recursal/Fanatic-Fandom huggingface dataset:
Stone

Stone is the God of rocks and caverns, broadly worshiped by many of the underground races (although primarily he was only worshiped by Dwarves, with his influence gradually extending among the other Elemental Gods, especially by complementing Earth).

He is portrayed as a stoic Dwarf, bearing armor and heavy weapons. He is the guardian of time and truth, a lawful good entity who protects his subjects from theft and subterfuge.

In the realm of magic, he is the patron of spells such as Stone Skin and Earthquake.
Cristophoros Spellman

## Cristophoros Samedi

**Cristophoros Mattathias Spellman** is a main character on *A Tale of Two Warlocks*. He is portrayed by Chris Wood.

Cristophoros is the biologic son and only child of Edward Spellman, and the father of Ambrose, Christopher and Lily Spellman.

## Physical Appearance

Cristophoros is tall standing approximately 6'0" (1.83 cm). He has dark brown hair and blue-grey eyes. He's very handsome, and he's aware of his looks. He often wears dark clothing such as a black long-sleeved button up and black skinny jeans.

## Personality

Cristophoros is described as unpredictable, over-protective and stubborn, but also very intelligent. He is extremely loyal and has a loving nature towards his child. He strongly believes in trust, honesty and loyalty and whenever he would give his word to someone, he would keep it, as he has said *"I'm a man of my word"*.

He is known for speaking his mind and having a fierce temper, which he possibly inherited from his father, Cristophoros is capable of controlling it. Cristophoros very rarely has tolerance for those who broke their words to him. He has been shown to go to great lengths to make those that disrespect him suffer.

Cristophoros is very knowledgeable and deceptive in many ways. This encompasses knowledge of how to fight, wield a sword and defend himself. He exhibits an open-minded and optimistic personality. Cristophoros in general is a very emotionally hardened character and has difficulty at times handling and accepting certain emotions.

He's a hurting & angry soul, who wants the best for his daughter Lily, as he doesn't want her to fall down the same path he did in his youth. He tries his best to be there for her, as well as being the devil in disguise who will hold a grudge against anyone in a split second.

## Powers and Abilities

* **Spell Casting**: The power to change and control events through the use of incantations.
* **Channeling**: The power to invoke extra forms of energy by focusing on external forces.
* **Potion Brewing**: The power to brew and concoct potions, remedies and elixirs that have supernatural properties.
* **Telekinesis**: The power to move objects and persons through mental influence.
* **Pain Infliction**: The power to create excruciating migraines through supernatural means.
* **Divination**: The power to divine future, past, and present events based off extrasensory perception.
* **Necromancy**: The power to control, manipulate, and resurrect the dead.
* **Warding**: The power to place protection spells and wards on places and people, shielding them from harm.

## Name

* The name **Cristos** is a Spanish baby name. In Spanish, the meaning of the name Cristos is **follower of Christ; the anointed**.

## References

1. ↑ https://www.sheknows.com/baby-names/name/cristos/
Episodio 10 (Beliath)

## Episodio 10

El **episodio 10**, es el décimo y ultimo episodio dedicado a la Ruta de Beliath, en el cual se pueden obtener tres diferentes finales, dependiendo de las decisiones que el jugador haya tenido a lo largo de su transcurso por el juego.

Este último episodio fue lanzado el día 03 de junio de 2020.

## Introducción

*La batalla final está cerca y nuestra enemiga ya ha empezado a atacar. Nos adentramos en el bosque para buscarla con el corazón en un puño y llenos de ira.*

¿El amor que me une a Beliath será lo suficientemente fuerte para hacer frente a esta fuerza sobrehumana? Necesitaremos aliados, no importa que sean amigos o no.

## Navegación

 Ruta de Vladimir | Episodio 01 • Episodio 02 • Episodio 03 • Episodio 04 • Episodio 05 • Episodio 06 • Episodio 07 • Episodio 08 • Episodio 09 • Final Positivo • Final Neutro • Final Negativo

 Ruta de Beliath | Episodio 01 • Episodio 02 • Episodio 03 • Episodio 04 • Episodio 05 • Episodio 06 • Episodio 07 • Episodio 08 • Episodio 09 • Final
Positivo • Final Neutro • Final Negativo

 Ruta de Iván | Episodio 01 • Episodio 02 • Episodio 03 • Episodio 04 • Episodio 05 • Episodio 06 • Episodio 07 • Episodio 08 • Episodio 09 • Final Positivo • Final Neutro • Final Negativo

 Ruta de Aaron | Episodio 01 • Episodio 02 • Episodio 03 • Episodio 04 • Episodio 05 • Episodio 06 • Episodio 07 • Episodio 08 • Episodio 09 • Final Positivo • Final Neutro • Final Negativo

 Ruta de Rafael | Episodio 01 • Episodio 02 • Episodio 03 • Episodio 04 • Episodio 05 • Episodio 06 • Episodio 07 • Episodio 08 • Episodio 09 • Final Positivo • Final Neutro • Final Negativo
Scroll of Wizard's Eye

A scroll instilled with Air Magic which allows non magic users to expend its power in order to cast the Wizard's Eye spell. The spell instantly maps out the user's surroundings, keeping track of notable objects and creatures populating the area.

