recursal/Fanatic-Fandom huggingface dataset:
Gorstag Sunmark

*" I am a master alchemist! A Fellowship Brother! If you do not surrender yourself now, you will be sorry!"*
— Gorstag Sunmark to Ash, shortly before his death at her hands
*This page is about the original Gorstag. For the shapeshifter that impersonated him after his death, see Ash.*

**Gorstag Sunmark** was an alchemist, researcher, and member of the Fellowship of Alchemists. He was also a victim of the Zhentarim assassin Ash, who subsequently used her shapeshifting abilities to impersonate him.

## Appearance and personality

Gorstag was very intelligent, but also highly arrogant, and looked down on others not experienced with his line of work as almost lesser beings. He had light brown hair, olive colored skin, green eyes, and a short beard.

## Relationships

He was known to despise the criminal underworld of Faerun, and always suspected a greater conspiracy behind every slight against him. He had a wife, Anite Newdawn, who died a few months after him; and a 12-year old son named Mateo, who now lives with Gorstag's younger brother in Silverymoon. He was cold and distant even with his own family.

## History

He was acting as a functionary of the Fellowship when his higher-up, an elf named Alaine Elaro, was assassinated by Ash, a Zhentarim hired blade. He witnessed the whole event, and was killed while trying to fight her off.
HYBRID

Being the result of horrific transfiguration experiments, the Hybrids are suspicious, secretive and often take a pre-emptively aggressive stance to outsiders. They hold Humans in particularly low regard, with only a few Hybrids ever having integrated into Human settlements, but they have no great love for the other intelligent races of Ashe either. Physically mighty, with horns, spikes and hooves adorning their bodies, they strike a terrifying silhouette reinforced by tales of their brutality and prowess in combat. In their own settlements and communities, they wield a self-taught mastery over metalworking and smithing that produces distinctive and terrifying armour and weapons, as well as being generally extremely industrious and proud of their work. This makes them desirable to many as workers, but arguably even more so as slaves, which only makes it harder for any Hybrid to trust an outsider’s proposition.
HUNTER

Ashe is a harsh and wild environment, especially to the Humans that have suffered so much and have little natural strength, but the Hunter has learned to endure it. Using ranged or melee combat, they are in tune with the wasteland and its inhabitants, channelling that knowledge and experience into taming creatures to fight beside them.
CURSED SONATA

“The settlement of Terralin is dying.

You must follow one of two possible leads to locate an alter to Ravi, the dead air god, and retrieve an Obsevian Flute.”

**First Objective:**

“’Follow the Clues’

Locate the Charred band for information about Ravi’s altar.

OR

Try to locate the bandits and interrogate them over the altar’s location.”

**More Info:**

“The number of wounded and dying citizens in the town’s infirmary is getting to a breaking point.

Your patrol was ambushed at night by a large group of marauders and, although you managed to lead the group back to the safety of Terralin, many of the survivors now swell the ranks of the wounded and dying.

Ironically, it is possible that your attackers may have gifted you with a solution. It appears that some of the weapons used came from a Ravian reliquary. Temples to Ravi were known as great centres of healing in Living World times.

Eager to help your fallen and wounded comrades, the remainder of your patrol volunteers to set out again. Naya, your commander, instructs you to be on the lookout for an Obsevian Flute, an item linked directly to the Ravian healing powers.

She also introduces you to a caravan that ha recently entered Terralin with a cache of Ravian artefacts which they traded from a small tribe of Charred no more than a week’s travel from here.

Naya leaves the choice of how to begin your search up to you.”
CHARRED

Burned by the fires of the Cataclysm, the Charred are descended from the few humanoid survivors who could not find shelter as it swept across Ashe. With skin resembling a volcanic landscape and dark-grey masks that protect their vulnerable heads, they rival Hybrids in their fearsome appearance and are seemingly entirely ignorant of the need for warmth or shelter. Instead, they are a naturally hostile, uncompromising and unpredictable race, especially dangerous as an enemy in combat – which they very often are. Their society is one perversely influenced by the severity of the injuries their ancestors sustained; those with scorch marks covering the vast majority of their bodies seem to exert control over those possessing more limited burns.
Game Effects

