recursal/Fanatic-Fandom huggingface dataset:
President Roosevelt

President Roosevelt is one of the three bosses the player will have to face during the final show.

This tough cowboy of a politician has hardly any time for fun, making New Deals all around the country, all the time. But being a politically savvy man, he can see the benefit of showing the Old Continent’s folks the strengths of the US of A - even those related to entertainment! So, impress the POTUS, and he’ll sponsor a tournee alongside the queen.
Witch

*- You always feel uneasy when she asks you for an eye of newt and toe of frog, wool of bat and tongue of dog, but her ever-boiling cauldron seems to somehow boost your artists’ confidence.*

### Description

The Witch is one of the Misfits the player can find and recruit during the game.

Effect: At the beginning of the Act all artists get extra Ignore.
Savage

*- Hailing from the wildest parts of the wildest parts of the world, this particular… person is not too smart nor talkative - but he seems to enjoy the circus life.*

### Description

The Savage is one of the Misfits the player can find and recruit during the game.

Effect: A random artist's moves will generate more Finale!.
Discard pile

Discard pile is the part of the Show screen where the player can see the cards that they've used since the last shuffling of the deck.

There are numerous ways for a card to end up on the Discard pile. The main one is ending a turn, when all the cards from the player's hand get discarded. Another reason for that might be a condition presented on a card that requires the player to part with another one.

Discarding a card isn't always bad - some cards have additional positive effects which become active when the card is being discarded. Then again, other cards have negative effects which activate when discarded. Paying close attention to what and when can be or should be discarded is one of the most important aspects of performing during the show.
Juggler

*- Juggling may seem like a simple trick, but have you ever been hit by a series of bowling pins? It sure doesn’t feel nice.*

### Description

The Juggler is one the most basic, universal, and balanced artists, who can both attack and defend. What's more, her cards are usually very cheap when it comes to Vitality - though they also don't add too many points to the Finale! counter, or even remove those.

However, what makes this class special is the Juggling Balls mechanic. Some of the cards the Juggler plays increase the Balls counter - while still Impressing or Ignoring. This in turn increases the power of some of her other cards, if the player decides to zero the counter.
Deck

Deck is the main aspect of the card-battling in the game. It consists of 15 cards that the player can use during the show.

The 15 cards in the deck are always the 15 cards the artists performing offer. At the beginning of the show the player chooses 3 artists that will perform and thus create the deck. Each of them has up to 5 cards.

The cards the artists have can be edited in the Artists' Wagon, if the given artist has more than 5 available to choose from. Training grounds allow the player to level up the artists, thus upgrading the cards or receiving new ones. New artists can also bring with them new cards.

Each turn of the show the player draws 5 cards that they will be able to use during the turn. At the end of the turn the cards still remaining in the hand are discarded and new ones are drawn. After three turns the deck is shuffled and new cards are drawn. There can be additional cards added to the deck during the show - for example Trick cards added by the Illusionist or negative cards thrown in by some types of the audience.

Sometimes artists bring to the show additional cards, known as Boons and Hoaxes.
Arthur Jones

Arthur Jones was an American circus entrepreneur and performer some time in the second half of the 19th century. He ran the circus with his brother, Jack Jones, until a series of tragic accidents led to the circus's downfall. At some point Arthur Jones got married and had a son. Still, even once the circus closed, the dreams of fame caused him to keep trying to reignite his career, instead of focusing on family life. Unable to achieve success anew, he died a miserable man.

The moment Arthur Jones kicks the proverbial bucket, his days of glory are long gone, and the once fabulous circus is to him nothing more than a pile of cloth and bitter memories. Like many other men, he tried to find answers at the bottom of a bottle of whiskey. And like so many before him he found nothing more than an endless hole where he kept falling and falling until he finally hit the bottom and died.

Still, in the last few months of his life, his biggest regret turned out not to be the fame he’d lost but the son he’d pushed away. Deep down, he always hoped his son would follow in his footsteps and become an even greater entertainer than his old man. This is why he left the protagonist the circus - the only thing of value he’d ever had in his life.
Tesla's Automaton

*- A fully automatic machine, capable of all that humans can do - and more. It’s a fantastic device, showing the power of the human mind and ingenuity in the modern age.*

### Description

The Tesla's Automaton is one of the Misfits the player can find and recruit during the game.

Effect: At the beginning of the Act all artists get additional impress.
Chapter 2

### Overview

The second chapter of the game can take place in either the Mid-west or the South regions of the game, depending on the decision of the player at the end of Chapter 1. During one playthrough the player cannot travel across both of the Chapter 2 regions - completing either of them takes the player to Chapter 3.

### Mid-west

The main boss of the Mid-west region is Henry Ford. However, the region has also supporting bosses, Ringling brothers.

