recursal/Fanatic-Fandom huggingface dataset:
Freezing Cloud

### Description

Summons a cloud of freezing vapours that will damage characters standing within it.

### Class

Ice mage

Covers a 3x3 area with Freezing Clouds that slows and deals damage to enemies in that area each turn.

The clouds act like water and carry electrical shocks, turn to steam from fiery explosions. Will be displaced by Poison Gas.

If the clouds are placed on water tiles, they will turn the water into ice.
Duelist

Duelist was added in the RFIII Steam release on December 28, 2018. Duelist is the fifth class in the class selection screen.

The Duelist moves around the map quickly, eliminating enemies one by one. For advice on how to play this class, see the Duelist Guide.

## Talents

The Duelist starts with the following talents available to invest talent points in:

* Disengage: Starts with one talent point invested.
* Sprint
* Evasive
* Weapon Mastery
* Dungeon Sense
* Strafe Attack
* Lunge

## Starting Equipment

* Rapier
* 20x Darts
* Meat

## Base Stats

### Attributes

* Strength: 10
* Dexterity: 13
* Intelligence: 10

### Defense

* Protection: 0
* Evasion: 2
* Reflection: 0
* Stealth: 3

### Resistance

* Fire: 0%
* Cold: 0%
* Electric: 0%
* Toxic: 0%

### Offense

* Melee: 0
* Ranged: 3

### Spell Power

* Spell: 0
* Fire: 0
* Cold: 0
* Storm: 0
* Toxic: 0
Merchant

Merchants are NPC's that are found occasionally in dungeon levels, selling various items to the player and also able to sell items to them at half of the buying price.

All merchants share inventory, with those further down having additional items from the previous (i.e, if you find something you like but cannot buy it yet, all later merchants will have said item until you buy it off any one)

They are invulnerable to all attacks and spells and have 100 hp, but can be targeted using some spells, which then have no effect when cast (eg. Life spike)
Fire Staff Turret

*This is for the Steam version of the game. The web version may be different.*

* Moves 2 tiles per turn, explodes on contact with a solid object.

## Strategies

* Like Ballistas, if you circle the turret from close range it will be unable to hit you.
* As with all stationary enemies, where possible leave until it is the last enemy alive.
Pit

Jumping into a pit will cause you to fall down to the next floor. If you enter the pit on the final floor of the main or side dungeons, you will die. Knocking enemies into the pit kills them.

The levitation effect lets you fly over the pit. If levitation is removed while over pit, you will fall normally. While levitating over a pit, you will still get webbed by drachnids.

Pits are best used in speed runs, or emergencies. Stairs are much safer as they allow you to retreat.

One strategy to defeat the last floor is to jump into a pit in an attempt to land in a better position. This is a gamble and usually the stairs are a better option.
Races

**Races** are only available in the Steam version of Rogue Fable III. Race is selected in the screen right after class, when starting a new game.

Rogue Fable III for Kongregate, Itch.io and Newgrounds defaults to the human race. Since the full release of the game on the 22nd of December 2021, there are 8 official races.

**Human**

* Medium size

**Ogre**

* Large size - Only unstable on oil, ice and water. Able to wield two handed weapon and shield. (+8 HP)
* +2 Strength. -2 Intelligence
* Slow movement speed (cannot move diagonally)
* +3 HP per strength
* No maximum encumbrance (the total armour weight can be as high as possible with no SP or ability power penalty)

**Troll**

* Large size (+8 HP)
* Double Food Consumption Rate
* -50% Fire resistance
* Triple HP Regen Speed

**Fairy (was Elf before full release)**

* Small size (-8 HP)
* +2 Dexterity. -2 Strength
* -3 HP per strength level
* + 2% evasion per dexterity level
* Flying
* Enchant an Item every odd level while levelling up.

**Gnome**

* Small size - Unstable on almost any terrain (even blood and grass). (-8 HP)
* +2 Intelligence. -2 Strength
* -3 HP per strength level
* +5% ability power per intelligence level
* Extra Talent points given every 4 levels (4, 8, 12, 16)

**Mummy**

* Medium size
* No hunger but cannot consume potions
* Immune to poison and poison clouds
* Uses level for talent requirement
* -50% Fire Resistance

**Gargoyle**

* Medium size
* Flying
* No HP regen
* HP will be restored when descending to new level
* +2 Protection
* +20% shock and toxic resistance

**Vampire**

* Medium Size
* No HP regen
* Heal HP when stepping on blood stains
* Uses level for talent requirements
* Temporary blood lust from blood, granting increased damage

## History

This list is current as of Steam version 2.0.6 (Jan 2022).

An older version had +3 / -3 everywhere instead of +2 / -2, Elf had no min range for Bows, and Mummy had +50% Toxic resistance.
Charm

The Charm spell is available to the Enchanter.  Its general effect is to turn an enemy into an ally, causing it to attack other enemies and follow you around.

A Scroll of Domination has the same effect as this spell, except that it lasts until the affected creature dies.

### Effects

#### Movement

A charmed creature will follow you around as best it can.  It will avoid stepping on fire mushrooms, but may still be lured onto dangerous terrain such as lava.  It will follow you up or down stairs, even if it isn't next to you when you use them.

It may lose track of you if you get far enough away from it.  It's possible to leave it behind when it's occupied with fighting other enemies, or if you're faster than it--as long as you don't use stairs.

If a charmed creature is next to you, clicking on it will cause you to switch places with it, even if there's no way "around".  You can therefore use Charm to get out of being trapped between enemies in a narrow hallway.

