recursal/Fanatic-Fandom huggingface dataset:
Forest Squad Fixer

With their camp encircled by enemy forces, the Iron Division's commanders attempted to push the front wherever they could. Due to the dense vegetation and narrow paths, the forest south of the camp proved ideal for a forward orc force to pressure the Cult Fortress ahead and cut off their supply route.

The Forest Squad Fixer was part of this group. After Zan cleared up the Mansion, and the orcs ordered to siege it were relieved, she was tasked with building a barricade by the nearby crossroads and block further access there. However, when she returned to her squad's location, she couldn't find anyone left, as Nithriel had captured them and sent them to the Cult Fort's prison. After briefly searching for them, she happens upon Zan, and asks for her help with finding her sisters' whereabouts.

*"This is where we were holding the line... no sign of battle, nothing other than the looters! The cultist fortress is just up ahead. It's the only place where they could have taken our sisters."*

While investigating the abandoned camp, she tells Zan about her squad's purpose there and after encountering several Cultist looters, they conclude that her sisters could only have been captured and taken to the Fortress.

*"W-wait, you're not going to assault their gate head-on, are you?! That's suicide!"*

*"I-I can't believe we're doing this!..."*

The Fixer assists Zan regardless of the way she approaches the Fort, fighting the Cultists all the way until the Halfblood releases the prisoners and reports back to base. As the Fortress has already been cleared, Breaza and the Advisor send the forest squad back to occupy it and the Fixer is assigned to guard the rear portal close to the market outside the Dwarf Town.

*"Don't you think I'm wasting my time here? I bet they just sent me back here to stay out of trouble."*

When playing on the Brutalizing or Bearzerk difficulties, the player can convince her to join back up and she will assist them around the entire level hub. She will refuse to follow Zan inside the underwater caves of the Dwarf Town, though. When the orcs commence the assault on the Demon Port Town, she will follow Zan on her mission to sabotage the gate.

*"I, uhh... I'll make sure to cover her back, Breaza! Take care!"*

Much like the Earth Mother Ward, she will transition over to the Port Town level, and if she survives the brutal fighting, she transitions even further on to the next level, although she remains stationary on boat chasing after the Baron's Fleet.

After re-establishing contact with her allies at the Core of Hell, Zan will find the Fixer standing by the Workshop Boss' tent, although she won't join her party anymore.

*"Grund yelled at us for leaving our troops behind. Hey, we were just trying to stop the Baron!"*

Alternatively, if the player didn't take her along, she is bound to remain back, further proving the fact that only a few warriors had room to travel the Sea of Fire on a last transport ship and Warlord Grund didn't select her to come along.
Praak

Praaks are relatively small porcupine/rat-like vermin found in the various dark corners, cellars and caves of Hedon. Their eyes are red, their fur is white and their back is growing with spikes that they use to protect themselves from predators (thus making the Iron Division attribute the critter's name to the Spike Gun).

They feed on almost anything that doesn't move, and when they are sated, they find a safe place where they can sleep. Praaks have a particular squeaking that gives away their position (sometimes even pointing out secret areas or hidden paths to the player). When approached, they scurry away until they manage to break eye contact with their would-be predator or get some significant distance in between.

Praaks can be killed in numerous ways, including burning or squashing if the player steps on them.

The player can also grab them by punching them with the Fists.
The Ancients

A precursor race that existed in the underground caves and mountain ranges long before the emergence of Dwarves or Orcs in these places. At an unknown point in the distant past, all members of this Ancient race disappeared and were all but lost to history, their fates remain unknown.

The Ancients mastered advanced forms of technology that the Iron division have only barely begun to understand. Including a peculiar Disk Artifact of unknowable purpose.
I.D. Witch

## Iron Division Witch

Witches are the Iron Division's researcher caste, focusing on studying the surrounding world in detail and moulding it to the benefit of the faction. Alchemists and witch doctors are fairly common among Orc and Goblin tribes, and the outcast nomads that discovered Valc made no exception, their caste being swiftly assigned by the Lancers upon the birth of the Iron Division.

They made their home in Lower Valc, close to the entrance to the Lancer Temple. As their knowledge quickly increased thanks to the discovery of Crystals, so did their laboratories expand, and eventually, an additional clinic was established, capable of healing any wound that was beyond the Earth Mothers' magic skills.

Due to their valuable knowledge and skills, Witches hold an important position in Valc, being led by an administrative council that oversees their projects and discoveries under the approval of the Lancers. The caste is represented by a chieftain (Zura) and her personal adjunct (Lith), along with few other high ranked members in charge of the various laboratory wings. Each lab is specialized in a different research field, covering flora, live specimen, alchemy and weapons research. Their facilities also include the largest prison in Valc, where various convicts, prisoners of war and wild beasts are held for experimentation. As a result of their work, Witches provide Valc with all sorts of potions and alchemical concoctions, as well as artificially created organisms and powerful biological weapons.

In similar fashion to other castes, Witches have their own uniforms and apparel, adorned with straps and spikes that often reflect their jagged, unscrupulous nature. They are a mixed, versatile bunch, their ranks composed from both Orcs and Goblins who are trained in different fields of expertise (they also employ Fixers to assist them, and help them maintain their facilities). Even if a few of them dabble into the arts of magic, none of their ranks rise up to the same power as the Lancers or Earth Mothers in that regard.