**Attack**

Attack

FlankAttack

MagicAttack

MeleeAttack

RandomMeleeAttack

RandomRangedAttack

RangedAttack

**BasicActions**

Bolster

CustomBasicAction

DoNothing

**Card**

AddCardToDeck

AddCardToHand

AddNamedCardToDeck

AttachCardToBucket

CardReturnToOwner

CardTargetSelf

ChooseCardInHand

CreateCard

DestroyCard

DiscardCard

DiscardRandomCard

DrawCard

DrawTargetCard

FindCardInDeck

InstigatorPlayCardFromDeck

PlayAttachment

PlayCardOnTarget

PlayCardToBucket

PlaySkillCard

PlayStance

PlayStanceTargetted

PlayTargetCard

RecycleCard

RedrawHand

ReserveCard

SearchAndDrawCard

StealCard

TargetAllCardsInHand

TargetAllStackables

TargetAllStances

TargetRandomCard

TargetRandomStackable

TargetStance

TargetSummonCard

UpgradeCard

**Damage**

Damage

DamageResilience

DefenceDamage

DestroyUnit

**Defend**

Defend

GainDefence

ResetDefence

**GameState**

StartGame

TryToEndTurn

**Limbo**

SendToLimbo

**Misc**

CustomEffectWindow

**Modifier**

BoostDamage

CountActionsRemaining

CountAdjacentUnits

CountCardsInHand

CountDefence

CountElement

CountMySpentCards

CountUnits

GetCardCost

GetElementName

GetUpgradeLevel

ModifyEffect

**Movement**

Advance

Fly

ForcedMove

Move

MoveToTarget

Pull

Push

Retreat

SwapPlaces

Teleport

**Status**

AddAuraEffect

AddStacks

AddStamina

AddStatusEffect

CancelStacks

ChangeAttack

ExhaustUnit

RefreshUnit

RemoveNamedStatusEffect

RemoveStackables

RemoveStatusEffect

RemoveStatusEffectByName

ResetStamina

ResetTalent

Rest

**Summon**

DuplicateElement

DuplicateInstigator

PossessUnit

SummonUnit

**Targetting**

ChainTarget

DeckTargetDeck

GetTargetArea

RepeatTarget

RetargetUnits

ReverseTargetAndInstigator

TargetAllUnits

TargetArea

TargetBecomesInstigator

TargetClosestAdjacentArea

TargetEnemyTeam

TargetFriendlyTeam

TargetMyArea

TargetObstacle

TargetOwningCharacter

TargetOwningUnit

TargetPlayArea

TargetRandomArea

TargetRandomUnit

TargetSelf

TargetShape

TargetStatusSource

TargetUnit

**Visual**

Visual
Hand Mechanics

This page provides details of mechanics related to characters' hands of cards.

* The default maximum hand size is 6, though this can be exceeded temporarily during card resolution (example: Alertness+). If, after an effect has fully resolved, a player has more than 6 cards in hand. Cards drawn after the 6th card are automatically discarded after being shown to the player.
Devil Moth

Devil Moth is one of three tier 1 bosses.

## Talent

Winged: At the start of turn, create a free Fly card in hand.

## Deck

* 6x Swipe
* 3x Wing Smash
* 2x Defend
* 2x Gravity Vortex
* 1x Goad

## Strategy & Tips

Because Devil Moth can move freely once every turn, it can invest all of it's resources during a turn into doing large amounts of single target damage.

Immobilized prevents Devil Moth from playing Fly during its turn.
HUMAN

Humans were once the dominant race on Ashe, prior to the Cataclysm that wiped out the vast majority of their population. Their feudal culture has been replaced by a lawless, anarchist one in which the norms of their old societal hierarchy have been shattered. Where once there were nobles subjugating serfs, now there is only one class: survivors. Where once men ruled and women were seen to be submissive, now there is only those alive and those dead. Where once Humans may have considered themselves proud and respectful, now many operate as thieves and bandits, stealing from travellers of their own and other races to eke out an existence. One of the only things they all share is an intense reviling of Elves, due to their triggering the Cataclysm, and a desperate desire to re-establish what they lost to the fire.
ELEMENTALIST

Humans have always practiced the ancient art of Elementalism, shaping the building blocks of the world into forces of great power. While some decided that the old ways had well and truly past after the Cataclysm, there are those in Ashe today that choose to rekindle that flame. The Elementalist is one such Human, devoted to the elements that have raged since before the Cataclysm and even now lend their power to those who have the strength and knowledge to wield them.
Getting Started

To get started with modding Trials of Fire, first thing you need to do is locate the game's install directory.

Usually this can be found in C:\Program Files (x86)\Steam\steamapps\common\Trials of Fire\TableTopBase\mods\

Before you begin, the directory should only contain 3 files:

To create a new mod, the first thing you need to do is make a new directory in this folder (call it whatever you like!).

For information on creating mods as well as templates and examples, check out the following pages for different types of mod content:

**Portrait Mods**

**Content Mods**

### Using Local Mods

Once you have created the files in your mod, loading up the game will automatically pick up all of your locally created mods.

### Uploading Mods to the Steam Workshop

When you are happy with your mod and are ready to upload it (or whenever you want to update it), simply drag you mod folder onto the BarkModUpdater.exe in the base /mods/ directory and follow the instructions given.

NOTE: You will need to have the Steam client open and logged in before you upload a mod.
Cheat Console

To help test out your creations, you can use the cheat console to help you get to content quicker.

To enable choice, add -CheatsEnabled to your launch options. You can find these options by right clicking on Trials of Fire in your Steam library and selecting 'Properties...'.

If you launch the game now, you will have the cheat console enabled.

NOTE! The game will not save any data, quest progress or global progress with cheats enabled so as to ensure your save files don't get broken.

With the cheat console enabled, you can bring it up in game by pressing the ` (tilde) key.

### Adventure Cheats

* AddXp {LevelUps} - Adds a number of Level Ups to your party
* AddFood {Food} - Adds an amount of food to your inventory
* AddHealing {Herbs} - Adds a number of mystic herbs to your inventory
* AddMoney {Money} - Adds obsidian to your inventory
* AddCraftingMaterials - Adds 5 of each crafting material to your inventory
* GiveItem {ItemName} - Add a certain item to your inventory (use the arrow keys to scroll through the auto-complete list)
* TeleportToMapCoord {X} {Y} - Teleports you to a specific coordinate on the ow map.
* FreeRoam {1/0} - Turns on or off FreeRoam - no stamina or morale loss

### Battle Cheats

* DCheat GiveCard {CardName} {Hero:0-2} {Upgrade:0/1} - adds a specific card to a Hero's hand
* DCheat KillEnemyTeam 0 0 0 - kills off the enemy team (Shortcut: K)
* DCheat FreeMove 0 0 0 - Can pick up and move any unit on the battlefield
* DCheat Willpower 0 0 0 - Give 20 Willpower
GOD HUNTER

“The settlement of Terralin is dying.

Last night a large group of organised fanatics – aided by powerful elemental magic – raided the farming grounds east of the town and abducted many of the workers. A small group of the strongest warriors is quickly assembled and sent out to track down the fanatics.”

**First Objective:**

“’Rescue Your People’

Track down the bandits and the abducted people of Terralin.”

**More Info:**

“Although the farmers and hunters were managing to produce just enough food to keep the population healthy, an attack from the glasslands has left the people broken and desperate.

A large group of organised fanatics – aided by powerful elemental magic – raided the farming grounds east of the town and abducted many of the workers. Many of Terralin’s defenders, the Voiders, were killed in the attack and the community and many families have been torn apart.