When using the scroll, the automap will be filled in with the entire level's layout, with unexplored areas drawn in grayed out lines. Monsters, projectiles and items that can be picked up will also be charted and tracked in real time.

A maximum of 1 scroll can be carried at a time.

### Tactics

The Scroll of Wizard's Eye is very useful when hunting down secret areas and hidden items.

Areas containing Easter Eggs are not revealed by the scroll.
Water

Water is one of the four major Elemental Gods, worshipped for his patronage over the seas and essence of life itself.

He is portrayed as an Elven man holding a trident, and most of Hedon's inhabitants believe he was mainly worshiped by the Ancients who have long perished from the lands, leaving behind many vestiges such as the ones inside the Bath House. Not much else is known about him, other that he favors those who seek wisdom in fortitude and knowledge in strength.

He is the great patron of Water Magic, his powers showing in spells such as Endless Breath, Regeneration and Toxic Bolt.
The Forgotten One

The Forgotten One is a ghostly Minotaur found inside a strange Maze, in the caverns leading down from the Great Forge.

The maze was initially used as a prison where convicts would be thrown and left for dead, but it is unclear why the Forgotten One ended in there or how he ended up haunting the place. The maze ended up being abandoned and unused, with the key to it being lost.

When Zan enters the maze after finding the key, the Forgotten One addresses her as "fellow immortal", sensing the demonic blood coursing through her veins.

He is found in his own room locked by a similar door to the ones found at the entrances. Inside, a strange anvil is protected by four magic wards, and the room is surrounded by shelves filled with axes. A nearby lever can be used to lower the protective wards after the player solves the maze's puzzle.

When Zan enters the room, he asks for her help. Upon further interaction, he mentions being a legendary axesmith and having his anvil locked away. He also mentions that the secret to freedom is in the maze's walls, which "speak" to him.

After the player activates four special walls around the maze, they can pull the lever and release the anvil from its protective field, thus causing the Forgotten One's ghost to vanish after expressing his gratitude. A hammer then starts working on a gleaming axe head on the anvil, presumably under the influence of the Forgotten One's freed spirit.

The player can then access the room behind him and receive early access to an acid Potion Launcher, as well as a Scroll of Wizard's Eye.
Giant Cerberus

The fiercest and most vicious of Cerberi get to live long enough to grow into giant, fearsome legendary beasts. It is said that a proper Giant Cerberus will have consumed the flesh of at least a thousand other beasts and fallen warriors. They normally roam the savage hellish outskirts of the deepest layers of the Underworld, always thirsting for fresh blood - often times preying on Demons. The more sadistic Pit Lords entertain themselves by capturing these beasts and attempting to keep them to guard their fiefdoms - an endeavor that often times results in entire settlements of cultists running away for their dear life. The few Giant Cerberi who end up relatively-tamed can prove to be extremely effective in battle, especially when charging into the enemy lines and wreaking pure havoc while the demonic foot soldiers advance.

Zan herself had fallen to one such beast before being rescued in the last moment by Abhaoth, as revealed during the Map06 visions. She meets the Giant Cerberus again in Bloodrite, during the assault on the Demon Town, where the Blue Baron uses him to keep her distracted, knowing well that the Halfblood would not miss the chance to exact her revenge.

A few other Giant Cerberi can be encountered later on, although they are significantly weaker than the first one. Their attacks are essentially stronger versions of those used by regular Cerberi, although the giant ones can also launch themselves into fiery charges and throw around everyone who stands in their way.

### Traits

Giant Cerberi have a bite melee attack dealing physical damage, a pounce ranged attack dealing physical damage, a sustained triple fire breath attack dealing fire damage, and a charge attack dealing physical damage and leaving behind a trail of lingering fire.

Giant Cerberi are immune to fire and lava damage and highly vulnerable to ice and drowning damage.

Giant Cerberi do not infight.

Giant Cerberi are immune to the Time Shard's freezing effect.

Giant Cerberi are fearless.

### Tactics

In a similar fashion to the Pit Lord Alpha fight, the player can carry over their Friendlies to the Giant Cerberus boss fight, so keeping them alive can turn it into a cakewalk.

The boss fight arena has plenty of Paingun ammo laying around, making this weapon ideal for using it to slowly and steadily bring the Giant Cerberus down.

Using the Choker of the Beast can give the player a lot of breathing space by sending the other monsters fleeing and allowing them to focus the Giant Cerberus.

Giant Cerberi maintain their fire breath attack for extended periods of time, only stopping if the player breaks line of sight or backs away out of the breath's maximum range.

The Giant Cerberi's vulnerability to ice makes the Bracer of the Revenant powered Axe and Storm Staff very effective against them.

The destructive charge and fire breath are great for killing any medium-to-low tier enemies that stand in the Giant Cerberus' way, allowing the player to exploit this to their benefit if they position themselves properly.
Boots of Journey

Traveler guilds have always been instrumental in the exchange of goods and information between settlements and kingdoms. For this reason, the guild masters would often spend good coin on enchanted Boots of Journey designed to help travelers move swiftly across all sorts of difficult terrain while looking inconspicuous enough to not attract any unwanted attention. In Bloodrite, Zan discovers a pair of these legendary boots inside a crypt in Map18, after solving a certain obelisk riddle and obtaining the access key.