### South

The main boss of the Mid-west region is Marie Laveau. However, the aforementioned supporting bosses, Ringling brothers, appear here as well, since they are the main hero's competition when it comes to the circus tournament. Thus no matter the region, they want to stop the protagonist from succeeding in his goal.
Map

The Map is a screen where the player chooses a location where they wish to go. The marker shows where their caravan is currently stationed and by moving it the player sets the destination.

Above each town there are three stars. If all of them are yellow, it means the player has completed that location and will no longer be able to perform there (they may still go there). Each stars gained add to the player's Fame points.
Ghost

*- BOO! ...that’s all this near-translucent thing says, but it’s obvious it puts its whole heart into it. And that’s exactly what you expect of your artists.*

### Description

The Ghost is one of the Misfits the player can find and recruit during the game.

Effect: At the beginning of the Act all artists get extra resistance against Sneering.
Misfit

### Overview

Misfits is the general term for the non-artist, non-story characters, all of whom are shunned by the society for looking 'different' from the normative idea of beauty. During the 19th century such folks - bearded ladies, albinos - were often called 'freaks' and would appear in freakshows to earn what little money they could.

In the game the player meets and recruits the Misfits as outcomes of side-quests, events, and successful shows. The player can then choose a Misfit when preparing for a show, and that character will offer a boon activated automatically at the beginning of the performance (or its next acts) - for example they may increase the level of Finale! counter at the beginning of each act or heal artists, and so on.

The Misfits the player has currently available at their disposal can be seen at the Bizarre Bazaar wagon in the Camp management screen.

### Types of Misfits

* Tesla's Automaton
* Savage
* Lizardman
* Bearded Lady
* Witch
* Beast
* Ghost
* Lilian's Ghost
* Vampire
* Witch
* Albino
* Snake Woman
* Conjoined Twins
* Amazon
* Dwarf
* Fishman
* The Man Haunted by the Devil
Bizarre Bazaar

Bizarre Bazaar is a wagon where the player can see the Misfits they have recruited during their adventure. There's a number of those, and they can join the player's circus as outcomes of side-quests, events, and successful shows.

   In the Bizarre Bazaar window the player can check the description and effect of every Misfit they currently have in their troupe.
Snake Woman

*- Although this scaley lady speaks with a lisp, she always tells the best stories. Usually they’re about ancient Greece - and she does speak with a heavy accent…*

### Description

The Snake Woman is one of the Misfits the player can find and recruit during the game.

Effect: At the beginning of the Act a random artist gets extra Ignore.
Scrapped cards

Scrapped cards is a pile of cards during the show which has been scrapped. The difference between being scrapped and discarded is that the scrapped cards do not return to the deck after the reshuffle.

During scrapping, a symbol above each card lets the player know where its currently located: the discard pile, the deck, or the player's hand.
Artists' Wagon

The Artists' Wagon is arguable the most important wagon of the circus caravan, since that's where the artists reside, and that's where the player manages them.

The wagon's window is divided into three parts.

On the left side the player can see the list of the artists in the troupe. Aside from their names and type (class), there's also information about the artists' a) level and b) their experience, and how many more points they need to reach the next level.

The top-right part of the screen shows details about a chosen character. These include their:

* artistic pseudonym
* class
* real name
* salary
* Focus
* Quirks

Below that there's the DISMISS button, allowing the player to **fire a given artist**.

The last part of the screen is the bottom-right bracket which is always showing five cards. These are the cards that the given artist will bring with themselves to the show. There's usually five of those, all of which are class-related, though there may be additional, universal/general negative or positive cards, known as Gifts and Hoaxes. Those usually come from 'outside' sources, such as outcomes of shows or events.

By pressing the button BUILD the player can edit the artist's build if there's more than five cards available in their repertoire.
Evra Yæhven

**Evra Yæhven** è la sorella adottiva di Moses Yæhven e uno dei protagonisti principali dell'opera. A differenza del fratello, mostra subito grandi capacità fisiche e intellettuali nelle situazioni di stress e successivamente alla 551° Leva diventa il cadetto migliore, tanto da essere scelta da Alexander Edgard come nuovo membro dell'Unità Speciale "Giustizieri" titolandola come "Secondo Giustiziere", ovvero il soldato esecutore secondo solamente a Cole Chevalier, di cui scoprirà esserne la sorellastra.