The remaining Voiders gather in the morning to formulate a plan to rescue those taken and punish the intruders.

A small group of the strongest warriors is quickly assembled and sent out to track down the fanatics. Reinforcements will follow in time, but you must track down the abducted citizens before they come to harm.”
ELVEN

The Elves are commonly thought to be completely extinct, annihilated by the Cataclysm they allegedly caused – however, rumours persist that several Ignati Elves survived. Barely anything is truly known, but immortality, magical aptitude and somehow triggering the Cataclysm are generally attached to the race.
Content Mods

**Cheat Console**

**Example Content**

**Content Reference**

https://www.dropbox.com/s/z9nu04iqtwbqgth/SillyGirlTemplate.zip?dl=0

This example mod shows some examples of how to create new items, cards and player characters. To use it, simply extract the zip contents into your local /mods/ directory. Feel free to modify and redistribute!
ALCHEMIST

Ratlings have been relegated to scavenging and stealing other races’ technology for years, but the Alchemist sees a more fruitful pursuit. Creating their own concoctions of chemical and material components, they are able to upgrade their existing abilities and attacks with enhancements that make them all the more deadly. Sure, their experiments can sometimes backfire, but such is the price of progress – so says the Alchemist, anyway.
Elven Illusionist

Elven Illusionist is one of three Tier 1 bosses.

## Talent

Mirror Image: At the end of turn create 2 illusory copies and swap with 1 at random.

## Deck

* 2x Advance
* 2x Force Missile
* 3x Swipe
* 2x Blind Shot
* 1x Disrupt
* 1x Running Shot
* 1x Wing Smash
* 1x Wrack
* 1x Controlled Chaos
* 1x Evasion
* 1x Prepare

## Strategy & Tips

AOE cards will help to clear the illusions at the start of a turn.
Portrait Mods

This page contains instructions on how to set up portrait mods for use within Trials of Fire.

To add a new custom portrait you will need 2 png files. One full body image and one headshot image. Click the link below for dimensions and format requirements.

Hero Portrait Format

For each custom portrait, you will need 2 files named PORTRAITNAME.png (headshot) and PORTRAITNAME\_FB.png (full body).

Inside your mod directory, create a folder called /portraits/ and simply add all the portrait pairs into this folder.

Once this is done, you should be good to test in game. Run Trials of Fire and select custom portraits from the
ENDLESS ODYSSEY

See how far you can get before the Glasslands consume your party.

Difficulty increases faster than standard quests.

### ***Summary:***

The Endless Odyssey mode has no set narrative beats or boss battles. Instead, your objectives will endlessly update and take you across the overworld, all the while the difficulty of enemies you face increases at a higher rate than normal. A test of adaptability and resilience in your party composition, this mode is good for trying out particular builds or just seeing how far you can push yourself.
Spectral Prism

Requires attunement

Once per long rest you can activate this weapon. It can be held out as long as you wish, or until your concentration is broken. Round 1 causes this to be a 45 foot cone of Radiant damage, dealing 4d4 damage on a failed con save and half on a success, but by round two and beyond this becomes a straight beam that causes a con save for a 5ft by 120ft beam. On a fail they take 8d6 radiant damage, and half on a success. **This beam can be held up until you wish to end it or until you lose your concentration.**
Hero Portrait Format

First, you need to create 2 .png image files with alpha. One for the full body of your character and one for the head shot. The full body image should be 600x1000 pixels and the head shot 300x300 pixels).

See the pinned examples for Daximus Ironside. After you have your images, name the head image whatever you want, (**eg DaximusIronside.png**) and add the suffix, \_FB for the full body image (**eg. DaximusIronside\_FB.png**).
Fly

Fly is a movement card that can be found on equipment. Fly allows the hero that uses it to move to any free space on the board. Additionally, it increases the damage of all magic damage cards in the hand of the hero who uses Fly by 1.

## Card Text

Fly: Move to any free space. Any Magic Damage cards in hand gain +1 to damage.

## Upgrade

Upgrading Fly increases its magic damage bonus from 1 to 2.

## Equipment

The card Fly appears on the following pieces of equipment:

* Ravi's Mantle
* Dragonwing Bracers

## Enemies

The following enemies have the card Fly in their deck, or are otherwise able to use the card Fly.

* Spike Back
* Devil Moth
DAILY CHALLENGE

Each challenge comes with a fixed adventure, party and difficulty. On top of that you will need to contend with a unique set of modifiers to change up the way you play the game!”

### ***Summary:***

The Daily Challenge is a collection of rules and restrictions to apply to your run, which resets every 24 hours. The quest is chosen for you to go along with these restrictions, affecting the story content you will experience, but it is unedited in narrative content compared to the regular versions of each Lore Quest. If you want to test yourself and your ability to find your way through different rulesets, this is the game mode for you.
WATER GEM

“The settlement Terralin is dying.

You must travel to an Elven palace to locate the legendary Water Stone and save your people from the drought.”

**First Objective:**

“’Find Water Gem’

Locate the rumoured Elven Temple and retrieve the Water Gem for Terralin.”

**More Info:**

“Most crops will not grow in the blasted land. Terralin has relied on its hunters to bring meat from the beasts that roam the plains and to scavenge where they can.

At first, the hunters were able to bring enough food to support the people by scavenging from the ruins of the Living World.

Finally, a solution is found in a Living World tome scavenged from the remains of a grand library: the location of a Water Gem, an Elven artefact of great power.

The text describes the stone being used to create a waterfall to decorate the palace of an Elven queen.

No one needs to be reminded of the dangers of Elven magic, the cause of the Cataclysm that decimated the land, but after months of watching the people of Terralin succumb to hunger and disease, the settlement leaders decide that it is time to take action.

Terralin can only spare enough supplies for a small party of warriors and hunters to go forth and seek the gem. The scholars estimate the journey will take several weeks so the party is given as much food and supplies as can be spared.