The boots can be equipped and unequipped at any time. When on, they will increase the player's movement speed.

Boots of Journey can remain active indefinitely.

### Tactics

The Boots of Journey increase movement speed as much as an Amulet of Shadows does.

In order to avoid having to constantly re-activate them when traveling between maps, the player can bind them to a hotkey in the options.
Pit Lord Alpha

After Zan reactivates the Anti-Magic Ward in Parapet, Nithriel finds herself unable to be reinforced during her siege of the Lancer Temple. This causes her to retreat from the front line and perform a ritual involving the sacrifice of several Pit Lords in order to summon a massive Pit Lord Alpha.

She then shifts her attack on a different wing leading to the Crystal Heart, taking the weakened defenders by surprise and carving her way forward with the aid of her new servant.

Since the Pit Lord Alpha is too large to fit though the portal leading to the Inner Sanctum, he briefly falls behind Nithriel, having to find an alternate route in. When Zan enters the Sanctum, she finds him climbed over the top of the spire's wall, from where he jumps down to fight her and buy his mistress more time.

The Alpha's attacks are stronger versions of a normal Pit Lord's, as he is able to cause fire shards to erupt all around him, breathe fire, shoot bursts of extremely fast flame bolts, shoot volleys of magma balls, throw the player around and summon Cerberi to aid him.

### Traits

Pit Lord Alpha unlocks his attacks and abilities as his health gets lower (as well as having his movement speed increase). He has a fire breath ranged/melee attack, a 360 degree fire shard summon attack dealing fire damage, a rapid fire bolt burst ranged attack dealing fire damage, a magma ball volley ranged attack doing fire and physical damage, the ability to jump and throw the player up and the ability to summon Cerberi.

Pit Lord Alpha is resistant to fire damage.

Pit Lord Alpha can block all ripper projectiles.

Pit Lord Alpha does not infight.

Pit Lord Alpha is immune to the Time Shard's freezing effect.

Pit Lord Alpha is fearless.

### Tactics

The player can carry over their Friendlies to the fight, so keeping them alive can easily turn the tide of the battle.

Since the player's gear does not carry over to Hedon Bloodrite, they can go all out using consumables which make the fight significantly easier.

The water pool in the middle of the arena can slowly heal the player.

The Alpha telegraphs his stronger attacks with a specific rage sound, as well as a wind up time, which he player can use to take over or protect themselves.

With proper protection from consumables, the player can take the Alpha at close range, and steadily hack away at his health pool with the Axe. On the Bearzerk difficulty, the Force Pike and Great Axe are extremely effective against him as they are able to force pain and have him perpetually stunlocked. Using a Potion of Might can have an even further devastating effect against him.

After the arena opens up to it's full extent, Warlocks will periodically spawn over the edge walls, so the player should balance focusing on the Alpha with occasionally culling them so they do not pile up.

Since both the Alpha and his surrounding Warlocks are immune to Time Shards, their use could be potentially dangerous as it allows them to stack up projectiles which will simultaneously unleash upon the player when time resumes flow.
I.D. Bear Warrior

## Iron Division Bear Warrior

The Bear Warriors are the Iron Division's prime warrior caste, composed almost exclusively out of the mightiest Orcs. Historically, they were the main raiding force of the nomads who would later settle into the underground, and for this reason their caste had a strong start during the foundation of the Division. Their name is reminiscent of the bears that dominate any other creature through strength and speed - the two main qualities that a nomad raider would be feared for.

In present time, their caste is headquartered inside Valc's Barracks, where the warriors dwell, train and carry out various tasks under the guidance of a council of warlords that weighs in next to the Lancers when discussing the Iron Division's warfare and defense strategies.

Although the Bear Warriors are subordinated to the Lancers in every other regard, they have their own command chain structure, with warlords devising strategies and handling administration, captains managing squads on the field and overseeing training and sergeants leading fire teams and aiding the captains in the training of the grunts, who make the bulk of the warriors.

Zan herself is part of this caste, bearing the rank of sergeant and the benefit of her own officer apartment in the Barracks.

Much like every other caste, Bear Warriors have their own outfit style, weapons and equipment they are specialized in. They are trained to use both melee and ranged weapons, with Axes and Crushbows being greatly favored as they go hand in hand with their towering physical strength. In regards to armor, they have faction-wide priority to wear the strongest armor amulets bearing the rare red color, which led them to adopt light leather and fur outfits that allows them to move at full speed in combat (although since the amulets do not fully reduce incoming damage, Bear Warriors are often seen covered in scars). Still, with armor amulets being rare, valuable artifacts, shields and heavy armors have not entirely fallen out of use, being employed by Valc's town guard and lowly grunts in large battles.

Zan will first encounter live Bear Warriors when reaching the Lancer Temple, with Lancer Dendra assigning few of them to her squad.

They are equipped with Crushbows (shooting regular steel bolts) and Axes which they only use in melee combat. They also have the highest amount of health of the Iron Division fighters.

### Tactics

Because of their high amount of health, strong melee attack and relatively slow ranged attack, Bears are much more effective when actively following the player than when holding position or covering them from afar.

