recursal/Fanatic-Fandom huggingface dataset:
Slavyan

### Description

"The Slavyans are the largest, stable community of humans who like you, worship the Cosmic Tree Pantheon. Some of your own folk have likely come from a Slavyan village before they were thrown into the path of the chosen to forge their own path. Slavyans accept all trade goods, and once friendly (50+ loyalty), you will be able to recruit up to two humans from the tavern."
Dzievanna

### Description

"I walk in the watchful shadow of the old mother earth who lies silent. I listen to her whispers and sing her songs. Mistress of the forests, spirit of nature, lady of the earth - those are the names mortals call me. But do not be fooled by the beauty of my domain, by the desire to uphold life and treasure balance above all.

Nature is not your calmly mother. Cross my path in defiance of the eternal laws and you will learn the fury of the forests. For I am also the huntress. Silent and vigilant, true to my cause and unwavering in my resolve. Defile my domain at your own peril and taste the whisper of the forest at your shoulder before death comes for you!

Walk with me amongst the trees if you dare."

Lady of the Forest and patron goddess of all Elves.

### God Card Slots

* Animal Senses - Animals, elves and forest demons you control have +1 to each main attribute. Crafting attribute is decreased by 10% but Gathering attribute is increased by 10%.
* Domain - Harmony x1
* Domain - Nature x1
* Domain - Neutral x4
Ice Demons

### Description

Ice Demons are found in the frozen forests of the Ice island. Their frozen homes are beautiful sights but quite dangerous as creatures of the ice are not fond of the warm-blooded. Ice demons are ruled by a powerful being known as the Dziad mroz, an ancient demon that considers all ice demons its children and grand-children.

Ice Demons respect challenges won by spirit and they will accept stone and children for trade. They commonly possess and drop jewelry, artifacts and relics.

### Settlements

When you reach 50+ loyalty they will provide:

* Curing of curses
* Chance for an Ice Troll to join you
* Access to the Ice Monument
* Trading 1 of your characters to the Dziad mroz for a Sniezynka.

### Denizens

* Dziad mroz - "Dziad mroz is an ancient, mysterious creature roaming frozen lands in chilling silence. Seeing one would often herald a nasty winter."
* Sniezynki - "Sniezynki are ice demonettes who inhabit frozen lands, they are curious of warm blooded creatures, but can turn icy very quickly."
* Icicles - "Icicles are thought to be the young forms of the ice trolls. They typically roam in packs and stay close to their guardian's lair. Some legends say that they are the tears of lady winter cried every spring when the snows melt and her effigy is sacrificed."
* Ice Trolls - "Solitary creature seen mainly in the desolate ice plains. They are said to be ruled by the dziod mroz, like every other creature of the ice plains."
Bandit

## Human Bandit Archer

"An outlaw armed with a bow, preying on the wealthy and the weak."

Generally mediocre. Great perception and okay intelligence. This is a slightly better standard human hunter.

Obtainable skills: Outmanoeuvre, Hunter's Mark, Sneak Attack

How to obtain: Human female child (high wits, 10% chance)

## Human Bandit Warrior

"An outlaw armed with a melee weapon, preying on the wealthy and weak."

Generally bad. Decent physical stats with slightly higher wits than a standard human warrior.

Obtainable skills: Headbutt, Parry

How to obtain: Human child (high wits), purchase from Slavyan village (10,000)

## Human Bandit Leader

"A seasoned bandit rascal with a following. Known to have a weakness for pretty faces."

Generally average. High wits, decent strength and wisdom, along with surprisingly useful skills.

Obtainable skills: Headbutt, Corruption

How to obtain: Random event (beautiful female character required, choose attractive option, go with the bandit leader, choose beautiful option)
Copper Depot

Copper is a soft and ductile semi-precious metal with excellent electrical and thermal conductivity. In addition, copper is resistant to corrosion. Copper is therefore ideally suited for the construction of ships and buildings. Copper is a coveted raw material and it is needed in many buildings and in relatively large quantities.
Zorya

### Description

"My father claims the right to be the master of light and the sun, but it is we who rode the night skies in their infinity! The morning star rises far and faded, it is subtle and ever watchful of her enemies. The noon star hangs low and heavy, ready to rush into combat and devour its enemies. The evening star lights up the skies and readies for war! Zorya, Zorza, the Auroras, all names given to us by those brave enough to follow!

I am the bright blade of the night and the shining gauntlet of the day. I hold the beast that would devour our world in my palm and I laugh in the face of the enemy. Be bold, be brutal and swift.

Enemies of balance grow in strength once more, I will tear them apart and devour their entrails! Join me!"

Warrior goddess of many faces. Patron deity of Orcs and also worshiped by some werewolves and night demons.

### God Card Slots

* War Cry - Every time an enemy character comes into the battlefield, the Delay of your characters standing on the battlefield is reduced.
* Domain - Turmoil x1
* Domain - Magic x1
* Domain - Neutral x4
Hunter's Mark

## Sub-skills

Challenge Types - Physical, Mental, Spiritual

1. (1.0) Perception, (2.0) Uninspire Power, (1.0) Uninspire Speed
2. (1.1) Perception, (2.0) Uninspire Power, (1.5) Uninspire Speed
3. (1.2) Perception, (2.0) Uninspire Power, (2.0) Uninspire Speed
4. (1.3) Perception, (2.0) Uninspire Power, (3.0) Uninspire Speed
5. (1.4) Perception, (2.0) Uninspire Power, (4.5) Uninspire Speed
Characters

## Recruitment

There are several ways to get more characters for your faction. They include:

* Events that give you children
* Story events that give you characters
* Recruiting from a friendly*(50+ Loyalty)* village with a tavern

## Classes

Characters each have a specific class, which determines their attributes distribution, and makes them more favorable options depending on the challenges they may face. When leveling up, the character will have a choice of either 3 attributes to raise, or the choice of 2 skills to add to themselves.
Child

"Little and fragile, needs protection before it can grow into an adult."

