recursal/Fanatic-Fandom huggingface dataset:
Crafting

**Crafting** is a mechanic in a select few games in the *Svea*. Holding the designated craft button begins crafting the health item by default, where the player can hold a direction to change to an offensive item if chosen. Crafting leaves the player vulnerable to enemy attacks, but may be needed to replenish healing stock.

Items picked up are not themselves the ingredients of crafting, they are instead immediately converted into **crafting resources** of different kinds, which are then depleted to generate items. Most ingredients convert to several types of resources at once. While carrying capacity is limited, crafting resources have no cap. Most crafted items may also be **scrapped** to be returned to resources, albeit with a loss.

 Bomb
 Spark
 Ember
 Icicle
Xero

File:Placeholder (Xero).png
*****Xero***** is a **active** **role-playing** video game in the *Svea* series, currently in development.

## Gameplay

* Free movement, with lock-on required to use abilities/basic attack.
* Basic attack is automatic, as long as in range, and used whenever the Hero is not performing other actions.
	+ Used even while moving.

* Active abilities use stamina, and have independent cooldowns.
* Most abilities have bonus effects, if their bonus conditions are met.
* Abilities can have pre-requisites before they may be used.

* Heroes have a HyperActive ability that requires a filled bar to be used.

* The party also has a Party gauge that can be filled, and enables team-based functions.
	+ Team Attack costs the entire gauge and has the player input one action for each Hero in any order, ignoring cooldown completely, which are then activated immediately after one another.

* Heroes has Morale that increases when performing well, and decreases when performing poorly.
	+ Low Morale can be increased by cheering on a teammate.
	+ High Morale is a pre-requisite for some abilities to be activated.

* Topple exists as in other *Svea* games.
	+ The player fills a bar using high-Topple abilities, and stabilize it with high-Stabilizing abilities.
	+ Basic attack is a good stabilizer.
	+ When the Topple bar covers the remaining Stamina bar, the unit is Toppled, rendering them unable to move or act for a duration.
Age of Cards

***Age of Cards*** is a game in the *Svea* series, and a spinoff of *Island*. It is a multiplayer PvP real-time-strategy game.

Players has to manage resources by creating structures that transport such resources from locations, to the home base. Facilities are able to gather resources from a radius around them. This radius is also used for the transportation of said resource, but this can be extended by special extender buildings. These buildings actually use the same construction slot; when placed near a resource, it becomes such a facility, when placed near a facility, it becomes an extender.

The player has very few units to control. Units that transport resources are only visual flavor. This reduces the complexity severely, as resource gathering becomes mostly automatic and static.

The defense of structures can be aided with towers, that automatically fire at invaders and wildlife.

The units the player does control are called **Heroes**. Each have a unique appearance and abilities, and the player can only create one of each kind, though they are able to respawn them if killed.

The player has **cards** to their disposal, that mostly serve to enable special **sabotage** effects.

## Inspiration

* God power. (*Age of Mythology*)
* Miracle. (*Black and White*)
Hyper

**Hypers**, short for **hyperactives**, are a recurring powerful abilities in the *Svea* series. Each playable Hero has a Hyper unique to them, and some enemies and most bosses do as well.

Hypers are charged by successfully using other abilities. Aside from being powerful, Hypers consume little stamina and are very aggro-lenient.

## Variants

Unlike the Limit Breaks in *Final Fantasy VIII* or the Overdrives in *Final Fantasy X* where each playable character have several distinct options, Heroes in the *Svea* series only have one Hyper; however, the player may unlock **variants** of their Hyper where 1 may be chosen upon activation. Such a variant may include dealing burn build-up, or inflict normalizing deprotect.

 Dirty Dragon
Sprak

**Sprak** is a **puzzle** game in the *Svea* series.

## Premise

Sven/Svea falls into an ancient ruin inhabited by a robotic species only able to communicate in a strange language consisted only of symbols – symlan. The player needs to navigate through the ruins and gather information from the robots on how to proceed.

The title is a pun; *språk* is the Swedish term for "language", and *sprak* refers to the robot from the Swedish series Mysteriet på Greveholm.
Upgrade material

**Upgrade materials** are obtained through various means in the *Svea* series.

**Cosmetics** grant upgrade materials when acquired; cosmetics for **weaponry** grant an upgrade material specific to that weapon type, while cosmetics for **outfits** grant upgrade materials for the player.

Materials come in three tiers, with increasing difficulties of being acquired: **I**, **II**, and **III**.

## Pending

### Stronger Upgrades for Rarity vs. Increasing Returns

1. * Purchasing skins from a vendor with a large sortiment with different tiers of cost.
	* Purchasing the tier-III skin *should* reward the player with a material that gives a better boost, compared to purchasing a tier-I skin.
2. * Defeating a powerful non-respawning enemy early to get their unique weapon skin drop.
	* The material reward obtained *should* not snowball the experience, but increase the potency *slightly*, only allowing the *next* level to increase the potency further. The player will need to find *all* skins to fully upgrade the weapon, and this should increase in a steady growing curve.