While playing on the Brutalizing or Bearzerk difficulties, the player can encounter a Bear Warrior much earlier on, in a secret area in Map03, by taking one of the ventilation shafts from the starting hallway. She can provide a lot of help, and if kept alive, she can travel alongside the player until the end of Crystal Heart.
Andrik

Andrik is a citizen of Icepeak Fortress, and a member of the Brewer's Guild. After the Lord took the nobles and most of the Dwarves who could fight to join the Iron Division Campaign, he was among the few left to tend to the fort in their absence.

It is known that the Brewer's Guild is represented by chefs and brewers, but also by bards and ministrels, who travel the land to perform in various places, then return with news and other information. Many of these Dwarves act like spies for the Lord, and benefit from special training - thus it is assumed that Andrik was too valuable to be taken to the battlefield.

After Lith poisoned their fort's water well, Andrik got to witness the horrible effect of the corruption taking over his brethren.

When Zan arrives to Icepeak, she finds him locked in a cell inside the Dungeon, being able to either kill him and take the elevator key to Lower Valc from him, or help him and bring him a keg of Dragonbrew.

Perhaps as a result of his training involving the ingestion of various poisons in order to build up resistance, he proved to be a tough victim for the corruption to take over, his blood actively slowing down the spread and allowing him to survive a lot longer. He does hint to this in his dialogue to Zan:

*"\*Rasp laughter\* I've drunk far worse than her poison... though nothing ever made me see horned blue Demons in Orcish garb wandering about."*

After Zan revives him, he recounts the events leading up to him being locked in the cell, and mentions Lith's treachery, Lancer Dendra's arrival and the Cultist invasion:

*"Aye! T'was one of your witchin' sisters. Called herself Lith. She came by few days ago. The snake must have slipped something in our well... Almost everyone here was complaining about stomach cramps by the end of the day. I saw them, lass. Screaming in pain. Dark veins shifting under their skin...*

*Then one of yer Lancers showed up at the fortress. Aye, and she was fuming! Said that she was going to burn that traitor alive, and rushed to the elevator! She couldn't aid us. We tried everything to help the sick ones. Nothing halted the poison.*

*...and then these bleedin' cultists appeared out of nowhere... T'was a slaughter. Killed everyone who could hold an axe, and threw the sick ones into the well. They would have thrown me as well had the taint claimed me sooner. My blood is slowing it down."*

He then hands Zan the key to the elevator to Lower Valc, asking her to find Lith and bring her to justice.

"Listen, lass... you seem to be an honorable individual. Why don't ya take this elevator key and go give that traitorous wench and her lackeys what they be askin' for? Go quickly!"
Biblioteca

La biblioteca es una de las habitaciones de la Mansión. En ella se pueden encontrar una gran colección de libros entre los cuales se pueden encontrar algunos en griego, latín y cirílico. También hay algunas versiones en braille que Vladimir se ha encargado de conseguir para que Rafael pueda disfrutar de también de la lectura.

La **Biblioteca** hace su debut en el Episodio 0 cuando Eloise llega a la mansión y trata de escapar de los Vampiros escondiéndose en esta habitación.

## Galería

* Día
* Noche
1/2
## Curiosidades

* Los libros sobre Vampiros ya estaban presentes en la **Biblioteca** antes de la llevada de Vladimir.
* El lienzo que se puede observar al fondo de la habitación es del mismo sigo que la Mansión(XIX).
Mentalist

Unlike Initiates, who dedicate themselves to the study of Body Magic, Mentalists explore the realm of Mind, often willing to sacrifice any trace of humanity and sanity in pursuit of power. They are physically weaker, but make up for it with their dangerous psionic powers, for which they are often employed by Demons and the Cult to carry out assassinations against mages and scholars (who are generally more vulnerable to mental damage).

### Traits

Mentalists have a charged up ranged attack dealing mind damage.

Mentalists are vulnerable to mind damage.

Mentalists have a slightly narrow field of view.

Mentalists are fearless.

Mentalists do not infight.

### Tactics

The Mentalist's spell ignores any sort of conventional Armor and Magic Protection. The only item that can reduce the spell's damage is the Psi Crown.

The Shield can't block a Mentalist's Mind Blast either.

Mentalists deal additional damage to other casters, including the Lancer and Earth Mother.
Grand Earth Mother Breaza

As her title suggests, Grand Earth Mother Breaza is the highest figure among the Earth Mothers, being in charge of their caste. Her rank in Valc is as high as Chieftain Zura's, and she partakes to the Lancer Council and major decision making with regard to the Iron Division's administration.

Breaza also oversees the magic rituals performed in the Grove, one of her latest projects being the creation of the Green Crystals meant to aid in the Iron Division Campaign, which she later joined in person.

The player's first contact with her name is during the Barracks level, inside the Bath House.

*"BATH HOUSE OF THE ANCIENTS*

*RESTORED AND PRESERVED BY GRAND EARTH MOTHER BREAZA"*

Showing great interest and respect towards the Ancients, Breaza took upon her the task of restoring and preserving their temple, using her best knowledge and instructing the workers to proceed with utmost care.

She also proceeded to use magic means to rebuild one of the secondary bath chambers in an analogue fashion.

*"By the time it was discovered, this corridor had completely succumbed to ruin.*

*The room beyond has been reconstructed from bare rock by the Earth Mothers' magic."*

Breaza's quarters can be found in the Grove, on the second floor of the Great Stump. Here, a journal documents her success in creating an edible Healing Crystal with the aid of her right hand, Bendi and a few other Earth Mothers.