## Skills

List of skills that can be obtained by a character by

* leveling up if he belongs to the specified class
* growing up event if the child grows into a character with the specified class

Note that the list may be not complete.

Characters that belong to the class may have skills out of this list. They may get them during childhood or while belonging to a different class before getting the specified class.

Children of all races can learn a wide variety of skills.

* Battle Orders
* Craftsman
* Dizziness Powder
* Gatherer
* Ghostly Axe
* Good Luck
* Hunter's Mark
* Hurry up!
* Outmaneuvre
* Poison Throwing Dagger
* Protective Word
* Reliable Argument
* Two Flying Daggers
Sub-skill targets

Sub-skill target defines who will be affected by effects of the sub-skill and if the player can choose the target and under what conditions.

## List of sub-skill targets

### Single Ranged

Targets 1 enemy in melee row in front of the character. If there is none, any enemy on the battlefield can be targeted.

### Multiple Ranged

Targets 1 or more enemy in melee row in front of the character. If there is none, any enemy on the battlefield can be targeted.

### Selected Enemy

Targets 1 enemy standing anywhere on the battlefield.
Skills

Ancestor's Voice Bite Blood Brotherhood Brute Force Chain Lightning Corruption Counter-attack Craftsman (skill) Dive Attack Divine Word Energy Explosion Gatherer (skill) Ghostly Axe Good Luck Ground Shake Headbutt Hunter's Mark Hurry Up Hypnosis Ice Spike Inspire Line Charge Lucky Sod Master Craftsman Master Gatherer Master Healer Outmanoeuvre Parry Poison Bite Poison Dust Poison Spit Protective Word Rain Of Frogs Random Blasts Reliable Argument Showing Off Sneak Attack Soul Tear Strength of the Swarm Trash Attack Two Flying Daggers War Shout Weakness Will Drain
Gracey Manor

**Gracey Manor**, better known as the **Haunted Mansion**, is a manor formerly located in New Orleans, Louisiana.

## History

Gracey Manor was a mansion once home to the Gracey family, located in or around New Orleans, Louisiana. It was built by a wealthy sea captain named Ambrose Gracey. The mansion became cursed, and was haunted by the spirits of Edward Gracey, his lover Elizabeth Henshaw, the house servants, and others. For an in-depth history of the house, see The Legend of Gracey Manor.
Sub-skill triggers

Trigger defines the method by which the sub-skill can be activated.

## List of triggers

### Attack Melee

Places the character on the battlefield in Meele row. Subskill effects will activate in Fight Phase according to Fight Order queue.

### Attack Ranged

Places the character on the battlefield in Ranged row. Subskill effects will activate in Fight Phase according to Fight Order queue.

### Attack

Places the character on the battlefield in Meele or Ranged row. Subskill effects will activate in Fight Phase according to Fight Order queue.

### Alt. Attack

Places the character on the battlefield in Meele or Ranged row. Subskill effects will activate in Fight Phase according to Fight Order queue.

Even though in-game text description of Alt. Attack trigger doesn't differ from Attack trigger description they are actually different.
Apparently Alt. Attack doesn't cause counter-attacks from enemies.

### On Damage

Subskill effects are triggered when a character is dealt damage.
Druid

## Elven Druid

"Wild and animalistic, druids often prefer the company of woodland kin to other humanoids, even those of their own kind. During the days of darkness, druids were amongst the leaders who held the elven people together long enough to heal the taint of darkness and rebuild. As such, they were the most revered among their people."

## Elven Banished Druid

"Banished druids are an oddity even amongst their typically outsider caste of druids. They refuse to wear anything but weapons and willingly leave the forest in favour of adventure. Despite their unusual behaviours, they are actually considered whimsical and will often bring good humour to those who travel with them."
Mage

## Elven Mage

"Keepers of ancient law and masters of the mystical arts. Often more 'civilised' than their woodland kin due to their affinity for travel and cultural exchange. Apart from very rare exceptions, mages are amongst the youngest of the elven kin, because they were the first to perish when darkness took the world in the past."
Gathering Tools

"Gathering is much more efficient when you've got the right tools."

Gathering tools come in three different types:

* Gatherer's Aid (flat rate increase)
* Forager's Aid (increased gathering skill by %)
* Scavenger's Aid (increased gatheringskill by %, increased ritual skill, increased Group Carry multiplier)

*Primary materials:*

* 18 leather
* 16 wood
* 14 gems
* or 11 leather

*Secondary materials:*

* 12 leather
* 11 wood
* 10 gems
* or 8 leather

**Gatherer's Aid**

Best for low-skilled workers, with a maximum of 6.0 increase to gathering skill.

Maximum essence level of 45.0, no essence varieties.

**Forager's Aid**

Best for high-skilled crafters, with a maximum of 155% increase in crafting skill.

Maximum essence level of 45.0, no essence varieties.

**Scavenger's Aid**

The most expensive tool, but also reaches a higher essence level than the base crafting tools.

Has a maximum essence level of 80.0, no essence varieties, for a highest level of:

* 9.0 flat increase to Rituals skill
* 175% increase in Gathering skill
* x250% Group Carry Multiplier
Children

Warrior
 Hunter
 Bandit
 Gatherer
 Crafter
 Healer
 Zerca
 Witch
 Volh
 Chance event

 Tainted Shaman
 Goblin Skrimisher
 Goblin Boar Rider
 Goblin Beastmaster
 Goblin Craftsman
 Goblin Gatherer
 Chance Event

 Dwarf Warmaster
 Dwarf Runemaster
 Dwarf Gatherer
 Dwarf Craftsman
 Chance event

 Elven Forest Gatherer
 Elven Forest Craftsman
 Elven Forest Guardian
 Young Elven Mage
 Banished Elven Druid
 Chance event

1 *Chances are determined partially by luck. All chances have been calculated with a score of 3 luck.*
Witch

## Human - Young Witch

"A wise woman, knowing of the mystical ways but often practicing dark magic that taints the soul and body. This is why witches, even those barely adult, can resemble old women. The young witch completed her trials, but was deemed in need of further learning."