Although they usually take a support role in the battlefield, Witches do benefit from some combat training, especially with their signature weapon, the Potion Launcher, which they use to devastating extents. Because they are generally positioned to support the main force, they do not have the same faction-wide priority to wear the strongest armor amulets as Bear Warriors or Reavers but they still benefit from better gear than Fixers.

They are equipped with Potion Launchers loaded with acid potions and have a medium amount of health.

### Tactics

Witches can deliver consistent area of effect damage, their acid attacks being especially deadly against monsters like the Iron Maiden or Forge Elemental.

The Witches' acid can also cause friendly fire to the player.
Axe

One of the favorite weapons of the Iron Division and the Earthborn, Axes are simple and versatile, being available aplenty around the underground world of Hedon. They are also wielded (and potentially dropped upon death) by the Dwarf Militia and I.D. Bear Warrior.

The Axe is one of the few weapons that don't have a HUD sprite graphic, simulating a correct holding position, below waist line.

The player can obtain ice-enchanted axes by activating the Bracer of the Revenant.

On difficulties lower than Bearzerk, Zan can only carry one Axe until she finds a Bag of Holding after which she can carry 3.

### Primary Fire

Primary fire unleashes a set of melee hacks capable of killing weaker enemies in a couple of hits.

Melee attacks also benefit from a cleaving effect, allowing to take multiple grouped up enemies up front.

The first swing (from right to left) is slightly more powerful than the next swing (from left to right) if holding down the attack, the next swing (right to left) is stronger than the previous one, but slightly weaker than the initial one, thus simulating a realistic relationship between speed and heft.

### Alt Fire

Alt fire allows to hurl the axe for an extremely powerful blow against lower tier enemies.

Hurled axes act as ripper projectiles, able to pass through as many soft enemies as possible, dealing damage depending on how long it crosses their hitbox (thus you might sometimes notice an improperly aimed axe not instantly kill enemies like the Initiate or the Crawler).

Hurled axes leave large crack decals which can sometimes be confused with walls that can be broken with a pickaxe, hence the decals fade away in time to dispel the confusion.

### Tactics

The Axe is a great weapon for dispatching low tier enemies and conserve ammo.

Due to its cleaving effect, the Axe can deal a lot of extra damage to monsters with wide hitboxes like the Cerberus, Forge Elemental or Pit Lord.

The Iron Maiden takes some damage from axe cleave even while using her shield block.

Using it in combination with the Potion of Might turns it into a devastating weapon capable of taking out pretty much any enemy (even bosses!) effectively, with both primary and alt fire.

The Bracer of the Revenant allows the player to throw magic icy axes indefinitely (for as long as the buff is active), while also extending the power of melee attacks by making them spray icicles in a wide arc. Aside from allowing the player to clear out entire battles without having to spend ammo, the ice damage is highly effective against Demons and monsters like the Forge Elemental.

The Iron Urchin can usually be slapped away with a melee axe hit, and sent back as a projectile.

The Axe cannot be effectively thrown underwater.
Friendlies

Hedon makes use of Doom's standard friendly AI, as well as a companion system based on a modified version of Sgt\_Mark\_IV's Brutal Doom code.

Unlike standard friendly monsters, companions can follow the player in a much more improved pattern, and have a significantly improved combat AI. On top of this, they can be ordered to hold position or follow the player, opening the gameplay to a more tactical approach.

Companions can also instantly "catch up" with the player if they are not able to navigate around the level's geometry by instantly teleporting next to them (granted they can find a virtual path that is large enough to allow their hitbox to pass through). In addition to this, they can walk on lava and terrain hazards without taking damage.

Companions are also the only beings in Hedon that have voiced lines in English, which they use when being ordered to follow the player or hold position. On top of this, they have occasional level-based dialogue, and even create minor alterations in the level design (e.g. if the player leaves the Grove with companions after them they will wake up next to them after defeating Giant Nithriel, next to a pitched tent and a camp fire).

In combat, they usually carry the same weapons that the player can use (and drop them upon death). Although they do not run out ammunition, they have functional magazines which they reload when empty (or low, when being out of combat).

Following Doom's monster AI, all friendlies will attempt to move towards their target regardless if they have a melee attack or not. Some companions like the Bear Warrior or Lancer have both ranged and melee attacks. Other ranged-exclusive companions like the Reaver will close in up to a minimum range threshold at which they will step back.

The player can also encounter stationary friendlies that fight enemy monsters and may provide dialogue but are not recruitable.

Due to code limitations, all Friendlies have a rather limited maximum targeting range.
I.D. Earth Mother

## Iron Division Earth Mother

Earth Mothers are the Iron Division's ancestral magic practitioner caste, renown healers and preservers of nature and tradition. The earthen customs trace back to the very beginning of the greenskin civilization, and have since been dutifully preserved, even within the technologically advanced Iron Division. Although shamen were the main practitioners of magic arts, they were often times more preoccupied with leading their tribe through war, hardship and strife, bestowing the task of nurturing their kin to the druidic healers and herbalists. These druids would eventually earn the name of Earth Mothers.