The scholars can tell you little of the area beyond the immediate surroundings, but it is unlikely your supplies will last for the entire journey. You will need to scavenge what you can from the Living World ruins and the native beasts along the way.”
QUICK START

For those unfamiliar with *Trials of Fire* or roguelike games in general, it may not be obvious how you go about starting a ‘basic’, first-time run of the game. This guide walks you through setting up and launching a standard ‘Trial of Fire’ run, the simplest quest in the game – if you need further tutorials or details on the other aspects of the game itself, check the in-game tutorials, Codex or ‘Guide’ pages on this Wiki.

**Getting Into A Run**

From the opening screen, select ‘Choose Adventure’ to enter the quest set-up screen. Here, you can see all the options available to you for starting a run. We are starting a basic ‘Trial of Fire’, so to get that set up you should:

1.      Select the ‘Trial of Fire’ from the quest options on the left-hand page (below ‘Choose Your Quest’)

2.      Change the difficulty setting to ‘Easy’ (At the bottom of the left-hand page, click on the button that should have defaulted to ‘Medium’, to the right of ‘Difficulty’. In the menu that pops out, select ‘Easy’)

3.      On the right-hand page, you should have the Hunter, Warrior and Elementalist Heroes already selected for your party. (If you want to customise their names and genders for dialogue options during your quest, you can do so by clicking on their name boxes to edit them and/or gender icons to toggle Male and Female)

4.      Change the game length to ‘Short’ (Towards the bottom of the right-hand page, click the left arrow on the box labelled ‘Game Length’ to change it to ‘Short’)

5.      Ignore the ‘World Seed’ option (This is used to randomly generate the layout for the Overworld, but has no meaningful effect on the quest or gameplay)

There are other options that can further customise your runs: the other ‘Lore Quests’ and ‘Challenges’ give you options for story content and altered gameplay mechanics, as well as changing the Heroes that you use in the ‘Party’ menu and their starting equipment in the ‘Items’ menu. However, for the purposes of this first Quick Start run, they are not necessary.

When you are ready to begin, simply select ‘Begin Journey’ to launch into the run.
WITCH

The Elves are widely assumed to be extinct, but the few who survived their race’s collapse continue to develop their considerable abilities in shameful isolation. The Witch has been doing just that, perfecting their innate mystical abilities to be channelled through totems and focuses, both terrifying and massacring their foes. Their past is lost to history – and those who dare to poke and prod at those old wounds often meet a grisly end.
Modding Main

**Content Mods**

</PlayerCharacter>

 <PlayerCharacter name="PC\_WildMage">
 <Unit Unit="Unit\_Player"/>
 <Image Image="PC\_Elementalist\_F" LargeImage="PC\_Elementalist\_FullBody"/>
 <Text DefaultCharacterName="Malkin" Title="Elementalist" Female="true"/>
 <EquipmentSlot Type="BluntWeapon" Type="Staff"/>
 <EquipmentSlot Type="HeavyArmour" Type="Robe"/>
 <EquipmentSlot Type="Dagger" Type="Arcane"/>
 <EquipmentSlot Type="Arcane" Type="Potion"/>
 <EquipmentSlot Type="Arcane" Type="Charm"/>
 <EquipmentSlot Type="Bracers" Type="Shield"/>
 <StartingDeck SkillCard="2 Advance" SkillCard="2 Swipe" SkillCard="1 Fire\_Shield" SkillCard="2 UnstableBlast" SkillCard="2 Stone\_Barrier" />

 <ClassCards SkillCard="Elementalist\_Overload"/>
 <ClassCards SkillCard="Elementalist\_StormCall"/>
 <ClassCards SkillCard="Elementalist\_DrawPower"/>
 <ClassCards SkillCard="Elementalist\_ChargeStrike" Upgrades="Swipe"/>
 <ClassCards SkillCard="Elementalist\_WindWalk" Upgrades="Advance"/>
 <ClassCards SkillCard="Elementalist\_StoneSkin" Upgrades="Defend"/>
 <ClassCards SkillCard="Elementalist\_FireShield" Upgrades="Defend"/>
 <ClassCards SkillCard="Elementalist\_EarthGrab"/>
 <ClassCards SkillCard="Elementalist\_StaticDischarge"/>
 <ClassCards SkillCard="Elementalist\_IceLance" Upgrades="UnstableBlast"/>

 <ClassCards SkillCard="Elementalist\_Evocation"/>
 <ClassCards SkillCard="Elementalist\_Intensify"/>
 <ClassCards SkillCard="Elementalist\_ChargedWeapon" Upgrades="Swipe"/>
 <ClassCards SkillCard="Elementalist\_SlowBurn"/>
 <ClassCards SkillCard="Elementalist\_Conjunction"/>
 <ClassCards SkillCard="Elementalist\_Inferno"/>
 <ClassCards SkillCard="Elementalist\_IceBlock"/>

 <Stats Health="10"/>
 <Equipment StartingWeapon ="ShamanRod" StartingArmour="JunkRobe"/>
 <Description Description="Elemental spell caster. Excellent at dealing damage to multiple enemies at once - if positioned correctly."/>
 <Colour Red="204" Green="102" Blue="180"/>
 <MeleePriority MeleePriority="6"/>

 </PlayerCharacter>
ASSASSIN

The Assassin is rarely seen or heard, but their impact on Ashe is noticed in the trail of dead bodies and claimed bounties they leave behind. A Charred warrior is always met with fear and alarm, so the Assassin opts instead to stay out of sight, letting the efficiency of their methods speak for them. Whether up close or from great distances, they are a ruthless combatant and a menace for all those who find themselves on the front of a bulletin board.
WARRIOR

A Human – hardy, resilient and bitter over their fall from grace as the dominant species on Ashe – will fight to the bitter end to win, and that is especially the Warrior’s way. An expert of hand-to-hand combat, they stand strong in the face of their enemies and utilise their melee weapons and shields to defend their home and their allies.
SPIRIT SPEAKER