* Solution?
	+ Increasing in "levels" will still motivate the player to purchase the most costly skins, just not *first*.
	+ If 10 skins are available at a point, and they will increase the potency in a "good" growing curve, does it matter that the player gets the most easily available ones first? No, not really.
	+ To add is that this realies on the upgrade materials being **finite** in amount. One *must not* be able to farm upgrade materials
Bonus

**Bonuses** are a recurring mechanic in the *Svea* series. Each ability has a specific **bonus effect**, although some lack a bonus condition while others are shared between abilities. Successfully meeting a bonus requirement fills the Support/Sabotage bars slightly, in addition.

Bonuses generally occurs when the unit is positioned properly according to the ability used. The implementations vary slightly based on whether the game has full movement or not, but are similar in scope.

## In games with simulated movement

Bonuses are applied based on the user's position.

## In games with full movement

Bonuses are applied based on the user's position relative to its target.
Stamina charges

In a few games in the *Svea* series, character require the consumption of **stamina charges** in order to use abilities. The systems in question may or may not also incorporate cooldowns.

Standard abilities and mobility, including basic attacking, evading, and guarding, do not require stamina charges to be used. This is the largest contrast to games that require the use of regular stamina for abilities, as they often consume the same resources for basic actions as well. In games with charges, all non-basic abilities are treated as rewards that the player build up towards, whereas proficiency of the basic gameplay is always required.

Restorative effects often do not require a minimum stamina charge, but consume an entire charge or less if one is not available.

Stamina charges tie naturally in with timing; well executed attacks and blocks fill stamina charges at a much faster rate, including by attacking when the enemy is in recovery after their own attack.
Stat grade

**Stat grades** are a mechanic in most games of the *Svea* series.

Each affect a unit's efficiency in different ways. Stat grades may be increased on demand if enough **points** are available for allocation; more points are made available when other stat grades are lowered below neutral.

Each stat grade have current **maximum** values, that are increased as the game progresses. No stat grade can be increased above 9, or decreased below -9.

 Stamina
 Speed
 Damage
 Breakage
 Support
Island

*Also known as* **Route***.*
**Island** is a game in the *Svea* series.

The player is situated at an island that is at first completely without civilization. It is up to them to construct various means of **transportation**; while this does include the player, it mostly refers to resources such as fresh water and wood. This is mainly done by creating **extenders**; buildings create resources that are distributed from them in lines towards any applicable "receiver" within a radius, extenders allow this distance to be increased via *its* radius. This means that the player does not need to create direct paths between points, only at certain distances.

Depletable resources:

* Fresh water lakes. Gathering water will drain the lake, but it will be refilled with rain over time.
* Forests. Gathering lumber will remove leaves and branches, but they will regrow over time.
* Stones. Gathering minerals will remove the colored rocks from the large stone, but they will somehow reappear over time.

Facilities:

* A water plant must be placed by a fresh water lake, and distributes fresh water.
* A desalination plant must be placed by the sea, and distributes fresh water.
* A lumber camp must be placed near forests, and distributes wood. It can only gather wood within a certain distance, for which there are extenders of this type as well.
* A mineral camp must be placed near rocks, and distributes minerals, mainly stone. It can only gather stone within a certain distance, for which there are extenders of this type as well.
* Trade routes can be established between ports, one of which being the player's.
* Mail services require a route between homes and the postal center, which in turn requires a route to the port.
* Chutes can be created that transport the player between points.

* The player also needs to build walls and automated defense towers to fend off invaders/wildlife.

## Postal

* Theme around postals.
* Resources need to be "delivered" around the island, not unlike a mailman.
* Buff men from Exil do this?
	+ A water man carry around a large water icon, from the source to its destination.
Articiple

File:Placeholder (Articiple).png
*****Articiple***** is a **multiple-turn-based** **role-playing** video game in the *Svea* series, currently in development.

## Gameplay

* Combat system near-identical to that of *Artifice*.
* Each Hero selects a **primary role** at the start of the game.
	+ This role can never be changed during the course of the game.
	+ Heroes cannot have the same *primary* role as another Hero.
* Each Hero can also use a **secondary role**, acquired during the course of the game.
	+ This role can be swapped on the fly.
		- Even mid-battle?
	+ Heroes can have duplicate *secondary* roles among the party.
* Heroes cannot use the same secondary role as their primary role, *until* very late-game.

## Roles

 Knight

 Curator
Memoria

**Memoria** is an **action-adventure** (**zelda**) video game in the *Svea* series, currently in development.

## Gameplay

### Time Loop

* At 4AM, the time resets to the past day, continuously repeating.
* The player receives **agency** with progression.

#### Agencies

* Memory.
	+ Allows the player to remember passwords.
* Possessions.
	+ Allows the player to keep major items.
* Resources.
	+ Allows the player to keep money.
* Consumeables.
	+ Allows the player to keep consumables.
* Tradeables.
	+ Allows the player to keep trading items.
* Position.
	+ Allows the player to choose their starting position out of a select few, instead of the initial one.
	+ Each major area has timed events that expire when the player has arrived, unless started like this.
* Gift.
	+ Grants the ability to gift NPCs with items, that will stay with them the next day.
Party

The **party** refers to the playable group of characters in games in the *Svea* series.

In a few games, the party is split into an **active** and a **passive** group, where the first is finite but fully controllable, and the latter much larger in size but has little to no impact on the battle until switched out.

The amount of party members determine the strength of the **party attack**, and when the active party is collapsed, the passive party size determines the subsequent events.