## Personalità

Evra Yæhven è una ragazza piuttosto riservata dopo la morte di suo padre (motivo per il quale si arruola); tuttavia, è ancora in grado di prendersi molta cura dei propri amici, in particolare di suo fratello Moses. Date la natura anomala e instabile di lui è sempre stata molto risoluta e attenta a tenerlo sott'occhio, diventando col tempo molto vigile ed educativa verso chi la circonda. Tende spesso a stare con i propri amici per proteggerli, infatti si dimostra sempre molto istintiva e dotata di un grande intuito, che la rendono un ottimo soldato e, eventualmente, capitano di squadra assieme a Cole durante le azioni. Tiene molto conto delle opinioni altrui, soprattutto dei suoi superiori più esperti, alimentando sempre di più la sua prestazione mentale durante le missioni. Per la sua abitudinaria natura protettiva ha sviluppato una sorta di sesto senso per le spie, intuendo immediatamente che un nemico stia tramando alle spalle dei suoi compagni per secondi fini. Dopo aver assistito alla morte di suo padre, divorato vivo da Odio (che si scoprirà essere proprio suo fratello Moses) inizia a soffrire di un grave disturbo da stress post-traumatico, che la rendono caratterialmente molto simile al Capitano Cole. L'unica differenza tra lei e Cole è che, a differenza di quest'ultimo, si pietrifica alla vista degli Evanescenti Divoratori o ancor di più dei Tredici Figli mentre divorano qualcuno, impedendole di ragionare e controllarsi. Solo la presenza di suo fratello o di qualcuno a cui tiene, perché le fanno scattare un forte istinto protettivo che le risana subito la coscienza.
Ringling Brothers

Other competitors to the title of the greatest showman on Earth, also travelling towards the East Coast, where they intend to amaze the president and queen Victoria. During the second chapter they will join either Marie Laveau or Henry Ford (depending on where the play chose to go) as additional bosses of the region.
Mime

*- Is the glass wall really there? Well, you can't see it, but it does seem to stop the barrage of the tomatoes – let's just hope no one throws a rock.*

### Description

The Mime is a defensive class of an artist, creating invisible walls to protect himself and other artists from the audience's Sneering. However, the artist's repertoire may be built more offensively too - it all depends on what cards the particular Mime has to offer and the way they are leveled up.

The above-mentioned comes from the Mime-specific **Pantomime** keyword, which reads "if Sneering is entirely ignored by Mime's amount of Ignore, the Mime impresses the spectator back. Impression's value is equal to the Pantomime's value." Which means that if the Mime is strong enough at defense... he becomes powerful in offense too.
Jack Jones

### Before the game

Jack Jones, known professionally as Tightrope Jackie, is a retired circus performer, once known across the whole of the USA. He's a brother of Arthur Jones and an uncle of the main hero. After a series of unfortunate accidents, his career tragically ended, and the man tried to find comfort at the bottom of a bottle.

Always happy to drink with anyone, be it a stranger or a friend, he managed to avoid the life of a hobo only thanks to the protagonist’s mother, who took pity on her brother-in-law and let him live with her. However, now, when the main hero inherits the once glorious circus, Jackie sees it as a chance for him to return to the life he once had. And while he won’t be doing any tightrope walking, he intends to enjoy himself as much as he can, living - and drinking, of course - among young and glamorous artists.

### Story

During the main story line, Jack is one of the driving forces that push the main hero forward. He both suggests and insists that the protagonist follows his father's dream of becoming the greatest circus entrepreneur in the world. He also joins the boy on his adventure, not bothering to consider if he is welcome or not.

During their travels together, Jack turns out to enjoy drinking alcohol maybe a bit too much and regularly claims that his nephew's circus is actually a joined endeavor. It's also he who suggests the name: Jones & Jones Circus. He also provides the main hero with interesting news and gossip sometimes leading to side-quests.
Chapter 1

Chapter 1 is the moment the main hero begins his adventure. It starts in the game's first region, the West Coast, near Seattle. The boss of the chapter, whom the player has to defeat (impress) is Buffalo Bill.

Chapter 1 begins with the main hero learning about his father's death. He goes back to his family home, where we are introduced to his uncle and mother. After the funeral we also meet the father's artists and other employees, including Grandma Betty and Sweet Jimmy.

Even though the main hero wants to leave the childhood home as soon as he can, his uncle convinces him to prepare a show in his father's honor. After all, he did inherit his old man's circus. Reluctantly he does that and the player learns the basics of the circus performance during a tutorial segment of the game.

During the first show the player has three basic artists available: Juggler, Clown, and Strongman. The audience for the show is the main hero's uncle and mother.

If the player fails the show, they can repeat it until it's a success.

After the successful show, the main hero learns about a circus tournament taking place on the East Coast, where circus entrepreneurs from all across the USA will be performing before the President, Queen Victoria, and P.T. Barnum, the main antagonist of the game. The main prize of the competition is a hundred thousands dollars (which the protagonist's mother expects the hero to share with her) and a tourne across Europe.

Once the player gathers enough Fame points (30) by performing in different locations in the region, they can challenge Buffalo Bill. Upon proving who's the superior circus entrepreneur - and thus deterring the man from entering the tournament - the player can proceed to Chapter 2, in either the Mid-west or the South regions.
Impress

Impressing the audience is the main task of the artists. If an audience member is fully impressed, they will reache the state of Delight, sit down, and no longer 'attack' (Sneer at) the artists. Impressing the whole audience equals a successful show.