## Human Scavenger Witch

"Scavengers are typically a band of unskilled ruffians, but even among their kind, the dark mark of witchcraft can be found. Scavenger witches are much more likely to fall into corruption and generally have less control than their human or orc counterparts."

## Orc Witch

"Orc witches are said to use and old and twisted form of magic, heavily reliant on blood rituals and sacrifices. How much of this is true remains unclear. Apart from magic, some whisper of their ability to commune with beasts. They are also the ones who hold the knowledge of the clans and form an advisory circle for their matriarch."
Mythical

## Dragons

As old as time itself, Dragons have long been masters of the skies and keepers of greatest treasures. Some really like virgins too.

Racial traits:

* Dragon (Rank 1)
	+ Summon Lava Rockers - 1-3 based on Wisdom
	+ Overwhelm - 0.2 x Perception/Wisdom/Destiny debuff
	+ Transfer Damage - Deflect incoming damage to 1-3 allies and heal half by half of it

* Dragon Breath (Rank 2)
	+ Dragon Breath - 1.9 x Strength/Knowledge/Mysticism line piercing damage reduced by armor.

### Blue Dragon

Origin:

* Natural encounters ???
* The chosen may chose to ascend to a Blue Dragon after finishing Gosk's Might (main attribute is knowledge).

### Red Dragon

Origin:

* Natural encounters ???
* The chosen may chose to ascend to a Red Dragon after finishing Gosk's Might (no specialized attribute).

## Troll

Racial traits:

* Troll (Rank 1)
	+ Regeneration - 10% per turn
	+ Natural Protection - 2 armour of any type

### Lava Rockers

* Boiled Blood
	+ Retaliation - 0.4 x Strength physical and mental counter damage

* Counter Attack
	+ Retaliation - 0.5 x Knowledge physical and spiritual counter damage

* Convincing Voice
	+ Convincing Voice - 1.3 x Knowledge mental and spiritual TRUE damage

Origin:

* May spawn on Slavyan island on higher difficulties
* Fire Island

### Swamper

Swampers are proto-trolls and may later evolve into proper trolls. Upon death they leave behind an assortment of Tier 1-2 woods, making them and their spawners good sources for crafting.

* Poisonous Bite (Rank 1)
	+ Poison Bite - 1.1 x Strength elemental single target poison

* Strength of the Swarm (Rank 1)
	+ Strength of the Swarm - +1 to attributes per summoned ally

Origin:

* May spawn on Slavyan island on higher difficulties

## Zmey

Racial traits:

* Zmey (Rank 1)
	+ Overwhelm - 0.2 x Perception/Wisdom/Destiny debuff

* Corruption (Rank 1)
	+ Corruption - 1.3 x Wisdom legendary poison for mind and soul (not physical)

* Tail Whip (Rank 2)
	+ Leech Whip Hit - 1.4 x Perception legendary life-leech horizontal splash damage for all challenge types.

* Mighty Roar (Rank 1)
	+ Mighty Attacker - 1.2 x Strength/Knowledge stun damage to all enemies and allies

* Zmey's Bite (Rank 1)
	+ True Essence Bite - 2 x Strength/Mysticism armorbreaking damage for physical and faith challenges.

Origin:

* Awaits unsuspecting adventurers in dark island encounters, asking for a sacrifice for valuables.
* The chosen may chose to ascend to a Zmey after finishing Gosk's Might (no specialized attribute).
Svarog

### Description

"From the flames of the sky and the ashes of darkness past, I rise to my duty! Sun god and master of heavenly fires - that is my honour to bear. But as I once wielded a warrior's garb I now know the true power of light and fire, the simple hearth that lights the homes and hearts of my flock.

It is not the power of the gods that will save our lands, but the power we can grant to our faithful. In the scorching flames of my domain rise the tools and weapons of true heroes, mortals and immortals alike, sworn to uphold my iron will.

Protect those in need, never back down, never give in and never again allow darkness to rule over light!"

Patron deity of Dwarves, smiths and craftsmen. God of the Sun.

### God Card Slots

* Many Hammers, One Anvil - Each character gets 20% bonus to Crafting attribute, +4 Health and Sanity, but Gathering attribute is decreased by 10%.
* Domain - Turmoil x1
* Domain - Light x1
* Domain - Neutral x4
Earthbound

### Description

Before the shattering, dwarves lived in sprawling and prosperous underground cities. After the shattering threw out their homes onto the surface, they chose to call themselves the Earthbound, to remind themselves that one day they must return to their true abode. The Metallic Mountains are their new surface home, steep and raveled with tunnels and caves, hills of stone and metal, and a surface littered with ruins of cities and burial sites. They share these lands with Rock Trolls, whom they respect considering them to be created of the same mold and try to avoid disturbing.

The Earthbound are direct, honest, honorable and place value on keeping their word. They dislike woodlands, Orcs, Elves, and most creatures of the nature domain, their homeland seems to share this sentiment. Trees here are scarce, and more often than not their bark becomes infested with a metallic tinge, or a stone sickness that prevents growth.

The Earthbound have a deep attachment to the powers of light and fire, they are followers of the god Svarog and do not mind the company of those who follow the goddess Lada.

### Settlements

When you reach enough loyalty they will provide:

* Quests that allow you to gain loyalty.
* Purchase trained bear pets.
* They will accept woods and gemstones for trade.
* Visit the ancient forge for blessings.
* Recruit a dwarf child for 15000.
* Recruit a dwarven smith for 35000.