Those Hybrids that want more than just suspicion and anger from their lives turn to the earth and the beasts that roam on Ashe’s surface for peace, wisdom and strength. The Spirit Speaker does exactly this, one of a powerful sect of Hybrid mystics that wield a wide variety of magic as well as the ability to cannibalise their older powers to fuel newer, stronger ones. Manipulating the spirits of the land and their own bestial fury within, they are just as vicious a combatant when threatened as any Hybrid, armed with far more than just brute strength.
WARLORD

The Hybrids carry an inherent suspicion of all other races on Ashe, and the Warlord manifests that suspicion with a penchant for violence. A brutal melee fighter and inspirational leader for those they fight alongside, the Warlord can turn any ragtag group into a fearful fighting force, ready to wage war across Ashe.
Brimstone

*"The more  you have, the more powerful Brimstone gets."*

## Clarifications

**Note** the notation on weapons (not items or spells) indicates that their light **boosts** that of the wielding hero.

**Reminder:** Light  is generated by any cards a player has at the very start of the Dungeon Phase, before moving, including anyLantern tokens the player chooses to expend. If the player loses some of those cards after beginning to move, the value does not drop until they have finished moving. See also Official FAQ
Trials of Fire Wiki

A Tactical, Deck-Building Roguelite.
Choose 3 Heroes and adventure into a post-Cataclysmic wasteland.

Engage enemies in a unique meld of card-play and tactical, positional combat.

Level up and scavenge what you can to customise your decks and build a party to take on any challenge!
EQUIPMENTMODDINGCAMPINGACHIEVEMENTSSTRATEGIES

Developed by WHATBOY GAMES

www.WHATBOY.com

@whatboy\_games
Carpentry

Carpentry adalah salah satu toko yang penting untuk memulai kehidupan "farming dan bazaar"mu. Carpentry Chronotopia tidak meminta material tertentu pada para pelanggan namun ia membutuhkan waktu untuk menyelesaikan pekerjaannya. Kalian juga dapat menggunakan fasilitas treasure hunter disini dengan meminta legendary carpenter untuk menemukan material atau item spesifik yang kalian butuhkan. Saat legendary carpenter sedang mencari item yang kalian inginkan, kalian tidak dapat memesan pembangunan bangunan tertentu sampai misi pencariannya berhasil.

Saat misi treasure hunter berhasil, kalian akan diminta bayaran dalam jumlah tertentu. Saat keuangan kalian belum mencukupi, sang legendary carpenter akan menyimpan item kalian sampai kalian berhasil menebusnya. Bayaran yang diminta akan beragam tergantung dari kelangkaan dan kekuatan efeknya.

Berikut item-item yang tersedia di Carpentry:

   Adapun untuk melakukan jasa pencarian item tertentu, kalian dapat mengisi form dibawah ini agar Lucas dapat mengetahui pesanan kalian:
Crossbow

## Text

**Dungeon: Gain +3 Physical Attack. Unless a Rogue with 6 or more Skill wields this Bow, you have -1 HP**

## Clarification

The Dungeon ability, like all such abilities, is **optional**. The Crossbow can just be used as a normal +1 weapon.

If you do need to bump the physical attack up to 4, you should try to have a Rogue with 6 skill, possibly using boosts such as the Thunderstone Shard.

If you needed this ability without meeting the requirement -1 HP (Hit Point) means you draw one less card at the **end of this turn**. (For the **next** turn)
Dagger

## Dagger

### Gold

1

The base weapon that all players get at the start of the game.

## Text

**After buying a card, you may destroy 1 (and only 1) Dagger.**

**Dungeon: If wielded by a Level 0 Hero, draw 1 card.**

## Clarification

Destroying the dagger will not reduce any unspent money for the current turn.

Buying a Treasure counts - you can destroy a dagger after you do that.
Deck-building

It's the goal of every game-explainer to try to come up with a succinct explanation of **deck building**. ;-)

## What it's not

It's not **Magic the Gathering**, **Pokemon**, etc. Yes they are games where "decks have been built" but that's not what the terminology means these days.

## In brief

* Only one copy of the game is required
* Each player is given a separate deck of basic "starter" cards
* This deck is quite small and usually identical to the other players starter decks
* Players reuse the cards from their deck over and over
* Over the course of the game, players customise their deck by adding new cards and upgrading existing cards

## Example game "Paperback" (easier to understand)

Paperback is a deck-building game where you spell words on your turn.

Each player has their own separate deck of cards. Each card has a letter on it, like L, V, E. At the start of the game, each player's deck is small and identical, having just a few basic letters. Players will be trying to think of big words to spell with their letters, but they probably won't all spell the same words because they only get a random selection of their own cards, not all of them.

The longer the words they spell, the more points they will get. Players might choose to use those points to "buy" extra letter cards to add to their deck. Some of those letter cards might give you bonus points if they use them! Cards that have been played are not lost, the player will get them back after playing back through their whole deck.

Even though the players started with identical decks of letter cards, they will end up purchasing different letters and so spelling very different words.

Players don't attack each other, they just earn more and more points. At the end of the game you win on points.

## How it applies with Thunderstone Quest

In Thunderstone Quest, a player's deck is their team of Heroes, weapon etc they will be sending into the Dungeon to fight monsters. Players start with the same deck of untrained people and poor quality weapons. Over the course of the game they will get the opportunity to train up those people into skilled Heroes, and buy better weapons and spells. Because players only get a random set of cards from their deck each round, some turns they will be stronger than other turns, or need to use different tactics. Clever players will improve their deck to the point where the random cards will still be reliably good.
RATLINGS

The Ratlings enjoy the dominance that Humans once laid claim to on Ashe, having survived the Cataclysm in much greater – though still diminished – numbers due to their subterranean origins. Slightly shorter than most Humans, with short fur varying in colour covering their bodies, they possess superior speed and agility to make up for less physical strength, as well as far keener senses of sight, smell and taste. Less technologically minded than the Elves and Humans, they have historically relied on raiding parties and scavengers to develop their own society, but in the post-Cataclysm world the sudden wealth of territory and opportunity has only made that attitude worse. In contrast to the relative stability of life below ground, Ratling society on the surface of Ashe has become somewhat anarchic, with the tantalising prospect of elevating one’s rank through claiming land, property and belongings creating a lawless frontier where each is their own master.
Camel

## Text

**Village or Dungeon:** Destroy 1 token to give this card the Static keyword this turn. (Static cards are not discarded when the turn ends, and, while in play, do not count towards your max hand size).