#### Combat

If there is an enemy nearby that's aware of you, the charmed creature will stop following you and attack the enemy instead, moving towards the enemy if necessary.  This can result in it chasing enemies away from you, depending on its type and the enemy's type.  It will not, however, attack enemies that aren't aware of you yet.

Other enemies will attack a charmed creature--moving towards it if necessary--often in preference to attacking you.  Their preference for attacking you vs. attacking a charmed creature seems to depend on which one is closer.

A charmed creature will not attack you directly, and you cannot directly attack a charmed creature.  However, "friendly fire" is still possible via area spells, such as Lightning Bolt, via catching it in spread effects, such as electricity conducting through water, or via catching it in environmental hazards, such as fire pots.

#### Using other abilities

If a charmed creature has other abilities available, it may use them to your benefit.  For example, a charmed priest may heal you or cast Haste on you.

If a charmed creature is capable of summoning things, these summons will also be charmed and not directly attack you. However, be aware that:

* If you charm a fire elemental, the fireballs it creates will still follow you around and explode near you, catching you in their area attack.  This makes it highly dangerous and inadvisable to charm fire elementals.

* While the *eggs* the Spider Queen creates are charmed, they stop being charmed when they hatch.
* Ice elementals will still summon ice bombs, which may hit you.

Charmed succubi may still use their own version of charm on you, as do creatures with similar abilities.

### Indicator

While a creature is charmed, this state is indicated by a green circle around its sprite. However, this is only the case if the creature doesn't already have a yellow circle indicating some other special ability.

### Immune enemies

Some enemies are immune to Charm.

* Ballista
* Dire Wolf Kennel
* Rotting Corpse
* Fire Staff Turret
* Fire Statue
* Ice Statue
* Storm Statue
Book of Athletics

Redirect to:

* Tomes
The book of Athletics let you learn three athletic skills each time the player get one.

## Skills

### Strafe Attack

The player will automatically attack the nearest enemy while moving towards or strafing.

Can invest first talent point at player level 6.

### Evasive

Increases evasion by 4 / 3 / 2.

Can invest first talent point at player level 1.

### Sprint

Allows the player to sprint 5 tiles, additional levels improves distance by 1 tile.

Can invest first talent point at player level 1.

Cooldown: 20 turns.
Fire Imp

## Fire Imp

*This is for the Steam version of the game. The web version may be different.*

#### Stats

* 20 HP
* 5 Range
* Flame Element
* Normal Speed
* Small Size

#### Attack

* 4 Turns
* ? Damage

## Abilities

#### Orb of Fire

* 10 Turns
* ? Damage
* 2 AOE

* Only fires if you are in a straight line in any of the 8 directions.
* Moves 2 tiles per turn, explodes on contact with a solid object.

#### Blink

* High % chance whenever hit to move to a random location.

#### Flying

* Avoids terrain effects like unstable and electrocution.

## Strategies

* The fire imp moves closer until it is 2-3 squares away.
* If you move towards it, it will usually retreat.

* The basic attacks do not travel past the square they are aimed at.
* The secondary attack can easily be dodged.
Static Discharge

> *This article is a stub. It could use more detail.*
>
>

**Static Discharge** is a spell that damages creatures in a radius around you.

No class receives this talent automatically (similar to Dead Eye, Inferno Orb, Flash Freeze, Poison Cloud, Regeneration and Tranquility); it has to be found in a book or bookshelf.
Ice Imp

*This is for the Steam version of the game. The web version may be different.*

* The ice bomb is created in the 3x3 area around the player, at the point closest to the ice imp.

#### Blink

* High % chance whenever hit to move to a random location.

#### Flying

* Avoids terrain effects like unstable and electrocution.

#### Slow

* Basic attacks will slow your character, preventing you from moving diagonally.

## Strategies

* The ice imp moves closer until it is 2-3 squares away.
* If you move towards it, it will usually retreat.

* While the slow effect is annoying, the ice bomb is the easiest spell to avoid making the ice imps the least threatening of the imps.
* The ice bomb often deals friendly fire.
* Unlike the other imps the ice imp's basic attack will travel past the tile it is shot at.
Race: Mummy

I think the Mummy race is insanely OP. It is like playing the game in easy mode. Be warned - if you play too much you will forget how to play without it!

### Race Effects

* No food bar
* -1 Fire resistance
* Unable to eat anything (Potions/food)

No food bar means infinite resting. This is the reason the Mummy race is OP. As long as there are no enemies in sight you can restore your HP/MP to full. Fighting on stairs will make you almost invincible.

This allows you to use your HP/MP freely to kill enemies quickly. Playing a mage you can literally use a spell on every enemy. As a melee you can tank all the attacks and trade your HP to quickly kill the enemies.

There are a few negatives: Not being able to consume food means you have a few less life saving measures, and you will be unable to raise your max HP with potions.

-1 Fire Resistance means you must be aware of all sources of fire damage. Fire mages will deal a ton of damage, and fire pots are almost an instant kill. Respect the extra fire damage and it is easy enough to play around. Getting +1 fire resistance is nice as it removes this weakness entirely.

Some random points:

* The Fortitude talent is amazing at fixing your lower HP.
* If you do not want to be stair dancing constantly mages will need a surprisingly large amount of MP.
* Resting after every engagement will become a habit, which is bad for any other race.
* Another negative of resting constantly is that timed gates will usually be shut before you reach them.
* Charms are able to be used extremely often.
* With the altar of archer and a merchant you can get infinite gold.
* Playing around stairs all the time is a great way to ensure your safety - if you are aware of the stair location and make sure you have a clear path back to them at all times it will be hard for you to die.

In general I try and max the fortitude skill as soon as possible: straight away for melee, after a bit of focus for mages.

