recursal/Fanatic-Fandom huggingface dataset:
Forest Sprite

This encounter is found in **Enchanted Forest** and consists of **Forest Sprite (1)**, **Forest Sprite (2)**, and **Forest Sprite (1)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Forest Sprite

### Normal Attack

3

This enemy has no innate ability.

## Forest Sprite

### Normal Attack

3

This enemy has no innate ability.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Fire Lyzards

This encounter is found in **Volcano** and consists of **Fire Lyzard (1)** and **Fire Lyzard (2)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Fire Lyzard (1)

### Normal Attack

12

This ennemy has an innate ability, **Cooked Meat**, which grants the player 6 hp when this ennemy dies.

## Fire Lyzard (2)

### Normal Attack

12

This ennemy has an innate ability, **Cooked Meat**, which grants the player 6 hp when this ennemy dies.
Paladin

This class is unlocked upon reaching level 12.

## Abilities

You will always start with the base ability unlocked. By spending 300 gold at a merchant you can get the upgraded version. When you upgrade, you still get the benefits from the base ability.

    Upgrade
by 4 after defeating a Boss.

## Class Bonus

After beating the game on normal, you can choose to play through on Inferno. You will start at Inferno 1 and upon completion will unlock Inferno 2. Beating the game on Inferno 2 will unlock the first Class Bonus for that class. You will unlock further Class Bonuses upon beating Infernos 5 and 10. Once you have them unlocked, there is no reason to not choose one to use for a run. It will autoselect the last one you used in a run.

to unlock

## Starter Deck

2x Sonjo the Holy Lancer

2x Bjorg the Mace of Justice

2x Syra the Lady of Divine Judgement

2x Lucie the Lady of Lights
God of Sand

This encounter is found in **The Desert** and consists of the **God of Sand**.

Each turn of combat, this enemy will act in a specific way.

This Boss is particularly difficult because it applies bock Block and Silence to you, so its harmful regardless of the setup of your deck.

## God of Sand

### Normal Attack

10

This enemy has an innate ability, **Blessing of the Sand**, that applies 3 Curse to the player and adds 20 Shield (that is not removed at the end of its turn) each time it loses 25%, 50%, and 75% of its HP.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Blue Bloom

The **Blue Bloom** is a Fairy Magic Card. If you have a Fairy-heavy deck, this card can be useful to Heal or gain Shield for free through the **Blue Bugs**, though you have to wait to draw the **Blue Bugs** as they're put in the discard pile to start.

## Ability

Add a **Blue Bug** into your discard pile for each Fairy card in game.

Exile.
High Priest

The **High Priest** is a Magic Card that can be useful for you to pick a card from your discard pile that is most useful for that turn. Since **High Priest** also gives you 1 Mana, so it's equivalently used for free.

NOTE: You can't use this card if you currently have 0 cards in your discard pile. It brings up an empty window and, since you can't select anything, you can't continue with the use of this card.

## Ability

Put a card from your discard pile into your hand.

Gain 1 Mana.

Exile.
Gargoyles

This encounter is found in **Reign of the Dead** and consists of **Gargoyle (1)**, **[Gargoyle (2)]]]** and **Gargoyle (3)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Gargoyle (1)

This ennemy has an innate ability, **Blocking**. Every time it takes more than 5 damages, damages are reduced down to 5.

## Gargoyle (2)

This ennemy has an innate ability, **Blocking**. Every time it takes more than 5 damages, damages are reduced down to 5.

## Gargoyle (3)

This ennemy has an innate ability, **Blocking**. Every time it takes more than 5 damages, damages are reduced down to 5.
Mutant Insect

This encounter is found in the **Lost World** and consists of the **Mutant Insect**.

Each turn of combat, this enemy will act in a specific way.

## Mutant Insect

### Normal Attack

4

This enemy has an innate ability, **Wild Growth**, that increases damage by 1 and max HP (and total HP) by 10 at the end of its turn. This happens every time it ends its turn.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Bones Armor

The **Bones Armor** is a Skill that is selectively useful. If you want to get rid of (or not buy) Shield-giving cards. This can be useful to add a bit of Shield to an otherwise Shield-less deck, but even adding 1 Shield means this Skill won't take effect.

## Ability

If you end your turn without Shield, gain 15 Shield.
Beast Emperor

The **Beast Emperor** is a Beastman Magic Card that is good in most decks as it gives you several good Buffs *and* gives you 1 Mana, making the card a good buffing card you can play for free.

## Ability

Gain Double Damage.

Gain 1 Strength until the end of this turn.

Gain 1 Resistance until the end of this turn.

Gain 1 Mana.

Overcharged.
High Witch

* \*
* \*\*

The **High Witch** is an upgradeable Magic Card. It is an extremely powerful utility card. The Upgrade cost is almost trivial (many decks easily reach 100 Shield in a matter of a few fights) and its powerful and long lasting Weak ability will keep aggressive enemy attacks blunted for practically your entire fight, even some boss fights.

## Ability

**Stage 1:**

Apply 2 Weak to all enemies.

(Gain 100 Shield to Upgrade.)

**Stage 2:**

Apply 9 Weak to all enemies.