As the Iron Division came to life, their caste would already have a strong presence in the life of Valc. Merging their magic skills with the power of the newly discovered Crystals, the Earth Mothers dedicated their efforts to create the Grove - an underground place where nature could thrive at any moment of the year, without having to depend on sun light or favorable weather. This also became their home, as well as the prime source of healing and food production for the entire stronghold.

Due to their power and stature, Earth Mothers have a great influence in Valc's everyday life and development, the weight of their word being only paralleled by the Lancers (and challenged by the Witches at times). Their numbers are rather low, and they do not believe in absolute authority, allowing every non-apprentice member to weigh in to their inner council. They are, however, represented by Grand Earth Mother Breaza, one of the oldest members of their caste.

They are dedicated worshipers of the Elemental Gods, and practice all schools of elemental magic, although most of them favor Earth due to being the closest to the nature they preserve.

Their voluptuous bodies are usually draped in traditional Orcish dresses, and often complemented by flowers, vines and other trinkets wrought from plants. They rarely participate to the front line due to their value as healers, but when they do, they unleash their magic to it's full extent, turning into formidable allies.

Since their numbers are fairly low, Earth Mothers usually get to keep stronger armor amulets, although they let the Bear Warriors have the strongest, red colored ones.

They are also resistant to elemental damage and magic and vulnerable to mind damage.

They can fly, summon deadly blizzard clouds and cast swarms of magic wasps, saw blades or balls of explosive magma.

### Tactics

Earth Mothers are very powerful and versatile casters, their ability to fly setting them apart from the other members of the Iron Division in battle.

Although Earth Mothers have a moderate amount of health, their agility and ability to fly make them very resilient unless trapped by the enemy.

When ordered to guard, Earth Mothers bestow the Stoneskin and Nourish buffs upon the player, free of any cost.

The wasp swarm, deadly blizzard and magma ball explosion can deal friendly fire to the player.
Flame Beacon Keeper

The Flame Beacon Keeper used to be the spiritual leader of the Cultists dwelling in the Western Port of the Core of Hell island. Aside from leading the worship and rituals inside the port's chapel, he was also tasked with maintaining the flame beacon in the lighthouse in order to guide ships from the smoke of the Sea of Fire. However, after the Blue Baron assumed the de facto role of Demon Icon and ramped up the persecution of his lowly worshipers, the Keeper, who was still accustomed to the older practices of the Cult, began to grow more and more disgruntled with the new regime.

*"[...] something changed... the demons have been tormenting us more and more... demons feed upon our suffering... the sacrifices have become unbearable..."*

Seeing his followers taken away to be sacrificed for the Baron by the day, he eventually reached a tipping point, and decided to revolt against the unhinged cruelty. He did so by trying to convince his close followers that they were being manipulated into complete insanity, but unfortunately, he overestimated their trustworthiness and ended up being ratted by his own apprentices who were seeking an opportunity to take over his position.

*"...a few of us turned against the Cult... for our sin, the whole port was punished..."*

Once informed about this gross affront, the Demons sought to make the Beacon Keeper into an example and punished the entire remaining population of the port by locking them inside the chapel and sealing the entrance off with stone walls. Once entombed without food or water, the captives would inevitably descended into madness and start killing each other.

*"...no food nor ale... it was only a matter of time until we started killing each other..."*

This event drew the attention of Yzbeth, the succubus matron inhabiting the nearby domain, who was struck with grief and ended up cursing the port in an attempt to immortalize the suffering of the people in a sort of artistic way.

*"My heart is broken... the little port town just outside my domain's gates has had an uprising but the fire of these brave cultists was swiftly quenched by the Baron. Why must we rip the chaos out of our hearts to obey the Icon? How dare he bring order into our world? My tears of sorrow have drenched the port in bleak mist. The fire is gone..."*

When Zan approaches the port, the Keeper beckons her to free him and his followers from the chapel. After she breaks the wall down, he tells her of a few other rebels who are hidden inside the island's crypts, and gives her a Pendant of True sight that would allow her to uncover their hideout.

*" ...you can still stop the Baron's conquest... find my brothers... they will help you..."*

Once Zan manages to free the rebels from their locked-down base, the Flame Beacon Keeper contacts her through the pendant, thanking her for confirming that his efforts of sparking a rebellion were not in vain. As the Keeper finds his rest, so does Yzbeth's curse disperse and the beacon's flame is reignited, removing the grey mist from the port.

1. ↑ Excerpt from Yzbeth's diary found inside her bed chambers.
Scroll of Magma Ball

Being renowned for its ability to channel the wrath of Fire in order to shatter the ranks of entire platoons of soldiers in battle, the Magma Ball spell has grown ever popular across the ages, turning into an old reliable for battle mages across every race and civilization. The spell can be written into parchments with the use of enchanted scribe embers, allowing those of a less magical inclination to carry them into battle as well. Zan herself gets a chance to create such a scroll in Map02/Map05, along with Scrolls of Nourish.

When using the scroll, the player will lob forth a ball of magma that explodes on impact, dealing blast and fire damage.