To impress the audience the player can use different cards from the deck, as well as powerful moves known as Finale!.
Sweet Jimmy

Sweet Jimmy is a kindhearted man who joins the main character the moment he inherits the circus from his father.

Sweet Jimmy can be seen in the camp standing next to his popcorn stand. While not playing a major role in the main story-line, Sweet Jimmy is responsible for finding out information about new places on the Map.
West

As it could be expected, West is a wild region. It was the last part of the USA to be fully colonized and so it's a very tough turf for Circus performers, as the audience here (including all sorts of bandits and ruffians) will be demanding and often unforgiving.

To make things even worse - this is where the player begins their journey!

The main boss of this region, the one that has to be defeated to progress the story, is Buffalo Bill. After defeating him the player can choose which region they want to conquer next: Mid-west or South. Only one 'second' region in Chapter 2 can be journeyed across in a single playthrough.
Theamazingamericancircus Wiki

**Welcome to the The Amazing American Circus Wiki!**
The official wiki of the The Amazing American Circus video game.

We're a collaborative community website about The Amazing American Circus that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Resource

There's a couple of different resources in the game, which the player has to manage to unlock the full potential of their circus. The two main resources are money and food.

Cards and artists can be considered secondary resources, since they affect the gameplay equally strong, while also offering many options of managing them.
East Coast

A region made up of New England and the neighboring states. In theory, this is the modern America you want to be a part of, with stylish audiences spending heck of a lot of money. But in reality it's a brutal battleground between the key Circus players and a place where the final Circus clash with P.T. Barnum himself awaits you.

This is the last region in the game and thus, after defeating P.T. Barnum, President Roosevelt, and Queen Victoria, this is where the story ends. As a third region, East Coast is entered from either Mid-west or South, depending on what the player chose to be the second chapter of their story.
Side-quest

Side-quests are tasks the player can perform additionally to the main story-line. The player receives them while traveling, either by meeting strangers in need or thanks to gossip and other stories heard by his uncle. Sometimes quest-giving NPCs might also appear in the circus camp, among the wagons. In such a case, they have a question mark above their heads. A similar quest-related mark may be visible on the Map as well.

   Each side-quest requires the player to travel to a certain location and usually perform a special show. In return they will receive a powerful reward - usually a Finale! or a special, 'legendary' artist - like Big Foot. However, the player may fail a given side-quest. Aside from failing, the side-quests have different endings. These include helping or betraying someone, attacking or befriending, etc.; the player can also just ignore the quest altogether.

Both the active and finished quests can be viewed in the Journal.
Snake Charmer

*- An exotic lady whose snakes are way more helpful and useful than you'd imagine – just be careful not to step on them!*

### Description

A powerful artist, very good as support, given the vast variety of options she offers. Among those there are adding additional Vitality in a turn or adding points to the Finale! counter.

The way the Snake Charmer works is based on her keywords: **Hypnotize** and **Snake**. Each time an artist other than the Snake Charmer plays a card, Snake Charmer gains 1 snake to her 'snake counter'. The more snakes she possess, the stronger some of her Cards become, should the player decide to spent the snakes as an additional cost of the card. The player often gets to choose how many snakes they use, which gives them additional control over the show. And while gathering snakes may take a while, it's worth pointing out that apart for that most of Snake Charmer's cards cost very little Vitality themselves.
Region

The Map is divided into four regions: West, Mid-west, South, and East Coast. Each region can be visited during one of the three chapters of the game. This means that the two middle regions - Mid-west and South - will not be visited during the same playthrough.

Each region has its boss whom the player has to defeat to progress to the next one - and finally to win the game. However, to challenge a boss the player has to first reach an appropriate level of Fame by winning shows in the given area.

What's more, each region has it's own side-quests as well as artists, misfits, and Finale!'s to get.
P.T. Barnum

The last and final boss, your main competitor, whom already most of the country calls the greatest showman on Earth. Well, it’s high time someone snatched this title from him, and who’s better for the job than you? Still, the road ahead is full of obstacles, and maybe even Barnum himself will put some of those in front of you, seeing you grow in power…
Clown

*- Everyone knows that clowns are the saddest folk of all, so this one does all he can to be your friend. Need more cards? He’s got you covered!*

### Description

The Clown is a support-class of artist. While he does have offensive and defensive moves, he also offers a diverse array of strategically useful skills, such as drawing additional cards from the deck or adding points to the Vitality.
Configuring Your Mod

There are a number of .ini files included in the ESR directory, which can be used do customize the mod to a certain extent. For new players, the out-of-the-box settings should do fine, but there is a number of things you might want to tweak.

## D2ESRutils.ini

See page on ESRutils.