Exile.
Evil Berries

The **Evil Berries** is a Magic Card added to your deck by the Boss Evil Forest Guardian at the end of the enemy turn. Using this card Exiles it and it then doesn't do damage to you, but if it damages you, it will come back around once your discard pile is shuffled into your draw pile.

## Ability

If this card is in your hand at the end of this turn, take 2 damage.

Exile.
Crimson Guard

The **Crimson Guard** is a Combat Card that shines in decks that specialize in Burn damage, such as Demon-themed decks, or decks from the Ranger, Engineer, and Shaman classes. It only gives a little Shield, but being able to give some *and* do damage makes it a good card to have.

## Ability

Gain 4 Shield.

If the target has Burn, deal 8 damage to them.
Dark Wizard

The **Dark Wizard** is a Magic Card that consumes all of your remaining Mana. If you have increased your max Mana (through cards like **The Hammer of Fate** or Skills), this can do massive amounts of damage if used at the beginning of your turn. However, you need to make sure you gain Shield or do any other actions you want before playing this card since your turn will be over once you play this card.

## Ability

Deal 10 damage to ALL enemies for each Mana point.

Consume all your Mana.
Captain Treasure

**Captain Treasure** is a Magic Card for Pirate that is created (in your hand) when you use **Captain of the Pirates**.

## Ability

You have 20% chance to open the **Captain Treasure**.

Gain 1 Mana.

When you succeed in opening the **Captain Treasure**, you get to pick 1 of 8 possible Captain's Relics. That Relic is then removed from the Treasure Chest for future openings until you use **Treasure Map**, which restores all the Relics. The Relics are:

* Captain Gun
* Cursed Coin
* Rum Flask
* Captain Mandolin
* Sea Mine
* Captain Cup
* Magic Sea Shell
* Treasure Map

## Notes

Captain Treasure cannot be copied by any means.
Portal of Secrets

The **Portal of Secrets** is a Magic Card given to you for completing the Statue Secret Event. In the reward screen, it has a gold border, indicating that it is Rare, but in game, it has a blueish grey border, indicating it is Evoked and therefore outside of the normal rarities.

The Heal and Immune gain can only be used once per game.

## Ability

Heal 100% HP. Gain Immune. Permanently remove this card from game.
Emerald Drake

This encounter is found in the **Land of Dragons** and consists of the **Emerald Drake**.

Each turn of combat, this enemy will act in a specific way.

While Poison Heals the **Emerald Drake**, it only Heals it for 2 and the Poison damage still occurs as normal, so as long as you're not just doing 1 Poison at a time, it can balance out and not be too bad.

## Emerald Drake

### Normal Attack

11

This enemy has an innate ability, **Poison Absorption**, that Heals is 2 every time Poison is applied to it.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
P0-B1

The **P0-B1** is a Robot Magic Card that is most useful with decks that apply a lot of Poison. While Burn is generally considered not quite as good as Poison (Poison goes at the beginning of a turn and goes through Shield, unlike Burn), being able to apply a Status Effect to all enemies is still useful.

## Ability

Remove Poison from target enemy. Apply Burn to ALL enemies equal to the Poison removed.

Exile.
Blessing of Sanctuary

The **Blessing of Sanctuary** Skill is a good backup Skill if you have Healing, but since it leaves your HP at 1, it is really only useful for that single turn, unlike Phoenix Feather.

The icon becomes greyed out once used.

## Ability

When you would die, set your HP to 1 instead and become Immune until your next turn. Also gain 2 Strength and 2 Resistance until the end of combat.

Works once.
Moon Fairy

The **Moon Fairy** is a Fairy Magic Card that lets you pick a card from your draw pile, allowing you to get a card you could use most for that turn and **Moon Fairy** is free since it gives you 1 Mana after use, allowing you to use the card you chose even if you play **Moon Fairy** with your last Mana.

NOTE: You can't use this card if you currently have 0 cards in your draw pile. It brings up an empty window and, since you can't select anything, you can't continue with the use of this card.

## Ability

Put a card from your draw pile into your hand.

Gain 1 Mana.

Exile.
Double Damage

**Double Damage** increases the total amount of damage dealt by cards by double.

The calculation of how much damage a card will do with **Double Damage** is not calculated while in your hand. If a card says it does 15 damage, when you play it with **Double Damage** active, it will do 30 damage instead. If a card does 3 damage 3 times, when you play it with **Double Damage** active, it will do 6 damage 3 times.

This is received from some class abilities (Barbarian and Assassin) and from some cards (**Beast Emperor**).

This greatly increases the amount of damage you do to enemies, so this is a very good Buff to have when attempting to speedrun.

NOTE: Not all damage effects are triggered by this buff.
Masked Swordsman

The **Masked Swordsman** is a Combat Card that is best if you have a small deck since it does more damage with more copies of itself, but there's only one in play at a time (unless you unexile one or have multiple copies in your deck before Duplication).

## Ability

Deal 2 damage to target enemy X times. X is the number of copies of this card in game.

Duplicate.

Exile.
Black Fury

This encounter is found in the **Land of Dragons** and consists of the **Black Fury**.

Each turn of combat, this enemy will act in a specific way.

Due to its innate ability, **Black Hole**, this enemy is especially dangerous if you do lots of small damage. Poison, as it goes at the beginning of the enemy turn, will also increase its damage for that turn.

For the **Black Fury**, Burn is one of the best options because it triggers after it's already attacked, meaning it won't increase the damage being done to you the next turn.