A maximum of 10 scrolls can be carried at a time.

### Tactics

Just like the player can shoot down a Forge Elemental's magma balls, they should be wary that the enemy can do the same to their own magma balls.

While playing on the Bearzerk difficulty, Magma Balls offer the player a legitimate ranged attack alternative. They can also be bought real cheap from the Shady Fixer in Map18.

Magma Balls can be used to perform rocket jumps.
Shadow Warlock

Much like Master Thadus in the Grove, the Shadow Warlock is Cultist leader assigned by Nithriel with commanding a part of the army in order to hold a remote location of Valc.

After Lith managed to lower the Anti-Magic Ward, this Warlock led the attack on the base, eventually taking it over, but not without taking significant casualties to the Iron Division defenders quickly scrambling up.

Following her success, she was put in charge of the forces occupying the Parapet base, and was ordered to make sure that the Ward would not be turned back on.

A parchment documents her later concern for the Cultists supposed to take over Icepeak Fortress not being able to do so. In an excess of zeal, she proceeded to seal off the gate leading towards Icepeak in order to prevent anyone from breaking into the Parapet base.

*"I haven't received word from our cultists tasked with taking over the Dwarven fortress. The attack is either still going, or these fools have perished in the snow before they could even get to draw steel. Mistress Nithriel has specifically ordered to keep this base sealed off to any visitors,  as it is critical to our ability to teleport reinforcements in I have blocked the switch for the mountain gate with a magical seal. Nobody is to tamper with it."*

Zan eventually liberates the base from her forces and kills her, then re-activates the Ward which breaks her seal and allows the half Orc to move further up the mountain.
Cerberus

Cerberi are tri-headed war hounds bred by the Demons as companions and guard animals. Despite not possessing the same focused sense of smell as a regular hound would, they are often used for tracking and hunting down fugitives.

Cultists also seem to be in possession of Cerberi, proving that they are relatively easy to tame as long as they are fed (Zan herself can tame one while in the Witch Research Labs by feeding it a hunk of flesh).

Their menacing look is only furthered by fearsome spiked collars and a strange fragfire contraption implanted into their lungs that allows them to breathe fire upon their prey.

### Traits

Cerberi have a bite melee attack dealing physical damage, a pounce ranged attack dealing physical damage and a triple fire breath ranged attack dealing fire damage.

Cerberi drop Half-Full Fragfire Cans (used as ammo for the Fragfire Gun) and on very rare occasions a Choker of the Beast. On the Bearzerk difficulty, the Fragfire Cans are replaced by Minor Healing Potions.

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

Cerberi have a broad field of view.

Cerberi cannot operate switches or open doors.

Cerberi do not infight and are never targeted back by other monsters after accidentally hitting them.

### Tactics

Cerberi are greatly staggered by the Fragfire Gun's primary fire but in contrast don't feel any pain when attacked with the alt fire.

Their fire breath attack cannot be interrupted (unless the Cerberus is killed).

Frozen Cerberi have a higher chance to drop a Choker of the Beast when shattered.
Great Stump Librarian

Because of their invaluable knowledge in the magic arts, Earth Mothers were greatly sought after by the Lancers for the Iron Division campaign. For this reason, only few of them were left behind in Valc to tend to the Grove and the farms producing food for the other remaining residents.

The Stump Librarian was the Earth Mother who curated the Stump Library, a place of very high value for the Caste. After her sisters set off, she was also tasked with tending to the Park Library in the Plaza. She would spend most of her time between there, her Stone Tower dwelling and the Stump Library, pursuing her own research.

Her latest project involved shrinking things to a microscopic level. Once in possession of the Book of Earth, Zan can return to the Park Library and read an ominous tablet that shrinks her inside of it. There, she can find a note detailing the Librarian's latest achievements:

*"[...] days pass on, and so does my progress advance with each and every hour. I've been able to shrink down a fairly large stump this time... makes writing this so much more comfortable too! This spell will become a true marvel. And now with the bulk of the Division departing, I will have more time to pursue its perfection... I'm planning on shrinking some live plants next. Or perhaps some seeds, and see if I can grown my own food here.*

*Who would have ever imagined that one could shrink her entire library and pantry and be able to carry it all into a mere clay tablet? Still, it does toll on my mana quite a bit..."*

When the Cultists invaded, she was inside the Great Stump Library. After Master Thadus ordered one of his lieutenants to search for the Portal control key, she sensed the upcoming attack, doing all she could to slow the enemy down and hiding the magic tablet tied to the root gates sealing the Library off. Soon after, she met her end, but not before taking few enemies along with her.
Moon

Moon is the patron of night and cold. She is portrayed as a well endowed, cowled woman, bright cyan runes resembling various aspects of Moon usually etched on the base of her stone pedestal.

She receives moderate worship from Humans, while the Frost Goblins up the northern wastelands hold her dearly. The Iron Division's Orcish Earth Mothers also take interest in this figure, especially during the seasonal equinoxes.

She is known for being cold and fair above anything else - a pure lawful neutral entity.

