recursal/Fanatic-Fandom huggingface dataset:
Viking

*"Your strength empowers you and battles rejuvenate you."*

The Viking is a class unique to Death's Door Aftermath. He is one of fifteen classes available to play at the start of a new game. Viking starts with a pistol and goggles, along with the following consumables: 2 Bandages, 2 Mantrp, 1 ThraxeB, 1 FirTrp. His unique class passive is Viking Energy, which boosts the physical damage he deals and also allows him to heal 15 health after battles.

## Pros

- Physical damage boost means easier early fight. A combination of a mantrap and a pistol shot could potentially mean 1 dead enemy depending on RNG.

- Despite pistol only doing 8 dmg, physical boost allows the pistol to be viable even into late/end game for viking. With his double damage, pistol does 16 base damage, only 4 off from Zap Guns or Fire Pistols.

- Being able to heal 15 health each battle allows for more aggressive play and easier fights can net a health gain.

## Cons

- Potential for being aggressive and picking fights to backfire.

- There are occasionally enemies who are resistant or even immune to physical damage.

## Strategy

- Finding specific traps for certain enemies (like shock for screenbot) is less of a worry when mantraps can do the same amount of damage. Buying mantraps early on can allow some surprisingly great coverage for different enemies.

## Trivia

- Viking's heal originally did 30, but it was too powerful and quickly hotfixed.

- Viking was one of the second classes to defeat the Mega-Mutant before the Mutant was nerfed.

- He may be a reference to the Technoviking.

- His name in game is "LostViking" possibly a reference to the Blizzard Game.
Aliran Sungai Keberuntungan

## **Pengguna**

1. Fluss

**Sihir Air: Aliran Sungai Keberuntungan** 「水魔法『挟川の運流』 *Mizu Mahō "Kyōsen no Unryū"*」 adalah mantra Sihir Air.

## Deskripsi

Dengan grimoire terbuka, pengguna membuat aliran air yang bergerak ke arah yang diinginkan pengguna, membuat jalur. Selanjutnya, aliran air membawa pengguna melalui jalur yang telah dibuatnya tanpa pengguna perlu mengontrol pergerakan air secara aktif.

## Trivia

* Di anime, mantranya tidak disebutkan namanya dan tampaknya mengubah pengguna menjadi air yang merembes ke tanah dan menghilang.

## Referensi

*Black Clover* Manga — Bab 9 (p. 3).
*Black Clover* Anime — Episode 10.
Dragonkin (DD1)

*"A stranger to this land, you were reared by dragonkind. You've learned that flame is not a danger to be feared, but a power that can be controlled to your will.*

*The corruption spread by the King in Gold has finally found your home and kin.*

*You've ventured to this far off land to end this wickedness, but you fear this strange place may be the end of you."*

The Dragonkin is one of the twelve classes available to choose from when a new game begins. She start with a Knife, Shield, SRobe, Bandages, Tknives, and Torches. The Dragonkin's SRobe grants fire resistance at the start of the game. Her unique class passive is Flametouched, which boosts her fire damage (she deals double damage with fire damage).

## Pros

- Deals double damage from fire equipment and consumables.

- Fire resistance at the start of the game.

- Best counter to Jaerlaxus and the enemies in the Summit.

## Cons

- Stacking fire items seems to be a trap choice at the King in Gold fight, and iffy if you do not have scrolls for knights

- Stacking fire items makes you glass cannon compared to hero armor set + visage of protection

## Strategy

First, you should never pass up the chance to go to Marsh. This will reward you with Unburnt Gloves as well as a Draconic Familiar. A companion unique to the Dragonkin.

One of the better strategies for the Dragonkin is to go the Charred Village for Living Flame, then head to City for Blessing of Protection. Try to stop by Hut if possible for extra defense. While this does only leave you with 35 defense, you should have enough offensive firepower to finish off the Castle enemies and the King in Gold himself. Be warned, you will still need to be properly stocked up on Scrolls / Healing items.

If your Dragonkin gets the Inflamed Hatchet from the Spiritual Blessing, you should go Shrine instead and pick up the Blessed Pernach for your main weapon. From there build your character similarly; head to City for Blessing of Protection, never pass up Marsh, and try to get Hut.

## Trivia

- Has been dubbed the Glasskin when attempting to build her with no defense.

- The Dragonkin was Twitch's first Dragon win.
Witch (DD1)

*"You've existed long before any corruption plagued the land. You've existed so long, memories have started to bleed together and fade entirely.*

*You are a relic of an ancient time, wandering this world looking for purpose..."*

The Witch is one of the twelve classes available to choose from when a new game begins. She starts with a Knife, Tunic, 3 Cknives, and a special crow companion named Corvus. Her unique class passive is Feed the Crow. When you use a consumable item that an enemy is weak to, Corvus will be buffed and do 5 more damage. Corvus does not currently have a known damage cap.

Although the Witch can have a questionable start with her starting gear, her companion Corvus can dish out some incredible damage. Should you know your enemies weaknesses well, you'll be able to make Corvus a strong companion that rivals some of the best ones in the game.

## Pros

- Very strong in a knowledgeable players hands.

## Cons

- Only starts with 3 Chaos Knives, which are random damage.

## Strategy

- Buy and store items you know your enemies are weak to, so you can make your bird stronger.
Blood Bishop

*"The Blood Bishop. A cursed corrupter"*

The Blood Bishop is one of two possible bosses you can fight during the first part of your quest. This fearsome undead bishop is encountered in The Desecrated Shrine. He is resistant to blood and holy damage, but is weak to rot. Upon death, he drops the Blessed Pernach

## Strategy

- The Rot Shiv is one of the best early weapons for Shrine. It can cut through all the enemies before Blood Bishop and the boss himself, making for an easy victory.