## In simulated-time games

### *Artifice*

In *Artifice*, the entire party must be wiped out in order to lose a battle, including the passive members. As members of the active party collapse, they may be switched out with a member from the passive party, even when they are all wiped out at once.

Passive party members do not regenerate health while collapsed, nor do their status ailments decay, or their recharges charge. Their positive statuses do decay however.

### *Artisan*

In *Artisan*, conscious active members may be swapped out for any conscious passive member at any time. Once collapsed, active members must remain and cannot be swapped.

When all active members have collapsed, the **party defense** commences. At this point, the amount of passive party members represent the player's **life points**. When attacked by the enemy, passive party members will "take the blow" in defense, multiple being eliminated in turn. Once all passive party members have collapsed, and the enemy has inflicted the final blow directly to the player, the player has lost.

## In real-time games

### *Chime*

There is no party in *Chime*, as the player may only create and control one character per playthrough.
Topple

**Topple** is a state that can be inflicted on enemies in the *Svea* series. It is an integral combat mechanic in most games.

## Stamina

Each unit has a current **stamina** stat, that decreases as they use abilities and increases over time.

## Breakage

All offensive abilities have a **breakage** parameter that decay over time. These abilities fill the current **breakage** stat of affected units.

## Stability

The speed at which the current breakage stat units decay is dependent on its current **stability** stat. This stat is affected by the corresponding stability parameter of attacking abilities. Abilities that manage to increase the unit's stability will have its breakage decay at a slower rate.

The current stability stat itself also decreases over time, albeit at a much slower rate.

Stability is sometimes compared to damage in relation to breakage, but not always.

Stability is inflicted regardless if the ability hits or not.

## Stamina vs. Breakage

When the current breakage stat of a unit exceeds their current stamina stat, the unit will be vulnerable to a **might attack**, which will **topple** them.

In essence, increasing breakage increases the **threshold** where the opponent is vulnerable to a **toppling attack**, without affecting the user's *stamina capacity* whatsoever. No *self-topple* exist, so going below the stamina:breakage point has no effect on the user aside from aforementioned vulnerability.

## Break Modifiers

With the wild system, enemies may differ in many ways. One of which is the way they respond to certain abilities, and in certain context, in relation to their topple progress. This comes in the form of **break modifiers**.

Example:

Attack guarded: ×1.2
Attack guarded with perfect timing: ×1.5
Hit after recovering from attack: ×1.2
Heat-type Hit while build-up ailment active: ×1.2
Formula:

*type of hit* & *time period* & *status*
## Topple

While **toppled**, a unit is prevented from taking any action for a duration, and their evasion becomes 0, allowing all abilities used against a toppled unit to hit guaranteed. Furthermore, toppled units are ignored when calculating aggro, meaning the other 2 party members are available for targeting.
Last death recovery

**Last death recovery**, also known as **bloodstain**, is a mechanic in some games in the *Svea*. Instead of a Game Over upon death, all or some of the player's **upgrade currency** is lost and the game autosaves as the player returns to the active checkpoint; these games do not have permissive save systems outside of suspend saves. All lost currency is contained at the point of death, which the player can retrieve upon reaching it. Only the last death is recoverable; a subsequent death will replace the lost currency drop with the newer one, permanently losing the prior currency drop.
Inter-battle

The term **inter-battle** describes the time between battles, spent on the **field**/**overworld**.

As the player explores, several gradual effects take place influenced by their **survival** meter, increased by automatically consuming a **food resource** that is converted from acquired **food items**.

With a sufficiently filled survival meter:

* Health of injured units gradually increase.
* Stamina gradually increases.
* Hyper meter decays even slower, or not at all.
* Support/Sabotage meters decay even slower, or not at all.
* Cooldowns of used abilities gradually decay.
* Temporary stat penalties gradually decay.
* Temporary stat boosts decay even slower, or not at all.

With a low survival meter:

* Health does not regenerate. A completely empty meter even causes health to very slowly decay.
* Stamina regenerates only very slowly.
* Hyper meter rapidly decays.
* Support/Sabotage meters rapidly decay.
* Cooldowns are frozen until the next battle.
* Temporary stat penalties are frozen.
* Temporary stat boosts rapidly decay.
Block

**Blocking** is a feature of some of the games in the *Svea* series. Its mechanics differ depending on if the game uses **stamina** to limit action usage or not; in the latter case, **sheild health**/**durability** is used instead.

Unlike in other game series', in the *Svea* series "parrying" is not a separate action, but rather an effect of timing.

Evasion can be used along blocking in certain games; the difference is that evasion completely immunizes and physically moves the player, but no Stagger is inflicted onto the attacker. "Perfectly" evading an attack has no additional implications, while timing a block is a special mechanic.

## In games with stamina

*Inspiration: Lightning Returns: Final Fantasy XIII.*
Holding the dedicated block button continuously drains stamina. When completely depleted, blocking cannot be performed, and the player needs to wait for stamina to recharge. Releasing the button also ends the block.

While blocking, any damage taken is reduced, as is stumble and stagger.

When the block button is first pressed, a **perfect timing** window occurs. Taking a hit during this period greatly increases guard defense, often nullifying damage taken from normal attacks completely, and inflicts a decent amount of Stagger/Stumble to the attacker. While blocking, the player can press the block button again to repeat the perfect timing window, though this has additional stamina cost per repeat.