### Denizens

* Dwarf Runemaster - "The runemaster is a title given to the eldest, wisest of the dwarven smith masters who know the ancient, secret arts of carving runes."
* Dwarf Warmaster - "Chiselled in stone and metal the warmasters are ancient, steadfast and unmovable."
* Dwarf Smith - "There are no blacksmiths that can call themselves equal to the ancient masters of the dwarven metal arts. Apart from their craft they also often hold positions of leadership as great tacticians and sometimes orators."
* Dwarf Laborer - "Dwarven labourers are the heart and soul of their community, toiling away day and night and gathering resources vital for their kin."
* Rock Troll - "The most common of trolls. Likes to eat, especially humans. Prone to bribery and guarding bridges for money."
Lada

### Description

"I was born in the darkest hour of our land, from the seed of hope held in the hearts of our people. The long night sought to diminish all light and love from our hearts, but it could not do so. In the absence of the father who once led us and the mother who was our keeper, I now stand at the head of our pantheon, so that hope remains in the times of the ever-persistent turmoil.

Mistake me not for a fragile flower seeking only the fertile ground to spawn its seeds. Beauty and hope can yet turn their blossoming petals into shards of steel and thunder when the time is right. The path of peace is rarely peaceful.

But if your heart beats strong and your will is made of iron, join me on the road to harmony."

Goddess of love, beauty, hope and fertility.

### God Card Slots

* Mutual Love - Gaining or losing faction loyalty points is 1.3x quicker. +4 mental shielding for all characters.
* Domain - Harmony x1
* Domain - Intellect x1
* Domain - Neutral x4
Pirate

## Blue Pirate

"The blue pirates are known for their ferocity and love of conflict. When they first emerged, migrants from the broken Westernlands, they were a mere rubble of blood thirsty orcs seeking a new life. But then it was said they found a new master, one who whispered to them from deep beneath the waters. In time they became more organised and thus more dangerous. Pirate is the most common rank, given to any hopeful that managed to kill their first enemy or find good treasure."

### Skills

The Blue Pirate starts with these skills:

* Brute Force
* Net Shot
* Gang Support
* Pirate Orc

Additionally, they may learn these skills:

* Line Charge
* Parry
* Poison Throwing Dagger

### Recruitment

A Little Pirate growing up usually becomes a Blue Pirate.

## Boatswain

### Skills

The Boatswain starts with these skills:

* Brute Force
* Gang Support
* Pirate Orc

Additionally, they may learn the following skills:

* Good Luck
* Inspire
* Toughness
* War Shout

### Recruitment

A Little Pirate growing up may sometimes acquire the rank of Boatswain.
Zerca

## Human Young Zerca

"Clerics of the cosmic pantheon, renowned for their wisdom and devotion to the gods."

## Human Zerca

"Clerics of the cosmic pantheon, renowned for their wisdom and devotion to the gods."

## Skills

List of skills that can be obtained by a character by

* leveling up if he belongs to the specified class
* growing up event if the child grows into a character with the specified class

Note that the list may be not complete.

Characters that belong to the class may have skills out of this list. They may get them during childhood or while belonging to a different class before getting the specified class.

The Zerca starts with this skill:

* Inspire

Additionally, they may learn any of the following skills:

* Divine Word
* Hurry up!
* Protective Word
* Reliable Argument

## Attributes

Zerca starts with low Physical attributes, high Mental attributes and relatively high Spiritual attributes which are lower than Mental.
Research

The ability to learn about new things and study objects and places.

+0.2 per Mysticism

+0.1 per Destiny

Goblin (race skill)

Dark Knowledge (class skill, gusla)

In order to choose skills from the advancement tree, the characters must do research.

In the advancement menu, skills are separated into four separate trees:

* Resources
* Equipment
* Food
* Buildings and rituals
Seasons

### Spring

* Increased Health, Sanity, and Faith Recovery

### Autumn

* Crafting is 25% faster
* Enemies are as aggressive as during the night

### Winter

* Experience Points gain from events doubled for all characters
* Enemies are as aggressive as during the night
* Monster nests spawn chance is higher
* Camps and villages use 2 fuel per turn instead of 1
* Recovering Health, Sanity, or Faith requires a fueled camp or village
* Gathering food and crafting resources is more difficult
Rune

With a Rune, you can permanently improve the productivity of a planet and thus make it even more powerful and more valuable. Merge your Rune to a planet and the Rune will become an integral part of the chosenn planet. The Rune acts like an additional boost to the existing Rarity-Boost of a planet. There are three different Runes: Rune (10%), Mighty Rune (25%), Holy Rune (50%). Per planet only one Rune-Boost can be active. This means that there is a maximum of a 50% Rune-Boost for one planet. A new Rune-Boost overwrites (destroys) the old Rune-Boost. With valuable Runes you should boost mainly the valuable planets. So be careful when choosing your planets. Runes are tradable. Important: As the Rune boosts the production of the planets type, you should only use a rune on these types: Ore, coal, copper and uranium. On an atmosphere planet a rune has no effect.
Craftsman

## Human Craftsman

"Specialises in crafting items and construction."

## Dwarf Smith

"There are no blacksmiths that can call themselves equal to the ancient masters of the dwarven metal arts. Apart from their craft they also hold positions of leadership as great tacticians and sometimes orators."

## Dwarf Young Smith

"There are no blacksmiths that can call themselves equal to the ancient masters of the dwarven metal arts. Apart from their craft they also hold positions of leadership as great tacticians and sometimes orators."

## Elven Forest Craftsman

"Adept at crafting beautiful items that many would consider art. These artisans tend to reject violence and focus on the art of creation; thus, diplomacy is their preferred path."

## Goblin Tinkerer

"Tinkerers and craftsmen known for their ingenious trinkets, but also great at everyday craftsmanship."

## Orc Plodder

"Not all orcs are destined to be warriors, but only a handful do not fear education. Plodders may be laughed at by their warrior peers, but sometimes their knowledge proves indispensable."
Human Child

"Little and fragile, needs protection before it can grow into an adult."

## Skills

List of skills that can be obtained by a character by

* leveling up if he belongs to the specified class
* growing up event if the child grows into a character with the specified class

Note that the list may be not complete.

Characters that belong to the class may have skills out of this list. They may get them during childhood or while belonging to a different class before getting the specified class.

