red and gold banner over its chest with two gold and red tassles. Its sleeve cuffs are decorated with a red and gold edge. They wear a plain white featureless mask with two small eyelets. It wears a wide white and gold biretta with a red lining at its edge. It wields a huge brass bell on the end of a long red and gold staff.

## Dialogue

 You wicked skeleton...
Earth Spirit Gnome

### Description

"The Gnome that once supported the great subterranean Dwarven Hall is forever trapped in Rustamilcon's necklace."

### Inscriptions

* Fairy Tale
* Fortress

## Effect

* Earth Spirit Gnome follows you and uses rock magic to deal Magic Damage to nearby enmies every 12 seconds.

## Trivia

* All spirits are associate with Rustimilcon, an elementalist, that has yet to be seen in game.

(Back to Rare Equipment)
Flame Wizard

File:Flame Wizard Banner.png

## Enemy Info

The Flame Wizard is a ranged enemy normally found in the Forest of Harmony and the Grand Hall. It is normally accompanied by other Flame Wizard and Glacial Wizard. They attack with fireball spells.

## Appearance

The Flame Wizard wears the a standard Carleon Army fashioned face mask. The wizards face mask is identified by the red sigil on their foreheads. They wear a red armor with a red hood under a long orange cloak. They are seen toting a large brown book of spells at their sides and wield a Basic Carleon Staff to cast their fireball spells.

## Dialogue

 The forest is pretty... but...
Roderick Wilhaustershire the Second

Model of Roderick

"*He has Endurance, I'll give him that. No mater how hard I try and knock him down, he'll just eventually crawl back up again." - Unknown*

Leaving home with his clockwork son Roderick Jr, Roderick journeyed across Cordelia in order to find the person known as Gayrad Boi. Upon meeting the one and only, he quickly signed up to the guild with his son in tow.

Since he joined he has been a loyal follower and valued friend to all the guild members who have met him. In combat Roderick is a confident frontline fighter, favouring his whip over other conventional weapons.
Holy Knights Archer

File:Holy Knights Archer Banner.png

## Enemy Info

The Holy Knights Archer is a Ranged enemy that is found at the Fortress of Fate. It is usually accompanied by Holy Knights Spearman, Holy Knights Recruit, Holy Knights Priest, Holy Knights Man at Arms, Holy Knights Magician, or Holy Knights Assassin. They attack from a distance with a longbow.

## Appearance

The Holy Knights Archer wears a featureless white smooth full helmet. The helmet has no eyelets. They wear a green scarf around their necks, They are bare chested otherwise. They wear a long white and green skirt. They have white metal pauldrons and full white metal arm and hand gauntlets. They wield a large wooden crossbow and hold their quiver at the front of their waists.

## Attacks

 When attacked, jumps backwards away from the player and shoots three shots at the players location. Unstoppable.
 Concentrates for 1 second, and unleases three magic arrows of light up into the air that arc down to the players location.

## Dialogue

 Fire! Open fire!
Collector

## NPC Info

Collecter is an NPC you will encounter at every shop. The collecter initially provides four (4) Equipment items for purchase with Gold. You may reroll all four (4) shop items for a price. Everytime you reroll the items on the pedestals, the price to reroll increases.

## Appearance

The Collector has a human upper torso and thick dark green scaley snake trunk for his bottom half. He is dressed in a long white robe with gold pauldrons on his shoulders. He wears a steel cuirass around his chest and tied down with a brown leather belt with a gold belt buckle. His robe has a white hood that covers his head. The hood's shade conceals his face and the only facial detail that can be seen are his beaming white eyes. In one hnad he holds his red pouch, likely to hold his gold earnings, in his other hand a long stemmed white pipe with a gold cup. He seems to travel heavy with many scrolls, chests, bags, and boxes on his back held on his back with brown leather straps.