## Black Fury

### Normal Attack

10

This enemy has an innate ability, **Black Hole**, that adds +5 damage every time it takes damage (until the end of its turn).

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Bat Wing

The **Bat Wing** Skill is best in a debuff-giving deck, but it can be useful for any deck.

It counts each type of debuff as 1 active, so if you have 2 Frail and 1 Weakness, this will do 8 damage (4 for Frail and 4 for Weakness), not 12.

## Ability

At the end of your turn, deal 4 damage to ALL enemies for each active debuff on yourself.
Cerberus

This encounter is found in the **Volcano** and consists of the ****Cerberus****.

**Cerberus (1st Form)** evolves into **Cerberus (Ultimate Form)**.

Each turn of combat, these enemies will act in a specific way. Evolved enemies begin on the overall turn number, not at Turn 1. See each individual for its unique pattern.

## Cerberus (1st Form)

### Normal Attack

8

This enemy has an innate ability, **Evolution**, so when it takes fatal damage it evolves (into **Cerberus (Ultimate Form)**) instead of dying.

## Cerberus (Ultimate Form)

### Normal Attack

8

This ennemy has an innate ability, **Double Tap**, that makes it attack twice per turn.
Elf Warrior

* \*
* \*\*
* \*\*\*

The **Elf Warrior** is an upgradeable Combat Card. It's a powerful card if you have the patience to see it through to its final form. The first stage is a fairly weak card and getting kills with it can be difficult given its low damage output. Once it has upgraded once, it becomes considerably easier to reach Stage 3.

Its final form has the highest single target base damage value in the game (although many other cards can easily exceed this with multiplicative effects).

## Ability

**Stage 1:**

Deal 5 damage.

(Kill 3 enemies with this card to Upgrade.)

**Stage 2:**

Deal 10 damage.

(Kill 6 enemies with this card to Upgrade.)

**Stage 3:**

Deal 25 damage.
Magic Peas

**Magic Peas** is a Magic Card evoked by **Fairy Princess**. If your deck adds a lot of Poison to enemies, this can be a good way to get a little bit of Healing, especially since this card is used for free (you get 1 Mana back after using it). If you don't have many Poison-inflicting cards or Skills, though adding 2 Poison to an enemy isn't terrible. However, since it only adds 2 at a time and it has to be evoked first, it's not a great card to rely on.

## Ability

If your enemy has Poison, Heal 2, otherwise apply 2 Poison.

Gain 1 Mana.

Remove.
Horn Lizards

This encounter is found in the **Lost World** and consists of **Horn Lizard (1)** and **Horn Lizard (2)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Horn Lizard

### Normal Attack

14

This enemy has no innate ability.

## Horn Lizard

### Normal Attack

14

This enemy has no innate ability.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Magic Leaf

The **Magic Leaf** is a Magic Card that can transform into 1 of 5 options, letting you pick what would be most helpful in each situation. Since it also gives you 1 Mana, you can then play the Carnivorous Plant, as well.

## Ability

Transform this card into a Carnivorous Plant.

Gain 1 Mana.

The options for Carnivorous Plant are:

* Swamp Plant - 3 weak, 4 thorns until next turn
* Snake Plant - 3 poison, 4 thorns until next turn
* Eating Plant - 1 damage, heal for unblocked, 4 thorns until next turn
* Sharp Plant - 3 damage vs ALL, 4 thorns until next turn
* Iron Plant - 6 shield, 4 thorns until next turn
Iron Arm

**Iron Arm** is a Combat Card that is best used in a Robot-heavy deck since you need to have a Robot card in your *hand* to get double damage.

An important distinction is that this card does *not* give the buff Double Damage. If you have a Robot card in your hand (**Iron Arm** is *not* a Robot card), the card does 16 base damage instead. Because this isn't the buff, if you have Double Damage on, it will actually do 32 base damage.

## Ability

Deal 8 damage. If you have a Robot card in your hand deal double damage.
Oracle of Guardians

The **Oracle of Guardians** is a Magic Card evoked by **Blessed Fairy**. To be useful, you want this card to be in a deck that has many Fairy *and* Angel cards as you evoke **Oracle of Guardians** based on how many Fairy cards you have, but the **Oracle of Guardians** does damage, gives Shield, and Heals based on how many Angel cards you have in your deck.

## Ability

Deal 1 damage for each Angel card in game.

Gain 1 Shield for each Angel card in game.

Heal 1 for each Angel card in game.

Gain 1 Mana.

Exile.
Merchant

Merchants appear on the maps as purple banners with a gold bar through the top. Each Merchant has 5 main things you can do: Gain free coins (Gold), buy cards, buy Skills, or buy Services with either Gold or Gems. The tab you are on in the Merchant has yellow text (as opposed to white text for the tabs you are not on).

### **Free Coins**

In the upper left corner of the Merchant, there is an icon that looks like a wrapped present with blue wrapping and a red ribbon. If you are using the free version of Rogue Adventure, you have to watch a video ad first and then you will receive 50 Gold. If you have paid for ad-free, you can simply click this box and receive 50 Gold.