In the realm of magic, she is the patron sign of certain spells such as Ice Bolt, Frost Blades and Shadow.
Health & Healing

Health & Healing

## Health

Health is a core function of the game and losing it results in death and having to retry. Zan starts the game wounded, with 20hp and spends the first part of Map01 - Cold Rock searching for healing items. Health has two different caps: one at 100, at which regular healing through potions and environmental healing is capped, and another at 200, which can be reached by eating food or consuming green crystals.

Zan loses health from being hit, touching hazards, falling from high distances and drowning. Her HUD mugshot reflects her condition similarly to Doomguy's mugshot, where her face gets bloodier as she becomes more gravely injured.

Drinking a potion while critically wounded changes the pickup message from "Drank a Potion of Healing." to "Drank a much needed Potion of Healing."

## Healing

### Healing Potions

Healing potions can heal Zan up to 100hp and come in four variants:

* Vial of Healing - 10hp

* Minor Healing Potion - 15hp
* Healing Potion - 25hp
* Greater Healing Potion - 50hp

The player can also regenerate their health by using a Potion of Might.

The player can also heal or boost their health from the random effects of the Mystery Potion.

### Food & Green Crystals

Food and green crystals can boost Zan's health beyond 100, up to 200. There are many different food types healing anywhere between 1 to 5 hp. Green Crystals are edible pods created by Earth Mothers through magical means, and can come alone or in a couples boosting health by 20hp and 40hp respectively.

* Leek - 1hp
* Skin of spring water - 2hp
* Apple - 2hp
* Tomato - 2hp
* Grapes - 2hp
* Cream Fungus - 2hp
* Bread - 3hp
* Baked potato - 3hp
* Cheese - 3hp
* Pint of mead - 4hp
* Bottle of apple cider - 4hp
* Sausage - 4hp
* Hunk of smoked ham - 4hp
* Ale - 4hp
* Sand nut - 4hp
* Jug of wine - 5hp
* Bowl of stew - 5hp
* Bottle of plum brandy - 5hp
* Plate of polenta - 5hp
* Plate of salted meat - 5hp
* Jug of wine - 5hp
* Wine bottle - 5hp
* Fried duck - 6hp
* Green Crystal - 20hp
* Couple of Green Crystals - 40hp

### Environment Healing

There are certain places in the world where the player can heal or boost their health. Usually this involves bubbling water or other types of healing sectors such as the water pools from the boss fights in Map06 or Map10.
Minotaur Scholar

The Minotaur Scholar is one of Minotaur Lord Murguth's trusted Pyromancers. He is a master of Fire, who has imparted his knowledge to the mages of the Iron Division, training some of their Earth Mothers and Lancers in the art of fiery destruction.

*"My entire life was dedicated to studying fire magic. I've even trained some of your mages."*

Having studied so many of his ancestors' scripts, he yearns to find out more about the forgotten knowledge of his nation. He shows a lot of interest in the abandoned Minotaur Town close to the remnants' camp, where he moves to in order to study and explore after the Baron's fall.

*"I dream of uncovering our forgotten libraries. Imagine all the knowledge locked inside."*

Zan can recover a sealed Scroll Case from the ruins, which the Scholar can unlock, allowing her to keep a couple of the scrolls inside.

*"A fine magic seal... it makes me yearn for our ancestors' secrets. Well, let us see what's inside... a true wealth of knowledge. Here, these scrolls will be of use to you... the rest, not so much."*

The Halfblood will meet the Scholar again at the camp inside the Core of Hell, where he is tasked with caring for the bodies of the fallen. With the island's soil being deemed too cursed to bury the dead, he uses his power to create a magic pool of amber and store the dead bodies to be later buried on proper soil.
Giant Nithriel

At the very end of Errant Signal, Zan's mind is infiltrated by Nithriel's psychic influence in an attempt to snuff her from inside her own dream. The Warlock's plan culminates with a giant projection of herself meant to intimidate the half Orc warrior. This is shown especially in the way Zan's mind conceives the arena where the battle takes place, which initially seems impossible to win but then gradually opens up as she gains confidence and control over her own mind.

In combat, Giant Nithriel has similar abilities to those of a Warlock, albeit much stronger. In addition to this, she can also blink, cause corruption spikes to jut from the ground, shield herself from any damage and summon Warlocks to aid her.

### Traits

Giant Nithriel unlocks her attacks and abilities as her health gets lower (as well as having her flying speed increase). She has a triple spirit missile ranged attack dealing magic damage, a toxic bolt volley ranged attack doing toxic damage, a 360 degree dark tendril spawn attack dealing physical damage, the ability to warp forward and the ability to shield herself and summon Warlocks.

Giant Nithriel can block all ripper projectiles.

Giant Nithriel does not infight (although she usually takes damage from the multitude of projectiles flying all over the arena).

Giant Nithriel is immune to the Time Shard's freezing effect.

Giant Nithriel is fearless.

### Tactics

At the beginning of the fight, the player should get the Potion of Might and throw Axes at Nithriel before she unlocks the second phase of the fight.

Since consumables obtained during this fight are not carried over in the next level, the player should not hesitate to use them, as they can greatly enhance protection and damage output. The Amulet of Shadows is especially useful as it increases movement speed and prevents spirit missiles from homing into the player.