## Clarifications

**Static!** As long as you keep feeding the camel with , you will receive its benefits every turn. (Unless it is discarded/destroyed by another card).
Borrowed Power

## Text

Reveal cards equal to your highest Wizard  from the top of 1 Monster deck. Give 1 Hero +1  for each Guardian Key that has been revealed. Return all revealed cards to their deck and shuffle it before refilling rooms at the end of the turn.

## Clarifications

Yes it includes all Permanently Found AND Temporarily Revealed keys, so potentially, it could be a +6 Magic Attack. On the last turn, it will be +4 Magic Attack automatically.([ AEG conf])
Doctor Chonk's Total Drama the challenge Wiki

**Welcome to the Doctor Chonk's Total Drama the challenge Wiki!**
We're a collaborative community website about Doctor Chonk's Total Drama the challenge 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!

## Important articles

This is a wiki for DoctorCHONK's Total Drama the Challenge
Blood Drinker

Watch out, this sword is powerful, but cursed!

This Legendary sword is received upon completing the side quest Find Blood Drinker

## Text

**If this card is not wielded, you cannot defeat a Monster.**

**Before Battle: Gain 2** **or destroy 1 Hero**

## Clarifications

If a Hero is protected against destruction, the Before Battle ability can be satisfied without gaining Wounds.
Dark Fire Touch

## Text

**Dungeon:**  **equal to your total**  **value, then discard all your cards that have**  **value.**

## Clarifications

A Hero whose light value is a \* will only get considered for this spell if they have generated light.

**If a weapon gives a light boost** (with a plus sign) to a Hero, then it is the wielding Hero that will be discarded, not the weapon. (AEG conf) Items and spells have their own light (no plus sign) so they are the cards that are discarded.

**Reminder:** Light  is generated by any cards a player has at the very start of the Dungeon Phase, before moving, including anyLantern tokens the player chooses to expend. If the player loses some of those cards after beginning to move, the value does not drop until they have finished moving. See also Official FAQ
Balls

Banyak bola monster yang hanya dapat diperoleh lewat event.

Tipe-tipe dalam Pokemon Universe masuk kedalam kategori Beginner Type, sedangkan tipe-tipe baru yang diperkenalkan Chronotopia, masuk kedalam kategori Advanced Types.

Lihat: Tipe dan Efektivitas

***Note: Mystic Ball dapat menangkap semua advanced types kecuali Evil, Angel, dan Various type.***
Crystal Light

## Text

+1 if you have a .
Village or Dungeon: Give 1 Hero +1

## Clarifications

**Reminder:** A boost to "shield" is a temporary boost to a Hero's level value - normally I, II or III. This is only a numeric boost and doesn't give the Hero any abilities of higher cards. The purpose of such a boost is to increase the effect of cards that are based on a Hero's Level value. See also Official FAQ

**+1 Boost in the Village?** The card Construct Protector will give this user +1  in the Village.
9: Clockwork Destiny

The Ninth pack of content for Thunderstone Quest, released in the Kickstarter "New Horizons".

## Scenarios

1. Severed Bloodlines
2. New Discoveries
3. The Future is Now

## Dungeon Rooms

* Level I - Magic Mines
* Level I - Sacred Site
* Level II - Keltarian Laboratory
* Level II - Town Square
* Level III - Dark Forge
* Level III - Twilight Portal

## Card List

### Heroes

* Baraqiel
* Caslech
* Hamrulir Oakenborn
* Liss
* Shenaris
* Tilka the Sculptor

### Items

* Crystal Light
* Plate Armor
* Thunderstone Elixir
* Thunderstone Ore

### Spells

* Animate Dead
* Construct Protector
* Mend
* Thunderstone Ritual
* Transmutation

### Weapons

* Keltarian Bow
* Thunderstone Hammer
* Thunderstone Rod

### Monster Groups

* Level I - Material Spirits
* Level I - Mystical Kobolds
* Level II - C.C.O.V. Gang
* Level II - Gremlins
* Level III - Automatons
* Level III - Mech Menaces

### Guild Sponsorships

* Commandos' Guild
* Minimalists' Guild
* Paladins' Guild
* Tomb Raiders' Guild

### Prestige Classes

* Thunderstone Savant gives Thunderstone Carriage, Thunderstone Power Armor, Thunderstone Annihilator
* Living Legends (Prestige)

### Side Quests / Legendary Items

* Build the Annihilator gives Thunderstone Annihilator
* Build the Carriage gives Thunderstone Carriage
* Build the Power Armor gives Thunderstone Power Armor
* Luck Stone
* Trial By Fire
* What Plan?
* Item Thunderstone Protector (Created by spell Construct Protector)
1: A Mirror in the Dark

The first pack of content for Thunderstone Quest available in both Retail and Kickstarter editions, intended to ease players into the game.