All children start with three skills.
Two of them are always the same and can't be leveled up:

* Brute Force
* Child growing up

The third skill is a random skill from the list of skills that a child may get by leveling up.
A child may get unspecified number of additional skills from the list by leveling up.

* Good Luck
* Poison Throwing Dagger
* Gatherer
* Craftsman
* Battle Orders
* Protective Word
* Dizziness Powder
* Hurry Up
* Two Flying Daggers
* Outmanoeuvre
* Ghostly Axe
* Hunter's Mark
Stingers

### Description

Stingers are a unique existence after the shattering. A community of bees, snakes and spiders changed by the darkness, harnessing it to strengthen not only their bodies but even their minds. Their settlements are a web of connected hives and nests with one central hub.

Though aggressive at first Stingers can be easily pacified with food, by initiating a confrontation with their roaming patrols you can bribe them with 40 units of food for 3 loyalty. They are a good friend to have early on, being an easy source of mythical leather and dragon bone when you can trade with them.

### Settlements

When you reach enough loyalty they can offer:

* Beast character training, increase of stats.
* Chance to receive a Royal Snake, Dragon Bee or Queen Bee for 4000.
* Pay food to have Toxins removed
* Pay 3000 for a rare spider, available every 80 turns.

They offer for sale Tier 2 and Tier 3 Bones and Leather.

### Denizens

* Royal Snake - "Royal snakes owe their name to their massive size but also a proud, arrogant demeanour. Descendant from the zmey, these can be deadly enemies."
* Blood Bee - "Changed in the days of darkness these bees are forever bloodthirsty."
* Dragon Bee - "Dragon bees owe their name to their thick, foreboding, armour-like shell and a fierce, fiery temperament."
* Queen Bee - "The queen of the hive, fiercely territorial and protective of her brood."
Spirit Talkers

### Description

The largest known communities of Goblin folk call themselves the Spirit Talkers. Spirit Talkers live in harmony with the spiritual Greyworld and are naturally resistant to the darkness. Often lead by a group of shamans known as the Elders, they spend most of their time consuming and smoking shrooms while conversing with ghosts.

They share their lands with creatures they abhor, the Shadowkin, considering their methods crude, cruel and disrespectful to the inhabitants of the Greyworld.

Spirit Talkers are followers of the god Marovit.
Healer

## Human Healer

"A wise one learned in the ways of herbs and basic medicine. Healers have always been respected, not only for their knowledge, but their willingness to help those in need."

## Skills

List of skills that can be obtained by a character by

* leveling up if he belongs to the specified class
* growing up event if the child grows into a character with the specified class

Note that the list may be not complete.

Characters that belong to the class may have skills out of this list. They may get them during childhood or while belonging to a different class before getting the specified class.

The Human Healer starts with these skills:

* Completely Safe Pill
* Master Healer

Additionally, they may learn the following skills:

* Craftsman
* Good Luck
Crafting Tools

"Crafting is much more efficient when you've got the right tools."

Crafting tools come in three different types:

* Worker's Aid (flat rate increase)
* Craftsman's Aid (increased crafting skill by %)
* Inventor's Aid (increased crafting skill by %, increased research, increased Sanity regeneration)

*Primary materials:*

* 18 metal
* 16 stone
* 14 gems
* or 11 metal

*Secondary materials:*

* 12 metal
* 11 stone
* 10 gems
* or 8 metal

**Worker's Aid**

Best for low-skilled workers, with a maximum of 6.0 increase to crafting skill.

Maximum essence level of 45.0, no essence varieties.

**Craftsman's Aid**

Best for high-skilled crafters, with a maximum of 155% increase in crafting skill.

Maximum essence level of 45.0, no essence varieties.

**Inventor's Aid**

The most expensive tool, but also reaches a higher essence level than the base crafting tools.

Has a maximum essence level of 80.0, no essence varieties, for a highest level of:

* 9.0 flat increase to Research skill
* 175% increase in Crafting skill
* 5.0 increase to Sanity regeneration
Character Attributes

#### Character Level

The current level of the character along with the accumulated Experience Points (XP) and XP required for the next level.

#### Character Class

The type of character the character can be typed as.

#### Max Health

The maximum amount of Health the character can have. 1 Health point is recovered each turn. Regeneration rate can be increased by camping or visiting a Healer's Hut. Health below 30% poses a death risk.

#### Physical Armour

The amount of renewable protection the character has during a physical challenge.

#### Max Sanity

The maximum amount of Sanity the character can have. Regeneration of each sanity point consumes 2 morale, up to 20% of maximum Sanity per turn. Sanity below 30% poses a risk of the character leaving your group.

#### Mental Armour

The amount of renewable protection the character has during a mental challenge.

#### Max Faith

The maximum amount of Faith the character can have. 1 faith point is recovered each turn, but you can also perform the Spiritual Healing ritual. Faith below 30% causes gradual health loss.

#### Spiritual Armour

The amount of renewable protection the character has during a spiritual challenge.

#### Morale

How well a character feels, their level of approval and attitude towards everything around them. Morale replenishes Sanity and directly depends on food variety. Each type of food increases Morale by 1 per turn until it reaches 10x the carried food types, capped at 100.

#### Movement Range

The maximum amount of Movement Points (MP) the character has.

#### Wits

Wits define how quickly the character can act during a challenge.

#### Delay

Position in queue during a challenge's fight phase. Based on Wits, Phase, and selected skill.

#### Strength

Primary Physical attribute. Affects carry limits and Max Health.

#### Perception

Secondary Physical attribute. Affects Gathering, Luck, and Max Health.

#### Intelligence

Primary Mental attribute. Affects Research, Crafting, and Max Sanity.

#### Wisdom

Secondary Mental attribute. Affects Luck, Rituals, Crafting, Gathering, and Max Sanity.

#### Mysticism

Primary Spiritual attribute. Affects Research, Rituals, and Max Faith.

#### Destiny

Secondary Spiritual attribute. Affects Gathering, Crafting, Research, Rituals, Luck, and Max Faith.

#### Gathering

Determines the speed at which a character gathers materials.