### **Cards**

You start at Merchants on the Cards tab. Here, you will be offered 3 random Normal cards, 3 random Uncommon cards, and 3 random Rare cards. Each card has a different price in Gold, but in general, Normal cards are cheapest and Rare cards are the most expensive. You can click on the picture of the card to see more detailed information about it. When you select Buy, you will receive a confirmation screen. Once bought, that card vanishes from this shop (though they can appear in future shops).

### **Skills**

On the Skills tab, you will find 9 randomly-chosen Skills, sold for Gems. Like with cards, when you select Buy, you will be given a confirmation screen before getting the new Skill. Once bought, that Skill is removed from this shop and will not show up again in that game.

### **Services (Gold)**

For Gold, you can upgrade your class skill, heal for 30% of your max HP, Raise your max HP by 3, Permanently remove a card from your deck, transform a chosen card into a random different card, or duplicate a card in our deck. Each option can only be selected once per Merchant visit.

NOTE: There is no confirmation screen when selecting any of these options.

### **Services (Gems)**

For Gems, you can gain 100 Gold (only once per game), reroll the cards available at this shop, reroll the Skills available at this shop, start the next combat with +1 Strength, or start the next combat with +1 Resistance. Each option can only be selected once per Merchant visit.

NOTE: There is no confirmation screen when selecting any of these options.

### **Exit**

This is the button you click when you are done with the shop. There is no confirmation that you want to leave, so make sure you are finished before clicking this button.
Enemy intent

Above the enemy picture, you will see one of 6 options, with some variations: crossed swords, a silver shield, a '+' sign, a clock, a purple circle with a swirl in it, or a red pentagram. Some enemies may instead have a picture with 3 silver shields or 3 '+'s. If you are Blind, you may see the blind symbol there instead.

## Attack & Double Attack

Crossed swords mean the enemy intends to attack with the number next to it indicating how much damage they will do on their turn. If there are two small auras around the tips of the swords, it is a standard attack. If there is one large aura behind the whole icon, then it is a double attack that will do twice as much damage as the standard attack.

NOTE: Numbers indicated on Enemy page are for Normal difficulty.

## Shield

A silver shield means that they are going to add that much Shield to themselves for the next turn.

NOTE: Numbers indicated on Enemy page are for Normal difficulty.

## Shield All

An enemy with 3 shields is going to add that amount of Shield to all enemies that are currently alive.

NOTE: Numbers indicated on Enemy page are for Normal difficulty.

## Heal

A '+' sign means they intend to heal for that amount.

NOTE: Numbers indicated on Enemy page are for Normal difficulty.

## Heal All

3 '+'s mean that enemy will heal all living enemies that amount next turn.

NOTE: Numbers indicated on Enemy page are for Normal difficulty.

## Wait

A clock means they are Waiting (doing nothing that turn).

## Debuff

A purple circle with a swirl in it means that they intend to put a debuff on you. Normally '1' will be next to it, but some enemies will put stacks of 2-3 of the same debuff on you at once.

## Evoke

A red pentagram means that the enemy is going to evoke another enemy to the combat (up to 3 enemies can be in combat at one time).
Mulogs

This encounter is found in **The Desert** and consists of 3 **Mulogs**.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. All act using the same pattern.

## Mulog

### Normal Attack

4

This enemy has an innate ability, **Rage**, that increases this enemy's damage by +3 whenever another enemy dies.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Hibaku and Metal Bird

This encounter is found in **The Desert** and consists of **Metal Bird** and **Hibaku** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Metal Bird

### Normal Attack

12

This enemy has an innate ability, **Flying**, that means it takes 33% less damage from attacks (rounded down).

## Hibaku

### Normal Attack

8

This enemy has an innate ability, **Healing Attack**, that Heals all other enemies for 8 (scaling) if you take unblocked damage from it.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Golden Shield

The **Golden Shield** Skill is great in Shield-heavy decks as you will often have enough Shield to prevent an enemy from damaging you (what's considered blocking an attack) and the Double Damage will help you kill enemies faster.

## Ability

Every time you block an enemy attack, gain Double Damage until the end of your next turn.
Ghost Dragon

This encounter is found in the **Land of Dragons** and consists of the **Ghost Dragon** (and, after the first turn, 2 **Ghost Images**).

Each turn of combat, this enemy will act in a specific way.

If you kill 1-2 copies, they vanish for that turn and then the **Ghost Dragon** will still have 2 copies the next turn. If you kill the original **Ghost Dragon**, the combat ends (even though the copies that were still alive that turn will still be on the screen).

## Ghost Dragon

### Normal Attack

16

This enemy has an innate ability, **Ghost Image**, that creates 2 fake copies of itself and the end of its turn and the real one moves to a random position among the three. The copies disappear at the end of your turn and any damage or Status Effects you did to the copies vanish with them.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Demon Bride

The **Demon Bride** is a Demon Magic Card that works well with Demon-heavy decks as its evoked card (**Demon Pawn**) scales its damage based on the number of Demon cards in your deck. **Demon Bride** can also spawn an unlimited number of **Demon Pawns** because it isn't Exiled or Removed after use.

## Ability

Apply 2 Weak to ALL enemies.

Add 2 **Demon Pawn** into your discard pile.

Lose 1 HP.
Demon Pawn

The **Demon Pawn** is a Demon Combat Card evoked by **Demon Bride**. In a Demon-heavy deck, it will do a lot of damage and its free to play because you get Mana back with each use. Since **Demon Pawn** is considered a Demon card, using **Demon Bride** adds 2 damage to each use of this card.