- An alternative to the Rot Shiv is to try and bring Acid or other rot consumables.
Farmhouse

The Farmhouse is a possible rumor during the first half of your journey, found before Shrine/Village. This rumor occurs when choosing:

* You've heard rumors of strange sightings at an abandoned **FARMHOUSE**.

Upon reaching the Forge, you will have to fight a skeleton. Should you be victorious, you will find a skeletal dog in the next room. If you **APPROACH** the dog, you will earn a 15 damage companion.

## Transcript

*"You come across the ruined farmhouse in the plains.*

*As you begin to explore, you're attacked by the reanimated former occupants!"*

* Skeleton [Weak: Holy][Resist: None]

*"Just are you're about to leave, you hear a noise and see a skeletal hound chewing on a leg bone.*

*You could **APPROACH** it carefully or **CHARGE**."*

1. **APPROACH**
	* *You approach the hound. It appears friendly and willing to follow you.*
	* *"Bone Dog has joined you!"* [Companion, 15 Attack]
2. **CHARGE**
	* *As you charge, the creature runs from you!*

## Strategy

- Bone Dog is a great addition to any character, especially with the most recent update, which let's him turn into a Fire, Rot, or Blood comapnion.

## Gallery

<gallery>
File:Intro.png
File:Fight1.png
File:Choice1.png
File:Bonedogjoin.png
File:APROUCH bonedog.png
File:Bonedog2.png
</galley>
Lost

Hunt is a possible rumor during the second half of your journey, found after completing Shrine/Village, but before Garden/City. This rumor occurs when choosing:

* A delivery for a high ranking priest was **Lost**.

Upon arriving, you will have to fight a Blood Feaster plant. Defeating the beast rewards you with the Blood Soaked Shield, one of the highest defense shield of Chapter 1. If you are playing the Beastspeaker, you will also get the Panther companion, which does 50 attack.

## Transcript

*"You reach the point where the shipment was lost, finding a monstronsity has devoured the guards.*

*You must fight if you want the reward within."*

* Blood Feaster [Weak: Fire][Resist: Blood, Rot]

*"You find the artifact that drew the beast to this caravan."*

* *"You got a Blood Soaked Shield!"* [Shield, 10 Def, Blood Resist]

### Beastspeaker

As the Beastspeaker, you will also get a Panther pet after picking up the shield. This companion does 50 attack damage.

## Strategy

- Lost provides one of the highest defense shield of Chapter 1 and should be considered if you are desperately searching for armor.

- If you are doing Garden, Lost is the last chance you have at a shield. If you are doing City, you will have one last chance with the CShield.

## Gallery

<gallery>
File:Intro-1509663694.png
File:Fight-1509663701.png
File:Bloodshield1.png
File:Bloodshield2.png
</galley>
Elf

*"You are of ancient race and noble blood. Your people have flourished despite the encroaching destruction.*

*But you've grown nervous of the growing wasteland and decide to find an end to this plague.*

*You pity those who have lived in the waste for so long and failed to vanquish this evil, but you may have a thing to learn from those you view as lesser.*"

The Elf is a class unique to Death's Door Aftermath and possibly one of the last classes to be added. She is one of the fifteen classes available to play at the start of the game. Her starting items are two Rebar Swords with the following consumables: 2 Bandages, 1 Potion, and 2 Mantrp. The Elf's unique class passive is Arrogance, which grants her faster attacks (adrenaline) when she lands a critical strike on enemies. However, this ability does something "bad" when she is critically hit by enemies. Critical hits can chain her ability.

Please note: This class is new and not everything is known about her.

## Pros

- Free adrenaline so long as you crit.

- Makes Chaos Dice extremely valuable on her.

## Cons

- Being crit does something bad.

- Relies on crits to gain benefit from her passive, meaning some RNG is involved.

## Strategy

- Make sure to invest in a Chaos Dice at some point. It might be better to still hope you pick one up from a shop, versus simply taking one as your perk. More testing is required.
Den

The Den is a possible rumor during the second half of your journey, found after completing Shrine/Village, but before Garden/City. This rumor occurs when choosing:

* A **DEN** of vicious leeches has been found guarding a sunken shrine.

The Den features an upgraded version of the Life Leech, a Swarm of Leeches. Should you be able to defeat them, you will be rewarded with the Blood Sword. If you are doing Den as a Vampire, you will earn a Viscious Blood Sword, an upgraded sword that does 50 Blood damage.

## Transcript

*"You approach the den of leeches and prepare for battle."*

* Swarm of Leeches [Weak: Fire][Resist: Rot]

*"Upon having defeated the leeches, you find the artifact which had drawn them here to nest."*

* *"You got a Blood Sword!"* [Weapon, 25 Blood]

### Vampire

As a Vampire, the Blood Sword transmute into the Viscious Blood Sword, a 50 Blood weapon.

## Strategy

- Unless you're running a Death Falchion or purposeful Dire Knuckles run, the Den should always be a stop for the Vampire.

- Den can be a great sidegrade if you are using Greatsword or Rot Shiv and are planning to do Chapter 2.

## Gallery

<gallery>
File:Intro-1509656481.png
File:Fightintro-1.png
File:Fight-3.png
File:Den reward.jpg
</galley>
Pit

Hunt is a possible rumor during the first half of your journey, found before Shrine/Village. This rumor occurs when choosing:

* A rotting **PIT** has been found in the forest.

After reaching the pit, you will have to fight a Life Leech. Upon defeat, the enemy rewards you with a Rotten Shiv, a 15 Rot weapon.

## Transcript

*"You find the festering pit in the middle of forest. A beast slithers from within."*

* Life Leech [Weak: Fire][Resist: Rot]

*"Having defeated the best, you realize there is a rot covered object protruding from its corpse."*

* *"You got a Rotten Shiv!"* [Weapon, 15 Rot]

## Strategy

- Pit is the most ideal path for Shrine (and you don't have a main hand weapon yet).