While the Axes and ammunition in the arena replenish periodically, healing potions do not.

Crates and dead bodies of Friendlies are a good landmarks to quickly see the location of healing potions, weapons and consumables.

The arena has a symmetric layout regarding both item and monster placement.

The water pools at the edge of the arena (available during the third phase) can slowly heal the player.

The four pentagrams at the edges of the arena which activate during the third phase will periodically spawn Initiates, so the player should focus Nithriel as much as possible and only attack the Initiates to keep their numbers low enough so that they don't overwhelm the arena.
Pit Lord Commander

Pit Lords Commanders are the strongest of Pit Lords, having risen to the top of the demonic chain while fueled by their ruthless thirst for power, and, of course, their innate ability to pursue such goals. They handle the few diplomatic concerns of the Demons, often times using their influence and power to subjugate Cult towns and muster their own demonic army. Since Demons always profit from exploiting the vulnerable, the high ranking commanders band together with the shared interest of spreading and strengthening the hold of demonic corruption and influence over the Overworld kingdoms - sowing suffering to feed upon and influencing fresh subjects to join the Cult.

### Traits

Pit Lords Commanders have a breath melee attack dealing physical damage, a flame bolt ranged attack dealing fire damage, a magma ball attack dealing blast and fire damage and a fire shard ranged attack dealing fire damage.

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

Pit Lords Commanders are fearless.

Pit Lord Commanders are immune to the Time Shard's effect.

Pit Lords Commanders do not infight.

### Tactics

Pit Lord Commanders have a very high amount of hitpoints, making weapons capable of delivering sustained damage without having to reload like the Hellclaw or Paingun more effective against them.

Since Pit Lord Commanders are generally encountered in bigger battles, it's always worth making use of consumables when seeing them. The Bracer of the Revenant combined with the Axe's alt fire are particularly useful for the extra ice damage they can deal.

The magma balls they occasionally fire can be shot down while in the air, just like it can be done with the ones fired by the Forge Elemental.
Minotaur Barkeep

The Minotaur Barkeep is the owner of the Tavern inside the Minotaur Caves, near the Great Forge. The place is usually frequented by Minotaur miners during their breaks, with seldom travelers from beneath sometimes stopping by on their way to Valc.

The only in-game mention of the Barkeep is in a tablet in the nearby miner barracks, which describes a tense atmosphere (likely created by the appearance of the Crawlers), causing him to purchase a Potion Launcher along with some of the new toxic potion boxes for personal defense.

*"[...] P.S. What's with all the agitation going on lately? Ever since the tremors started, you guys have been losing your shit. I even saw the barkeeper haul in this weird looking gun along with some giant boxes. He's keeping it in his secret spot I bet. I also bet he'll never get to use it."*

The launcher can be found next to his body, but since Crawlers are resistant to toxin, it didn't turn out to be as useful as he would have hoped. Nonetheless, he appears to have taken at least one Crawler up close before falling down along with a few other Minotaur miners who fought the invaders.

The player can find the ammo boxes mentioned in the tablet inside his "secret spot" which is a small closet behind a shelf at the Tavern's bar. Another secret wall leads to his personal cellar and a still which she most likely used to brew his drinks locally.
Glutton

Gluttons are the most foul and despicable creatures in the entire Underworld. Although severed, the horns and tail stub show that they are indeed Demons, although it wouldn't be uncommon for someone to mistake them with a disfigured human who was ruthlessly tortured and experimented upon. Gluttons only care about hedonism, and the centuries of self-indulgence eventually lead their senses to numb down to the point where only extreme self mutilation and living at the edge of undeath can give them a thrill.

Unlike Pit Lords, who pride themselves with their bodily strength and appeal, Gluttons aim to disgust and shock the viewer, making for an excellent demoralizing unit within the hordes of chaos. Any enemy who doesn't throw up at their mere sight is sure to end up dissolved by a shower of digestive acid lobbed directly from the Glutton's open belly.

### Traits

Gluttons have a puke melee attack dealing nature damage and an acid blob cluster ranged attack dealing acid damage.

Gluttons explode when killed, dealing acid damage.

Gluttons are slightly resistant to fire, lava, acid and toxic damage and slightly vulnerable to ice damage.

Gluttons infight with any other monster.

### Tactics

Gluttons can be one-shot by the Crylance's direct alternative fire. Their slow speed and large size also make it easier for the player to aim the projectile at them.

Gluttons can't be pulled with the Force Pike's alternative attack. However, using it causes acid to spill out of their exposed belly, damaging them and any monsters sitting in front.

Because of their large size and predisposition for infighting, Gluttons can be used by the player as meat shields in certain scenarios.

The Glutton's death explosion has a wide radius and deals significant amounts of damage, which can be used to the player's advantage to wipe out nearby enemies.
Lord Eberon

Lord Eberon is an influential Pit Lord Commander tasked by the Blue Baron with overseeing the Salt Mine's production, and later on with pushing the Iron Division invaders out of the Core of Hell. He resides in his own fort located in the eastern side of the island, near the main elevator access to the salt mine.