## Ability

Deal 1 damage for each Demon card in game.

Courage: Heal 1

Gain 1 Mana.
Fairy

**Fairy** are one of the races available in cards.

**Fairy** cards specialize in selecting cards from your draw or discard pile or adding Status Effects.

There are 15 **Fairy** cards total.

* All Fairy Cards

## Common

* Night Fairy
* Ivy Fairy
* Volcanic Fairy
* Fairy Princess

## Uncommon

* Blue Bloom
* Fairy Queen\*
* Moon Fairy
* Fairy Warrior
* Lady Bloom
* Fairy of Thorns
* Red Bloom
* Lullyp

## Rare

* Elder Fairy
* Fairy Queen\*\*
* Blessed Fairy
Iron Colossus

The **Iron Collosus** is a Robot Combat Card. It is especially useful in Robot-focused decks as it quickly scales based on how many Robot cards you have in your deck. While it is not able to be used more than once per combat (unless you have a card that can remove cards from your Exile pile), a couple Robot cards scale with the number of cards in your Exile pile (**Artillery Unit** and **Sentinel**), so that is still useful.

## Ability

Gain 3 Shield for each Robot card in game.

Gain 3 Armored.

Exile.
Demon

**Demon** are one of the races available in cards.

**Demon** cards specialize in dealing damage and forcing you to take damage.

There are 11 **Demon** cards total.

* All Demon Cards

## Common

* Demon Guard
* Flame Imp
* Demon Bride
* Prince of Blood\*

## Uncommon

* Succubus\*
* Fallen Angel
* Living Armor
* Lieutenant Armstrong

## Rare

* Succubus\*\*
* Commander Armstrong
* Guardian of the Demons
* Prince of Blood\*\*
Goblin King

This encounter is found in the **Goblin Secret Event** and consists of the **Goblin King** which evokes **Goblin Secret Event enemies** to the left of its place.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. Evoked enemies begin on the overall turn number, not at Turn 1. See each individual for its unique pattern.

## Goblin King

### Normal Attack

10

This enemy has an innate ability, **Call of Terror**, that allows it to Evoke a random enemy from the Goblin Event world.

## Evoked

**Goblin King** can evoke any of the below (all will appear to the left of the evoker, with second ones appearing in the middle):

* Goblin Elite
* Goblin Assassin (single enemy)

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Engineer

This class is unlocked upon winning a normal run with Ranger and Druid.

## Abilities

You will always start with the base ability unlocked. By spending 300 gold at a merchant you can get the upgraded version. When you upgrade, you still get the benefits from the base ability. Any Combat or Magic cards will activate the gears, it does not have to be your starting cards.

Activate 3 of them to add an Activation Gear to your discard pile and gain 1 Mana.
    Upgrade

## Class Bonus

After beating the game on normal, you can choose to play through on Inferno. You will start at Inferno 1 and upon completion will unlock Inferno 2. Beating the game on Inferno 2 will unlock the first Class Bonus for that class. You will unlock further Class Bonuses upon beating Infernos 5 and 10. Once you have them unlocked, there is no reason to not choose one to use for a run. It will autoselect the last one you used in a run.

to unlock

## Starter Deck

4x Mechanic

4x Scientist

0x Activation Gear
Inferno

**Inferno** levels are the relative difficulty of each game. Each Game Mode has slightly different interactions with how they affect play, but the scaling remains the same for all modes.

## Classic & Void Modes

In Classic and Void Modes, you start each class at the "Normal" Difficulty. After defeating Normal, you can play through again on **Inferno 1**. Defeating **Inferno 1** allows you to play through on **Inferno 2**, etc.

There are an unlimited number of **Inferno** levels, though each Class has its own progression chain.

Each Class unlocks a **Class Bonus** when you defeat **Inferno 2**, **5**, and then **10** with them. These generally interact with the **Class Ability**, making runs easier or better in some way.

## Hell Mode

In Hell mode, you start in the Enchanted Forest on Inferno 1 difficulty and each successive world (through all 9) is a higher **Inferno** level.

## Tournament

In the Tournament, you can select one of four difficulty levels: Normal starts on **Inferno 1**, Hard starts on **Inferno 2**, Expert starts on **Inferno 6**, and Impossible starts on **Inferno 10** (though beating Impossible 1 allows you to start at higher **Inferno** levels).

## Inferno Scaling

Enemies have higher HP, attack, Shield, and Heal at each **Inferno** level.

### HP

To determine an enemy's HP, add 10% times the Inferno level (rounded down).

I.e. At Inferno 1, +10% (rounded down). At Inferno 5, +50% (rounded down). At Inferno 10, +100%.

### Attack

To determine an enemy's attack, divide the Inferno level by 2, round down, and add that to the Normal attack.

I.e. At Inferno 1, +0 to attack. At Inferno 4, +2 to attack. At Inferno 5, +2 to attack.

### Shield

To determine an enemy's Shield, add the Inferno level to the enemy's Normal Shield.

I.e. At Inferno 1, +1 Shield. At Inferno 5, +5 Shield. At Inferno 10, +10 Shield.

### Heal

To determine an enemy's Heal, add the Inferno level to the enemy's Normal Heal.