## Gallery

<gallery>
File:Intro-3.png
File:Fightintro-0.png
File:Fight.png
File:RottenShiv2.png
</galley>
Sala de Entrenamiento

Un trasgo y un par de Salamandras en la Sala de Entrenamiento.

### Atrae

Demonio Engendro (1 Casilla con Tesoro)Orco (9 Casillas con Barracas)Salamandra (DK2)

### Zoom a la Habitacion

Shift + T (DK1)

La sala de entrenamiento permite a las criaturas subir su nivel a niveles mas altos. Las criaturas Usan oro Para entrenar. Atrae Varias criaturas a través del portal de la mazmorra, Tanto en conjunto con otras habitaciones.

## Dungeon Keeper

La sala de entrenamiento es en donde Probablemente, Las criaturas ganan la mayor parte de su experiencia. Generalmente, Esta sala es necesaria para poder preparar una fuerza capaz de poder enfrentarse al rival, y el costo constante de entrenar criaturas es el elemento más grande a cargo del Guardián. Esta habitación es considerada una de las 5 habitaciones básicas (Junto a la Guarida, El Criadero, El Tesoro y la Biblioteca) y esta disponible al empezar la partida por defecto, Sin tener que investigarla o capturarla.

Los niveles de experiencia obtenidos en el entrenamiento o el combate aumentarán el tamaño de las criaturas, las estadísticas de combate sin procesar y la habilidad del trabajo (aunque la habilidad innata en el entrenamiento en sí no cambia). Las criaturas pueden incluso, Obtener nuevos conjuros al alcanzar un nivel en especifico la disponibilidad de vetas de Oro y gemas en el reino da una indicación de hasta dónde puede llegar un jugador para entrenar a sus criaturas allí.

Cuando hayas decidido Excavar fuera de la mazmorra, La sala de entrenamiento es un buen lugar donde empezar los corredores ya que, Los enemigos al entrar, Se toparan un una gran cantidad de tus criaturas listas para matarlos. Es recomendable colocar esta habitación en el camino de los atacantes hasta el corazón de la mazmorra.

### Perspectiva de Entrenamiento

El entrenamiento es la actividad principal de los Esqueletos, Demonios Engendro, Arañas, Bárbaros, Orcos, Gigantes y el Samurai y Es un trabajo secundario para los Dragones después de la investigación. En lugar de quedarse quietos en sus guaridas, estas criaturas prefieren entrenar. Por lo tanto, se les debe dar otra cosa que hacer cuando el dinero es demasiado ajustado.

Las otras criaturas, incluyendo a los duendes, usaran la sala de entrenamiento cuando sean dejados caer en ellas. Las utilizaran hasta que alcancen el nivel 10 (DK1) Tomando descansos solo para comer, descansar, Cobrar su paga, y Pelear con criaturas enemigas.

-Pagina en construccion-
Hunt

Hunt is a possible rumor during the first half of your journey, found before Shrine/Village. This rumor occurs when choosing:

* A thief stole a magical ring of flame and headed into the forest. You could **HUNT** them down.

Upon reaching the Forge, you will have to fight a powerful lost knight. This enemy has around 200 health, but rewards you with the Greatsword. The Greatsword is a 30 Physical Attack weapon, make it a fairly powerful weapon to have early on.

## Transcript

*"As you approach the forest clearing, you notice charred trees and underbrush.*

*A charred corpse is all that remains. It appears that the thief could not control the artifact.*

*The corpse stirs and animates!"*

* Burning Skeleton [Weak: Blood, Holy][Resist: Fire]

*"The creature defeated, you take the ring for yourself.*

* *"You got a Flame Ring!"* [Artifact, 15 Fire]

## Strategy

- Hunt can be a nice early damage trinket.

- Hunt works best when going to Shrine, due to Village being resistant to fire.

## Gallery

<gallery>
File:Intro-2.png
File:Fight-2.png
File:Fight2-2.png
File:Loot-3.png
File:FlameRing.png
</galley>
Marsh

Marsh is a possible rumor during the second half of your journey, found after completing Shrine/Village, but before Garden/City. This rumor occurs when choosing:

* Part of the **MARSH** has begun to mysteriously burn.

## Transcript

*"The marshland burns as you navigate your way through them.*

*As you come to a charred stone structure shapes begin to move towards you."*

* Burning Horde [Weak: Blood, Holy][Resist: Fire]

*"As you explore you find a charred corpse bowed in prayer to a statue of a dragon.*

*You examine the body and notice that the gloves remained untouched while everything else burned.*

*You take them and the body crumbles to ash."*

* *"You got Unburnt Gloves!"* ["Helmet" 5 Def, Fire resist]

### Dragonkin

If you're playing as Dragonkin, you will get a Draconic Familiar after picking up the Unburnt Gloves:

*"A small dragonling alights nearby, as if drawn to a kindred spirit.*

*It examines you for a moment, and then flies to your shoulder."*

* *"Draconic Familiar has joined you!"* [Companion, 25 Fire]

## Strategy

- Marsh is a great alternative to Clearing, if you still need more defense. It's also good if you're doing Castle and want Fire Defense.

- Marsh should be a top priority for a Dragonkin, due to the Draconic Familiar.

- Marsh can come up twice, very rarely.

## Gallery

<gallery>
File:UnburntGloves.png
File:DragonkinOutcome.png
File:Dranonicfamiliar2.png
File:Dranonicfamiliar1.png
</galley>
Hut

Hut is a possible rumor during the second half of your journey, found after completing Shrine/Village, but before Garden/City. This rumor occurs when choosing:

* A lone **HUT** stands untouched by decay.