This race works well with any melee or mage class. Ranger receives less of a benefit then other classes, but can still put the infinite resting to good use.
Classes

Each class has different starting talents and items. All classes are able to multi-class and learn any ability in the game (with the exception being barbarians are not able to use spells). Ranger and Storm Mage are good classes to start with. Melee classes are harder to learn, but powerful when mastered.

Currently, there are 10 different classes in the game:

* Warrior
* Barbarian
* Rogue
* Ranger
* Fire mage
* Storm mage
* Ice mage
* Necromancer
* Enchanter

12.28.18 Steam Release includes new character class

* Duelist
Constrict

The player is unable to move for the duration of the effect. On steam version, the player will also take critical damage.

The enemy that constricted you will also suffer from the same effect. This will stop them from fleeing due to fear.

You are unable to pick up the Goblet of Yendor while under the effects of constrict.
Enemy Lightning Bolt

Acts like the player's spell Lightning Bolt. When used by a storm turret it has a range of 8, other enemies have a range of 5.

Be careful, this is one of the only abilities that can be used from out of your line of sight.

Like most enemy abilities, if you are within range of a confused storm mage lightning bolt will be targeted at the player, even if other enemies are closer to the caster.
Fire mushroom

The fire mushroom is the more common trap when an entity steps on it will be ignited in flames doing damage.

Luring enemies into fire mushrooms is a common and effective strategy. This fire mushroom can kill most of the enemies even flying ones.

Triggering the fire mushroom can ignite nearby flammable objects like vines and oil.

The fire mushroom can be used for the Burst of flame spell creating a large area of fire.

The fire mushroom can be triggered by steping on it, by shooting at it, or by casting a spell over it.

## Useless trivia

* "Fire mushroom" was typed 10 times in this page.
How to Strafe Dodge

**Strafe Dodging** is a game mechanism that causes enemies to miss you, by attacking your previous location after you move.

The chance of Strafe Dodging working is your Evasion score times 5%, up to a maximum of 75%. This is separate from your normal dodge chance.

In earlier versions of the game (and the web version), each point of evasion gave a 10% chance of dodging, and 10 points allowed you to dodge 100% of the time.

Strafe Dodging works against melee, ranged, and magic attacks, though not against attacks with an area effect, such as the explosion of an Orb of Fire.

Things to be careful about:

* Dodged ranged attacks will still hit you if you are along the line of fire. Thus you will still get hit if you move straight toward or away from a ranged attacker. Better to move diagonally in a zigzag: Serpentine! Serpentine!
* When you first step into an enemy's range they will hit you, as they were not able to target your previous position. To avoid this, let the enemies move into range themselves.
* Ranged enemies will also hit you as you move around obstacles (including other enemies), as they could not target your position behind the obstacle.

## With Strafe Attack

Strafe Dodge is even more powerful combined with Strafe Attack. However, because dodging is no longer 100% effective, it is no longer possible to simply move back and forth with no risk while demolishing your enemies. Using Strafe Attack while retreating - especially doing a zig-zag retreat - is a better option.

## Classes

All classes start with a single point of Evasion and thus can occasionally manage to Strafe Dodge. Acquiring a Ring of Evasion, or the Evasive talent, or more dexterity makes it increasingly useful.

Rangers are dexterity-based, and have both the Evasive and Strafe Attack talents, making them experts at Strafe Dodging. Rogues lack the Strafe Attack talent, while Barbarians don't get Evasive, but it is still an important part of their strategy. Mages can also use it to avoid some ranged attacks.
Speed

There are 3 levels of speed. It is very important to understand speed so you can kite effectively. With enough room kiting goblin brutes and ogres to death with basic attacks is very easy. Understanding speed allows you to use abilities like power shot and freezing cloud to their maximum potential.

### Slow

Slow enemies are unable to move diagonally. An enemy can be naturally slow, or slowed with Cold abilities or weapons. You can be slowed by orc shamans and ice elementals.

### Normal

Normal enemies are able to move freely in all directions.

### Fast

Fast enemies can move two squares per turn. Some enemies are naturally fast like bats, jaguars and hell hounds. Enemies that have haste cast on them temporarily have fast speed.
Dark Elf Pyromancer

*This is for the Steam version of the game. The web version may be different.*

## Strategies

* Wall of Fire will be used before Fire Storm
* You can move through the wall of fire by using shift-click.
* Intentionally baiting the Fire Storm can be very useful in causing friendly fire, or just taking the Dark Elf out of the fight.
Talents (steam)

This is a list of classes and talents from the Steam version of Rogue Fable III, as of version 1.37.

Each class starts with one point in a "Tier 1" talent, and has 5 other skills available to learn. Other talents can be learnt from tomes or the Librarian.

### Warrior

* +2 strength
* Starts with Short Sword and Wooden Buckler

### Barbarian

* +2 strength
* Starts with Hand Axe

### Storm Mage

* +2 intelligence
* Starts with Staff of Storms

### Ice Mage

* +2 intelligence
* Starts with Staff of Ice

### Necromancer

* +2 Intelligence
* Starts with Staff of Poison
Meat

### Source

Can be found inside chests, on the floor, sold by merchants and from wishing wells

### Cost to sell

7g

Meat is the only way to replenish the hunger bar. Food will heal you for half of your max HP and restore half of your max MP.