*"Grand Earth Mother Breaza's Journal - Rotation 509, Day 184*

*Today, I have witnessed the first working crystal grown by ancestral magic. The seed is finally able to grow a fully edible vegetal crystal instilled with healing powers. The testing has been completed with favorable results... as long as we don't remove the stem from its soil.*

*Luckily for us, we still have eighteen days until the campaign begins, and I have made arrangements for a Reaver team to go forth and spread the crystal plant seed ahead of our future path. With a bit of luck, we will be able to reap the healing pods just as we are making our advance towards the accursed, fiery pits of Hell..."*

The player does not encounter Breaza in person during the first chapter of the game.
Citadel Commander

Although the Blue Baron is the one who leads the Demons from inside his Citadel, his personal guard is managed by a Pit Lord Commander. The Citadel Commander is tasked with organizing the defenses and protecting the Icon from Zan's assault.

*"The Halfblood has arrived! Prepare for your final stand, fools!!!*

*We can't allow her interrupt the Baron now! Attack!!!"*

As the Bonebreaker breaks through the main defenses, the Citadel Commander is forced to react to her advance depending on the route she chooses. He orders his troops to gate in and ambush Zan in areas where they can get the upper hand like the Cathedral or the courtyard right before the Citadel's main entrance.

*"She's inside the cathedral! Corner her, damn it! Don't let her get away!!!"*

If the Halfblood jumps into the blood well and swims down into the caves below the Citadel's Courtyard, the Commander cries about having trouble seeing her, which suggests that he's employing a form of scrying to see the premises and order troop movements.

*"Where did she go?! We can't lose track of her!!! Arrgh, too much blood clouding my vision!!!"*

After Zan defeats his army and disables the unholy seal protecting the Citadel's entrance, he takes her by surprise as she approaches the doors, but despite his sudden attack, he fails to stop the Bonebreaker and is thoroughly butchered.
Forest Camp Keeper

This Goblin Fixer was the apprentice of the forest camp's woodcutter, seeking to hone her skills as a woodworker. When the Iron Division Campaign started, she was left alone to tend to the camp, her mastress instructing her to prepare firewood for the upcoming winter as well as drop by the local Earth Mother's house to read some instructions to finish an Amulet of Shadows creation ritual.

*"As you may know,  we have been called to join our sisters in the Iron Division's campaign. We will likely be away for months, and someone needs to tend to the camp this time. I know you're eager to further your apprenticeship, but we cannot take everyone with us. Tend well to our home, and make sure to gather some firewood, as the cold moon is almost upon us.*

*Earth Mother Druga has also left you a task, she needed some help with finishing an amulet. I'll leave you my Spike Gun, you know where to find the extra mags. And try not to drink all the wine this time."*

While chopping wood, the Goblin heard strange noises followed by a massive rumble as a nearby access tunnel collapsed. Having her mastress' Spike Gun on her, she was prepared to shoot down few forest predators, but not an entire squad of Cultists pouring out of magic pentagrams.

She could only manage to kill a couple of them before being struck down.
Pit Lord

Pit Lords are powerful, influential Demons who reign the Pits of Hell under the guidance of the Icon. They usually take charge of Cultist sects and make sure that the Demonic influence stays strong within their ranks, enforcing strict regulations and punishing those that fail to meet their demands.

Although they usually prefer to command their servants from the cushions of lush chambers, Pit Lords occasionally step down to the field to inspire their thralls to work - or fight - harder. Their bodies are well toned and trained, a trait which they display at all times with sinful pride, wearing no armor in battle. Aside from their natural strength, Pit Lords can rip the air apart with powerful shouts, as well as stomp the ground and cause magic fire shards to erupt from beneath.

### Traits

Pit Lords have a breath melee attack dealing physical damage and a fire shard ranged attack dealing fire damage.

Pit Lords are resistant to fire damage, highly resistant to lava and have a slight vulnerability to ice damage.

Pit Lords are fearless.

Pit Lords infight with any monster (including their own species on the Brutalizing difficulty).

### Tactics

The breath attack can do extreme amounts of damage, so the player should avoid close contact at any cost. On the Bearzerk difficulty, the player can block the shouts using the Shield, and steadily use it to bash the Pit Lord to death.

Because of their broad stature, Pit Lords make for good meat shields in larger battles - this, combined with their propensity for infighting, can often be used to the player's advantage.

In most difficulties a direct hit from a Crylance alternate-fire projectile is enough to instantly kill a Pit lord at full health.Their slow speed and large hitbox makes this a very reliable option.

The Crylance and Paingun are effective at staggering and taking out single Pit Lords.
Fire

Fire is the most fearsome of the four major Elemental Gods, representing wrath and relentless, purifying force.

He takes the shape of a Minotaur with a clenched fist, being worshiped by his earthly kin, especially the cult of Minotaur Pyromancers. Fire is sometimes taken into consideration by Demons as a source of natural power, although they do not obey the Elemental Gods. He is the symbol of power and destruction, a chaotic evil that many strive to keep pleased.