## In games without stamina

*Inspiration: The Legend of Zelda: Skyward Sword.*
The player only needs to press the block button once to raise the shield; the shield will be kept held until another action is taken. No limitation is made on how long the block can be held.

While blocking, any damage taken is nullified, as is stumble and stagger. Each hit does inflict damage to the shield, instead.

When the block button is first pressed, the perfect timing window occurs. Taking a hit during this period negates any damage inflicted to the shield, and inflicts massive amount of Stagger/Stumble to the attacker. While blocking, the player can press the block button again to repeat the perfect timing window, though this has significant delay between repeats.

## Perfect timing

In some games, **perfectly timing** a block has additional benefits.

### Reflect / Projectile

When perfectly blocking projectiles, the user is able to **reflect** them back at the enemy. For attacks that are not projectiles, or not reflectable, the player may still be able to generate their own projectile that is fired back, having similar properties to the blocked attack.

### Shroud

When perfectly blocking certain elemental attacks, the player is able to **shroud** themselves in it, granting resistances. For example, blocking a fire breath not only immunizes the player against the remaining breath, but fire attacks in general.
Recover

**Recover** is a recurring mechanic in the *Svea* series, and has a dedicated button assigned to it. At the moment a status ailment is inflicted, or other debilitative condition, a timed prompt appears. If the prompts is successfully responded to, an action is automatically performed by the affected character to **counteract** that debilitation, such as by using an item to remove the status. This consumes stamina normally, however.

Recover prompts only appear if the character is able to counteract. If not, or if the prompts was failed, the player still has the option to rely on **allies**; walking near an ally will allow the prompt to reappear, for which the ally is able to use an action to counteract.

In games using the **reaction** system, recover is considered a subcategory; the distinction being that the recover mechanic is not customizable in its outcome, but rather automatic.

* Pending: Combined Heal&Recover button.
	+ Holding the button consumes a healing dose.
	+ Tapping the button recovers, as this is reliant on timing.
Scholar

*Inspiration: Resonator.*
*Inspiration: Gem-Knight (Fusion).*
**Scholar** is an archetype in *Stark*. Each member represents an "aspect", which can be any one thing, which prefixes their name. All units have mostly the same appearance, as a sexless spirit or fiend, except for their unique aspect shown as an emblem as well as in the background.

Each of its Plus units require 1 specific "Scholar", then any amount of generic "Scholar" units.

1. Chain Scholar ✪
	* When SOUL'd: You can Zero Summon a "Scholar" from your hand or Deck.

1. Abyss Scholar
	* Chain Scholar + 1+ "Scholar" unit(s)
	* When SOUL'd: You can Summon a "Scholar" from your GY.
Mix

**Mix** is a feature in a few games in the *Svea* series. Most consumable items must be created before they are immediately consumed, and cannot be stored.

Enemies drop items that are immediately converted into **mix resources**, integers with no maximum. Upon unlocking **recipes**, mix resources can be consumed to immediately create and consume a **mix**.

Extremely versatile and usable by all characters, mix items require some planning in acquiring recipes and resources before use, and generally consume more time points than abilities with similar effects.

 Panacea

 Hard Rock
Design

Games in the *Svea* series have recurring **design principles** that are shared.

## Sabotage

The *Svea* series frequently feature **sabotage** abilities; these require a special meter to be filled before being enabled, and are designed to counteract the enemy through various means.

## No Equipment

The *Svea* series does not feature equipment. Instead, **stat customization** is done via the **valve** system.

## Sustenance

Enemies in the *Svea* series frequently drop **food** items that can be eaten to restore **sustenance**/**hunger** levels; this is separate from health, but does affect **passive health regeneration** between battles, as well as the user's ability to **sprint**.

## No Sellable Loot

Enemies do not drop **loot**, only quest items that cannot be sold.
Havoc

An incredibly powerful exile that the group first encounters in Episode 2. He works as a debt collector for Ventor, a slaver and kingpin of sorts, who has many exiles under his employ.

## Encounters

* During Episode 2, Havoc observes the battle with Fire Fury from a distance, appearing very aloof and indifferent. Afterwards he approaches the party and tells them he will be back in a week to collect orbs from them. There is a very serious threat beneath his cool behavior and the party is too afraid of his immense power to argue.
Info

In a few games of the *Svea* series, the player can permanently acquire information about enemy types that would otherwise be left unknown. This applies to each instance of enemy units as well, including their current health and any deviation based on wilds. AI-controlled units will use the information gathered accordingly, utilizing weaknesses and avoiding resistances.

Information types include:

* Health
* Stamina
* Resistances
Flashbang

Template:Mig Alien**Flashbang** is an upcoming alien in *The Gamma Awakening.*

## Powers & Abilities

Flashbang's powers include the following:

* Teleportation
* Explosion Inducement
* Explosion Manipulation
* Super Agility
* Enhanced Reflexes

Etc

## Trivia

* His name comes combines the elements of his main powers; the flash part being appearing (teleporting) quickly, and the bang part being explosives.
* The alien was **partially** influenced by Bomb 2 Hell.
* He has an Italian accent because why not.