D2ESRutils is a set of plugins that increase the quality of life for players. It has its own page here, please visit it to learn about its features.

# D2DX

D2DX is a Glide-wrapper and mod that makes the classic Diablo II/LoD run well on modern PCs, while honoring the original look and feel of the game. Allows to bypass 25 fps limit and play with 60 fps and more, has improved fullscreen/windowed and better filtering for upsacaling. **D2DX is active by default when running ESR in Glide mode and windowed**. If you have problems with the graphics, you either pick a different graphic mode or move/rename glide3x.dll in the Eastern Sun Rises folder to test D2SE's included glide wrapper

You dont need to touch d2dx.cfg unless you want to change screen scaling properties/filtering. All info about this included in config.

# Default D2SE Glide Wrapper

This is active when picking Glide as graphics mode but not using d2dx. You can configure it by using the **Configure Glide** button in D2SE.
One Bigfoot's Solitude

"One Bigfoot's Solitude" is one of the side-quests available in the first region of the game, the Wild West. Once the quest activates during travelling, the player will have to use the Magnifying glass to clear the fog in the area and discover the Bigfoot's location.

Upon arriving in the location, the player will be presented with a couple of choices, including whether to give a show in front of the Bigfoot or not. In case of a successful show, the player will have a choice to either kill the sasquatch and gain meat or recruit him as a special artist, Biggie the Sasquatch.
Hoax

Hoax is the general name for negative cards which the artists can receive randomly during events and shows (no matter the outcome of the show).

A Hoax is added to the artist's set of cards. If the player chooses the given artist to perform, a Hoax will be added to the deck.

The Recovery Wagon lets the player heal the artists, thus getting rid of those negative cards.

The counterpart of the Hoaxes are Gifts.
Counting Chicken

*- You can’t spell ‘smart’ without ‘chicken’ - at least that’s what this professor-like rooster claims (he’s better at counting than writing though).*

### Description

Counting Chicken is a class of an artist. Its cards are based on different types of calculations and math in general. It can be build as a pretty balanced artist, since it has both Impress-related cards, and those playing a more supporting role, such as allowing the player to draw additional cards during the turn or adding additional Vitality points.
Finale!

Finale! is a special powerful move which the player chooses at the beginning of the show.

Each card played during the show adds or removes points to/from the Finale! counter. Once the counter is full, Finale! can be used. Once it's used, its bar will start filling up again from 0.

There are many types of Finale!'s. Each combination of artists performing during the show might benefit from a different one, so it's really important to combine those two aspects well to fully utilize the potential of the circus. If the player's deck is focused on defense, a powerful Finale! that impresses for a lot of points might come in handy. On the other hand, if the player focuses mainly on offense, a Finale! that restores the artists' Focus will be beneficial. Other Finale!'s may unscrap cards, add Boons to the deck, and so on.

Each Finale! has its own special animation sequence. Not all Finale!'s are available from the start - they can be found during exploration, usually as side-quest rewards.
Fakir

*- You like the guy, but he's a little strange. As if his tricks were more than magic tricks... but actual magic? Though it might be just a trick.*

### Description

An exotic, multi-layered artist. Very useful, but requires a lot of attention to detail. At the same time, it's one of the most diverse artists, offering everything from simply drawing additional cards to dealing powerful damage ('impressing' the audience).

The Fakir's cards are often full of additional conditions and requirements which have to be met to fully use the cards potential (for example 'Ignore X, where X is the number of cards in Hand', and so on).
Lizardman

*- A funky, fun-loving, heart-a-breaking guy, who draws in with his strange looks and keeps everyone engaged with his jokes, stories, and flamboyant attitude.*

### Description

The Lizardman is one of the Misfits the player can find and recruit during the game.

Effect: At the beginning of the Act adds extra Impress to a random artist.
Location

Locations are places on the Map, where the player can stop and set up the camp (thus opening the Camp management screen). In the majority of those, they can also give a show to the local audience. Only the side-quests' locations work differently, since the player often has to perform in those, but cannot otherwise use their circus wagons.

Each location has its own details, as seen on the Map screen. Those include:

* type (small-big-medium)
* region where they belong
* the year it was established (more or less historically accurate)
* population (more or less historically accurate)
* description
* types of audience a player can expect there

In each location the player can get 3 Fame points (again, aside from the side-quests-related locations), upon performing a successful show. If a show was a failure, the player cannot perform there again for some time. If the show was a success, the player cannot perform there again, having 'conquered' it (but they can still visit the place).

The locations on the Map are in most cases based on actual, real-life geographical and historical towns, cities, and places. In each region there's a different number of the locations, and the challenge they pose changes with each region.

Apart from the differences in the audience, the locations differ also in the amount and types of artists the player can recruit there.
Database

# Eastern Sun Database

If you're looking for long tables with all the info on items and cube recipes, this is the place to go!