## How to obtain Gold

* Killing enemies
* Evil Druid's buff
* Thief Skull's passive effect.
* From Gold Gates
* From destroying items (requires the Ancient Alchemy trait from the Witch's trait tree)
* From Special Event Stages
* From Hidden Gold Rooms

## Trivia

* You can exit/close the game, and then restart the game to reroll shop prices.
* Selling an item while at the shop adds it back to the Equipment pool, you can then reroll to see the item available for purchase.
* According to her dialogue, she states that the First Hero saved her from being part of a massacre.
* According to her dialogue, she has a friendly shopkeep rivalry with the Ogre Peddler.
* According to her dialogue, she mentions that the Witch may have a way to improve the quality of her shop items, referring to the Witch's Ancient Alchemy Trait upgrade.
Graveyard

**Graveyard** is a interactive object in the Grave Room. Once activated, the graveyard itself will disappear and generate a random skull, rarity based on the type of Graveyard itself.

It is believed that there are four types of Graveyard for now.

> Notice: There are no former references of types of grave, all only represent the idea of an editor. The rarity of skulls gotten from each graveyard needs further confirmation.
>
>

## Grave of soldier

It is the lowest level of graveyard, with what seems like a bigger type of spearskull.

You can get common or occasionally higher rank skulls from it

## Grave of Knight

It is the second level of graveyard, and has a rusty knight sword representing its level.

You can get rare or occasionally higher rank skulls from it

## Grave of King

It is the third level of graveyard, and has a crown on the top of a skull sitting on the hilt of a sword representing its level.

You can get unique or occasionally legendary skulls from it

## Grave of Gods

It is the highest level graveyard, and it is the tallest and largest of them all.The position of main skeleton could be inspired by the Crucifixion of Jesus, while the olive leaf headband might be inspired by Ancient Greek gods.

You are guaranteed to get a legendary skull from it.
Grave Room

**Grave Room** is a type of room that must contain only one graveyard and nothing else. Once you open the graveyard you can get a skull randomly, and four training dummies will generate around you to let you test the new skull.

Grave Room will generate randomly once in each small episode. The type of graveyard is determined by the level, higher possibility of higher level graveyard in higher levels, means possibly stronger skulls.

Entrance door of grave room in the former level has a different door style than normal one

For more information about the graveyard it self, please see Graveyard.
Mummy

## Skull Info

The **Mummy** is a Rare, Balance skull. It attacks with a handgun from long range, spitting out mummy balls, mummy breath, and sharp claws. It Awakens into Revived Mummy.

## Appearance

The Mummy appears to be a skeleton similar to Skul, but covered in cloth wraps like...a mummy. It Walks with its arms forward and dashes with a belly flop style movement.

## Basic Attack Info

Its basic attack is with a pistol and has a great range and a rapid attack speed. It does not change in the air vs on the ground.

However, it does NOT gain ANY benefit from increased attack speed.

## Skills

* Decreases Movement Speed by 10%.

 Revived Mummy | * There is a chance weapons will drop when defeating enemies.
* This skull does not take damage from traps.
 Revived Ancient Mummy | * There is a chance various weapons will drop when defeating enemies.
* Receives a random weapon every 40 seconds through supply drops.
* This skull does not take damage from traps.
* Decreases Movement Speed by 10%.

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 Revived Ancient Mummy | * When swapping, increases Movement Speed by 100% for 5 seconds and receives a random weapon through a supply drop.

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* The mummy ball rolls on the ground and explodes, dealing Magic Damage.
* This skill can gain up to 3 charges.
  Mummy Bomb
  Mummy Breath
  Scratch

* The mummy ball rolls on the ground and explodes, dealing Magic Damage.
 Revived Mummy | * Spits out a mummy bug that chases enemies and explodes, dealing Magic Damage.
 Revived Ancient Mummy | * Spits out a mummy ball.
* The mummy ball rolls on the ground and explodes, dealing Magic Damage.
* When the mummy balls explodes, a mummy bug appears that chases enemies and explodes, dealing Magic Damage.
* This skill can gain up to 3 charges.

 Revived Mummy | * Throws its head which explodes on contact, dealing Magic Damage.
 Revived Ancient Mummy | * Throws its head which creates a large explosion on contact, dealing Magic Damage.
* When the head explodes it sets the ground ablaze, dealing Magic Damage.