Upon reaching the Hut, you will have to fight a fairly powerful Rotten Knight. Should you be victorious, you will be rewarded with the Hero's Armor, a 10 Def chestpiece. If you are playing a Peasant, then Hut is completely fight free and you get True Hero's Armor, which is 15 Def.

## Transcript

*"You reach a lone hut standing in the middle of a sinking swamp.*

*Before it is a silent guardian, to enter you must fight."*

* Rotten Knight [Weak: Fire, Holy][Resist: Rot]

*"You explore the hut. Inside is a pristine suit of armor, wrapped in cloth.*

* *"You got a Hero's Armor!"* [Chestpiece, 10 Def]

### Peasant

The difference with this rumor for the Peasant, is that the Rotted Knight will step aside and let him take the armor with no fight involved. The True Hero's Armor grant 15 Def.

## Strategy

- Hut should be a top priority for most classes, especially Peasant, due to the large amount of armor granted by this Rumor.

## Gallery

<gallery>
</galley>
Events (DD1)

**Chapter 1**

**Library**

**Spiritual Blessing**

**Pool of Sludge**

**Loud Gurgling**

**Blood Merchant**

**Small Cave**

**Torn Pages**

**Rag Man**

**Magic Font**

**Unsightly Spring**

**Traveling Mercenary**

**Apothacary Cart**

**Naked Man**

**Anchored Spirit**

**Obsidian Basin**

**Stone Slab**

**Stone Statues**

**Acid Beggar**

**Thraxe Beggar**

**Thraxe Shrine**

**Medallions**

**Rotted Horde**

**Super Rag Man**

**Chapter 2**

**Giant Thraxe Statue**

**Snow Tracks**

**Glinting Snow**
Track

Track is a possible rumor during the second half of your journey, found after completing Shrine/Village, but before Garden/City. This rumor occurs when choosing:

* Something large has been destroying the nearby trees, you could **TRACK** it.

Despite the concerning description for this rumor, Track is a free item. Upon reaching you destination you will find an Owmlet, a 15 Astral Artifact. If you already have an Owmlet from a previous Track, or you are playing Mystic and still have your Owmlet, the amulet upgrades into a 50 Astral damage trinket.

## Transcript

*"As you follow the trail of destruction you find that it stops suddenly.*

*With no clue as to what became of the mysterious monstrosity you explore the area.*

*You find a strange amulet at the location where the beast must have vanished."*

* *"You got an Arcane Amulet!"* [Artifact, 15 Astral]

## Owmlet Already

If you already have an Arcane Amulet (Owmlet), your Amulet will upgrade into the Amulet of the Astrals, a 50 Astral Artifact.

## Strategy

- Track is great on Mystic, should you keep your Arcane Amulet to get Track.

- Track can be done more than once: once to pick up an Arcane Amulet and again to get Amulet of the Astrals.

## Gallery

<gallery>
</galley>
Mindar

Refers to Sho’risdal’s calves and their early
kin, one of the first guardians of the forest. They had humanoid features, save
for a smaller, more nimble frame along with small horns, and hooves instead of
feet. Growing up on the milk of Lembu, the Mindar generated harmony among the different animals of the forest before eventually coming into contact with men. The word ‘Mindar’ means ‘demonkind’ in the common tongue, suggestive of
the judgment they received at the hands of the common folk, who would drive them back into the forest. They are the kin of Minotaurs, whom they ironically shunned and ostracized themselves. The Mindar's supposed extinction followed not long after Herevar’s Reckoning, where Herevar and his Minotaurs left the forest to migrate north.
Plains

Plains are a possible rumor during the first half of your journey, found before Shrine/Village. This rumor occurs when choosing:

* Ancient artifacts have been discovered in the ruins in the nearby **PLAINS**.

Plains is a simple rumor that awards an item right at the start, with no combat required. You will earn a 4 def shield.

## Transcript

*"You find a series of stone ruins dotting the plains.*

*As you explore, you find an ancient artifact.*

* *"You got a Shield of the Ancients!"* [Shield, 4 Def]

## Strategy

- Plains is a great choice for easy defense.

- Plains is normally picked more often when doing trophies, due to how desirable defense is to stay alive during Challenge mode.

## Gallery

<gallery>
File:Plains1.png
</galley>
Somewhere Else

## Quick Summary

Somewhere Else is the final end goal of your journey for Chapter 3. As with Chapter 2, Chapter 3 involves a single 3 day journey through another dimension as you travel to the final boss, Omniscia. Chapter 3 also includes horde battles, fights in which 3 enemies fight you at the same time. If you're interested in doing Chapter 3, make sure to select **YES** when you meet the seer at the end of Shrine or Village. Please note, your Character must have completed Chapter 2 to do this Chapter.

Upon reaching the end of your journey, you will fight a horde battle of Chaos Keepers. Successfully defeating these enemies allows you to battle the final boss, Omniscia and earn his trophy.

## Transcript

Below is the complete transcript of the Somewhere Else.

*"As you move towards the place shown to you by The Seer you have the sensation of time and space shifting."*

You will encounter the **friendly NPC** known as the Seer.

**Seer:** *"This is it! The Faceless One came from here!"*

*"Ooh! Watch out!*

*Those look bad."*

You will now face a horde fight of 3 enemies.

* 3 Chaos Keeper [Weak: Astral][Resist: None]

After defeating these enemies, the Seer talks with you.

* **Seer:** *"This is it! The Faceless One came from here!"*

*"Watch out! The big guy left this big hand.*

*Do you think it's his?"*

*"Let's take it out! Use this!.*

* "You got 3 Astral Essences!" [Consumable, Astral, 30 Heal]

You must now face the Final Boss

* Omniscia [Weak: Astral][Resist: None]

*"The hand seems to fall limp with its giant eye shut. And, before it even hits the ground, the appendage dosappears in a large bath of fog."*

After defeating the boss, the Seer talks with you.