Food is guaranteed to spawn every 4 floors. The merchant is also guaranteed to spawn with food.
Abilities and Effects

## Effects

* Unstable
* Flammable
* Critical
* Unaware
* Sleeping
* Knockback
* Wet
* Immobile

## Abilities

* Berserk
* Blink
* Buffet
* Charm
* Confusion
* Constrict
* Corrosive
* Draining
* Elemental Resistance
* Elemental Vulnerability
* Experience Steal
* Exploding
* Fire Storm
* Flame Cloud Line
* Flying
* Haste
* Heal
* Hide in Shell
* Hidden
* Homing Fire Bomb
* Ice Bomb
* Life Steal
* Life Spike
* Lightning Bolt
* Lightning Totem
* Mana Drain
* Marked
* Orb of Fire
* Poison
* Pull
* Reflection
* Resurrect Skeleton
* Reposte
* Seal Doors
* Slow
* Slow Charge
* Smite
* Spawning
* Split
* Summoning
* Toxic Cloud
* Toxic Line
* Toxic Wall
* Trample
* Wall of Fire
* Web
Crystal Golem

## Abilities

#### Reflective

* Will reflect attacks from ranged weapons, projectiles, and staves back at the attacker. Most ranged spells (such as Life spike) are in the form of bolts and thus are also reflected back. Will also reflect projectiles from Ice Bombs.

## Strategies

* Use Shock Spells such as Shock or Lightning Bolt; these are not reflected back. (However, bolts from a Staff of Storms are reflected back.)
* Hit it with the Area of Effect from a spell, such as a Fire Ball. (Do not directly target the golem.)
* Hit it with the Area of Effect from a Greater-type staff. This requires another enemy or targetable object to be adjacent to the golem.
* Lure it into Fire mushrooms or parallel to Fire Pots, then set them off.
* Use melee, ideally in combination with Strafe Attack. You can perform melee attacks with your bare hands by unequipping your weapon; however, keeping a melee weapon on hand as a backup speeds the process.
* Isolate each golem by stair dancing so you can deal with them in a safer setting.
* Alternatively, lure them up, then away from the stairs while you double back, to leave them behind on an upper level.
* Necromancer can kill with skeletons, or Infectious Disease.
Acidic Slime (Steam)

**Note: This is for the Steam version. Web version may be different.**

## Abilities

#### Split

* Slimes will split up to 3 times from base slime creating multiple slimes with same max hp and dmg but not keep effects of base slime - will not split below 25% HP.

## Strategies

* use AOE to damage multiple slimes at once - shock is most effective
* deal large or lethal amounts of damage in one attack to minimize splitting of the slime
Library

On floor 10 (floor 9 on web version) a library will always be generated. It will contain 4 bookshelves and 3 crystal chests. Each chest contains a book with 3 talents. When you open a crystal chest the other two will be permanently locked.

The bookshelves may give you talent points, skill points, skill points of your choosing, unlock a new talent or give you a scroll.

An NPC called the Librarian will spawn in the library. They offer 10 talents that the player did not have on entering the floor, for 75g each. A purchased talent will start at level 1.

It is possible for this room to overlap with other rooms, giving you less than 4 bookshelves and/or less than 3 chests.
Barbarian

The Barbarian is the second class in the class selection screen.

The Barbarian has a Rage bar that gains 1 point per kill: . They do not have MP access, even if you give them hats, robes and shoes.

A Barbarian's talents do not cooldown over time. Instead, each enemy killed reduces the cooldown of all talents by the amount of rage you have. Enemies killed by the environment do not count towards a barbarian's rage or cooldowns.

Each point of rage also increases your melee skill by 1.

For every 10 turns without killing anything your rage will drop by 1. (This includes the turn used to kill the enemy, so the first point will be lost 9 turns after killing something.)

## Talents

The Barbarian starts with the following talents available to invest talent points in:

* Power Strike: Starts with one talent point invested.
* Blood Lust
* Sprint
* Weapon Mastery
* Charge
* Strafe Attack
* War Cry

## Starting Equipment

* Hand Axe
* 10x Darts
* Meat

## Base Stats

### Attributes

* Strength:13
* Dexterity: 10
* Intelligence: 10

### Defense

* Protection: 0
* Evasion: 1
* Reflection: 0
* Stealth: 0

### Resistance

* Fire: 0%
* Cold: 0%
* Electric: 0%
* Toxic: 0%

### Offense

* Melee: 3
* Ranged: 0

### Spell Power

* Spell: 0
* Fire: 0
* Cold: 0
* Storm: 0
* Toxic: 0

## Strategy

Abilities that recharge only when fighting! Little ranged ability! No offsetting advantages!

Let's face it, until a rebalance (in the works as of 2019), Barbarians are a pretty tough class to play. Go for Strafe Attack as soon as you can and zig-zag retreat as often as you can, and they're modestly survivable.

Being able to attack all adjacent enemies is nice, though standing in the middle of enemies to take advantage of it is suicidal. This ability is conferred by their starting weapon, the Hand Axe, which other classes can find, and it does only modest damage, even with high Strength, Weapon Mastery, and even high-level Enchantment. There are better axes - Broad Axe, the rare Storm Chopper, or a Battle Axe (which precludes a shield) - but nearly any weapon that does more damage is a better choice.

As with other melee specialists, get all the armor you can. Armor (or a Shield) is your best choice for wishing/acquirement.
Damage Types

Damage can be inflicted by weapons, by spells, by traps or by other features of the environment.

There are five different types of damage, and they all have different properties.

### Physical

Physical damage is inflicted by most melee weapons, ranged weapons, and projectiles.  It's also inflicted by spike traps and bear traps.

A hit with physical damage when the target is unstable is automatically a critical hit.

### Fire

Fire damage is inflicted by fire staves, the Inferno Sword, and fire spells, as well as fire mushrooms, fire vents, fire pots, bombs, and lava.