## History of the Eastern Sun Database

For those who are curious, here are some historical facts. I don't remember when the Database was first published, but it was with Eastern Sun 3.00, which came with quite some changes back in the days. It was the patch to introduce Time Stop for Sorces, Aura of Divinity for Paladins (which was completely broken) and the barbarian's lightning skills. It was first made by tsurumurasaki, known simply as Tsuru, who took over the mod from Lothar and Perfect Cell after they stopped developing it, and he kept patching it for years until he suddenly disappeared. He was active for about 5 years on the Phrozen Keep, until his last post on 20 Aug 2008, which was a perfectly normal response to a question about Whirlwind. After that, he never returned, and as far as I can tell, nobody knows what happened.

The database and wiki stood for years after his disappearance, until the database went down some day. There were copies of the database hosted by Seltsamuel (creator of D2SE) and the PK itself, so the information was not lost. The community patches did minor tweaks, such that the DB remained largely accurate, but ever since Alpha took over and Eastern Sun Rises became a thing, more and more information became outdated, much to the annoyance of the players. With the new server we can finally host our own version and update it!

Tsuru was also the one who set up the original wiki, most veteran ES players will remember the good old minimalistic black and white look of the Eastern Sun Wiki. In its later days it was repeatedly defaced and damaged by bots who filled pages with thousands of links to shady websites until, at some point, one of those probably broke the front page and made it impossible to load the wiki. All of the info should still be there, but it's inaccessible at this point, save for the ES Attack Speed Calculator, which still works if you know the full link. The Wiki and original DB are only available via the Wayback Machine.
Dwarf

*- This elegant man is a well-trained actor, versed in Shakespeare and other classics. And while that’s not what the circus audiences want to see, your artists sure appreciate his class!*

### Description

The Dwarf is one of the Misfits the player can find and recruit during the game.

Effect: At the beginning of the act scraps 1 chosen card. It allows the player to get rid of a negative card (either a Hoax or one thrown in by the audience).
Main character

### Description

A young, 20-25 years old youngster, down on his luck, not sure what to do with his life, and seeking answers in drinking dens and on the road, going devil-only-knows where. One day a chance for a change appears, though a grim one - the protagonist receives a letter from his mother telling him about his father’s death. They have never been close, but the main character immediately returns home. There he learns that his father left him an unusual inheritance: an old, run-down, but still ready for the road circus.

Has fate finally smiled upon our young hero? Is this what he’s been looking for all these years? A chance to turn his life around and become SOMEONE; someone respectable, who’ll make his mother proud and who’ll honor his father’s name. They may have been estranged for quite some time, but, well - family is family.
Magnifying glass

The magnifying glass is a game mechanic taking place on the Map. It allows the player to discover new locations, either suggested by the question mark symbol or generally hidden behind the fog covering the unexplored parts of the map.

Plot-wise the person responsible for finding details about these places is Sweet Jimmy.
Boss

Bosses are special types of audience whom the player has to face at the end of each region. As such, they are more powerful than anyone else.

The boss in the West region is Buffalo Bill. In Mid-west it's Henry Ford, while in the South it's Marie Laveau. Since the player has to choose whether they go Mid-west or South, Ringling Brothers appear in either of the regions as 'supporting' bosses.

The last and strongest bosses appear at the end of the third region, East Coast. It's the last show of the game and the player will have to face P.T. Barnum, President Roosevelt, and Queen Victoria.
Artist

The artists are the most important element of the game. It is through recruiting and training them that the player wins the shows and progresses through the story.

There are many game mechanics related to the artists. First of all, they all have a salary they expect which the player has to pay. Artists also have Quirks, as well as their cards, which can be both class- and character-specific. For example, two Acrobats may both have different, but still Acrobat-class cards. At the same time, there's a chance an artist will learn all of their class-specific tricks as you train them. On the other hand, a special 'legendary' (*see further*) Acrobat will have a few of their own cards, otherwise unavailable in the game.

The artists can be recruited in the Recruitment wagon and trained (leveled up) at the Training grounds. The Artists' Wagon lets the player check up on them, as well as decide what cards the artist should be bringing to the show. Each artist can have up to five cards available 'at hand'. The Voodoo Wagon lets the player manage the artists' Quirks, while the Recovery Wagon lets the player manage the Gifts and Hoaxes cards.

The deck that the player uses during the show consists of the cards that the three artists chosen to perform have.

### Basic Artists

* Acrobat
* Aerialist
* Animal Tamer
* Clown
* Counting Chicken
* Face Changer
* Fakir
* Fire Eater
* Illusionist
* Juggler
* Mime
* Mountebank
* One-man Band
* Snake Charmer
* Strongman

### Special Artists

Aside from the basic artists, there are also their special, 'legendary' versions. These special artists can be usually met during side-quests and that's when they can join the troupe. They cannot be recruited otherwise.