 Revived Mummy | * Spews out smoke, dealing Magic Damage.
 Revived Ancient Mummy | * Spews out smoke, dealing Magic Damage.
* The smoke lasts for 3 seconds.
* At the end of its duration, the smoke causes an explosion, dealing Magic Damage.

 Revived Mummy | * Performs a quick slashing attack with the survival knife, dealing Physical Damage with a 10% chance to inflict Wound.
 Revived Ancient Mummy | * Performs a quick slashing attack with the survival knife, dealing Physical Damage with a 10% chance to inflict Wound.
* This skill can be used when near an enemy.
* Can move while casting this skill.

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## Trivia

* This skull is based on the Mummy variations and Mummy transformations from the Metal Slug series, with most of its abilties and traits referencing both the enemies and the player when under the mummy's curse.
Alchemist Summoner

File:Alchemist Summoner Banner.png

## Enemy Info

The Alchemist Summoner is a Hybrid enemy found at the Black Lab. It is usually accompanied by Alchemist (Enemy), Grand Alchemist (Enemy), or High Alchemist. They summon a Dark Quartz Golem to attack for them.

## Appearance

The Alchemist (Enemy) wears a long green lab coat over dark green hooded robe. They carry a purple notebook on a leather belt around their waist. They wear long brown leather gloves. They wear a grey gas mask over their fave with purple lenses. They are normally seen with a notebook and quill pen in hand.

## Dialogue

 I don't understand!
Gold Mane Archer

File:Gold Mane Archer Banner.png

## Enemy Info

The Gold Mane Archer is a ranged enemy that is found at the Grand Hall. They are usually accompanied by Gold Mane Recruit, Gold Mane Spearman, Gold Mane Man at Arms, Gold Mane Wizard, or Golden Carleon Recruit. They attack from a distance with a crossbow.

## Appearance

The Gold Mane Archers wear green hooded robes under a gold chest plate with brown metal pauldrons. They wear a gold Leonia helmet that obscures their face. They wield a brown wood crossbow and a large brown quiver at their waist.

## Attacks

 When attacking the Gold Mane Archer, they will jump backwards and away from the player and shoot two arrows forward that gradually spread the further they fly. Unstoppable.

## Dialogue

 For the goddess!
Fanatic

File:Fanatic Banner.png

## Enemy Info

Fanatic is a Melee enemy that is found at the Fortress of Fate. It is usually accompanied by Aged Fanatic, High Fanatic, Missionary Fanatic, or Martyr Fanatic. They attack with a curved dagger.

## Appearance

The Fanatic is dress in a long hooded white robe with large and wide sleeves. The robe has sleeve edges and a collar of gold. Under the robe they wear a black garb. They wear a white face mask with small eyelets. The mask is smooth and has no distinct features. They wear a dark grey circlet around their forehead. They attack with a short curved dagger.

## Attacks

 When nearing death, sacrifices itself to summon a Fanatic Remnant.

## Dialogue

 Must... purify...
Mongal (Enemy)

File:Mongal (Enemy) Banner.png

## Enemy Info

**Mongal (Enemy)**, is a Melee enemy that is found at the Forest of Harmony during the game introduction. He is not accompanied by any other enemies. He attacks with a large wooden club that has large wooden spikes.

## Appearance

**Mongal (Enemy)**is imbued with Dark Quartz shards throughout his body. He has spikes of dark quartz protruding from his arms, shoulders, and head. he wears a dark metal collar around his neck and dark metal bracelets on his wrists. He is bare chested and wears a brown skirt held by a large brown belt with a silver buckle. He has a single horn on his head and glowing red eyes. He wields a wooden club with large wooden spike protruding from its end.
Electric Field

Description
Upon dealing 10 basic attacks, create a electric field that lasts for 2/3/4/ seconds and deals damage to surrounding enemies based on the higher attack power between Physical and Magical Attack. Incoming damage decreases by 10% and Move Speed increases by 50% for the duration of the electric field.
Cost
1/3/5
Elder Ent's Gratitude

## Effect

* Gains an HP Barrior with 50 HP.
* Increases Physical Attack and Magic Attack by 50% while the barrier lasts.
* This item disappears when the 50 HP Barrier disappears.