Fire damage has a few special effects:

* If it's dealt to a creature standing on or next to flammable terrain, it will ignite the terrain.  This will spread for some distance and deal fire damage to any creature standing on terrain that's burned.
* It ignites poisonous clouds, as with flammable terrain.
* If it's dealt to a creature in the water, it will create a cloud of steam, blocking sight.
* It destroys the vapors of Freezing Cloud.  This only happens in the square the damage occurs in, and doesn't spread.
* Fire damage from some spells, and the Inferno Sword, can melt ice.

### Cold

Cold damage is inflicted by ice staves, ice spells, and the attacks of some ice-themed enemies.

Ice damage usually or always slows the target.

Ice spells have the side effect of turning water into ice.

### Shock

Shock damage is inflicted by staves of storms, shock spells, and some enemies.

If shock damage is dealt to a target in or next to water, the electricity will spread through the water for some distance and damage creatures in affected squares.  It will also spread through Freezing Cloud vapors.

### Toxic

Toxic damage is dealt by staves of poison, toxic spells, poison clouds, and some enemies.

Toxic damage may be dealt at the end of the turn, instead of immediately.  An enemy may therefore be hit, take an action, and *then* die of toxic damage.

Being poisoned inflicts toxic damage over several turns.
Enchantment Spells

* Mana Cost: 3
* Range: 5
* Duration: 6 / 10 / 12
* AOE: 0 / 1 / 1.5
* Required Level: 1 / 5 / 9

You are able to confuse yourself. Enemies that are confused will still use abilities on you even if other enemies are closer (things like lightning bolt, Inferno orb etc.).

### Fear

Causes all enemies in a radius around you to run away in fear.

* Mana Cost: 3
* Duration: 6 / 8 / 10
* AOE: 1.5 / 2 / 2.5
* Required Level: 1 / 5 / 9

### Charm

Charms a single creature, turning it temporarily to your side.

* Mana Cost: 4
* Range: 5
* Duration: 20 / 28 / 34
* Required Level: 4 / 8 / 12

Charmed succubi still use charm on you, as do creatures with similar abilities. Charming fire elementals leads to fireballs hugging you, it is not advised. It can be difficult to know when a charm will wear off, so try to get your victim killed in combat before that happens.

### Mesmerize

Puts a group of enemies into a deep sleep.

* Mana Cost: 4
* Range: 5
* Duration: 5 / 7 / 8
* AOE: 1.5
* Required Level: 4 / 8 / 12
Regeneration

**Regeneration** is a passive talent that increases the rate at which you regenerate hit points.

Each talent point invested in it makes it take one fewer turn to regenerate a hit point.

The base rate of hit point regeneration is one point every ten turns. With one level of this talent, it becomes one point every nine turns.

### See Also

* Hit points
* Tranquility
Enemy Modifiers

Enemies can randomly spawn hit a modifier. This is signified by a yellow ring around them. There are four different modifiers

### Regenerating

Regenerates extra health each turn. Most/all enemies regenerate slowly (1 point every few turns).

Some enemies have this ability naturally, like Trolls

### Spiny

Melee attacks on these enemies deals a small amount of damage to your hero, not proportion to your damage.

### Blinking

Enemy has a fixed % chance to blink when damaged.
Confusion

**Confusion** is a spell that causes one or more creatures to attack their nearest target. Note that their "nearest target" may still be you.

The Enchanter starts out with one talent point invested in this spell.

You are able to confuse yourself if you're caught in the area of effect. Enemies that are confused will still use abilities on you even if other enemies are closer - things like lightning bolt, Orb of Fire etc.

A Charm of Confusion can also cause this effect.
Slow

When slowed your speed is reduced by one level: Fast -> Normal, Normal -> Slow. The new version of slow speed takes 2 turns to move 1 tile. This effect is caused by:

* Ice Staves
* Cold Element abilities
* Enemies with cold element basic attacks - Goblin Shamans, Ogre Priests, Ice Imps, Penguins, Ice Elementals, Ice Statues
* In the Ice Caves every 10 turns if at max cold

If you take fire damage the slow effect will be removed.
Gray

###  History

Grey unabashedly abuses the power of his position as the number one Party of District 7 to sexually harass women. As a previous sub-party member to Roland Vorn's lead party, others in the Beyond Liberty Alliance are left wondering at his rapid rise. Brazen as he is, he still has many women with him at restaurants and other entertainment locations. This hints he has a job that can affect woman.

Gray has 'his man', a seeker named Basel.

He also assigns the party Triceratops to spy on Arihito's group while in a Labyrinth.

### Job

Unknown. He is a referred to as a 'Suit'. He is 'good at bringing in other people" (to the Alliance)

### Level

5-6? Roland is the highest in the District at 7, so it is likely Gray is just under that.

### Chosen Skills

As the temp subleader of the Freedom Alliance, Grey's skills are not immediately known to Arihito or his party.

At current WN chapter:

* Gentle Perfume - Improves the impression of the opposite sex
* Negotiation - Increases success rate of negotiations
* Trickster - Conceals your skill activations
* (skill to eliminate hostility)

### Spoilers

At current WN chapter:

* At the end of Book 4, Gray sets a number of Beasts on Arihito's party - who had been much weakened by the Guillotine Boss Fights.
* At the Beginning of Book 5, Gray is facing 6 months of 're-education' which will include a temporary seal of his more notorious abilities.
Takuma Asakura

### Background

Takuma is a demi-human that was slain by the Paradox Beetle, along with his fiance.

His sister is Shiori Asakura. Takuma works at her chest cracking shop. Takuma regularly works as a mercenary when not working at his sister's shop.

When Arihito had the chest from the Conflict Beetle opened, Takuma was able to recover his engagement rings.