I.e. At Inferno 1, +1 Heal. At Inferno 5, +5 Heal. At Inferno 10, +10 Heal.
Daze

Enemies' actions will switch to "Wait" (no attack, shield, heal, or debuff) for their next turn.

Even if you are Blind, you will see an enemy's action turn to the "Wait" action.

If an enemy has an Innate ability when it is in the Wait status, **Dazing** will activate that ability.

NOTE: Some enemies are immune to Daze.
Angel Priestess

The **Angel Priestess** is an Angel Magic Card. It is especially useful in a deck with many other **Angel Archers** and **Angel Priestesses** as the Archers will boost your damage with each Angel card in your deck and the Priestesses will boost healing with each one.

## Ability

Heal 2 for each Angel card in game.

Exile.
Red Lizard Nest

This encounter is found in the **Volcano** and consists of the **Red Lizard Nest**.

**Red Lizard Nest (1st Form)** evolves into **Red Lizard Nest (Ultimate Form)**.

Each turn of combat, these enemies will act in a specific way. Evolved enemies begin on the overall turn number, not at Turn 1. See each individual for its unique pattern.

## Red Lizard Nest (1st Form)

### Normal Attack

4

This enemy has an innate ability, **Evolution**, so when it takes fatal damage it evolves (into **Red Lizard Nest (Ultimate Form)**) instead of dying.

## Red Lizard Nest (Ultimate Form)

### Normal Attack

8

This ennemy has an innate ability, **Bite**. Taking unblocked damages from this creature gives you 1 **Wound** effect.
Activation Gear

The **Activation Gear** is a Magic Card, a Robot-race card, and a class-specific feature of the Engineer class. Each turn, 3 color-coded gears will appear above the Engineer's health total (Blue for Magic, Orange for Combat) . The arrangement of these gears is randomized each turn.

Each time you play the correct type of card, the first inactivated gear activates. When all 3 have been activated, an Activation Gear card will be added to the discard pile (3 Gears with the class upgrade).

## Ability

Use this card to activate one of the Engineer's robots.

Gain 1 Mana.

Remove.

The 5 possible Engineer robots are:

* Robo Butler
* Rifle Unit
* Laser Unit
* Cannon Unit
* Armored Unit
Red Bloom

The **Red Bloom** is a Fairy Magic Card. If you have a Fairy-heavy deck, this card can be useful to Heal or apply Poison for free through the **Toxic Flowers**, though you have to wait to draw the **Toxic Flowers** as they're put in the discard pile to start.

## Ability

Add a **Toxic Flower** into your discard pile for each Fairy card in game.

Exile.
Desert Wizard and Cultists

This encounter is found in **The Desert** and consists of **Desert Wizard** which evokes **Desert Cultists** to the left of its place.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. Evoked enemies begin on the overall turn number, not at Turn 1. See each individual for its unique pattern.

## Desert Wizard

### Normal Attack

9

This enemy has no innate ability.

## Desert Cultist

### Normal Attack

9

This enemy has an innate ability, **Electroblast**, that deals 9 damage to you and to ALL enemies upon death.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Elder Dragon and Young

This encounter is found in the **Land of Dragons** and consists of **Dragon Egg**, **Dragon Egg**, and **Elder Dragon** from left to right.

**Dragon Egg** evolves into **Young Dragon**.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. Evolved enemies begin on the overall turn number, not at Turn 1. See each individual for its unique pattern.

## Elder Dragon

### Normal Attack

22

This enemy has no innate ability.

## Dragon Egg

### Normal Attack

n/a

This enemy has an innate ability, **Egg**, that means it evolves (into **Young Dragon**) after 3 turns.

NOTE: If you kill the Egg before the end of its 3rd turn, it will not evolve into a Young Dragon.

## Young Dragon

### Normal Attack

10

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Forgotten Golem and Totems

This encounter is found in **Volcano** and consists of **Spirit Totem (1)**, **Forgotten Golem**, and **Spirit Totem (2)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Spirit Totem (1)

### Normal Attack

11

This ennemy has no innate ability.

## Forgotten Golem

### Normal Attack

20

This ennemy has an innate ability, **Totemic Perfection**, which makes him immune to all damages as long as there's at least one **Spirit Totem** alive.

## Spirit Totem (2)

### Normal Attack

11

This ennemy has no innate ability.
Burn

Burn is one of the 3 Status Effects that the player can inflict on enemies in the game.

Burn (and Poison) do damage equal to their current level to the enemy each turn, and then the level lowers by one.

Burn is depicted on an enemy by a (icon). The number to the right of the icon shows the current Burn level.

Cards that generate Burn are slightly more common than those that inflict Poison, and also have much higher values and some are even multiplicative.

However, the drawback to Burn damage is that it is applied AFTER the enemy's turn - they will always get to attack you, debuff you, or shield themselves BEFORE Burn takes effect.

Also, Burn damage is blocked by Shield, whereas Poison damage is not.

The tradeoff between the two is that Poison deals its damage faster and more directly, but Burn can usually be stacked to much higher and deadlier levels, but you have to wait for the effect.
Hyper Warrior

The **Hyper Warrior** is a Robot Combat Card. The Strength and Resistance it adds (if it kills an enemy) is very useful for any deck and, even without that, 12 damage is decently high. Unfortunately, even if you don't kill the enemy with the 12 damage, the card is Exiled.