* **Seer:** *"You got him!*

*Hehehehehehaahahaha!!!"*

*"THE DOOR OPENS"*

An automated version of the **Dungeon Master** appears.

* *"The Dungeon Master appears."*
* **Dungeon Master:** *"You have reached the automated Dungeon Master despair service. Please enjoy.*
* *"Congratulations Revenant!*
* *Your quest is completed, well, this one is anyway."*
* You have won X times. "
* You got 20 Spirit Energy. "

* *If you'd like you can use your power to take on an additional* CHALLENGE *for 50 Spirit Energy.*

1. *CHALLENGE* for 50 Spirit Energy.
	* Proceed to Library
2. *END*
	* You win! Proceed to a new game!

## Strategy

- It is recommended that a Beyond Scroll is used at the start of the Chaos Keeper fight to avoid tanking 3 enemies. More enemies alive means more chances they will use the Armor Curse on you. Armor Curse reduces your armor to 0 and increases the damage you take.

- Like the Chapter 2 counterpart, Astral Essences (and Astral Torches/Beyond) are able to remove the Armor Curse, should you be reduced to 0 armor. The Curse is indicated by floating red pentagrams on the screen (and the red 0).

- Due to all enemies doing Astral damage here, it is recommended that you head to Face and pick up the Astral Shield, which grants Astral Resist.
Mystic (DD1)

*"A lifelong disciple of the Astral Arts, your visions have led you to this ancient land.*

*You search for a way to end the corruption spread by the King in Gold before all is lost.*

*You believe your formal training has prepared you for this quest, but your confidence belies the fear that you will be tested unlike ever before."*

The Mystic is one of the twelve classes available to choose from when a new game begins. He begins the game with a Knife, Owmlet, Shield, Tatrob, Bandages, and Tknives. He has the unique class passive, Insight, which translate the Stone Statue note differently.

## Pros

- High damage from the starting amulet can really help take care of enemies faster.

## Strategy

- Because the Mystic starts with an Owmlet, you don't really need to do Hunt or Tomb. Holding onto the amulet and picking Track allows you to get a free 50 Astral damage accessory.
Spirit Energy (DD1)

Spirit Energy is a special type of resource that is used in game to earn consumables, complete events, and restore health. Unlike health, spirit energy is not renewed after resting, instead it is earned by defeating major bosses. Additionally, any unspent Spirit Energy is given to a new character upon winning the game, or dying. Spirit Energy does not have a known cap.

Outside of the game, the community can also increase the Spirit Energy count by donating money to the stream. Donation tiers as listed on the stream:

* All Amounts - 2 Spirit Energy added per dollar.
* $2.50 - message displayed on-screen
* $10 - message displayed and read out loud
* $20 - interrupt the game to get your message read out loud

Twitch players can also donate in the form of bits and spirit bombs. A minimum of 100 bits is required to count for 5 Spirit Energy.

## Earning Spirit Energy

The Minor bosses of City and Garden grant 10 Spirit Energy.

Final Bosses grant 20 Spirit Energy. The following are final bosses: King in Gold, Jaerlaxus, and Omniscia.

You can earn at most 30 SE from defeating bosses.

## Spending Spirit Energy

Spirit energy can be spent in the following ways:

* Spend 10 Spirit Energy to heal for 30 hp after setting up camp for the night.
* Pray for a random tier 1 consumable.
* Pray for a random tier 3 consumable, a scroll.
* Completing certain events.
Cores and Domains

More than one core can make reality stable. Multiple are needed and what kind of cores needed depends on pure circumstance (it just so happens that many think that sea, ground, and sky are important).

Domains are areas in which Cores have control over. In the world of Atal, there are three main Domains and three main Cores (which share the same name):

* Atlas (Domain of the Skies)
* Atlantis (Domain the Seas)
* Atland (Domain of the Land)
	+ ~~(ba dum tss)~~

## Atlantis

ocean (what's the difference between seas and oceans? I use these terms interchangeably so I might have to edit the wiki...I have to edit like 4 pages lol)
Objectives

Objectives are how classes level up and get stronger. Unlike player experience, which is purely cosmetic, leveling up is necessary for classes if you want to beat stronger bosses and push further into the wastelands/play different chapters. Objectives are per character, but once completed by that class, they get a permanent increase to damage and health.

## Class Levels

This is a current list of the level of each class.

- WIP

## Objective Chart

Below is the Objective chart, detailing the quest required to level up and what you earn.
Squirrel

*"Quote goes here"*

Squirrel, abbreviated as SQURL in game, is an exclusive Beastspeaker starting companion. The Squirrel starts off weak, doing only 2 physical damage, but grows more powerful as it travels with the Beastspeaker. Keeping the Squirrel with you has the potential to give you a strong ally that deals 25 Elemental Damage.

## Elemental Squirrel

### Elemental Damage:

Rot, Blood, or Fire

Much like a Pokemon, Squirrel evolves into a more powerful ally upon reaching certain milestones. When the Beastspeaker defeats the boss at Village or Shrine his squirrel will briefly disappear, only to return as one of three squirrels. All squirrels deal 25? damage of a certain element.

### Rot Squirrel

The Rot Squirrel variant, abbreviated as \_\_\_, deals 25 Rot damage. Rot squirrel has a green tail.

### Blood Squirrel

The Blood Squirrel variant, abbreviated as \_\_\_, deals 25 Blood damage. Blood squirrel has a red tail and is covered in blood.