* Additionals
* Super Forms

* Additionals
* Crossover
Magmageddon - Juggerknot - Yellow Star - Nitrowing - Kreepy Krawl - Aquapus - Plasmify - Sdrawkcab - Flish-Flash - OvercastLevilizard - Venom Fang - Control Freak - Minuscule - Insectosaurus - Clapslap - Timberwood - Useless - Beastweed - Titan Tall - I-ViewBall-istic - Real Steel

* Revamped
Chain Mail - Mysteerie - Coltblood - PeskillenceLavalamp - Spiker - Aquapus - Flashbang (Flish-Flash) - Terrorbull (Bullhorns) - Overcast
Binon

**Binon** is an **archetype** in *Stark*.

## Single-player campaign

Binon — 0001 Alphons♡ ◇☆ I∙ Unit ∙ BinonActs**α**Return 1 "Binon" card from your GY/AL to your Deck.1Binon — 0010 Beatrix♡ ◇☆ I∙ Unit ∙ BinonActs**β**Discard 1 "Binon" card.Your opponent must discard 1 card of their choosing.1Binon — 0100 Dragan♡ ◇☆ I∙ Unit ∙ BinonActs**δ**Special Summon a Level-1 or lower "Binon" unit from your hand.If the unit Summoned by this effect is present during the End Phase, return it to your Deck.1Binon — 1000 Haton♡ ◇☆ I∙ Unit ∙ BinonActs**η**Send the top card of your Deck to the GY; your opponent must return 1 unit to the hand.1

Binon — 0011 Cina♡ ◇1➕ I∙ Unit ∙ BinonSummoning"Binon — 0001 Alphons" + "Binon — 0010 Beatrix".Acts**Γ**Send 1 "Binon" card from your Deck to your GY.Your opponent must discard 1 random card from their hand.Return 1 "Binon" card from your GY to your hand.1Binon — 0101 Elektra♡ ◇1➕ I∙ Unit ∙ BinonSummoning"Binon — 0001 Alphons" + "Binon — 0010 Dragan".Acts**Σ**Special Summon a "Binon" unit from your GY/AL.If the unit Summoned by this effect is present during the End Phase, return it to your hand.1Binon — 0110 Falange♡ ◇1➕ I∙ Unit ∙ BinonSummoning"Binon — 0010 Beatrix" + "Binon — 0010 Dragan".Acts**ζ**Special Summon a "Binon" unit from your hand.Your opponent must discard 1 random card from their hand.If the unit Summoned by this effect is present during the End Phase, send it to the GY.1
Menu

## In *Chime*

* Note:
	+ The "Assist" button only appears if the Assist Mode has been turned on at least once, or if the player has died multiple times in the same area.

### Status

2000 / 25002000 / 25002000 / 2500♡2000 / 2500⌖2000 / 2500+2000 / 2500-Assist
### Assist

* Note:
	+ Using any of the upper button brings the player out of the menu, and activates an animation.

Assist ModeOFF | **ON**Teleport to any location.WarpBecome invulnerable to damage.ImmortalitySuperpower your weapons, allowing you to defeat any enemy in a single hit.Empower
WeaponsDamage dealt: ◀ 100%Damage taken: ◀   **90**% ▶Stamina consumed: ◀   **50**% ▶Breakage dealt: ◀   **50**% ▶Breakage taken: ◀   **50**% ▶
Energy

**Energy** is a recurring multifaceted property of attacks in the *Svea* series.

Each hit of an attack can have the energy property, which is allows various effects to trigger based on it.

The energy property is comprised of two components, with a set amount of various options:

1. * Heat
	* Neutral
	* Cold
2. * Solid
	* Liquid
	* Air
	* Plasma
	* Free

Various examples can be made:

* A sword hit can be Neutral/Solid.
* A flaming sword hit can be Heat/Solid.
* OR, the flaming sword attack can have 2 hits:
	+ Heat/Solid (Contact).
	+ Heat/Air (Contact).
* Whereas a flame breath would be:
	+ Heat/Air (Disjointed).
Telegraph

**Telegraphing** is the act of enemies (as well as player characters) giving signs of which ability they are to use next. In some form, telegraphing exists of all units in most games in the *Svea* series.

Whereas prediction relates to game mechanics' manner of displaying upcoming abilities, telegraphing relates to animation and visual and audio cues that applies to all games. In certain games, an indicator of where an attack will land will pop up before the enemy strikes, or a path showing the attack's movement.

## In simulated-time games

### Artifice

All enemies will **telegraph** their next ability to use, by changing their idle animation to one matching the category of ability: **offensive**, **defensive**, **supportive**, or **sabotaging**. Their target(s) will also be displayed in the form of highlighting.

Player characters can choose to telegraph their next move using the same categories, but they are not bound to them. Telegraphed moves receive an **efficiency bonus**; switching to another category of move however gives an **efficiency penalty**.

## Related

* Prediction
* Danger!
* Intent
Difficulty

Games in the *Svea* series notably have a high level of **difficulty** by default, as overcoming challenge is key in each design. There are no difficulty options to select from, but Assist Mode allow for both settings that will change how the game plays, as well as actions while playing. This can be done at any point, and will not affect content in the slightest.

Almost every enemy encounter is designed to be able to eliminate the player; a key design point is that the player should not be worn down by fighting weak enemies before fighting the difficult boss, instead the player will naturally regenerate health and stamina over time inbetween battles.