## Trivia

* This item is related to Yggdrasil.
* This item can only be obtained from the Stage Boss chest.
* This item is best sold/destroyed for gold right before you lose the last 1 HP of the 40 HP barrier.
* When this item disappears from your inventory, from losing all of the 40 HP barrier, you do not gain gold.

(Back to Rare Equipment)
Carleon Man at Arms

File:Carleon Man at Arms Banner.png

## Enemy Info

The Carleon Man at Arms is a melee enemy found in the Forest of Harmony. It is usually accompanied by Carleon Recruit (Enemy). It attacks with a large hammer.

## Appearance

The Carleon Man at Arms is a large enemy, about 3 times the size of a Carleon Recruit (Enemy). He wears a large breastplate with gold accents, large metal pauldrons with gold edges, and wears a steel helm. The Helm has a single eye opening that spans the width of the helm. The helm has a large gold ornament on it's forehead. They wear blue garbs underneath with a blue loin cloth at their waist, held up by a large brown leather belt with a gold buckle. Their legs are covered in metal armor. They wield a large hammer with an staff length grip. The head of the hammer seems to be metal with the faces being a darker metal with gold trim.

## Attacks

 It braces itself for a moment before charging forward towards the player.

## Dialogue

 Here comes the hammer!
Dark Paladin

### Description

*"A paladin with black armor that made the soldiers of Carleon tremble in fear."*

### Awakenings

* **Dark Paladin** ↓
* Dark Avenger

## Skull Info

The **Dark Paladin** is a Unique, Balance skull. It attacks with it dark Long Sword. It Awakens into the Dark Avenger.

## Appearance

He wears a full set of black armor. It is styled aggressively with many sharp edges. The armor is accented in grey metallic edges around the pauldrons, the hand guards of his gauntlets, and the toe covers of his boots. His helmet has two long bladed features that run along the side of his face and nearly meet above his head in points. He wears a black cape with wide neck collar, and has a long waist sash that hangs at the front of his waist. This sash is white in color and seems to have a purple cross design. He weild s a dark bladed long sword.

## Basic Attack Info

His basic attacks consist of a 3 part combo. A wide slade across his body, with a follow up back across his body, and then a over head slash downwards back across his body.

Aerial attacks don't change his basic attacks.

## Skills

* When the Darkness meter is full, consumes all the charges and creates an HP barrier with 10 HP that lasts for 30 seconds.
* While the HP barrier lasts, amplifies Magic Attack by 30% and improves normal attacks, dealing Magic Damage.

* When the Darkness meter is full, consumes all the charges and creates an HP barrier with 10 HP that lasts for 20 seconds.
 Dark Avenger | * When dealing damage to enemies with skills, gains a charge in the form of Darkness.
* When the Darkness meter is full, consumes all the charges and creates an HP barrier with 10 HP that lasts for 20 seconds.
* While the HP barrier lasts, amplifies Magic Attack by 30% and transforms normal attacks into a cutting wave attack, dealing Magic Damage.

(Back to Top)

 Dark Avenger | * When swapping, creates a Dark Cross, that lasts 2 seconds, and deals Magic Damage.
* When near the dark cross, amplifies Magic Attack by 30%.

(Back to Top)

  Dark Cross
* For each enemy affected by the explosion, amplifies Magic Attack by 2% for 10 seconds. (Max 20%)
  Dark Rush
  Dark Wave

 Dark Avenger | * Charges forward and performs an upward slash, dealing Magic Damage.
* Shoots out a cutting wave during the upward slash, dealing Magic Damage.