### Appearance

Takuma wears a helmet in the shape of a rhinoceros beetle head. His entire body is clad in a metal carapace.
Steiner

### Background

Steiner is a native of the Labyrinth Country and works at the store Mistral Forge.

In book 4, Ceres calls Steiner by her(?) real name, Chiara.

It is implied that the Labyrinth is 'one side' and some other side (the soul side?) is where the name Chiara applies.

### Appearance

Steiner appears to be a large suit of magical armor.

### Level

3. Peaked at 5, but dropped over time with lack of Labyrinth Seeking

### Skills

* Armor Fighting Method 1
* Insert Magic Stone
* Synthesize Equipment 2 - allows magic items to be combined. Example: Arihito's Eluminate Mountaineering Boots and Hannya's Greaves.

### Special Contract

Steiner (Chiara) and Ceres enter into a Special Contract with Arihito's Party so that they may come to them and use their skills to enchant items, make runes, create armor, etc.
Unbreakable Stone

Unbreakable stone is the default bedrock of the Modernity. It generates at the bottom of the Modernity to prevent the player from falling from the world. Just like regular bedrock, modern bedrock cannot be broken in survival. However, a bug allowed modern bedrock to be pushed or pulled by a piston. Therefore, players were able to access the void by pulling modern bedrock up with a piston, and then moving it sideways so that an entrance to the void appears.

Unbreakable stone can be broken in creative. When broken by a command, modern bedrock will drop nothing.

## Generation

At y-level 4 and below, unbreakable stone will generate. Here, the y coordinate determines the chance that an unbreakable stone block will generate. At y-level 0, there is always an unbreakable stone block.

 4
 3
 2
 1
 0

## Trivia

* Right before the first release, a bug was found where unbreakable stone was able to be broken almost immediately, dropping nothing. This bug was fixed right before releasing.
* The original name of unbreakable stone was modern bedrock.

## History

 **Beta-1.0** | Renamed Modern Bedrock to Unbreakable Stone
Ranger

The Ranger is the fourth class in the class selection screen.

The Ranger uses their massive range to kite all enemies to death. For advice on how to play this class, see the Ranger Guide.

## Talents

The Ranger starts with the following talents available to invest talent points in:

* Power Shot: Starts with one talent point invested.
* Sprint
* Evasive
* Range Mastery
* Tunnel Shot
* Perfect Aim
* Strafe Attack

## Starting Equipment

* Short Bow
* Meat

## Base Stats

### Attributes

* Strength: 10
* Dexterity: 13
* Intelligence: 10

### Defense

* Protection: 0
* Evasion: 2
* Reflection: 0
* Stealth: 3

### Resistance

* Fire: 0%

* Cold: 0%
* Electric: 0%

* Toxic: 0%

### Offense

* Melee: 0
* Ranged: 3

### Spell Power

* Spell: 0
* Fire: 0
* Cold: 0
* Storm: 0
* Toxic: 0
Range

Enemy range works by creating a circle based on their range in a straight line. For example: If an enemy has a range of 5, they will be able to hit you if you stand 3 tiles away in one direction, and 4 tiles in the other. The way to calculate this is: a2 + b2 = c2

 a and b are your distance away in each direction, and if c is equal to or less then their range they will be able to hit you. For the example above:

32 + 42 = 25

√25 = 5

As their range is 5, they will be able to hit you.
Gates

###  Normal Gate

Normal gates can be opened with a key. Any normal gates blocking the way to a staircase will always have a switch somewhere on that floor, and also a switch inside, incase a pit trap drops you to the next floor and you want to go back up. Gates that guard treasure rooms do not have a switch (excluding sewers floor 4), and require a key to open. You can blink past normal gates, but be careful as treasure rooms do not have a switch to open the gate from the inside and you can get stuck.

###  Timed Gate

Keys do not work on timed gates. Timed gates start open, and after 200 turns will shut. When you enter a floor with a timed gate there is a notice that somewhere a gate is slowly closing. If you arrive after the gate has shut the message "The gate has closed and you can see no way of opening it" will be displayed. Rooms with timed gates contain treasure, and a switch incase the gate shuts while you are inside. It is possible to get in after the gate has shut by blinking.

If you activate the lever inside a timed gate room before the gate is shut, it will trigger the switch but do nothing. If you are still inside the room when the gate shuts, you will be stuck if you cannot teleport.

###  Switch Only Gate

Some staircases are blocked by switch only gates. Somewhere on the floor will be a switch that unlocks the gate. It is possible to blink over switch only gates.

###  Switch

Switches are activated by clicking on them. Your character will move next to the switch and activate it. Auto explore will not activate switches. There is currently nothing bad that can happen by activating a switch.
Reflection

An enemy with reflection has a high chance to reflect any projectile attack. This includes bows, thrown projectiles and projectile spells like life spike. To safely kill an enemy with reflection use melee, non-projectile magic, AOE effects, or terrain.

List of abilities that are reflected:

* Any ranged attack
* Life Spike
* Fire Bolt (Directly targeted)
* ?
Water

Unstable terrain.

Physical attacks (non-magic) on unstable terrain are always critical hits.

Electric attacks will cause a shock to ripple through for 4 squares.

Fire attacks will cause Steam Clouds to obscure vision and block line of sight.

Ice attacks will freeze the water into ice (unstable terrain).
Scroll of acquirement

Similar to a Wishing Well:

This Scroll let the player choose a type of item to get a random item between this categories:

* Weapon
* Staff
* Projectiles
* Armor
* Shield
* Ring
* Charm
* Wand
* Potion
* Scroll
* Food

The rarity of the item and the level of enchantment is increased by the deepest floor you have reached.
Ambush Room

Ambush rooms are randomly generated and can be found on any dungeon floor. If you move within two steps of a false wall it will disappear, releasing a horde of enemies. Often you can spot these by the glitched wall textures, showing two sides to the terrain when there should only be one. If you are using auto explore and have explored every visible tile but still get the message "Partially Explored", it is due to an ambush room.
Toxic Spells

###  Life Spike

Drains the life of the target over time, healing the caster. Can be stacked multiple times.