Challenges are, when possible, divided into chunks separated by **checkpoints**, of which 1 can be active at a time, but players can return to previously activated points at any time, and may do so due to the non-linear level design with shortcuts. This ensures that the player is not overwhelmed with constant opposition, but can rest inbetween, and regard areas as individual obstacles to overcome.
Travel

The ability to **travel** between **bells** is a mechanic in the *Svea* series, in particular *Chime*. To do so, the player acquires **ribbons** while exploring, which can be attached to bells to enable travel there, although the player can travel *from* any bell. The bell in the **gardens** as well as the bells that appear when defeating the major bosses have ribbons by default.

Ribbons come in three variants: **regular** and **small**. Regular-sized ribbons can only be attached to the bells that appear after defeating **bosses**, whereas small-sized ribbons can only be attached to the other bells. As small-sized ribbons are much more rare than their already rare larger counterparts, players are forced to choose between using them before a difficult boss so they can return to the gardens to level up, or save them for later.
Projectile

*Inspiration: hyperlightdrifter.*
*Also known as: Ranged.*
In a select few games in the *Svea* series, **projectiles** require a resource to be used, that can only be built up by dealing melee damage. Otherwise, projectiles are balanced by heavily telegraphed startup, and predictable movement, with endlag.
Wood (Artifice)

**Wood** is one of the 8 types in *Artifice*.

## Actives

ⁿ/ₐSpins rapidly.
 Leaf Cut  .  Wood 100

Template:Artifice/Active/Targeting

50
 Pincer  .  Wood 100

Template:Artifice/Active/Targeting

50
 Stinger  .  Wood 100

Template:Artifice/Active/Targeting

50
 Leaf Storm  .  Wood 100

Template:Artifice/Active/Targeting

50
50
50
50
 Absorb  .  Wood 100

Template:Artifice/Active/Targeting

50

Template:Artifice/Active/Targeting

 x
 Nut Juice  .  Wood 100

Template:Artifice/Active/Targeting

 25

### Multitype

 1
 1
Hunter

**Hunter** is an archetype in *Stark*. Its member units are on the endless hunt for "shield"s, who are all Level 2+ with various ways of easing their Normal Summon, especially when the enemy has Level 1 unit(s) on their field.

## Single-player campaign

Hunter – Businessman Hoshi♡♡ ◇☆☆ I∙ Unit ∙ Hunter① Summon: If opponent has Level 1 unit(s).⚔ StrikeHunter – Businessman Takamarushi♡♡ ◇☆☆ I∙ Unit ∙ Hunter① Act: Tribute this card; summon the first "Hunter" unit in your Deck, and if you do, transfer all normal Soul(s) from this card to the summoned "Hunter".⚔ StrikeHunter – Fedorand Ferdinand♡♡ ◇☆☆ I∙ Unit ∙ Hunter① Cast: Use this unit and unit(s) on the field as materials; Plus Summon a "Hunter".⚔ StrikeMove Aside, Grandma!◇◇∙ Non-Unit ∙ Hunter① Remove Soul(s) from Level 2+ unit.ActivationPay 1 stamina with this card; target 1 Level 2+ unit on the field; destroy up to 2 of its Soul(s). Exhaust.
Timing

**Timing** is a mechanic in some games in the *Svea* series.

By **timing** an input (generally the press of a button or a tap of the screen), the effectiveness of an ability's hit is affected. Each successful **timed input** increases the user's Hyper bar slightly, as well as the Support/Sabotage bars.

## Offensive

Tapping the screen when the hit of an ability is about to affect the target, its effectiveness can be increased slightly.

Some abilities require special input, or even a sequence of input, in order to be properly used.

## Defensive

When about to take a hit, the target of the attack can tap the Hero affected, to mitigate some impact.
Active

**Actives** are the **abilities** chosen freely by the player in the *Svea* series.

## *Artifice*

Art of War①Deals damage to a single target.②Grants armor to self proportionate to damage dealt.★Increases armor and greatly increases aggro.Balance BladeDeals damage to a single target. Equal amounts of breakage and stability.★Increases breakage and stability.RescueRestores health to a single target. If the target's health is below half, restoration is increased.★Restoration is increased.FlurryDeals high breakage to 3.★Stability increased.Draconian–Deals high damage and breakage to a single target, but heavily reduces stability.Dastardly Dragon①Deals damage/breakage to a single target (lower than base).②Remaining team are dealt a fraction of damage/breakage dealt.Dirty Dragon①Deals damage/breakage to a single target (lower than base), and inflicts ↓Damage↓.②Grants self ↑Damage↑ proportionately.Strike–Breakage. ★ Increased breakage.FlamestrikeBreakage. ★ Increased breakage.FroststrikeBreakage. ★ Increased breakage.Last ResortRestores health. ★ If health is below half, double healing.Backblow–Damage. ★ Increased breakage.Brave① Damage. ★ Increased breakage. ② Builds up ↑Damage↑.Haste① Damage. ★ Increased breakage. ② Builds up ↑Speed↑.