 Dark Avenger | * Forms a magic field that pulls enemies in, then performs a cross slash attack and creates an explosion, dealing Magic Damage.
* For each enemy affected by the explosion, amplifies Magic Attack by 2% for 10 seconds. (Max 20%)

 Dark Avenger | * Performs multiple slash attacks, dealing Magic Damage.
* During the attack, a magic field slowly takes shape and pulls enemies in.
* Charges forward after the slash attack, dealing Magic Damage.

 Dark Avenger | * Sends out a large powerful wave, dealing Magic Damage.
* Holding down the button initiates Concentration, and when fully completed, amplifies the size and damge of the cutting wave.

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Martyr Fanatic

File:Martyr Fanatic Banner.png

## Enemy Info

The Martyr Fanatic is a Melee enemy that is found at the Fortress of Fate. It is usually accompanied by Aged Fanatic, Fanatic, Missionary Fanatic, or High Fanatic. They attack by detonating themselves.

## Appearance

The Martyr Fanatic wears a long black hooded robe with long sleeves. It wears a long white garb over the black robe. They wear a gold band/sash around their waist. Their sleeves cuffs are decorated with a gold edge. They wear a dark featureless mask with two small eyelets.

## Dialogue

 Save us save us save us save us
Maid (Ranged)

File:Maid (Ranged) Banner.png

## Enemy Info

The Maid (Ranged) is a ranged enemy found at the Grand Hall. They are usually accompanied by Maid (Melee), **Maid (Ranged)**, and Servant. They attack by throwing plates.

## Appearance

The Maid (ranged) wears a long black dress with short sleeves. They wear a long white apron over their dress. They wear white gloves on their hands and hold a long serviette in one arm. They have long red hair tied up in a high braided ponytail at the top of their heads. They wears a white mobcap on their heads. They are seen bussing a stack of plates across the floors of the Grand Hall.

## Dialogue

 I need to use this at night!
Gold Mane Man at Arms

File:Gold Mane Man at Arms Banner.png

## Enemy Info

The Gold Mane Man at Arms is a Hybrid enemy found at the Grand Hall. They are usually accompanied by Gold Mane Recruit, Gold Mane Spearman, Gold Mane Archer, Gold Mane Wizard, or Golden Carleon Recruit. They attack with an axe.

## Appearance

The Gold Mane Man at Arms is a large enemy, about 3 times the size of a Golden Carleon Recruit. They wears a large gold breastplate with large gold pauldrons, they wear a Leonia Helmet with a white mane. The Helmet has an open face concept that obscures the features of their faces. They wear a black liner underneath their gold armor. They have a long red cape on their backs and a red loin cloth around their waist held up by a brown leather belt with a large gold buckle in the shape of a lions face. Their legs are covered in gold metal armor. They wield a large axe with an staff length grip. The head of the axe is a dark metal with gold trim and a sharp silver edge.

## Attacks

 It braces itself for a moment before charging forward towards the player. Unstoppable.

## Dialogue

 I'll break you into pieces.
Dark Quartz Golem

File:Dark Quartz Golem Banner.png

## Enemy Info

Dark Quartz Golems are hybrid enemies that are found at the Black Lab. They are usually summoned by Alchemist Summoners. They attack by rampaging forward, launching explosive dark energy orbs, or summoning dark quartz spikes.

## Appearance

The Dark Golems are massive hulking creatures made of stone with large clusters of Dark Quartz crystals jutting from their bodies. They have long arms short legs. Their arms are mainly composed of Dark Quartz Crystals. The top half of what their face should be is a large cluster of Dark Quartz crystals.

## Attacks

 Shoots a Dark Quartz Orb at the players location, leaving a trail of dark magic explosions. Unstoppable.
 Charges across the map towards the player. Unstoppable.
Dark Ability

After unlocking The Dark Mirror, each adventure inside it has a new feature called Dark Abilities. Dark Abilities cost Core Quartz, that the player acquires during the adventure. Each non-boss non-adventurer encounter may have a tougher special enemy infused with a Core Quartz. Defeating this special enemy awards the player one Core Quartz. Each encounter can have at most one such special enemy, but during a stage, the amount of such enemies encountered is random (there seems to be a minimum of 2 per stage though).