* Mana Cost: 3
* Damage: 4 / 6 / 7
* Range: 7
* Duration: 5
* Required Level: 1 / 5 / 9
* Element: Toxic

### Infectious Disease

Inflicts a single target with a disease that will spread to characters, including the player, within 1.5 tiles of any infected creature.

* Mana Cost: 4
* Damage: 3 / 5 / 6
* Range: 5
* Duration: 15
* Required Level: 4 / 8 / 12
* Element: Toxic

### Poison Cloud

Creates a cloud of poison gas that does damage to everyone in the area.

* Mana Cost: 5
* Damage: 6 / 8 / 9
* Range: 7
* Duration: 15
* Required Level: 8 / 12 / 16
* AOE: 1 in the first turn, expands to 2 and gradually shrinks back to 0 in the last 2 turns.
* Element: Toxic
Sleeping

Sleeping enemies will not notice you until attacked, or they are woken by nearby enemies. Melee attacks, or ranged with the Head Shot talent, will critical hit sleeping enemies.

Enemies have a chance of spawning sleeping. They can also be put to sleep by certain abilities:

* Sleeping Dart
* Mesmerize

When enemies are put to sleep by a spell/skill and the player moves out of sight, the enemy will continue to sleep indefinitely rather than waking up based on the duration of the spell
Kasha

### Background

Kasha is a seeker that was waiting in line for Refreshing Heaven, the Chinese Restaurant in District 7. When one of her party members disparaged Beyond Liberty, Kasha defended Danielle Vorn as someone who had helped her.

However she went on to say that she would not accept an Alliance invite from a womanizer like that (Gray) even if Hell froze over.
Ricochet Stone

Owner - Arihito

* Weapon - This causes projectile weapons to ricochet multiple times after impact
* Armor - Can be added to boots to increase jump height

This stone came from the Red Treasure chest from the Poison Spear Bee

This stone replaced the poison crystal on Arihito's Black Magical Slingshot +3 after the Paradox Beetle Fight.
The Iron Fortress

The Iron Fortress is a possible dungeon taking Floors 5-8 in the web version and 9-12 in the Steam version.

## Strategies

Remember to always find the library room on floor 10. (Floor 9 in web version).

All clockwork enemies produce oil instead of blood, which makes enemies unstable.

At some point there might be a room with a ballista in the centre. If you do not have sufficient mobility just go around as the ballista does heavy damage and you might die getting to it.

If you get a message at the beginning of a level saying "You hear the sound of a gate grinding shut," that means that there is a timed gate in the level.

Bonus level is Hall of the War Engines.

## Enemies

Enemies from previous levels:

* Goblin Warrior
* Goblin Brute
* Goblin Archer
* Goblin Shaman
* Goblin Storm Mage

## Terrain

 Water - Unstable, conducts electricity

 Oil - Unstable, Knockback, Flammable

 Scrap - Unstable

 Rubble - Unstable

## Traps

 Fire Shroom

 Fire Pot

 Fire Vent

 Shock Reed

 Steam Vent
Custom Shirt Stall

There are many stalls that sell items, examples include:

* Equipment - Madoka's stall just outside the Field of Dawn sold weapons, armor, backpacks
* Food - Both dried for to bring into the labyrinth as well as a quick meal prior to heading in

This particular stall is District 7 and makes custom shirts as long as you bring materials.

* Ibuki - Had a shirt with a large kanji *Sincerity* print

* Anna - Had a shirt with a large kanji *Genuine* print
To Do Wiki List

This page was made with the intention of organizing the editions (to prevent several people from editing the same thing at the same time).

How I idealized this to work:

1. Add a task in the first column.
2. Add your name in the second column.
3. When you are done with editing stuff change your name for "Done" or something like that

Things to be done:

* Create individual enemy pages and remove some info from dungeon branches.
* Update Iron Fortress monsters for difficulty change.
* Add more to the strategy section for each dungeon branch.
* Fill in all details for talents, and add all book only talents.
* Create individual page for each talent.
* Update the books/tomes to have the correct available skills.
* Make basic guide for each class
* Add a little bit of basic strategy to each class page.
* Re-upload higher quality images - I don't know how the quality got so messed up :(
* Some of the terrian is interactive, for instance, the torch on the wall makes a huge flame when the fire mage casts a certain fire spell on it.
* Add new pages for the steam version dungeon zones

Pages that need the info for the steam version added:

* Most class pages
* Attributes and Stats
* Vault of Yendor
Tranquility

**Tranquility** is a passive talent that improves your mana regeneration. It reduces number of turns between each mana generation tick by one turn per level.

No class starts out with this; it can only be found in Tomes or bookshelves.

Base mana regeneration (without this talent or any items) is 1 mana every 15 turns. At max Tranquility (level 3), it becomes 1 mana every 12 turns (without any items).
Summon Skeleton

* Required level: 4 -> 8 -> 12

* Mana: 3 (Sustained)
* Skeleton level: 6 -> 10 -> 12
* Skeleton HP: 32 -> 44 -> 49
* Skeleton damage: ? -> ? -> ?
* Skeleton size: Medium
* Skeletons are toxic resistant.

Summon one or more skeletal minions to fight for you.