#### Crafting

The ability to create items and buildings, cook food, and blend materials.

#### Research

The ability to learn about new things and study objects and places.

#### Luck

Provides bonus to Experience and improves chance rolls in growing up events.
Human Scavenger

"Abandoned by the gods long ago and driven to madness, they survive by any means necessary."

## Skills

List of skills that can be obtained by a character by

* leveling up if he belongs to the specified class
* growing up event if the child grows into a character with the specified class

Note that the list may be not complete.

Characters that belong to the class may have skills out of this list. They may get them during childhood or while belonging to a different class before getting the specified class.

All Scavengers start with this skill, replacing Brute Force:

* Trash Attack

Additionally, the Human Scavenger may learn any of the following skills:

* Craftsman
* Gatherer
* Lucky Sod
* Soul Tear
* Strength of the Swarm
* Weakness
Weather Conditions

#### Wind

Increases Sea Movement Points by 2, characters lose 1 Sanity and 2 Faith each turn.

#### Scorch

Characters lose between 1 and 5 Health each turn when outside of the village. Characters with low Health may receive a physical curse. Scorch lasts two turns.

#### Darkness

Characters lose between 1 and 5 Faith each turn when outside of the village.Characters with low Faith may receive a spiritual curse. Darkness lasts two turns.

#### Snow

Reduces Visibility Range by 2 and Movement Points by 1. Hills do not provide Visibility Range bonus.

#### Snowstorm

Reduces Visibilty Range to 1 and Movement Points by 2.
Thea 2 Wiki

**Welcome to the...**
**THEA 2 WIKI**
**254 articles • 601 files • 2,018 edits**

**WHAT IS THEA 2?**

**Thea 2: The Shattering** is a turn-based strategy-survival game, with role playing and card game mechanics and a rich story. Set in a dark fantasy world inspired by Slavic myth and folklore where you - the gods - will guide your people to survival or doom.

Embrace your fate, fight, survive!

**NAVIGATION**

**HELPFUL LINKS**

* Getting Started
* Contributing
* Community Management
* Contents
* Index
Rusalka

Generally good. Above average physical and spiritual stats, with fantastic mental stats. This is a strong midgame mental carry.

Obtainable skills: Water Demon, Rain of Frogs, Weakness, Corruption, Will Drain, Convincing Voice

How to obtain: Drown a human female child at a water demon village.

## Light-Sick Rusalka

Generally mediocre. Above average stats across the board, with slight favor to mental attributes.

Skills: Water Demon, Will Drain, Summon Unliving Rat, Corruption

How to obtain: Drown a human female child at the water demon village, or purchase from the water demon village (30,000).
Power

Power represents a character's current combat effect. This is typically calculated by taking the character's attribute and multiplying it by the skill's modifier. For example, a rat with a Strength of 5 using the Bite skill at rank 3 would have a power of 10 (5 x 2.0 = 10), but this value can be increased by buffs such as Strength of the Swarm, and decreased by debuffs such as Hunter's Mark.
Dwarf

### Description

"The character is a dwarf. Their legs are short, so they move slow, but they're healthy as an ox, can carry a human on each shoulder and can craft with their eyes shut."

* -1.0 Decrease Movement Points
* x110% Increase Max Health
* x110% Increase Personal Carry Limit
* +2.0 Increase Crafting
* Does not suffer carry weight reduction from "Growing Up"

#### Foodie

"The common folk have a saying - 'Never eat more than you can lift'. But dwarves lift a lot and they surely aren't common folk! As a Dwarf, this character has chance to eat 1 extra food per turn."

* 25% chance of -1.0 food
Human Warrior

"Proficient in Physical challenges, strong and tough."

## Skills

List of skills that can be obtained by a character by

* leveling up if he belongs to the specified class
* growing up event if the child grows into a character with the specified class

Note that the list may be not complete.

Characters that belong to the class may have skills out of this list. They may get them during childhood or while belonging to a different class before getting the specified class.

* Battle Orders
* Counter-attack
* Good Luck
* Headbutt
* Line Charge
* Parry
* Poison Throwing Dagger
* Showing Off
* Toughness
Nyia

### Description

"Forgotten, abandoned, diminished, alone... For centuries I was but a mere memory... Nay not even that. But the lady of winter is no more, the master of the underworlds is gone. And finally, I take my place once more. Mistress of death, bringer of sorrow, keeper of solace and demise.

Only I can traverse the lands of the dead - the navyas, only I can carry the souls of the faithful to their homes and peace. Yet it is not a service well received. I do not mourn for the dead, I do not weep for the dying, it is all as it should be, as it was made to be - and sometimes, when the laws are broken, death will be served by my hand. I have suffered in the darkness. Now I bring suffering and its end, infinitely.

Join me? Why would you, fool?"

Goddess, Mistress, Wayfarer of the Underworlds.

### God Card Slots

* Not Dead Yet - If your Chosen dies, they change into an unliving corpse. Additionally, all your characters have a lower chance to die from heavy wounds.
* Domain - Magic x1
* Domain - Nature x1
* Domain - Intellect x1
* Domain - Neutral x3

### Unlock

* Finish the main quest (regardless of choice)
Gatherer

## Human Gatherer

"Swift hands and sharp eyes make them proficient at harvesting resources."

## Dwarf Labourer

"Dwarven labourers are the heart and soul of their community, toiling away day and night and gathering resources vital for their kin."

## Elven Forest Gatherer

"Attuned to nature and her gifts, elven gatherers are skilled at harvesting resources. They are nimble but they tend to be fragile and gentle souls."

## Goblin Toiler

"Quick footed and eager to explore, the toilers are skilled at gathering resources for their villages."

## Orc Gatherer

"Strong but not really smart. Still, somebody has to do the dirty work. As with many societies, despite their low rank, the workers are the backbone of their clans. They do the work no true born orc will and because they are still orcs, they do their job with ferocity and determination."