## Scenarios

1. Rumblings from the Past
2. One Door Opens
3. Along Came a Spider

## Card List

### Heroes

* Gorlandor
* Hawkswood
* Pylorian
* Scathian
* Silverhelm
* Stormhand
* NB the Hero Avania is not actually in this pack, use Silverhelm

### Items

* Amulet of Infravision
* Gem of Healing
* Tome of Knowledge

### Spells

* Fireball
* Future Vision
* Magic Missile
* Moonlight

### Weapons

* Hammer
* Maul
* Shortbow
* Shortspear
* Shortsword

### Monster Groups

* Level I - Kobold Skirmishers
* Level I - Goblin Grunts
* Level II - Hobgoblin Brutes
* Level II - Spider Terrors
* Level III - Ancient Adventurers
* Level III - Goblin King's Guard

### Dungeon Rooms

* Level I - Abandoned Gate
* Level I - Mine
* Level II - Crypt
* Level II - Sunken Well
* Level III - Throne Room
* Level III - Vault
Black Swine

## Text

When you move out of this room, immediately resolve this Monster's ability.

**After Battle:** Destroy 1 Weapon or take 1

## Clarification

The monster's ability is the After Battle ability, so it triggers both when you move out, and after battle.

**Reminder:** "Moving out" refers to a champion figurine moving from this Dungeon room to an adjacent room. The figurine may either have started in this room OR have been moving through this room. Does not trigger when player takes a Village phase, uses any "teleport" ability or ability that "places" the Champion figurine.

**Does the After Battle ability give us a choice?** Yes, it is the player's choice which penalty to take.([ AEG conf])
Elf

Hero race class

* Hawkswood ‎ (← links | edit)
* Jadress ‎ (← links | edit)
* Regalen ‎ (← links | edit)
* Nimblefingers ‎ (← links | edit)
* Darameric ‎ (← links | edit)
* Sephilest ‎ (← links | edit)
* Felin ‎ (← links | edit)
* Stalker ‎ (← links | edit)
* Possessed Elf ‎ (← links | edit)
* Veris ‎ (← links | edit)
* Ophialyn the Tracker ‎ (← links | edit)
* Lilande Songweaver ‎ (← links | edit)
* Rien Mandroux ‎ (← links | edit)
* Shenaris ‎ (← links | edit)
* Armatir the Proud ‎ (← links | edit)
* Keltarian Bow ‎ (← links | edit)
* Sibyl ‎ (← links | edit)
Adventurer

Untrained Level 0 Hero that can be leveled up into any of the classes.

## Text

*"(Adventurers have no Class and thus may level into any  Hero.)"*

## Clarifications

As stated, this Hero has **no class**, so cards that refer to specific classes, or count classes, cannot refer to this card. For example a card that says "your highest level Wizard" will **not** refer to this card if you have no other Wizards.
Barricades Solo

A form of Barricades Mode can be played Solo, ie with 1 player.

* Removes Starter cards Lantern (2) and Thunderstone Shard (2)
* Adds Bree Setim (1), Joba (1) and Thunderstone Staff (2)
* Only 2 Hero stacks
* Only 4 Marketplace stacks

Gameplay is essentially the same as the cooperative Barricades Mode

Some Guardians have variants specifically for Solo play.

* Hive Mind Solo Lair
Final Turn

*(This is for normal competitive play, not Barricades Mode)*

After 4 Guardian Keys have been found by any of the players, this triggers the end of the game. All players will have one more turn.

## Setup

* After the current player has drawn their new hand of cards...
* The Level 0 Monster (eg rat) is flipped to reveal the Guardian card
* ... all players draw 6 extra cards into their hands *(This means if I already had 5 cards, I would now have 11)*
* Players choose 4 cards from their **entire hand** to discard
	+ *If I had 5 cards, and drew 6 to make 11, I discard my choice of 4 from anywhere in the 11*
	+ Players cannot use draw-card abilities until their actual turn
	+ players can discard any kind of **Festering Wound** cards, and Diseased Wounds do not trigger as this is not revealing.
	+ players can discard **Static** cards
* Each player should now have 2 more cards than the number they had at the end of their turn.

## The Turn

This has been a topic of much debate, but has been settled with AEG, so listen carefully...

You have the choice of

* Teleporting directly to the Wilderness to fight the Guardian([ AEG conf]) (AEG conf 2021)
* OR Taking a normal turn that may involve all the usual rules about taking Village and/or Dungeon Phases. The Guardian can still be fought if you take this option.
Destruction Chits

*(This item is part of Barricades Mode, the official variant used cooperative play.)*

In Barricades Mode , if the players have not defeated Monsters during the turn, random Destruction Chits are pulled from their bag to damage locations in the Village. If an activated (green) Barricade is at the location, it will flip and the chit will go back into the bag. If there is not an activated Barricade, then the token will be placed covering one of the empty circles at that location.

If the Guardian Dice show the  symbol, then that represents extra Destruction chits that cannot be avoided by fighting monsters.

**NB Prestige Classes:** Some Prestige Classes give the ability to "remove 1 " - this means to reduce 1 Guardian Die [Dice] displaying an  symbol. **You cannot remove Destruction chits once added to a location**(AEG conf)
Abyssal Temple

## Text

* **Penalty:** Refill this room face down. Turn this room's Monster face up before a battle here. If it is not defeated, put it at the bottom of its deck.
* **Benefit:** Spoils: Gain  equal to your total . // At the end of your turn, place your Champion in the Level 0 room

## Clarifications

**"At the end of your turn"** - is NOT part of the Spoils ability, and is mandatory(AEG conf) Level III Dungeon Rooms always eject the player to another Dungeon Room at the end of their turn.

**Gain XP equal to total light:** The  used in this calculation will be the light used in the Movement **BUT** reduced by any  on cards lost since movement commenced. (See FAQ below)

**What if we move a face-down monster out of this room?** (Perhaps using Longbow). The monster stays face-down until battled and then stays face-up, even if an attack fails.(AEG conf)

**What if we move a face-up monster into this room?** It stays face-up. It's unlikely that anyone will fail to defeat this monster.

For example, if you produce the 4 Light you need to get to the **Abyssal Temple**, and along your way to the Abyssal Temple, a Monster discards your Lantern (reducing your Light to 3), this does not interrupt your current movement. You still make it to the Abyssal Temple. However after you defeat the Monster, the Abyssal Temple only gives you +3XP not +4XP.
2: Total Eclipse of the Sun

The second chapter of content for Thunderstone Quest available as a Kickstarter exclusive.