* Skeletons are a sustained spell, reducing your maximum MP by 3 until they die.
* Skeletons last until they die.
* You are unable to attack through a skeleton.
* You can not cast Life Spike on your own skeletons.
Warrior

The Warrior is the first class in the class selection screen.

The Warrior is a tanky melee class that relies on good use of his shield abilities.

## Talents

The warrior starts with the following talents available to invest talent points in:

* Shields Up: Starts with one talent point invested.
* Power Strike
* Fortitude
* Weapon Mastery
* Shield Wall
* Deflect

## Starting equipment

* Wooden Shield
* Short Sword
* 10x Darts
* Meat

## Base Stats

### Attributes

* Strength: 13
* Dexterity: 10
* Intelligence: 10

### Defense

* Protection: 0
* Evasion: 1
* Reflection: 0
* Stealth: 0

### Resistance

* Fire: 0%

* Cold: 0%
* Electric: 0%

* Toxic: 0%

### Offense

* Melee: 3
* Ranged: 0

### Spell Power

* Spell: 0
* Fire: 0
* Cold: 0
* Storm: 0
* Toxic: 0
Vanish

**Vanish** is a cooldown talent that immediately causes all monsters to be unaware of your presence. A question mark will appear beside them to signify this.

Monsters within spotting distance may notice you again as soon as you take an action, such as moving or attacking.

*This talent had been called "Evade" in prior versions..*
Rogue

The Rogue is the third class in the class selection screen.

The Rogue likes to sneak around and assassinate unaware enemies with critical hits.

## Talents

The Rogue starts with the following talents available to invest talent points in:

* Sleeping Dart: Starts with one talent point invested.
* Sprint
* Evasive
* Stealth Mastery
* Dungeon Sense
* Nimble Fingers
* Smoke Bomb

## Starting Equipment

* Short Sword
* 20x Darts
* Meat

## Base Stats

### Attributes

* Strength: 10
* Dexterity: 13
* Intelligence: 10

### Defense

* Protection: 0
* Evasion: 2
* Reflection: 0
* Stealth: 3

### Resistance

* Fire: 0%

* Cold: 0%
* Electric: 0%

* Toxic: 0%

### Offense

* Melee: 0
* Ranged: 3

### Spell Power

* Spell: 0
* Fire: 0
* Cold: 0
* Storm: 0
* Toxic: 0
The Ice Caves

## Cold meter

In the ice caves a cold meter appears. If fills up at 1 per 11 turns. When it reaches 10, every 11 turns you take 10 damage and are slowed for 4 turns. Spending a turn next to a campfire reduces the cold meter by 1 point. There are two campfires randomly placed on each floor.

Returning to the main dungeon will also reset the cold meter, but only if you move around a bit - just going up and back down the stairs will not reset it.

## Strategies

Try to have swiftness, as if not a penguin can slow you down

Also, make sure to dodge the ice bombs, as they go off and spread icicles in all 8 cardinal directions after 2-3 turns

Also, cold resistance helps get rid of the slow effect.

Finally, save scumming on the web version resets the cold meter.

This is also minor but on ice dire wolves can knock you back.

## Enemies

Enemies from previous floors:

* Magic Eye

## Terrain

 Ice - Unstable

 Pit
Tunnel Shot

### Description

Allows you to throw a projectile clear through a number of monsters, dealing increased damage.

### Class

Ranger

**Tunnel Shot** is a cooldown talent that lets you throw a projectile through several monsters in a line.  The damage from the projectile is also increased, with a multiplier of 2 / 2.2 / 2.4 depending on the level of the talent.

This ability works with ranged weapons, projectiles and (on the Steam version of the game) staves.
Zones (steam)

This is a list of zones from the Steam version of Rogue Fable III, as of version 1.37

The main dungeon line has 4 zones totaling 18 levels.

Each game will generate 2 side branches, accessible from the 3rd main zone. These side zones have 4 levels then a special boss arena.

At least one of these branches must be completed to enter the stairs to the final zone - To enter you need two of the three available runes, which are found at the end of each side branch, and one at the end of the 3rd tier main dungeon. It is possible to get a pit in the 6th level which can be jumped down to avoid unlocking the stairs with runes.

### Zone 1

* The Upper Dungeon

The Upper Dungeon has 4 levels. It will often have a wandering boss on level 2 or 3, and always have a boss room with minions on level 4.

### Zone 2

There are 3 options for zone 2:

* The Sunless Desert
* The Under Grove
* The Swamp

2nd tier zones always have 4 levels. They can have wandering bosses on levels 2-3, and usually have a boss room with minions on level 4.

### Zone 3

There are 2 options for zone 3:

* The Orc Fortress
* The Dark Temple

3rd tier zones have 6 levels, and will always have the following features on specific levels:

* Level 2: Entrance to first side-area
* Level 3: Library (Librarian + Tome), minor boss
* Level 4: Entrance to second side area
* Level 6: Whole level design is based on major boss. Area contains a rune.

### Side Area 1

There are 3 options for side branch 1:

* The Sewers
* The Core
* The Ice Caves

### Side Area 2

There are 3 options for side branch 2:

* The Iron Forge
* The Arcane Tower
* The Crypt

### Zone 4

The 4th tier zone is always the Vault of Yendor
Tome of War

Redirect to:

* Tomes
 Power Strike

Required level : 1

Cooldown : 10

Damage multiplier : 2 / 2.2 / 2.4

Delivers a powerful attack with your melee weapon dealing increased damage and knockback.

## Charge

Required level : 4

Cooldown : 20

Distance: 5 / 6 / 7

When used, you can move towards and attack an enemy.

## Berserk

Required level : 8

Cooldown : 250

Duration : 12 / 16 / 20

When activated, you will deal critical hits with every melee attack for the duration of the effect.