*"Traitorous scum!!! Did that whore Yzbeth send you?! How dare you betray Lord Eberon?!"*

Zan encounters him holed up in his bed chambers while a troop of traitorous Demons attempt to break his force field and carry out his assassination. After routing the attack, Eberon commends her and entrusts her with retrieving a missing winch wheel required to fix the nearby sabotaged gate, and allow his Cultist reinforcements to break through.

*"Hah! Pathetic idiots!... Unlike you, who sided with me! Good, I have a task for you...*

*The Baron wants me to crush the orcs, but someone sabotaged the nearby gate, cutting my troops off. The gate needs a special winch wheel to open. Take this key and go find a spare one in the salt mine. You seem tougher than the rabble I sent there before you, so hurry up! The orcs can return anytime!"*

He appears to have been caught in a skirmish with the orcs which resulted in his face being wounded by shrapnel. With his sight impaired, he mistakes Zan for a regular Hellion, which allows the Half-Orc to exploit his trust and prepare a death trap for his troops to charge into once the gate is fixed.

*"\*Squints\* You're not one of Yzbeth's hellions, are you? My vision is too clouded to tell...*

*I took some shrapnel to the face while fighting orcs. My healer better arrive here soon!"*

Once he hears the gate opening, he lowers the force field, welcoming Zan into his chambers, and asking her to aid his troops in taking out the Iron Division's camp. This allows the Halfblood to slay him and fulfill Erudin's task of performing a bloody betrayal.
Hellion

It is a known fact that Demons despise any sort of organizational structure and order. As such, although succubi have naturally evolved to feed upon their prey through lust and deceit, some eventually grow bored of living in the comfort of soft bed sheets and choose to dominate the battlefield instead. Hellions are sharp and ruthless, their presence in battle boosting the morale of demonic foot soldiers and instilling fear in the heart of their Cultist allies. After the invention of the Paingun, the Hellion's support role within the hordes of chaos was doubled by their ability to rain down bullets upon enemy positions, suppressing and eventually shredding them apart.

When not engaging in battle, Hellions are notorious for employing their sadistic charm to torture prisoners, being able to extract any information they desire before completely breaking the victim's mind.

### Traits

Hellions have a ranged Paingun bullet attack dealing physical damage.

Hellions drop their Painguns when killed, and have a chance to drop an ammo belt too.

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

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

Hellions have a "Sniper" variant that doesn't move (unless significantly wounded) and has a higher rate of fire.

### Tactics

Hellions are great at suppressing and blocking off the player's advance, generally making up for pretty high threat targets.

Hellions care little about inflicting friendly fire, and the player can take advantage of that, especially to force them into infighting large monsters like the Hellblaze, Pit Lord or Glutton.

Using a Potion of Stoneskin renders the player completely immune to the Hellion's Paingun fire.

Frozen Hellions always drop ammo belts when shattered.
Cultists

Cultists are Humans who worship Demons and have been warped by demonic influence. Demons are not kind to their worshipers and they endure great punishment and torture. Most lack free will and are nothing more than mindless slaves to be thrown away as cannon fodder, but even high ranking members who can think for themselves are shown to have been blinded.

* Conscript
* Cultist
* Initiate
* Mentalist
* Iron Maiden
* Warlock
Bracer of the Revenant

Rumored to have been worn by a renegade band of Dwarven mercenaries during ancient times, Bracers of the Revenant have survived the ages as a reminder of their legendary might. They are often times discovered inside forgotten ruins across the Underworld, proving that many civilizations had employed the service of the Revenants. When equipped, the bracer imbues the wearer's axe with the power of Moon, turning its blade into a glacial weapon that can render even the largest of foes into a block of fragile ice.

Using the bracer grants the player a significant resistance to ice damage and converts the Axe to an icy variant that can perform special magic attacks for the duration of the buff.

A maximum of 2 bracers can be carried at a time.

### Primary Fire

Primary fire enhances the regular melee attack of the axe with a spray of icicles launched in a wide arc.

### Alt Fire

Alt fire lets the player hurl an infinite supply of ice axes that pierce through multiple targets.

### Tactics

The Bracer of the Revenant offers the player a way to deal ice damage, which is highly effective against Demons and ice-vulnerable monsters like the Iron Urchin and Forge Elemental.

Although Bracers of the Revenant are more commonly encountered on the Bearzerk difficulty, their power should not be neglected when playing on a regular difficulties, as it allows the player to go on a two minute rampage and save a lot of ammo.

The Bracer of the Revenant can be used in conjunction with the Potion of Might (although it only affects the melee damage) and Potion of Haste to further enhance its power in combat.

The wide arc of the icicles launched via primary attacks are only effective against groups of low tier enemies at range. When fighting tougher enemies, they should be treated as an enhancement of the melee and used up close.

For as long as the buff is active, the alt fire benefits from infinite ammo, freeing the player from the need to constantly recover the weapon. On top of that, the hurled icy axes can pierce through more than just low to mid tier enemies, being especially effective against demons like Cerberi, Hellions and Hellblazes.
Fists

The most basic means of fighting, fists deal a relatively low amount of damage compared to other weapons, but are completely silent and effective at taking down unsuspecting enemies without alerting others. Alternatively, kicks can be used for higher damage and pushback.