His greatest magical influence resides in the realm of Fire, in spells such as Fire Bolt, Fire Breath, Flame Spikes, Magma Ball, Protection from Fire and Haste.
Ghost Eel

Ghost Eels are skeletal long fish who thrive in the clear waters of underground caverns. They have pink or red eyes and a glowing cyan skeleton, visible through transparent flesh. They lurk around the bottom and feed upon smaller fish and mollusca. Their oil and bone are used by the Iron Division Witches for various alchemical products.

Although they do not move much, Ghost Eels dart quickly when approached by the player, getting some distance in between before remaining still again. They can be easily killed by any weapon, or by being forced out of the water. When ending up on dry land, they will attempt to limp back in for a brief period before dying.
Bag of Holding

Bags of Holding are magically enchanted to provide additional storage space. They are often used by mages to carry around spellbooks and other artifacts but the Iron Division warriors employ them to bring additional weapons and ammo in the field.

Although not a consumable, the Bag of Holding constitutes an inventory upgrade, functioning in a very similar fashion to the Backpack from Doom.

Picking up a Bag of Holding gives the player two magazines (or equivalent) of ammunition for each weapon. The first time a player picks one up, they also receive a one-time permanent upgrade to their ammo capacity (worth two extra magazines or equivalent for each weapon).

This also allows them to carry two more Axes and Fire Hammers.

### Tactics

Getting a Bag of Holding early on will give the player a permanent upgrade, the additional ammo reserve being very useful later on (especially the snowy part of Map08 where ammo is very scarce).

There is only one Bag of Holding (except for the Greenhorn and Brutalizing difficulties) in Chapter One, which requires the player to dig around a particular spot in Map07.

On the Bearzerk difficulty, the player can obtain an early Bag of Holding from the Forgotten One's Maze in Map04.
I.D. Fixer

## Iron Division Fixer

Fixers represent the largest caste of the Iron Division, being comprised of Goblins with a variety of skills.

Traditionally, the Orcs of the nomad tribes were more concerned with combat while Goblins would take a more sheltered position in society, honing various crafts such as carpentry, smithing, leatherworking, tailoring or engineering.

After the discovery of Crystal Technology, Lancers planned to make use of it to build a new stronghold that would surpass any Orc settlement ever seen. For this, they required a group of capable designers and engineers to adapt the crystal technology to the Iron Division's need for a comfortable home. Initially, Fixers were represented by only a handful of Goblins in charge of managing the construction of Valc, but as time passed, more professions were added to this caste, culminating with almost everything that none of the other castes were tasked with.

Because of their high numbers and variety of skills, Fixers have a multitude of local hierarchical systems based on the nature of their crafts (such as master and apprentice), but they lack a centralized council and instead are administered directly by the Lancers or whatever other caste they are working for.

The highest concentration of Fixers can be found around the Great Forge and it's workshops, portal and pumping station, but the crafty Goblins are spread across the entire stronghold and it's outskirts, boasting a significant presence in places such as the Mining Outpost, Parapet Base, Witch Research Labs or the Lancer Temple.

Fixers have no standard uniform but prefer to use light leather clothes that offer a bit of protection for work without getting in the way. As they are not a military-oriented caste, they have the lowest faction priority when receiving armor amulets, being assigned light crystals capable of sheltering them from work hazards. Most Fixers are also not trained to fight, although since they are tasked with the Iron Division's gun manufacture, they often times and up knowing how to operate these weapons better than anyone else.

In combat, they use a gun specifically tailored for their size and needs known as the Fragfire Gun. Initially designed to help the Fixers working in maintenance to clear various clogs or deal with pests, this weapon proved to be extremely effective on the battlefield and ended up being used by the mechanics and engineers supporting the bulk of the force. Fragfire guns are excellent at close range combat, shooting either frag pellets or streams of deadly flames.

### Tactics

Fixers are small and quick, which offsets their relatively low amount of health. Although they are worthy fighters when having enough space to move and dodge projectiles, they can be easily killed when surrounded or trapped between stronger enemies such as the Iron Maiden or Pit Lord.
Golem

Much like Crawlers, Golems have a dark, artificial origin, being the creation of Witch Chieftain-Adjunct Lith. Being in charge of biological research, Lith dreamed of ways to enhance regular warriors and surpass their physical limitations - an ambition that Nithriel exploited in order to manipulate her into turning against the Iron Division.

Golems are former humanoids (primarily Orcs and Humans) exposed to a corruption symbiote, parts of their creation being documented in Lith's diary entries scattered around the Witch Research Labs. Zan discovers Golems growing within corrupt pods that nourish them and regenerate any damage taken nearly instantly.

In a similar fashion to the Crawlers, Golems are placed in service of the Cultists, but show signs of aggressive behavior, attacking anyone that provokes them. In combat, they show an uncanny agility, and an ability to shift their limbs and produce their own projectiles from their forearms and heels.

They are also able to shove their foot into the ground and fill blisters with acidic bile, which proceed to act as pseudo proximity mines.

### Traits

Golems have a slash melee attack dealing physical damage, a shard ranged attack doing physical damage and the ability to perform air rolls and create bile blisters which explodes with acid damage.

Golems are highly resistant to toxic damage.

Golems cannot be sneaked upon.

Golems stop chasing their target after a period of time and then attempt to ambush it.

Golems infight with any monster (including their own species on the Brutalizing difficulty).