### Flaming Squirrel

The BFlaming Squirrel variant, abbreviated as \_\_\_, deals 25 Fire damage. Flaming squirrel has a fiery orange tail.
Forge

The Forge is a possible rumor during the first half of your journey, found before Shrine/Village. This rumor occurs when choosing:

* A dark knight has slain a blacksmith and ransacked his **FORGE**.

Upon reaching the Forge, you will have to fight a powerful lost knight. This enemy has around 200 health, but rewards you with the Greatsword. The Greatsword is a 30 Physical Attack weapon, make it a fairly powerful weapon to have early on.

## Transcript

*You arrive at the Forge. The Knight is still here, lost in madness.*

* Lost Knight [Weak: Fire, Blood, Rot][Resist: Physical]

*The blacksmith appears to have just finished a great blade. It's power must have drawn the cursed one.*

* *"You got a Greatsword!"* [Weapon, 30 Attack]

## Strategy

- Forge is most ideal when you need a main hand weapon and are doing Village.

- Forge is best done when you know you can beat the Knight. The following classes should have no problem doing forge early on: Vampire, Dragonkin, and Jester (as long as he has rot, fire, or blood items). Other classes can possibly do forge should they have one of the following: one immolate, decay, or transfusion scroll; at least 1-2 rot bombs, blood bombs, or fire bombs; at least 2-3 corrosive concoctions, torches, or blood vials.

- This rumor is also doable with Inflamed Hatchet.

## Gallery

<gallery>
</galley>
Pool of Sludge

The Pool of Sludge is a possible encounter that happens early in your journey before the Village/Shrine. They reward the 2 Atk/2 Def Kicking Boots if you **SEARCH.**

## Transcript

*"As you travel, you find a dark pool of sludge.*

*It seems risky, but you could **SEARCH** to try to find something useful or **CONTINUE** and do nothing."*

1. **SEARCH**
	* *"As you reach in, you cut yourself on something!"*
	* **You take 10 damage.**
	* *"Just as you're about to pull back, you feel something solid and grab hold."*
	* *"You got a pair of Kicking Boots!"* [Helmet, 2 Attack, 2 Defense]
2. **CONTINUE**
	* <need text for this>
		+ Nothing happens. Continue to NPC encounter.

## Gallery

<gallery>
1.png
2.png
Kickingboots1.png
</galley>
Grim Gargoyle

*"The Grim Gargoyle. An ancient protector."*

The Grim Guardian is one of two possible bosses you can fight before entering the castle. He is the castle guardian that protects The Silent City route. He is resistant to physical damage, but is weak to fire, blood, and rot. Upon death, he drops the Visage of Protection.

## Strategy

- Having 20-30 armor makes for an easy fight, due to the fact the gargoyle only does physical damage.

- If you're heading to Chapter 2, using the Decay scroll here can make for an easy fight, while allowing you to get some usefulness out of the scroll still.
Abyss

The Abyss refers to the space between worlds. As it is a place between parallel words, incomplete realities are all mashed together and made indistinguishable.

Let's put it this way:

In theory, there are an infinite sets of numbers. Also in theory, between each whole number, there is an infinite amount of irrational numbers. If each whole number represents a parallel world, Atal is made up of a bunch of irrational numbers somewhere between. A lot of the properties within these incomplete worlds are irrational as well. And by that irrationality I mean magic.

## "Irrationality" vs. "Rationality"

I suppose it makes more sense to say "fantasy" vs. "reality" or "insanity" vs "sanity" or etc, etc. However, referring it to like this helps keep the whole number theory analogy consistent.

So...let's continue.

### What makes the Abyss "irrational"?

A lot happens in certain parts of the Abyss. For one thing, it is within this space that dreams occur. Souls can travel through certain parts to other timelines and worlds. Magic exists within these parts. As this is a place between timelines, other worlds, this collective reality is much more chaotic.

In other words, humankind is known to try to make sense of the world around them. This "sense" and "logic" originates from the soul. And with rationality, they help form the worlds around them. On a side note, humans are not the only beings to possess such souls. Ideas and concepts are bounce off of each other. Bits of those, fall into the Abyss, falling further away from it's origin and mixes with other ideas and concepts from other worlds. This Abyss's insanity will eventually dissolve a soul and have its essence gets mixed in the batch.

Eventually, with enough souls in the batch, it may become a foundation in which it will draw more souls in order to stabilize itself. It becomes a Core. And then, that incomplete reality becomes a bit more complete. But what do the souls have to gain? Do they even maintain some sort consciousness?

Next: Cores and Domains
Twilight Moonbeams

Rarity:

The Twilight Moonbeams is a potion sold at The Willow Witch's Shop. It is a potion with relaxation properties. One sip of it will instantly make all worries and tension in one's body go away. It is described to have a cooling tingling sensation from head to toe when used. A side effect of Twilight Moonbeams is sweet dreams to the user.

## Notes

* This potion is stated to be one of Willows favourite potions
Pool

Pool is a possible rumor found only during Chapter 3. It occurs when choosing:

* A **SILENCE** of mysterious liquid.

Pool features a fight against an Astral Troglodyte. This creature can hit fairly hard sometimes, but grants a very valuable reward known as the Seer Helm. This helm has 10 Defense and does Astral boost.

## Transcript

*"A blanket of steam coast the surface of the pale pink liquid. The pool seems to be a watering hole for this place.*

*It seems to have drawn a somewhat familiar beast, though changed by this realm. Before you can recall the creature, it charges you!"*

* Astral Troglodyte [Weak: Astral][Resist: ?]

*"Catching your breath after the fight you find a piece of armor sticking out o the ground where the beast had been resting."*

* *"You got a Seer Helm!"* [Helmet, 10 Def, Astral Boost]

## Strategy

- Pool is usually a better pick over Silence, due to the extra 5 Defense.