## Scenarios

1. Into the Forest
2. Hostile Takeover
3. A Queen's Burden

## Card List

### Heroes

* Avania
* Brimstone
* Ehrlingal
* Felin
* Gendarme
* Sephilest

### Items

* Elven Ring
* Headband of Intellect
* Strength Gauntlets
* Wand of Light

### Spells

* Arcane Touch
* Consecration
* Lightning Bolt
* Nature's Fury

### Weapons

* Longbow
* Longsword
* Punching Dagger
* Quarterstaff

### Monster Groups

* Level I - Twisted Creatures
* Level I - Woodland Sprites
* Level II - Corrupted Elves
* Level II - Foundational Keepers
* Level III - Corrupted Centaurs
* Level III - Treefolk

### Dungeon Rooms

* Level I - Fairy Meadow
* Level I - Ominous Looking Road
* Level II - Hollow Tree
* Level II - Tree House
* Level III - Elven Outpost
* Level III - Elven Ruins
Dust Devil

## Text

**Before Battle:** Discard [Discard Into Right] 1 Spell, or 1 Weapon and discard [Discard Into Left] 1 Hero. If you cannot, destroy these cards instead.

## Clarification

If you have only 2 players, yes the other player gets both cards.([ AEG conf])

**AEG have confirmed** (to me) that this card means that you either pass those 2 cards left and right OR if you cannot fully complete that command, you need to destroy the matching cards that you did have in your Hand. In other words, if you had no Spell/Weapon but had a Hero, you would instead destroy the Hero.([ AEG conf])
5: Ripples in Time

"The Epilogue"

## Scenarios

1. Part I
2. Part II

## Card List

### Heroes

* Aird
* Arcanian
* Dunardic
* Regian
* Terakian
* Veris

### Items

* Amulet of Power
* Lightstone Gem
* Nature's Amulet
* Ring of Spell Storing

### Spells

* Creeping Death
* Frost Bolt
* Mind Control
* Summon Storm

### Weapons

* Cursed Mace
* King's Sword
* Longspear
* Magi Staff

### Monster Groups

* Level I - Doomknights
* Level I - Gnoll Raiders
* Level II - Minions of Chaos
* Level II - Torments
* Level III - Ancient Wyrms
* Level III - Ancient Protectors

### Dungeon Rooms

* Level I - Gate Cavern
* Level II - Dangerous Passageway
* Level III - Fire Chasm
* (also uses Mine, Crypt, Vault from 1: A Mirror in the Dark )

### Unique Treasures

* Axe of the Giants
* Lightbringer
Base Game

The base game for Thunderstone Quest. To make a full game, one adds one of the various Chapters or the Barricades expansion.

### Boards

* Village Board (base)
* Player Boards

### Starting Cards

* Adventurer (Level 0 Hero)
* Lantern
* Dagger
* Thunderstone Shard

### Guild Sponsorships

* Mages' Guild
* Thieves' Guild
* Warriors' Guild
* Healers' Order

### Unique Treasures

* Prismatic Spray
* Enduring
* Boots of Speed
* Flying Death
* Protection from Wounds
* Possessed Elf
* Apothecary
* Grognard
* Lurker
* Wandering Healer
* Rod of Teleportation
* Fire Brand
* Guardsman
* The Hero's Ring

### Side Quests / Legendary Items

* Find The Chaos Stick gives Wand of Wonder and Butterfly cards
* Taste of Blood gives Vampire heroes
* Find Mawgarn's Axe gives Mawgarn's Axe
* Find Blood Drinker gives Blood Drinker
* Find the Orb gives Orb of Light
* Rescue the Prince gives Alpha Prince
* Find a Dance Partner gives Dancing Sword
* Find the Magic Hand gives Baalok's Hand
* Consistency is King
* Experience Pays
* Ready for Anything
* Arcane Studies
* Scars of Battle
* The Dragon's Horde
* Jack-of-All-Trades
* Stick to the Basics

### Miscellaneous

* Festering Wound
* Giant Rat
Baharan

*"Baharan uses strange magics, allowing you to discard cards for bonuses."*

**NOTE!!** Only Level 1 Baharan requires cards to be discarded - the later levels do not require it.

## Clarifications

The abilities of Level II and Level III should be parsed "Do (A or B) in order to give C"

**Do Baharan II & III heal?** Yes, Baharan can heal at all levels. The syntax "heal 1 Wound to ..." is has been confirmed to give the ability to heal.(AEG conf)
Baalok, the Flesh Weaver

**This is a Guardian**
*Not for use in Barricades mode - see Guardian Lair*

## Text

 Baalok V
 Baalok VI

## Clarifications

**Reminder:** When you defeat a guardian, the Wilderness tile will give additional VP  based on the number of keys uncovered - usually **4 VP**

**Reminder:** If a Monster attempts to discard/destroy 2+ Heroes, different Heroes must be selected, not the same 1 protected Hero.
Arcane Order

*This is the Prestige Class for use in normal play - see also Arcane Order (Barricades)*

**ALERT: This class needs extra content "from the Box" that is not included in the scenario selected.**

(Once per turn, after you complete 1 of the above, pay the  cost listed below for **each of the 1 or 2 new Ranks**, or nothing is gained)

## Clarifications

**"With"** just means physically present. The card in question need not be involved in the Monster's defeat. (in thesection)
Boots of Speed

Individual, unique Item gained from the Treasure deck.

## Text

After you complete your Village Phase, you may take a Dungeon Phase.

Gain 1 if you have a Rogue.

## Clarifications

**Lantern cards:** AEG has confirmed that their restrictions do not affect this card.

**Barricades Mode** - the Boots do not give an extra Dungeon turn.(AEG conf)