SparkDeals damage to up to 3. Each hit has increased breakage.★Aggro inflicted decreased.ComfortRestores health to up to 3.★Applies build-up regen.Heal BlastRestores health to 1. Increased amount of overhealing.★After healing, multiply amount of overhealth by 1.5.GrowthApplies overhealth to up to 3.★Applies build-up regen.Sanctuary–For a duration, allies in the Back row cannot deal nor be dealt damage.?For a duration, allies in the Back row cannot deal nor be dealt damage.Rebirth Flame① Heals team. ★ Increase healing if critical. ② Damage team.UltimaDisaster Benediction

Stable StrikeDeals high stability and moderate damage and aggro to 1.★Stability inflicted increased.Enticing SwipeDeals low damage but high aggro to up to 3.★Grants overhealth to self.Big GuardDecreases damage until next turn. Inflicts attacking targets with breakage, higher the nearer the attack was to guard activation.★Grants overhealth to self proportionate to damage suffered.Chivalry–Absorbs an amount of aggro from all allies.Chivalrous StanceAbsorbs an amount of aggro from all allies. Grant self overhealth proportionate to aggro gathered.Heavy SmashDamage. ★ Increased breakage.

UltimaDisaster Benediction
* Notes:
	+ All restorative effects have an **overheal** flag that determines if restored health above maximum is converted to overhealth or not.
Challenge Game

In contrast to starting a **New Game** that is played normally, certain games in the *Svea* series allow the player to start **Challenge Games**/**Playthroughs**/**Runs**, where specific rules are applied and must be followed. Rulesets may be customizable to some degree. As Challenge Games are considered separate playthroughs and not "modes", the player cannot revert to a normal playthrough or vice versa.

Assist Mode is available in Challenge Games, but the options may not interfere with the Challenge's rules.

## In simulated-time games

### *Chime*

* Note: Starting weapons need to have been unlocked at least once during a playthrough to appear as options.
Appropriator

The **appropriator** is a recurring boss in the *Svea* series, often appearing as the final boss or superboss.

The appropriator is notable for taking liberal usage of the player's *own* **resources** during the battle. This includes mixes and fortunes. This is not made apparent to the player, who may not immediately realize their resources are being drained, who must understand this in order to overcome the challenge.

## *Chime*

In *Chime*, the appropriator uses the player's own limited healing resource in order to restore his health. One strategy is to completely drain their own resource so that the appropriator cannot use it.
Stamina

**Stamina** is an attribute in the *Svea* series, that limits the player's consecutive attack and guard usage, forcing them to not to perform battle actions while it recharges.

A variant to this system is the stamina charges system, where stamina must fill up a certain segment of predefined length, before segments can be spent on performing actions. In this case, these actions are treated differently than normal attacking or blocking, which do not require charges to use.
Stat

**Stats**, or **statistics**, affect many mechanics in the *Svea* series.

## Stats of abilities

All activatable **abilities** have stats that govern their efficiency, either attached to the ability's **hits** or as a whole.

Abilities can be **upgraded**; doing so improves all aspects at once, as aspects are not individually upgraded. Stat sets may in/decrease the levels of the individual aspects of all equipped abilities, however.

### Hits

* Note: Whether a stat is used or not depends entirely on the ability and the hit in question. Some may not use any.

 Breakage
 Support
 Accuracy
 Tear
 Charge

## Stats of units

### Stat groups

Stats are upgraded within **groups**; equippable stat sets take these into account as well. Note that these groups or their stats do not reflect every game.

#### Survivability

 Stamina
 Evasion

#### Status affinity

 ↕Defense↕
 ↕Damage↕
 ↕Breakage↕
 ↕Support↕
 ↕Speed↕
 ↕Accuracy↕
 ↕Evasion↕
 ↕Charge↕

## Stat sets

Each playable character can equip 1 **stat set** or **mentality** each; these provide increments to the level of certain stats while decreasing others. Each set contain at least 1 stat of each group.

The **abilities** group affect the level of all abilities, but only for the stat mentioned. While abilities are upgraded in their entirety (the stats of abilities are not upgraded individually), stat sets affect the individual stats of abilities.
Blocking

Redirect to:

* Block
**Blocking** refers to abilities that induce **damage mitigation**, for a set duration, until manually cancelled, or until the unit can act next.

When damage is taken while blocking, some stable breakage is applied. If damage is taken within a very brief duration after activation, the ability's **bonus** is applied.
Grace

###

 First Appearance

Season 1 Episode 1

"*...*"
— Grace

### History

* Grace was once the ship's cook. When the ship capsizes off the coast of Wraeclast for mysterious reasons, this sweet and pragmatic woman is quick to embrace the powers bestowed by the ambient soul energies. She is quite a gifted summoner and clever tactician it seems, providing much support to the party through her use of Zombies, Curses and Auras.

### Keystones

* **Necromancer** +3 minion dmg
* **Durable Dead** +10 minion **Life**
* **Strong Soul** (1) +12 **ES** each
* **Lord of the Dead** +1 zombie, +10 minion **Life**
* **Strong Soul** (2) +12 ES each
* **Deep Wisdom** +10 **ES** +6 Mana
* **Necromancer** (2) +3 minion dmg
* **Strong Soul** (3) +12 **ES** each
* **Necromancer** (3) +3 minion dmg

### Soul Skills

* **Enfeeble****(2)**
* **Elemental Weakness****(2)**
* **Raise Zombie****(2)**
* **Anger****(2)**
* **Temp Chains****(2)**
* **Flesh Offering****(1)**
* **Phase Run****(2)**
* **Wrath****(2)**
* **Summon Raging Spirit****(2)**
* **Raise Spectre****(3)**
* **Purity of Elements****(2)**

### Soul Support

* **Generosity****(r2)**
* **Wrath**
* **Anger**
* **Purity of Elements****(2)**
* **Melee Splash****(5)**
* **Summon Raging Spirit**
* **Raise Zombie**
Raiz

An abrasive Exile who meets the party on the Coast in Episode 1. He wields two wands and is a powerful spellcaster.