## Ability

Deal 12 damage. If this attack kills the enemy gain 3 Strength and 3 Resistance.

Exile.
Knight of the Sigil

The **Knight of the Sigil** is a Combat Card that is best in a small deck because you need to have a "0" in your draw pile or discard pile in order to play it. You can't play this card unless that condition is met, even just to get rid of the card.

## Ability

Deal 15 damage.

Gain 1 Mana.

This can only be played if there are no cards in your draw pile or in your discard pile.

Exile.
Commander Armstrong

**Commander Armstrong** is a Demon Combat Card. Even with a small deck, this card could do more damage than many other cards. It does depend partially on luck, however, as you want to draw it when you have more cards still in your draw pile. Especially with larger decks, this card can do massive amounts of damage. Pair it with **Lieutenant Armstrong** and, depending on when you draw those cards, you can slaughter enemies.

## Ability

Deal 3 damage for each card in the draw pile.
Metallic Drakes

This encounter is found in the **Land of Dragons** and consists of 3 **Metallic Drakes**.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. All act using the same pattern.

Because they Shield All on turns 1 and 4 and they have **Armored**, their Shield can stack very high very quickly.

## Metallic Drake

### Normal Attack

5

This enemy has an innate ability, **Armored**, that means Shield is not removed at the start of its turn.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Zombie Lions

This encounter is found in **Reign of the Dead** and consists of **Zombie Lion (1)** and **Zombie Lion (2)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Zombie Lion (1)

### Normal Attack

15

This ennemy has an innate ability, **Zombie**. Comes back to life at 50% hp after 2 turns if other ennemies are sill alive.

## Zombie Lion (2)

### Normal Attack

15

This ennemy has an innate ability, **Zombie**. Comes back to life at 50% hp after 2 turns if other ennemies are sill alive.
Fairy Queen

* \*
* \*\*

The **Fairy Queen** is an upgradeable Magic Card that is most useful in a Fairy-heavy deck. While it can eventually upgrade even if it's the only Fairy card in your deck, it's much more useful if you have at least a few Fairy cards in your deck. However, even the 1 Strength and Resistance you get for a turn can be good, especially if you have cards or Skills that give you extra Mana.

## Ability

**Stage 1:**

Gain 1 Strength until the end of this turn.

Gain 1 Resistance until the end of this turn.

(Play 30 Fairy cards to Upgrade.)

**Stage 2:**

Gain 2 Strength and 2 Resistance.

Exile.
Barbarian

This class is unlocked upon reaching level 30.

## Abilities

You will always start with the base ability unlocked. By spending 300 gold at a merchant you can get the upgraded version. When you upgrade, you still get the benefits from the base ability.

    Upgrade

## Class Bonus

After beating the game on normal, you can choose to play through on Inferno. You will start at Inferno 1 and upon completion will unlock Inferno 2. Beating the game on Inferno 2 will unlock the first Class Bonus for that class. You will unlock further Class Bonuses upon beating Infernos 5 and 10. Once you have them unlocked, there is no reason to not choose one to use for a run. It will autoselect the last one you used in a run.

to unlock

## Starter Deck

5x Viking Warrior

1x Daughter of the Tribe

2x Tribe Elder
Flame Imp

The **Flame Imp** is a Demon Combat Card that is best used in a Demon-heavy deck as its damage scales with the number of Demon cards in your deck. Each attack is 2 damage and 2 Burn, but the attack may happen multiple times. This makes it good for Assassin, but it's bad against enemies like Black Fury (whose attack goes up each time it takes damage).

## Ability

Deal 2 damage and apply 2 Burn to a random enemy X times. X is the number of Demon cards in game.
Druid

This class is unlocked upon winning a normal run with Wizard, Necromancer and Shaman.

## Abilities

You will always start with the base ability unlocked. By spending 300 gold at a merchant you can get the upgraded version. When you upgrade, you still get the benefits from the base ability. Druids have the option to switch to an animal form after gaining Leaf Points.

point you gain. After gaining 10 Leaf Points you can switch into Beast Form.
**Beast Form**: Replenish your Mana. All cards in your hand are replaced by
other abilities. At the end of this turn switch back to Human Form and reset
    Upgrade
Every time you play a card while in Beast Form Heal 2.

## Class Bonus

After beating the game on normal, you can choose to play through on Inferno. You will start at Inferno 1 and upon completion will unlock Inferno 2. Beating the game on Inferno 2 will unlock the first Class Bonus for that class. You will unlock further Class Bonuses upon beating Infernos 5 and 10. Once you have them unlocked, there is no reason to not choose one to use for a run. It will autoselect the last one you used in a run.

to unlock

## Starter Deck

**Human Form:**

4x Son of the Forest

4x Daughter of the Forest

**Beast Form:**

1x Swipe

1x Bite

1x Path of the Beast

1x Aspect of the Beast
Rockhorn

This encounter is found in **The Desert** and consists of the **Rockhorn**.

Each turn of combat, this enemy will act in a specific way.

This enemy has an innate ability, **Spined Skin**, which inflicts 3 damage when attacked (this is blocked by Shield).