Though those artists are still assigned to one of the aforementioned artist classes, they also bring their own cards to the table.
Mid-west

A region that cannot decide if it's peaceful - or full of turbulence and turmoil. The audience here is made up of all sorts of folks, be it frontiersmen, tough factory workers, or elegant gents and ladies.

If the player chooses to travel to Mid-west after Chapter 1, the other 'second' region, South, will become unavailable. The main boss in this area, one who has to be defeated to progress to the last region, East Coast, is Henry Ford. Ringling brothers serve as 'secondary' bosses.
Fishman

*- Claims to be a child of a fisherman and a mermaid. It’s hard to say if inviting him to go fishing would offend or please him, but he seems to enjoy your company anyway.*

### Description

The Fishman is one of the Misfits the player can find and recruit during the game.

Effect: At the beginning of the Act performs a Finale! without losing any Finale! points.
Card

### Artists' Cards

Cards are the key aspect of the game and the performance. Each artist taking part in the show brings five cards with them and they make up the deck that will be available to the player during the show.

The picture on the card always depicts the artist to whom the card belongs.

The icon in the upper left corner shows the type of the card (attacking, defensive, supporting).

The icon in the upper right corner shows the card's Vitality cost.

The icon beneath shows how much playing the card will increase the Finale! bar.

The bottom half of the card says what the card does. Apart from simple text, there is also a variety of keywords that appear there.

### Non-artist Cards

Aside from the Artists' cards, there are also those added to the deck due to other conditions. For example, an artist might have a non-artist related card if they feel particularly well because of an event or a successful show. On the other hand, an artist/event may bring to the deck a negative card as well. Such a card may, for example, steal Focus from the artists, while also being impossible to get rid off.

A good card is called a **Gift.**

A negative card is called a **Hoax**.

An artist might get a negative or positive card regardless of the outcome of the show. To get rid of a Gift/Hoax the player has to use the Recovery Wagon.

Furthermore, some members of the audience also add negative cards to the deck during the show to further cripple the player. Those are not considered Hoaxes and disappear after the show.
Acrobat

*- An elegant lady, as elastic as the working hours she expects; then again, who can say ‘no’ after an outstanding hand-standing?*

### Description

The Acrobat is a powerful, offense-oriented class of artists. However, her cards are some of the trickier cards to use during the show.

First of all, the Aerialist's cards cost often very little Vitality. It makes them very useful, if the player hopes to perform a lot of actions during their turn. Then again, they may not be as strong as one would hope - or they might require additional 'costs', such as discarding another card (while also paying the Vitality cost).

However, the most important element of Aerialist's cards is her class-specific keyword, **Et voilà!**. Some of the Acrobat's cards have a special Et voila! action, which takes effect if the card is the last card in the player's hand. This action is always very powerful, but it's not easy to manage the hand in a way that will achieve this goal, especially at the beginning of the show, before the player has discarded some cards due to the damage to the Focus taken by the artists.
Recruitment Wagon

Recruitment Wagon is the place on the Camp management screen where the player can recruit new artists.

The window is divided into three parts. On the left side the player can see the artists currently available for hire. This changes depending on the location where the player has currently set up the camp. On the bottom of the screen the player can see how many artists they currently have and thus how many more they can recruit.

Top-right of the screen there are details about the chosen artist. These include:

* artistic pseudonym
* class
* real name
* salary
* health/Focus
* Quirks

On the bottom-right of the screen the player can see the cards the new artist offers, which is quite probably the most important information tactics-wise, since, for example, such things as Quirks can be healed, while new or better cards require of the artist to actually partake in shows and gain experience. The artist up for hire may have more than 5 cards in their repertoire.
Gift

Gift is the general name for positive cards, which the artists can receive randomly during events and shows (no matter the outcome of the show).

A Gift is added to the artist's set of cards. Thus, if the player chooses the given artist to perform, a Gift will be added to the deck.

The Recovery Wagon lets the player get rid of Gifts, should they choose to do so.

The counterpart of the Gifts are Hoaxes.
Kingdom of Sardinia

Flag of Sardinia

**Sardinia**, officially named the **Kingdom of Sardinia**, is an insular kingdom in the Mediterranean Sea, west of the Italian Peninsula. They are a member of the Entente, which collectively had a successful *Homecoming* campaign, with Sardinia regaining its lost province of Piedmont.

## History

The situation of Sardinia and the Savoyard Monarchy in 1936 was bleak. With the Socialist Republic ready to take over the island and a deep division between the ruling Sardinian Action Party and the King, many were certain that the country’s days were numbered.

Shortly after Black Monday, the SAP would be ousted from power; an incredibly bold move by the Monarchy, that would certainly have caused its demise, if not for the support of the remains of the Royal Army and of the Algiers Government.