## Orc Young Gatherer

"Strong but not really smart. Still, somebody has to do the dirty work. As with many societies, despite their low rank, the workers are the backbone of their clans. They do the work no true born orc will and because they are still orcs, they do their job with ferocity and determination."
Water Demons

### Description

"Water demons have grown in both number and power after the shattering. Where previously creatures such as the Rusalka, Vodnik or Utopiec lived and hunted strictly in lakes and rivers, some have adapted and claimed the vast seas that surround our islands. Such water lords as the Vodnik are now known to command not only other demons of their kind, but also the ever growing sea-life. There are rumors of deep sea monsters who can also align with the Vodnik – a truly terrifying thought!"

There are currently no settlements for this faction in-game although Water Demon loyalty can be increased and decreased. \*As of the latest DLC, there are Water Demon settlements on the icy isle. They are at odds with Blue Pirates and may offer you quests against them.

### Denizens

* Vodnik - "Formidable and ancient water demon. Once master of the lakes and rivers, now challenged by the appearance of the seas."

* Rusalka - "The rusalkas are equal in beauty and ferocity. Unable to bear offspring without the aid of a human, they are known to lure both children and men for their own, dark desires."

* Befuddler - "Befuddler is the male child of a rusalka, as such he is an abomination, neither man nor water nymph, they are often killed by their own mothers."

* Utopiec - "Often confused with the drowned, the utopiec are water demons loyal to the vodnik, territorial and less likely to use tricks favouring directness."

* Topielec - "Unliving corpse of a drowned person brought back into unlife by dark magic."

* Jurata - "The queens of the sea, rulers of the czytlica. Part humanoid part aquatic, they hide their cruel nature behind illusionary beauty and serene voice."

* Czytlica- "Part aquatic part humanoid, all beast. Demons of the sea were not known to Slavyans, now they terrify all."

* Kraken - "Krakens are creatures of dark legends of old, returned after the shattering to once more bring terror to the seas."

### Loyalty

After reaching 50 points with Water Demons you can recruit one for a fee of 30000. This will give you a chance to get either Light Sick Vodnik, Rusalka, Befuddler, Light Sick Rusalka, or most likely the default Utopiec.
Forest Demons

### Description

Forest Demons are creatures of the domain of nature and dwell in the Old Woodlands. Within the heart and soul of the ancient forests Forest Demons are revered as guardians of the circle of life and who remain vigilant in protecting what they believe to be the last true haven of nature.

They are not fond of trespassers and will refuse to speak to you if youre holding any "Old Wood". Orcs and Dwarves are specially despised for their disregard of nature, their fondness of woodcutting and their primary use of Axes.

Forest Demons are interested in prepared foods and live animals for trade. They will also take any Axes as they prefer them surrendered rather than used.

### Settlements

They are willing to speak to you if you have +1 loyalty or convince them and have:

* Nature Domain or Chosen of Dzievanna
* 20+ Wisdom
* Woodfolk
* Zerca

When you reach at least 50 loyalty with the Forest Demons they will offer:

* Demon pet training (up to 4th rank)
* Max health healing, cure illness and blessings
* Chance for a Syrin, Vily, Viatroviec or Fairy to join you.

### Denizens

* Leshy - "The leshy is the ancient shepherd of the forest and the grand spirit of the woodlands. They can appear as old, bearded men or walking trees."

* Syrin - "Part bird, part humanoid, known to sit on rocks by the water and enchant menfolk"

* Hohlick - "Small, winged critters, with big eyes and tiny teeth. Very mischievous and playful, but they have been known to lead people astray into some real bad trouble. They can also get a bit touchy about their size and you better be careful about lending them anything as returning stuff is not their strong suit. They are very fond of games."

* Pineconnettes - "Pineconettes are the smallest but also most common of the guardians of the forest. They take on the form of pine cones, flowers or mushrooms, or sometimes, they can become almost humanoid, the size of a toddler, but they retain some features of forest vegetation. Despite their size, they can become ferociously aggressive when in a pack."

* Eldercones - "Thoroughly pissed off pineconettes that have grown to become pretty vicious when needed. Or, wiser, older spirits, depends on your luck."

* Vily - "Vily are wind demons but also loyal guardians of the woodlands often serving the leshy when needed. They can appear during, or even cause a storm."

* Viatroviec - "Viatroviec are spirits of the wind and nature. They often form an alliance with forest demons and serve as guardians alongside their vily sisters."

* Forest Fairy - "It is a fierce and often outright mean creature that does not wait for you to leave teeth under your pillow as some naive storytellers will tell. Instead, folk who have toothache take special care to try and ward off from the forest fiend, before it rips the offending tooth out by force."
Horz

### Description

"From the shadows of the night and the terrors of darkness ever lurking in the corners, I rise! Reborn anew in the weaves of the moon's magic, I stand as the master of the night and keeper of the moon. Monsters and beasts, demons and fiends they all roam my domain. It is up to me to keep them in check to rule, dominate and destroy those who disobey!

I am a shadow stalker, a howler in the night. I run with the wolves and dance with the stars. I rule the dark to make sure the light does not conquer all. It is a task unloving, lonesome and cruel, but it is a path I will walk for as long as the moon hangs in the skies.

Do not fear the darkness, master it!"

God and master of the moon, beasts and night. Patron deity of Night Demons, also worshiped by some Orcs and Shadowkin.

### God Card Slots

* Nocturnal Predator - Your characters have increased visibility range , Wits, Perception and Destiny at night, but decreased during the day. The Chosen can also summon a werewolf into battle and the beast's power will depend on the Chosen's Perception attribute.
* Domain - Magic x1
* Domain - Nature x1
* Domain - Neutral x4
常見問題

此處會擺放玩家較常遇到的問題，若玩家在遊玩上有遇到問題，可先到此處來查詢是否有解決方法。

Q1：升級版本之後無法進入遊戲？

A1：將舊版檔案刪除即可

Q2：我找不到某種礦物怎麼辦？

A2：礦物屬於區域性生成，若在某個地區找不到某種礦物，跑到遠一點的地方尋找即可。

Q3：如果出現fatally missing block and items 該如何解決？

A3：到config資料夾打開Muya資料夾內的core.cfg，將「僅啟用核心庫」改成true，其他全部都false。

Q4：物品資料破圖如何解決?