### Tactics

Due to their dark skin and lithe figure, Golems tend to blend well with the environment, but using the Fixer Goggles will illuminate them and take away their stealth advantage.

Golems are skilled in dodging single projectiles, so area of effect weapons such as the Crushbow's primary fire, the Acid Potion Launcher or the Crylance's alt fire work best against them.

The Force Pike's alt fire stuns Golems more effectively than other weapons.

When too close to the player, Golems will perform a back jump and roll away, which in certain map situations can be used to force them to take falling damage and kill themselves.
Lord Igrutius

Lord Igrutius is a high rank Pit Lord Commander entrusted by the Blue Baron with leading the war effort against the Iron Division's remnants. He commands the Demons from the confines of the Demon Port Town's walls, from which he also oversees troop and supply movements, especially the ones coming from Lord Efri.

As the orcs regrouped and started to push out against the surrounding Cultist positions, Lord Igrutius intervened by reinforcing them with his demonic troops in places such as the Mansion. Following Nithriel's request, he also sets up an ambush in the ice caves leading up to the Dwarven Town's side entrance in an attempt to prevent unwanted visitors. It later becomes more evident that Nithriel's true intention wasn't to protect the area as much as it was to provide enough safety for her own agents to get their hands on the Corrupt Seed.

*"My faithful worshipers, I assure you that we will have a fruitful collaboration. Your sacrifice and devotion has earned the good favor of the Demons, and we will not leave it unpaid. The ice cave ambush is prepared, as Mistress Nithriel has ordered. We shall keep any intrusive greenskins away from the abandoned dwarven city. - Lord Igrutius"*

When the orc sappers attack the Demon Town's gates, Igrutius engages them in person, but soon gates away after suffering a few wounds. With the gate defenses fallen, he is forced to retreat into the town and prepare to defend against the Iron Division's assault.

*"Imbeciles! Why did you bring the experimental cannon?! Can't you see none of the shells are loaded!? And why is it facing the wrong door?! Take it away!!! GRRRH!"*

Focusing his efforts on delaying the orcs enough for the Baron's fleet to safely sail away, Igrutius awaits the Bonebreaker and her squad with an entire battalion of Iron Maidens and Cultists. Despite his overwhelming force, Zan manages to defeat him and put him down once and for all.

1. ↑ Letter from Lord Igrutius to his Cultists, found inside their forward camp outside the Demon Port Town.
Iron Urchin

Iron Urchins are metallic drones created by Forge Elementals to aid them in various tasks such as scouting, maintenance or device operation.

They resemble a spiked ball of metal plates with a pair of fiery eyes and have the ability to float.

Although they respond only to their creators, by relatively taming of the Forge Elementals the Iron Division employed Urchins to aid the Fixers in managing the Great Forge, especially for maintenance work. They are also occasionally used as security against unwanted intruders. After the Demons corrupted the Forge Elementals, however, the Urchins turned against the Orcs as a consequence.

### Traits

Iron Urchins have a charge ranged attack culminating with a suicidal explosion doing blast and fire damage.

Iron Urchins explode when killed dealing blast and fire damage.

Iron Urchins are immune to mind and toxic damage, highly resistant to fire and lava damage, resistant to nature damage and vulnerable to acid and ice damage.

Iron Urchins can't be sneaked upon.

Iron Urchins are fearless.

Iron Urchins cannot be drained.

Iron Urchins do not infight.

### Tactics

Melee damage like punches, Axe hits or kicks can push Urchins away and essentially turn them into small explosive projectiles. The Force Pike's alt fire has the same effect but in reverse, requiring the player to be cautious and make sure they have enough space to dodge the incoming projectile Urchin.

Iron Urchins are immune to the Potion Launcher's toxic cloud, able to pass through it unhindered. However, if they die close to it, the fire will ignite the cloud.

Accurate automatic weapons like the Spike Gun or Paingun's alt fire work best against them, taking advantage of their very low hp.
Elemental Gods

Primal elements have been worshiped in various forms since the birth of time. Due to their powerful representation in the visible surrounding world, they were easily assimilated by many races and cultures, both in the overworld and beneath, in the depths of Hedon.

There are four primary elements: Air, Earth, Fire and Water. Their varied and widespread worship gradually led to their personification as Gods, with different traits, personalities and ritualistic demands. This eventually led to the adaptation of certain secondary deities such as Iron and Moon or cultural variations such as Stone.

With Humans starting to propagate Self Worship and Demons growing in power and gathering Cultists, polytheism and the Elemental Gods fell out of grace in many parts of the world, but nonetheless persisted with certain factions such as the Dwarves, Minotaurs or the Iron Division.

Elemental Gods are specifically worshiped by magic users, who in return receive power and knowledge in the schools of elemental magic. However, this does not mean that elemental magic is exclusive to their followers, with anyone having the proper affinity being capable of mastering the elements (such as Demons with Fire).

The player can encounter several shrines dedicated to their worship along the levels, including the very Elemental Temple located in the heart of Valc.
Warlock

Warlocks are high rank Cultists with expertise in the field of magic. They are part of the same sect as Nithriel, which shows clearly in their attire and abilities. Warlocks usually focus their studies on Spirit magic and dark arts, offering their very souls in exchange for power. Killing Warlocks causes them to disintegrate and funnel their soul into their magic spellbook that grants them power. Despite their mastery of Self Magic, they do not neglect the Elemental schools either, being able to fly, shoot toxic bolts or breathe underwater indefinitely.