The following years would be tense and full of political backroom deals in order to reinforce the Democratic Sardinian Union and weaken the Sardinian Action Party; ultimately, the scheme would only be partially completed by the time the Second Weltkrieg broke out. In the two years between the Commune invasion Germany and the Entente intervention, the King and the Government laid everything on the line, in order to gain popular support for an intervention against Mussolini’s regime; eventually, the SAP was forced to relent, and Sardinia issued an informal declaration of war to the Socialist Republic.

## Second Weltkrieg

Due to its limited forces and resources, Sardinia didn’t have the spotlight in the war; however, its soldiers fought valiantly, and its commanders made a name for themselves. The King himself, Amedeo, would join the ranks of the army to assist in the reclamation of the mainland. This move, together with the favourable publicity granted by the Catholic-Conservative government, managed to restore the image of the monarchy in Sardinia and beyond, and restore the popularity of the Gentleman King turned Soldier King.

## Post-War

As the War in the Continent ended, the Sardinian Army triumphantly entered Turin and the reconstruction of Piedmont began. After a round of special elections in 1946, the Government formally moved from Sardinia to Piedmont, despite the protests of the Sardinian populace. In this period, the idea to grant Sardinia a special autonomous status started gaining support within the government in order to both appease the Sardinians and reward them for their support during the Weltkrieg. Antonio Segni, the conservative Prime Minister, initially opposed the idea. However, with the Republicans in Piedmont and the Socialists forming a common front and the need to get rid of them becoming ever more pressing, at game start Segni is now considering whether to support this idea, and use the political power gained from a success in Parliament to effectively isolate and destroy the Republican-Socialists.
Fame

Fame is a game mechanic based around gathering Fame points. The player receives them after successful shows.

Gathering Fame points is the main way of progressing in the story. Once the player reaches a certain amount of those, they can challenge a boss of a given region. Upon defeating them, they can progress into the next chapter of the story.

In each location the player can get 3 Fame points (apart from the side-quests' locations). Having completed such a location, the player has to go to the next one, since it is impossible to perform in a place already completed ('conquered').

Reaching a certain level of Fame points allows the player to challenge the region's boss, but doesn't force them to do so - if the player so chooses, they may continue travelling across the given region.

Entering a new region zeroes the Fame counter, since the player has to now conquer a new place.
Albania

Flag of Albania

Albania is a small country in the Balkan region of Southern Europe. It is a Unitary Constitutional Monarchy however a large portion of its government is under influence from Bulgaria. Albania was puppeted by Bulgaria and was dragged into the Fourth Balkan War. While Albania did not lose too much land the loss of Northern Epirus has discredited the government. Albania is the weakest country in the Balkans mostly due to its lack of manpower. Albania was proclaimed in the ruins of the Ottoman Empire in 1912 as the First Balkan War began. Albania and Bulgaria were too busy licking their wounds after the Fourth Balkan War to participate in the Second Weltkrieg. Albania and Bulgaria have looked into participating in the Reichspakt as turning to their former Allies seems to be a good plan. But this may draw Serbia and other Balkan countries into the Entente.

## History

Albania in 1936 was in the same situation it was for most of its history, instability. The republican government was divided and no Albanian government survived for very long. The Black Monday Crisis would only further drive the spiral down as Albania looked ripe for another collapse. Bulgaria however wished to maintain order in the Balkans and marched its troops in quickly taking over the Albanian government and putting Teodore in charge of the nation. This would have the intended result of stabilizing Albania but it was deeply unpopular and Albania essentially became a Bulgarian puppet. This would have devastating results when the Fourth Balkan War began as Albania had to defend against both Serbia and Greece. Albania would successfully keep Serbia at bay but the Greeks would push in and take Northern Epirus. When the War ended the Albanians were forced to cede all territory captured during the war. This continued to drive the popularity of the Albanian government into the group and the next 4 years were spent crushing insurrections and keeping the people from open rebellion. When the Second Weltkrieg began the Albanian people feverishly demanded neutrality. The Government also had no reason to join the war and thus decided to declare itself neutral for much of the war. Refugees coming in from Italy would end up going to Albania creating a couple majority Italian communities on the coast witch has caused some Italian nationalists to attempt to buy the settlements. However the government has refused along with the people who actually live there. A couple more years would pass with little happening in Albania as the government continued to stabilize. the Kingdom of Albania is now the longest lasting Albanian regime at 12 years and if the current path is kept then it may last a couple more decades.

## Military

The Albanian Kingdoms military is weak and would be wiped out at a minutes notice by its neighbors. Its Army is woefully out of date and under equipped and the only thing they have more than usual of is Alcoholics. Its navy is comprised of a few patrol boats witch barely constitutes a military. And Albania only has a few planes made in the 1920s.