- Pool should have a fairly high priority, with Face being your first choice. Both of these places give the most defense for Chapter 3.

## Gallery

<gallery>
</galley>
Legion

Legion is a possible rumor found only during Chapter 2. It occurs when choosing:

* There is a frozen **LEGION** that once carried with it an artifact of the gods.

Legion is one of the two rumors of Chapter 2 that features a horde battle, a battle in which 3 enemies must be defeated back to back. These enemies can all attack, despite only one health bar being displayed, potentially doing heavy damage in one turn. Once one is defeated, the 2nd enemy steps forward until all 3 are defeated. Legion is perhaps one of the hardest rumors but Chapter 2, featuring 3 350 HP knights that can do fairly painful attacks. Should you be victorious, the reward is a pair of Astral Gauntlets, "Helmet", 5 Def and Astral Boost.

## Transcript

*"Once brave crusaders to the cold and cursed place, some restless knights still cling to a form of life"*

* 3x Frozen Knight [Weak: Fire][Resist: Rot, Physical]

*"Defeating the knights, you find a powerful artifact."*

* *"You got Astral Gauntlets!"* ["Helmet", 5 Def, Astral Boost]

## Strategy

- Legion is meant for a very niche build involving Astral Scythe and the Gauntlets. Therefore it is not recommended on most normal playthroughs of Chapter 2.

- Legion should only be done if you want to run an alternative Astral Scythe build. Crypt is the safer defense item.

- Legion is only recommended if you've stockpiled Immolates and Firebombs due to how tough the enemies here are.

## Gallery

<gallery>
</galley>
Santa (DD1)

*"For the monsters in this depraved land, Christmas has come early. Santa Claus is coming to town and he's about to stuff everyone's stockings with the swift fist of Holiday Justice.*

*Be careful children, he knows if you've been bad or good... And he's always watching you sleep..."*

Santa is one of the twelve classes available to choose from when a new game begins. He is a special class that was introduced during Christmas. Santa starts with an Axe, Shield, Tunic, 2 Candy Canes, and 2 Potions. His unique class passive is Candy Blessed, which causes Candy Canes to grant a mini-adrenaline (speed boost) for 5 seconds.

Additionally, Santa will ask the stream what they want for Christmas. From there he will make a gift, which can be used during battle. He can only have one gift at the most and will make another one if he uses up a gift. These are the current recorded gift abilities:

* 200 HP Heal
* Unleash Chaos (Enemy takes 200 Damage)
* Adrenaline (5 second)
* Damage Boost
* Enemies do no damage for 1-2 rounds

## Pros

- The small adrenaline buffs from Candy Canes are useful early on.

- Gifts can be life savers on bosses and tough enemies.

## Cons

- Gifts seem to be random (?), so you may not get buffs you were hoping for.

## Strategy

- Candy Canes are great at the start of a fight to negate some damage and get some extra damage in.

- Presents seem to be best when you are around half health, allowing the heal to at least do something should it come up.
Witch

*"You've existed long before the evil that's befallen this age and the ones before. You've existed so long, memories have started to bleed together and fade entirely.*

*You are a relic of an ancient time, wandering this world from apocalypse to apocalypse. But this one feels different..."*

The Witch is a returning class from the Original Death's Door. She is one of fifteen classes available to choose from at the start of a new game. Her starting items are a pistol, metal mask, and her pet crow Corvus and her starting consumables are: 3 CKnives, 3 Bandages, 2 Mantrp. The Witch's unique class passive is Power Drain, which allows Corvus to gain more attack power when you use a consumable an enemy is weak to.

It is believed that between the original game and Aftermath, Corvus's damage has been adjusted to around 4 or 5 Blood. From there he gains either an additional 4 or 5 damage for each item you use to exploit an enemy's weakness. These values are not fully verified, just assumed.

## Pros

- Corvus can become a potentially powerful ally should you be able to collect and use items enemies are weak to.

- Third highest defense for a starting character, with the added bonus of a pet that deals some extra damage.

## Cons

- Can be trickier to play as a newer player should you not know what enemies are weak to.

- Traps lose value near later/end game, meaning Corvus's damage output can stagnate.

- Chaos Knives are random damage and can be unreliable compared to traps that go 60+.
Acid Beggar

## Quick Summary

The Acid Beggar encounter happens anywhere on your journey before Chapter 2(?). By having a Corrosive Concoction, you can exchange the item for some Spirit Energy. It is currently unknown if Rot Bomb or Decay can also be given to him.

## Transcript

*"You hear some faint groaning from the ditch at the side of the road. It belongs to a figure whose skin has rotted leaving only scabs and bone.*

*"Ey Boyo, didja know I'ma spirit? Gimme summa that green goodness and aye'll make shore to give yew a spiritual experience yew'll not ferget."*

*You could **INDULGE** the poor man and give him what he wants. Or, you could **LEAVE** him be, not wanting to reinforce his bad habit. You have X Corrosive Concoctions."*

1. **INDULGE**
	* You used 1 Corrosive Concoction!
	* *"Thank you, friend."*
	* You got 15 Spirit Energy!
	* *"You leave the figure to its concoction, unsure of how you feel about the shady deal that just took place."*
2. **LEAVE**
	* <need text for this>
		+ Continue to NPC encounter.
Ungferin

Clan, Man;

In the ancient tongue, this meant ‘The Hunter’. For four generations, the Ungferin clan had provided a valued supply of meat for the people of Windfallow village. Hunters from the Ungferin clan were renowned for being amongst the best hunters in all of northern Greendale. Many leaders within the clan have gone by the title of Ungferin—Boervie, his father, greatfather, and so on. Boervie was the sixth such of his generation to carry that title and he carried it with pride, as his forebears did.''

