recursal/Fanatic-Fandom huggingface dataset:
Home Invasion (base)

**Home Invasion** is a base in the Base of Darkness Mode. It is an Easy difficulty base and takes place in the Nexus stage.

 **Score:** | * 1 Star : 750000
* 2 Stars : 800000
* 3 Stars : 950000

## Round Breakdown

### **Round 1:**

Enemies:

* Purple-hat x 1
* Hip Goon x 1
* Overgrown Boxer x 1
* Rustic Goon x 2

Number of Hope Crystal(s) Awarded:  3

### **Round 2:**

Enemies:

* Magician x 2
* Thrifty Goon x 1

Number of Hope Crystal(s) Awarded:  4

### **Round 3:**

	+ Skirmisher x 2
* Wave 2:
	+ Magician x 3
	+ Overgrown Boxer (type 2) x 1
	+ Hip Goon x 1

Number of Hope Crystal(s) Awarded:  5

### **Round 4:**

Enemies:

* Second Skirmisher x 1
* Overgrown Boxer x 1
* Rustic Goon x 2

Number of Hope Crystal(s) Awarded:  6

### **Round 5:**

Enemies:

* Yellow-hat x 1
* Purple-hat x 1
* Green-hat x 1
* Skirmisher x 1
* Hip Goon x 1
* Rustic Goon x 1

Number of Hope Crystal(s) Awarded:  7

### **Round 6:**

Enemies:

* Overgrown Boxer x 1
* Overgrown Boxer (type 2) x 1
* Hip Goon x 2
* Black-hat x 1
* Purple-hat x 1

Number of Hope Crystal(s) Awarded:  8

### **Round 7:**

Enemies:

* Hip Goon x 4

Number of Hope Crystal(s) Awarded:  -
Characters

## Overview

Wishmere consists of 7 playable characters. Each character in the game has their own unique set of attacks comprising of Normal Attacks , Abilities , Super Arts.

* **Sabson** is the world's master magician, once from a life of poverty and trouble. He is Earle's neighbor and best friend since childhood. Sabson is a counter-based character who needs to choose his spots with his vast movelist. If used right, his counters give him to turn the tide easily. Sabson's Edge summons 2 helpers to his side that attack upon order, creating a barrage of offense.
* **Dove** is the heart of the team, who gave up her life of privilege to truly experience the world. She is now an magical archer. Dove is a mobile and projectile based character who excels at zoning and lockdown. Her projectiles give her flexibility for mixups. Her Edge places a Node on the screen, which on contact, converts her projectiles into multi-hitting bursts.
* **Earle** is the true protagonist of the game. Losing his parents early in his life has set him upon a path of hardship and destiny. Earle has a well rounded arsenal, capable of fighting in every situation. He has scary damage potential in combos. Earle's Edge converts his next attack into a critical hit, amplifying damage and stunning the opponent for a longer duration.
* **Doubt** is the antagonist in the game. He is an ancient spirit demon created from dark energy that has been waging war on the world for centuries. He is a master manipulator and thrives in controlling the wills of humans. Doubt is a long ranged character that manipulates the opponent's positioning and has tools to control space. His Edge places an unblockable non-hitstunning puddle placed on the ground for a period of time.
* **Duu Shen** is a hot blooded self-proclaimed superstar who loves sports and fighting. He has an intense rivalry with Earle. Duu Shen is an all-offense character with limited range. His quick speed and offense allows him to be in the face of his opponents and stay in their face. His Edge allows his to cancel any of his moves into an 8-way dash to increase pressure or create combo opportunities.
* **Pandy** is a snarky vampiric ninja who possesses a cursed sword. With always something to say, Pandy constantly breaks the fourth wall, acknowledging she is in a video game. She has fast attacks, mobility and confusion that allows her to open up her opponents. She can rushdown and flee with ease. Her Edge is a quick teleport to select points on the screen, allowing for instant confusion or getaway.
* **Spritz** is a living cyborg with databases spilling with knowledge. He hardly speaks and is viewed as a gentle giant to the team. Spritz is a damaging close ranged grappler, relying on getting extremely close to his opponent to deal damage. He lacks mobility. His Edge creates a temporary shield with limited health around him and boosts his movement speeds and options.

For more on the types of attacks in the game, see the Attacks Types entry.

For more on Skills that are usable in other modes (Free Mode, Story Mode and Base of Darkness), see the Skills entry.
Space Hunters

## Overview

Space Hunters are a faction of soldiers created and trained by the nefarious Dr. Chaka. Created in a lab, each Space Hunter is programmed to follow their protocol and programming set by Dr. Chaka himself. The Space Hunters are the physical force behind Dr. Chaka's intention of spreading Doubt's message throughout the galaxy.

In game, Space Hunters are long ranged based enemy units, thriving on attacking from afar. They are extremely good at pestering players with their light but constant damage. Some units are capable of defending themselves at a close distance, but they are generally weaker in close quarters. They have a tendency to back away from an advancing player.

## Space Centurion

* Unit type: Regular
* Health: 650
* Threat level: Low

**Tips / Trivia:**

* Though a low threat, Centurions can add pressure to the rain of projectiles from his teammates.
* Storyline-wise, he Is the lowest ranking member of the Dr. Chaka's Space Hunters.