A4：把資源包打開 把assets\minecraft\textures裡面的font資料夾刪除

Q5：魔法合成台、金屬融合台無法運作？

A5：在底下放魔法粉充能，金屬融合台放金屬能量充能。

Q6：要在哪裡查物品的合成表？

A6：用NEI，對物品按R查詢合成表，按U查詢物品用途，或者查閱魔法金屬辭典。

Q7：裝了NEI結果遊戲開不起來怎麼辦？

A7：請確認有下載CodeChickenLib以及CodeChickenCore，此為NEI前置模組，請確認這兩個都有安裝正確。

Q8：為什麼我的NEI沒有出現？

A8：打開背包後按O就會出現NEI介面。

Q9：如果死亡後要怎麼把魔法粉袋子跟礦物包包拿回來？

A9：魔法粉袋子可以用皮革和魔法粉製作，礦物包包可以在採礦商店用3000採礦硬幣購買。

Q10：如何修復裝備

A10：

1.找NPC修理

2.製作魔法金屬的裝備工作檯

3.製作魔法金屬的法力修復檯

4.用原版鐵砧修復，但傳奇武器無法使用此項

Q11：如何治療別人

A11：

1.牧師技能

2.治療法杖

3.瘋狂對著對方丟飛濺治癒藥水

4.在他旁邊放置治療水晶 / 火坑等物品

5.召喚師的風蛇召喚物可以治療人

6.秘银竖琴

Q12：高爐結構如何擺放？

A12：請參考下圖

Q13：召喚師要怎麼設定召喚獸？

A13：手持鐮刀Shift+右鍵即可開啟設定召喚獸介面。

Q14：為什麼我不能用星等強化卷軸?

A14：在拉普達科技的占星者核心可以使用星等強化，用指令方塊無法製作。

Q15：打完副本拿到獎勵箱打開後卻沒辦法解任務怎麼辦？

A15：請去打簡單難度(金錠)，並打開簡單難度的獎勵箱即可完成任務。

Q16：葡萄怎麼種?哪裡買?

A16：葡萄種子可以在農耕商店購買，要種葡萄要先做出葡萄架，並距離地面至少一格高，不然葡萄沒有位置生長，葡萄會自己蔓延到旁邊的架子上。

Q17：我要怎麼玩天空冒險?

A17：現在在拉普達科技有碼頭方塊，必須使用藍天石碑去製作，並且需要達到50等以上才可遊玩。

Q18：寶藏積分?寶藏可以做什麼?

A18：目前寶藏積分沒有用途，全部的寶藏都可以販賣賺取金錢。

Q19：皮革怎麼製作?現在生物為什麼都掉生皮?

A19：

5.4.0新增曬皮架

系統簡述：

生物現在不掉落皮革，而掉落生皮，

所有需要皮革的配方現在需要完成的皮革。

蹲下右鍵將生皮放在地上，使用任意匕首右鍵可以刮除皮毛，獲得刮過的生皮。

將刮過的生皮蹲下+右鍵裝水的鍋釜來浸泡，獲得浸泡的生皮，

最後將浸泡的生皮右鍵放上曬皮架來製造皮革，

皮革完成曬制後可一次收穫多個完成的皮革。

Q20：天空力量石碑可以在哪裡找到?

A20：亡靈古墓，如果沒看到就多找幾間。

Q21：為什麼我自己的魔法保險箱不能拆?

A21：請蹲下並打掉他。

Q22：我第一次進終界沒看到終界龍?

A22：正常，請把科技推到黑魔法之後，用黑暗召喚台召喚。

Q23：我想設定移動水晶!但他都不動or傳送到他下面的方塊?

A23：如果直接法杖右鍵點擊，會點擊到該方塊的"下面或隔壁"一個方塊的座標，要設定到正確的位置，請先如圖在該位置先隨意放置一個方塊後，用法杖儲存位置再敲除，如傳送的B座標有方塊，移動水晶不會動作。
Stribog

### Description

"The world has shattered, earth has moved and oceans flooded our homes. No longer can we stay in one place, we must move, conquer, explore! From the winds of the north I bear the ice will to fight. From the winds of the west I will bless your travels with swiftness. From the currents of the east I will whisper wisdom and from the warm embrace of the southern breeze I will give comfort on your journey forwards.

I was once a spirit of the winds, free, wild and untamed - but I heard the call of the cosmic tree as the earth crumbled beneath it. I was called by my brothers and sisters, i was called by my people who raised their hands to the skies and asked for good winds. I am now the god of the journey, a pathfinder, a path giver and guide.

Come with me into the winds and know true freedom."

God and master of the seas. Father of the four winds and patron of travelers.

### God Card Slots

* Favourable Winds - Start with Stribog's Raft. +2 Movement Points when traveling on water.
* Domain - Harmony x1
* Domain - Light x1
* Domain - Neutral x4
Random Blasts

## Sub-skills

### Random Blast

Frontline - No || Backline - Yes

1. (0.7) Mysticism
2. (0.9) Mysticism
3. (1.1) Mysticism
4. (1.4) Mysticism
5. (1.7) Mysticism

### Random Blasts 2

Frontline - No || Backline - Yes

1. (0.9) Mysticism
2. (1.1) Mysticism
3. (1.4) Mysticism
4. (1.9) Mysticism
5. (2.2) Mysticism

### Random Blasts 3

Frontline - No || Backline - Yes

1. (1.2) Mysticism
2. (1.5) Mysticism
3. (1.7) Mysticism
4. (2.1) Mysticism
5. (2.6) Mysticism

### Random Blasts 4

Frontline - No || Backline - Yes

1. (1.4) Mysticism
2. (1.7) Mysticism
3. (2.0) Mysticism
4. (2.5) Mysticism
5. (3.1) Mysticism