The player can also perform quick kicks while wielding any weapon, making for an effective backup attack when running out or trying to conserve ammo. Combining kicks with jumping and crouched moving makes them deal a significant amount of damage.

### Primary Fire

Primary fire throws a series of quick punches capable of stunlocking lower tier enemies as well as silently kill them. The primary fire can also be used to grab Praaks. While holding the Praak, primary fire can be used to drop it gently.

### Alt Fire

Alt fire causes a fast kick that deals significant damage and knocks back low to mid tier enemies. Kicking causes significantly more noise than primary fire. While holding a Praak, alt fire will throw it like a projectile.

### Tactics

The primary fire is best used against low tier enemies to silently kill them. Such opportunities arise in Map01 (when entering the Green Wall forest), Map02 (the beginning and main gate area can be done stealthily), Map03 (when taking the ventilation shaft secret at the start), Map05 (when taking either the underwater or the secret cave route in at the beginning) and Map07 (when entering the main base from the closet).

Fists are also effective when used with the Potion of Might, allowing the player to even silently take out stronger monsters like the Cerberus.

Combining the primary and alt fire will often result in a smaller time to kill/optimal way to kill an enemy (eg. punch-punch-kick to kill the Initiate as quickly as possible).

The alt fire is great at pushing enemies off tall ledges or into deep water and other hazards.

When combined with crouch moving or jumping, the kick does enough damage to kill mid tier enemies like the Cerberus in one hit.

Punching/kicking the Iron Urchin can send it backwards, essentially turning it into an explosive projectile.
Fixer Goggles

As the name suggest, these goggles are usually used by an I.D. Fixer to help them navigate under the low light condition of ventilation shafts, technical spaces and dark caverns. The lens is made from a special, enchanted crystal that maps and highlights the environment in bright green hues.

The Fixer Goggles can be toggled on and off. When toggled on, the player's vision is brightened, with monsters and certain objects being highlighted in white.

Each set of goggles picked up comes with 100 charge, and a maximum of 300 charge can be carried at a time.

The Fixer Goggles hotkey is defaulted to N, a traditional key for night vision in many games.

### Tactics

Turning the goggles on and off in quick succession drains the power source at a much faster rate. It is therefore preferable to wait a moment before toggling them.

Fixer Goggles are not only great at helping the player navigate in pitch black areas, but can also illuminate monsters, some of which are normally hard to see or blend in the environment, such as the Cultist or Golem, as well as items such as Cream Fungus and other small or darkly shaded items.
Cultist

Cultists are the basic servants of their faction, being former Humans who worship and place their tormented life in the service of the Demons. They look similar to Conscripts, except their shorter, hunched stature, their sickly skin and the numerous spikes jutting out of their back denote their devotion to their masters. Their head is wrapped in dark rags, concealing the horrors beneath.

Despite being weaker than Conscripts (as a result of their torture-heavy life style), Cultists are more dangerous on the battlefield, being able to pluck spikes out of their backs and hurl them at the enemy. Their lack of a strong physical presence also allows them to take their opponent by surprise and attack from concealed positions.

### Traits

Cultists have a spike throw ranged attack dealing physical damage.

Cultists drop bundles of spikes (which are used as ammo for the Spike Gun) upon death. On the Bearzerk difficulty they are replaced by Vials of Healing.

Cultists avoid melee weapons.

Cultists never infight.

Cultists have a "Sniper" variant that doesn't move and has a higher rate of fire.

### Tactics

Although they are frail, Cultists can be quite dangerous due to their fast and hard to see projectiles, making them a high threat target in large fights.
Choker of the Beast

These crude, spiked collars are often used as simple accessories to intimidate the enemy. They are a lot more effective, however, when enchanted with Dark Magic capable of not just sending the weak of heart running, but also reflecting the pain should they dare to strike back.

Using the choker will cause all the enemies in sight (who are not fearless) to turn away and flee. It also grants a life draining effect equal to 10% the damage dealt. The buff lasts 30 seconds.

A maximum of 3 chokers can be carried at a time.

The Choker of the Beast default hotkey is B.

### Tactics

Chokers of the Beast have a very small chance to drop from killing the Cerberus (4% chance). Frozen Cerberi have a higher chance of dropping a choker when shattered (14% chance).

Bear in mind that some enemies like the Iron Urchin, Forge Elemental and bosses like Giant Nithriel and Pit Lord Alpha are immune to fear.

Bloodless monsters like the Iron Urchin and Forge Elemental cannot be drained of health.

Fleeing does not prevent enemies from attacking. They will, however, have a much lower chance to attack while running. Cornering an enemy will often force them to attack.

Due to the way they are scripted, the Sniper Cultist and Shield Wall Iron Maiden will not run away in fear, but instead turn randomly and suffer from a lower attack chance.
Critters

Besides Enemies and Friendlies, Hedon also presents neutral Critters that can be encountered in various parts of the levels. They have a fully functioning AI with specific traits and behaviors, but do not participate to combat in any way.

Critters can be killed in various ways but are not actively targeted by other AI. They are also not taken into consideration for the level's kill count, much like Friendlies.