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Freezing Shot

The **Freezing Shot** Skill is especially good in Mana-heavy decks as you will quickly build up to 10 cards played, though it can be useful to any deck to prevent an enemy's move once in a while.

The count continues over turns, so every multiple of 10, you'll Daze an enemy.

Cards used that are Silenced or Blocked don't count as played.

## Ability

Every 10th card you play, Daze a random enemy.
Hyper Samurai

The **Hyper Samurai** is a Robot Combat Card. It does a decent amount of damage and if you are able to time this card to kill an enemy in a multi-enemy battle near the end of your turn, your Mana is refreshed and you basically can take a whole second turn. In combat with just one enemy, it still does 12 damage, which isn't bad.

## Ability

Deal 12 damage.

If this attack kills the enemy, do not discard this card and replenish your Mana.
Necromancer Acolyte

The **Necromancer Acolyte** is a Magic Card that is especially useful if you have many ways to add Weak to enemies and/or you are immune to Curse (using the Skill Rabbit Paw). Even if the Curse affects you, if you're careful about using this at the end of your turn, it won't matter since it's removed at the end of your turn.

## Ability

Apply 3 Weak to ALL enemies.

All enemies receive damage equal to their Weak value.

Apply 1 Curse to yourself.
Cursed Arrow

The **Cursed Arrow** Skill is best in a debuff-giving deck, but it can be useful for any deck.

It counts each type of debuff as 1 for the damage done, so if you have 2 Frail and receive 1 Weakness, this will do 10 damage (5 for Frail and 5 for Weakness), not 15.

## Ability

Every time you receive a debuff, deal 5 damage to a random enemy for each active debuff on yourself.
Multishot

The **Multishot** Skill is generically useful. It only does 1 damage at a time, but it affects all enemies and triggers every time you play a card (Silenced and Blocked cards don't count as played), so it is especially good in decks that give lots of Mana.

## Ability

Every time you play a card deal 1 damage to ALL enemies.
Red Drake

* \*
* \*\*

The **Red Drake** is an upgradeable Combat Card that is best used in a deck that adds a lot of Burn, like Engineer with **Cannon Unit** and/or **Flamethrower**. It also works well with **Lava Boulder** both to help Upgrade it and once it is Upgraded.

## Ability

**Stage 1:**

Deal 2 damage.

Apply 2 Burn.

(Apply 200 Burn in combat to Upgrade.)

**Stage 2:**

Deal 7 damage to target enemy and 5 damage to ALL OTHER enemies.

Apply 5 Burn to ALL enemies.

Gain 7 Thorns until your next turn.
Guardian of the Sigil

The **Guardian of the Sigil** is a Magic Card that is best in a small deck because you need to have a "0" in your draw pile or discard pile in order to play it. You can't play this card unless that condition is met, even just to get rid of the card. However, if you are able to play this, gaining permanent Strength for free (since you get 1 Mana back) is really useful.

## Ability

Gain 1 Strength.

Gain 1 Mana.

This can only be played if there are no cards in your draw pile or in your discard pile.

Exile.
Magic Card

**Magic Cards** are one of the two basic card types available in Rogue Adventure (the other being Combat Cards). **Magic Cards** are depicted by the lightning bolt icon in a small blue window beneath the card's picture.

**Magic Cards** have a wide array of functions, from dealing direct damage and generating Shield, to inflicting or removing various Status Effects to yourself and the enemies, to generating additional mana or health.

**Magic Cards** are countered by the enemies' use of the Silence debuff.

You can find all Magic Cards **here**.
Demon Saurus

This encounter is found in the **Lost World** and consists of **Demon Saurus**.

**Demon Saurus (1st Form)** evolves into **Demon Saurus (Ultimate Form)**.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. Evolved enemies begin on the overall turn number, not at Turn 1. See each individual for its unique pattern.

## Demon Saurus (1st Form)

### Normal Attack

10

This enemy has an innate ability, **Evolution**, so when it takes fatal damage it evolves (into **Demon Saurus (Ultimate Form)**) instead of dying.

## Demon Saurus (Ultimate Form)

### Normal Attack

20

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Electric Morays

This encounter is found in **Deep Water** and consists of **Electric Moray(1)**, and **Electric Moray(2)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## **Electric Moray (1)**

This enemy has an innate ability, **Electrochoc**, that deals 2 block effects to the player when it dies.

## **Electric Moray (2)**

This enemy has an innate ability, **Electrochoc**, that deals 2 block effects to the player when it dies.
Living Armor

**Living Armor** is a Demon Combat Card. Like **Demon Guard**, it can add Shield to protect you from enemy attacks while still damaging yourself, but it has a static amount of Shield it adds. Adding Thorns is nice, but those are only useful for that single turn and only if an enemy attacks you.

This is a great card for Druid, though, because the Thorns brings you halfway towards your next Beast Form.

It can also be useful to use with cards that multiply your shield or do damage depending on your shield.

## Ability

Gain 11 Shield.

Gain 5 Thorns until your next turn.

Lose 1 HP.
Explosive Shot

The **Explosive Shot** Skill is especially good in Mana-heavy decks as you will quickly build up to 10 cards played.

The count continues over turns, so every multiple of 10, you'll do the 10 damage to all enemies.

Cards used that are Silenced or Blocked don't count as played.

## Ability

Every 10th card you play, deal 10 damage to ALL enemies.