### Traits

Warlocks have a spirit missile ranged attack dealing magic damage, a toxic bolt ranged attack dealing toxic damage and a 3-shot toxic bolt burst.

Warlocks are resistant to magic, fire, nature, electric, ice and toxic damage, vulnerable to mind damage and slightly vulnerable to the Fragfire Gun's primary fire.

Warlocks can stay underwater indefinitely.

Warlocks do infight but are never targeted back by other monsters after accidentally hitting them.

### Tactics

Using an Amulet of Shadows prevents the Warlock's missiles from homing into the player.

Because of their inadequate protection, Warlocks are prime soft targets for the Fragfire Gun's primary fire at close ranges.

The Crylance's primary fire and Crushbow's alt fire are great when engaging Warlocks at long ranges.

Although Warlocks are immune to time freeze, their projectiles aren't, which may work against an unaware player, as it allows them to stack missiles up and unleash hell once time resumes flow.

While submerged, Warlocks only cast spirit missiles (at a reduced fire rate and projectile speed).

The Spike Gun and Crushbow's alt fire are the most viable weapons to kill submerged Warlocks. The Crylance can be used too but beware the damaging electric discharge. On the Bearzerk difficulty, using the Shield to reflect missiles back is the safest way to deal with them.
Potion of Haste

In similar fashion to the Potion of Stoneskin, the Potion of Haste is crafted through a joint effort of alchemy and Fire Magic. Designed as a strong combat skill enhancer, the bright orange liquid will magically boost the imbiber's dexterity and nimbleness for a short period of time, allowing their attacks to become far swifter than would normally be feasible.

Using the potion greatly improves attack rate (for both melee and ranged weapons) and reloading speed. The buff lasts 30 seconds.

A maximum of 5 potions can be carried at a time.

The Potion of Haste's default hotkey is H, from "haste", another useful shortcut to remember.

### Tactics

Memorizing the Potion of Haste hotkey can often pay off when needing a brief boost, allowing them to dish out damage and reload weapons faster.

In conjunction with the Potion of Might, the Potion of Haste can turn the Axe into a formidable weapon able to deliver some of the highest damage per second output the player is capable of.
Hellblaze

Hellblazes are fierce, hulking Demons who serve as foot soldiers in the armies of Hell. Their large bodies resemble a mixture between a gorilla and a bull, with menacing curved horns and shards of obsidian protruding out of their flesh as a protective set of scales.

Although they are smarter than any feral beast and possess some oddly humane features, they are not quite capable of fully articulate speech. For this reason, their place in the Demonic hierarchy is quite low, with them either serving as expendable warriors or as slaves. Due to their imposing strength, they are often used to haul materials or aid Human slaves in the construction of various edifices.

In battle, they are equipped with magic Hellclaws that allow them to shoot projectiles on top of savagely ripping their prey apart in melee combat. Much like other evolved Demons, Hellblazes have short tempers and do not hesitate to turn on their allies if they happen to accidentally hit them.

### Traits

Hellblazes have a claw melee attack dealing electric damage and a hellball sustained ranged attack dealing magic damage.

Hellblazes drop their Hellclaws when killed.

Hellblazes are resistant to fire damage, highly resistant to lava and have a slight vulnerability to ice damage.

Hellblazes infight with any monster (including their own species on the Brutalizing difficulty).

### Tactics

Because their melee attack deals electric damage, the Potion of Stoneskin or Shield Block don't reduce any of the damage. Instead, the player should use Elemental Rings, which can also protect against the magic damage of their ranged attack.

Hellblazes can be very dangerous in large numbers due to their ability to spray projectiles at the player and their high amount of hitpoints preventing fast-reaction kills.

Lone Hellblazes are great targets for replenishing the Hellclaw's ammo. On top of their guaranteed ammo drop, the player can effectively drain them with the special attack for an extended duration thanks to their high health pool.

Because of their broad stature and relentless ranged attacks, Hellblazes will often cause infighting that can be used to the player's advantage.

On most difficulties a direct hit from a Crushbow alternate-fire projectile is enough to instantly kill a Hellblaze at full health, making for a fast, ammo-effective way to deal with them.
Quest Item

Quest Items are special objects that can be picked in inventory and used in conjunction with world objects and locations in order to progress. When playing on the Greenhorn difficulty, important spots requiring Quest Item interactions are marked on the automap.
Quest Items share the same inventory space as consumables, but instead of being activated manually they are used directly when interacting with their required spot.

Unlike most items that can be picked up, Quest Items and Keys emit bright golden sparks, making them easier to spot.

The player can also select and query them, just like they can query consumables (by default with the ENTER key), and each Quest Item is labelled accordingly at the end of the description.

There are many different Quest Items in Hedon, including optional ones that grant the player certain advantages such as the Moondrop Flower in Map01 or the Iron Ore in Map04.

In Hedon Bloodrite, some Quest Items can be turned in to the proper NPCs to reveal special interactions and gain rewards (for example, turning the Dwarven Lockbox found in a Map14 secret area to either the Dwarf Militia locksmith or the Shady Fixer in Map13 in order to gain an extra Giant Ruby that allows early access to the upper Minotaur Town).