## Skills

* Temporal Chains. Later claimed by Grace.
* Arc

## Kills

* As a zombie, he tears Kongor to pieces at Grace's command in the skirmish outside Lioneye's Watch.

## Death

* After surrendering to the party, he is violently executed by Zivon with the assistance of Mathille.
* Risen as a zombie by Grace, he dies again in the battle with Fire Fury during Episode 2.

## Quotes

"What you thinks so funny, huh? Old Lady? What you think's so funny? Want me to cut you?"
Health

**Health** is a mechanic in the *Svea* series. It is comprised of the two stats **current health** – which is decreased by damage and increased by healing during battle – and **maximum health** that current health cannot exceed. Effects that decrease maximum health also decreases current health if it would exceed its maximum, but increasing maximum health has no effect on the current state.

When current health reaches 0, the unit is eliminated. They eventually reawaken with 1HP, once an amount of ticks has passed proportional to the unit's maximum health.

## Health complements: Positive

### Overhealth

**Overhealth** or **shield health** is a stat of health that is dealt damage to first before regular health is affected. Most frequently decays over time, although some special effects grant overhealth that expires after a set duration instead.

### Regenerating health

**Regenerating health** is a stat of health that decays over time to be converted to healing to the user. Essentially a visual representation of healing-over-time effects, but able to be manipulated in various ways.

### Revenge health

**Revenge health** is a stat of health that is converted to healing upon the user dealing damage. It is present in most games through various effects (*Artisan*), while in *Chime* *all* damage taken is converted to revenge health in some capacity.

## Health complements: Negative

### Degenerating health

**Degenerating health** is a stat of health that decays over time to be converted to damage to the user. Frequently referred to as **poison**. The target's health cannot go below 1 through degenerating health, but the stat still decays even when no damage is applied.

### Antihealth

**Antihealth** is a stat of health that is healed before regular health is affected. Could be considered the negative counterpart to overhealth. Most frequently decays over time, although some special effects inflict infinite-amount healblock that expires after a set duration instead.
Shortcut

**Shortcuts** are a core component of progression and level design in the *Svea*.

After difficult and challenging sections of the game, the path often loops back into itself or an earlier path; there, the player finds they can open a shortcut to this earlier section, completely bypassing the challenging portion if they so wish. This is often paired with earlier respawn points, limiting their numbers as they will be used for multiple parts of progression.
Zizaran

## The Player

Played Zivon during Season 1 of Path of Paper.

Now plays Daniel Danman in Season 2 of Path of Paper.

Also plays in Empires of Arcadia. Played Eidolon and Minsc. Now plays Eldwyn.

Played Eidolon, Minsc, & Eldwyn in Empires of Arcadia and now plays ThorBjørn.

## Social Media

* Twitter: https://twitter.com/Zizaran
* Twitch: https://www.twitch.tv/zizaran
* Youtube: https://www.youtube.com/Zizaran
Bons

**Bons** is the first mon the player acquires in *Artisan*. It is the only mon in the game capable of transformation, and it does so by wearing costumes of other types, such as lobster, flower, and dragon. The costumeless Bons increases in power the more other mons are befriended, becoming the strongest mon of all at the end of the game. Regardless of the costume worn, or if none is worn at all, Bons is considered a jack-of-all-trades.
Danger!

**Danger!**, or simply **!**, is a system tied to **predictions** in the *Svea* series. Abilities that are marked with Danger! always have charge times, the opponent is always notified of the ability and the time remaining, and the ability selected is set; even if the targeting may be changed by the opponent's Sabotage abilities, the ability chosen will be the one executed (if able).

It is handled slightly differently depending on whether the player is fighting the AI-controlled enemies in the core game, or another player.

## In simulated-time games

### VS AI-controlled enemies

The prediction system will accurately display the enemy's next action. Whenever such an action would inflict critical damage to a player, or heal themselves for a large portion of their health, or any other action that the player may want to circumvent, the thought bubble is changed in design to represent the severity of the action, and be categorized as a "Danger!". In this instance, a "Danger!" is simply a representation of the impact an ability would have, and not the strength of the ability itself. A weak ability that would KO a unit would still be marked as a "Danger!".

### VS other players

Standard predictions cannot apply to battles against other players, since they only have to decide which ability to use right when they are able to use it.

Danger! is still applicable, but each player activates it *manually*. In doing so, the selected ability gets a charge time, and the enemy is notified of the ability just like they would a prediction. The ability chosen cannot be changed, and will be executed if able. Original targets can be chosen without regards for current aggro, but targeting and efficiency may subsequently be influenced by Sabotage abilities.

## In real-time games

As standard predictions would be overwhelming in real-time games, those games instead rely much more heavily on telegraphing abilities via animations, and visual and audio cues.

However, Danger! still applies for critical abilities.

## Pending

* Whether or not the enemy (or player-controller unit) is able to keep using basic abilities while the Danger! charge time is in effect.

## Related

* Prediction
* Telegraph
* Intent