* The *Fer*: hunter's sense used to calm, their nerves and shapren their senses. *"In that moment, Boervie slowed his breathing and cleared his mind, gauging the direction of the wind, teasing out the different sounds around them, making sense of the layers of activity, feeling the vibrations under the earth. The faintest scent of game from northwest, a slight rumble from the direction of the mountain base. Wildbuck. Boervie opened his eyes to see that his daughter still had her eyes shut. He waited, patiently, as she practiced the Fer, the hunter’s sense he had thought her, a skill which ran in their blood."*
Knight Errant

*"You seem familiar. Have we met before?"*

The Knight Errant is a lady knight who can occasionally be met on the journey to the castle. She too is on quest in this cursed land and gladly shares items and equipment with you to aid your quest. She gives you various consumables, scrolls, potions, and even armor. As you get further into the chapter, the Knight Errant begins to share why they are really on their quest.

In truth the Knight Errant is the **Heir Apparent**. She mentions that her father is the King in Gold, once the king who ruled these lands. She had come to defeat the King in Gold and find her mother, but is unable to do so once she reaches the castle. The Heir Apparent gives you 3 potions and asks you to finish the deed.
King in Gold

*"The King in Gold, fallen royalty..."*

The King in Gold is final end goal boss of Chapter 1. He resembles a massive golden lion with large horns and spikes. According to Knight Errant, her father (the King in Gold), once ruled these lands with the queen. However, the king came to serve The Faceless One and sunk the kingdom into madness. He is responsible for corrupting the land.

The King in Gold has no resistances, meaning any damage type will suit you well in this fight. He is weak to Astral damage though, if you can find the equipment for it. Upon defeat, he drops the King in Gold Trophy

## Strategy

- The best means of surviving the King in Gold fight are to have around 30 defense. This can be achieved fairly easily by picking up Visage of Protection from the city route for 10 Def, along with Armor from a rumor or two.

- While it is still possible to defeat the King in Gold with very low defense, you will need to amass a lot of scrolls and healing items leading up to the fight. The fight may also rely on some luck from your Last Breath triggering.

- Doing at least 60 damage a round seems to be a nice sweet spot (but in no means guarantees the King's defeat).

- A character who has the Preferred Potions passive will do well here, due to potions being converted into 50 HP PPotions. This may allow for some lower defense runs.
Living Wall

*"The Living Wall. Undying and ancient."*

The Living Wall is a special boss found only when you **CHALLENGE** and spend 50 Spirit Energy at the end of a Chapter. This boss is a DPS race in which he must be defeated before he kills you. Should you be able to do it, you will earn the Blessed Bishop trophy, which gives a 5% healing increase.

The Living Wall has around 9240 health and is immune to Astral damage. While he does not attack often (every 2-3 rounds), he gets progressively stronger with each round of combat. By round 5, he has the potential to hit for 70 damage.

## Strategy

- Living Wall should only be fought with a minimum of 2 elemental boosts. You should also have plenty of scrolls and bombs ready to get him down quicker.

- If you have any potions or other healing items, don't be afraid to use them to keep your health up. The boss takes 2-3 rounds to attack again, giving you a chance to breath before he strikes.
Normal Human

*"Thank you for playing Death's Door."*

Normal Human is a perfectly normal human. He is definitely not a robot and he also has an amazing mustache. He is just your friendly neighborhood human going out of his way to read donations and give information about the game. Normal Human appears after the players finish or lose a game. Normal Human occasionally interrupts the stream to read large donations users have given. The following is transcript of his speech at the end of the game:

*"Thank you for playing Death's Door. (Finish full speech)"*
Undead Chef (DD1)

*"Once a respected cook for the King, you were killed by the spreading corruption of the land.*

*You have risen once again, to cook... and to kill."*

The Undead Chef is one of the twelve classes available to choose from when a new game begins. He starts with a knife, tunic, 2 tkninves, and 2 turlegs. His unique class passive is Culinary Professional, which allows him to turn Potions into Turkey Legs (40 healing) and Bandages into Pie (7 hp/s over 7s).

Additionally, the Undead Chef creates a cleaver at night during camp. Cleaver does 20% of an enemy's maximum health as damage and if the cleaver gets the killing blow, the Chef will get Guts. Guts double damage and healing for 10 seconds when used. He can only have one cleaver on him at a time.

The Undead Chef can be an extremely powerful class when his cleaver is properly used to collect guts. The guts buff can prove formidable to even the strongest of bosses.

## Pros

- Healing items are much stronger on the chef, meaning it's easier to survive early on.

- Guts provides a powerful advantage against stronger foes.

## Cons

- Weak starting damage.

- Cleaver has to be used at a specific enemy health threshold.

## Strategy

- Use cleaver as much as you can (when applicable) for plenty of guts.
Dragonkin

*"Reborn from flame. Your god lies buried beneath the wastes.*

*You will return to ash those who would use that power for evil and purge with flame all who stand before you."*

The Dragonkin is a returning class from the Original Death's Door. She is one of fifteen classes currently available to choose from. Dragonkin starts with a Pistol and Goggles, along with the following consumables: 1 FirTrp, 1 FirLnc. Her unique class passive is Flametouched, which boosts her fire damage and gives her fire resistance. Additionally, Dragonkin has a chance to find a Draconic Familiar, a companion pet that does 35 fire damage. This Dragon has to chance to appear at crossed pistols on the map.

## Pros

- Deals double fire damage with weapons and consumables; a fairly common enemy weakness.

- Fire resistance allows more versatility in armor (or just double up on resistances).

## Cons

- Fewer starting consumables may make for a tougher time fighting enemies if you get bad RNG.

- With the above, can mean stronger Mystics are a big threat, due to having to scavenge or buy blood items.

## Trivia

- Mixer chat enjoys calling her Bae or DragonBae.