## Purchasing

The player may purchase new dark abilities or upgrade existing ones, in an extra encounter that happens between each stage. The dark abilities come in 2 sorts: cursed and regular. The player can have up to 4 different dark abilities.

## Destroying

A dark ability can be also be destroyed between stages after paying a gold fee.
The cost depends on the stage and whether the ability is cursed.
The player back back half of the total dark quartz used for that ability truncated down (except when the ability costs only 1, then the player gets 1 back regardless).

Destroy costs
 2400 | 4800 | 4

## Regular Abilities

* Have no downsides
* There are 15 of them initially (mirror levels 1-3).
* At mirror level 4, additional 6 abilities are unlocked.
* At mirror level x, another 6 abilities are unlocked.
* They cost from 1 to 3 Dark Quartz.
* Some abilities can be upgraded once or twice, each upgrade costing 2 more Dark Quartz than the last.

## Cursed Abilities

Cursed abilities have better upsides than the regular ones, but come with a large downside as well. There is always 2 random cursed abilities to choose from. Cursed abilities always cost 1 Dark Quartz and they cannot be upgraded. Both of the cursed abilities are guaranteed to change between stages and no cursed ability seen in a previous stage's shop may appear in a later one (this is the only restriction on the randomness of them).
Guard Captain

File:Guard Captain Banner.png

## NPC Info

The Guard Captain is an NPC that provides a precursor Dialogue to the Mongal (Enemy) fight in the Forest of Harmony Intro. Prior to the fight he offers his skull to Skul to use against Mongal (Enemy).

## Appearance

The Guard Captain is seen laying on the floor of the Forest of Harmony Intro after saving the Witch. He wears a maroon paladin armor from head to toe with silver accents. His helmet is maroon with an open face. The crown of the helmet is adorns by two sharp curved features that rise up above his head. He has a large maroon cape on his back and wields a silver longsword.

## Trivia

* The Guard Captains sprite and skill set is a reskinned version of Dark Paladin.
	+ His fireball skill is a reskinned version of Dark Paladin's Dark Wave skill.
	+ His slash skill is a reskinned version of Dark Paladin's Dark Charge skill.

## Dialogue

 Take my head! I will empower it with all the mana I have left. Fight them and save our people.

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Chimera's Poison Fang

## Effect

* Poisoned enemies at 20% HP or below die immediately. (10% for adventurers and bosses)

## Trivia

* This item is associated to the Stage 3 Boss, Chimera.
* This item cannot be found in shops.
* This item cannot be found in normal chests.
* Chimera's Poison Fang can only be obtained, from a Stage Boss Chest, after defeating Chimera.

(Back to Legendary Equipment)
Holy Knights Man at Arms

File:Holy Knights Man at Arms Banner.png

## Enemy Info

The Holy Knights Man at Arms is a Melee enemy that is found at the Fortress of Fate. It is usually accompanied by Holy Knights Spearman, Holy Knights Recruit, Holy Knights Priest, Holy Knights Magician, Holy Knights Assassin, or Holy Knights Archer. They attack with a large holy hammer.

## Appearance

The Holy Knights Man at Arms wears a featureless white smooth full helmet. The helmet has a single pink light down the center of the face that lights up. The Man at arms is a large enemy that seems robotic in nature. Its chest is a large white and blue metal plate with a large glowin pink light at its center. It has a large white halo with blue spikes on its back that crowns over its head. between its shoulders. Its pauldrons are large and white with blue metal accents. They have a two small pink lights. They have a large black skirt with a white loincloth and gold accents on the trim. It wields a large golden book in its hand and a long staff hammer in the other. The Hammer's head is dark metal with white metal faces and seems to be fueled by the pink light that accent the hammers head in 4 light strips.

## Attacks

 Rears back, after 1 second rushes forward with its shoulder in a flash of pink energy.
 Raises its hammer and receives a blessing from Leonia. Grows in size. Its attack range and health increase proportional to its size. Can receive this blessing up to 11 times.

## Dialogue

 Removing target.