## Space Centaur

* Unit type: Regular
* Health: 550
* Threat level: Low

**Tips / Trivia:**

* Though the Blaster Shot is a low damage attack, a hail of fire from a few Centaurs will lead to a fair bit of damage and annoyance.
* Not very brave. Everyone knows it.

## Space Centrum

* Unit type: Regular
* Health: 650
* Threat level: Medium

 Double Blaster Shot
[40,40]
[0.1,0.1]
 Grenade
 Shoulder Charge
Will not pursue players, will only attack when approached;

**Tips / Trivia:**

* A very versatile enemy unit that can keep-away (Blaster Shot, Double Blaster Shot) or knock you down (Grenade at medium range, Shoulder Charge at close range).
* Grenade's hitbox is large, so beware when jumping or fighting from a distance.

## Space Century

* Unit type: Sub-boss
* Health: 1800
* Threat level: High

**Tips / Trivia:**

* Like the Centrum, the Century's Grenade's hitbox is large. Fighting other enemies while ignoring the Century may lead to interruption of your attacks.
* The most versatile of sub-bosses, possessing many knockdowns, projectiles and physical attacks.
Slimy Centurions (base)

**Slimy Centurions** is a base in the Base of Darkness Mode. It is an Easy difficulty base and takes place in the Halcyon Sewers stage.

 **Score:** | * 1 Star : 135000
* 2 Stars : 150000
* 3 Stars : 180000

## Round Breakdown

### **Round 1:**

Enemies:

* **Wave 1:**
	+ Space Centaur x 2
* **Wave 2:**
	+ Space Centurion x 2

Number of Hope Crystal(s) Awarded:  3

### **Round 2:**

Enemies:

* **Wave 1:**
	+ Space Centurion x 2

* + Space Centaur x 1
* **Wave 2:**
	+ Space Centaur x 3

Number of Hope Crystal(s) Awarded:  3

### **Round 3:**

Enemies:

* Space Centrum x 1
* Space Centurion x 1

* Space Centaur x 2

Number of Hope Crystal(s) Awarded:  3

### **Round 4:**

Enemies:

* Space Centrum x 2
* Space Centurion x 2

* Space Centaur x 1

Number of Hope Crystal(s) Awarded:  3
Testosterone Overload (base)

**Testosterone Overload** is a base in the Base of Darkness Mode. It is an Special Match base and takes place in the Hazelroad High School stage.

 **Score:** | * 1 Star : 100000
* 2 Stars : 110000
* 3 Stars : 150000

## Round Breakdown

### **Round 1:**

Enemies:

* Spritz x 1

Number of Hope Crystal(s) Awarded:  8 (given when the round starts),  8 upon completion

### **Round 2:**

Enemies:

* Sabson x 1

Number of Hope Crystal(s) Awarded:  8

### **Round 3:**

Enemies:

* Duu Shen x 1

Number of Hope Crystal(s) Awarded:  8

### **Round 4:**

Enemies:

* Earle x 1

Number of Hope Crystal(s) Awarded:  -
Lietadlá

#### Spojenci

V súčastnej dobe je pre vojakov k dispozícii:

* Stíhačky
	+ Lockheed P-38 Lightning
* Transportné lietadlá
	+ Douglas C-47A Skytrain

Vo vývoji:

* Curtiss P-40 Warhawk (nepotvrdené!)

#### Osa

V súčastnej dobe je pre vojakov k dispozícii:

* Stíhačky
	+ Messerschmitt Bf 109E-4
* Transportné lietadlá
	+ Junkers Ju 52/3m

Vo vývoji:

* Junkers Ju 87b Stuka
Elreed

**Elreed**  (also known as King Elreed, or the King of Dreams) is non-playable character and a commander of Wishmere. He has been waging war against Doubt for a millennia, due to the physiology of his body generating the aura of Hope, cannot be the one to slay Doubt, as Doubt's powers thrive on the corruption of Hope. Instead, Elreed now seeks to find the perfect Wishmere team in order to seal Doubt away forever.

King Elreed possesses superhuman strength and endurance, and magical powers.

## Biography

Heroic, selfless and responsible. The only child of his family, Earle was raised predominantly by his aunt. His father passed away in his early teens due to circumstances not clear to him, but Earle's aunt assured Earle that he died a hero. His mother left the family when Earle was baby, thus Earle has no memory of his mother. He was a student in Berryroad High School when Doubt's forces stormed the grounds, like his group of friends, was saved by King Elreed.

Once he was asked by King Elreed to volunteer to become a Wishmere, a generational warrior empowered by Supercharged Hope that battles Doubt, Earle jumped at the opportunity. He emerged out of Supercharged Hope as a proficient hand-to-hand combatant with photon energy generation.

In between his studies, Earle helps his aunt by working part-time as a waiter at her small diner, Rosey's Diner of Anything.

## Trivia

* Earle plays basketball for Berryroad High, playing a shooting guard position and serving as the 6th man / bench player.
* Earle used to be a newspaper delivery boy, until he decided to work with his aunt at her diner.
* Earle has a crush on Dove. He's had a crush on her since she moved to Berryroad.
Double Date (base)

**Double Date** is a base in the Base of Darkness Mode. It is a Special Match base and takes place in the Nexus stage.

 **Score:** | * 1 Star : 65000
* 2 Stars : 100000
* 3 Stars : 110000

## Round Breakdown

### **Round 1:**

Enemies:

* Kyoko x 1

Number of Hope Crystal(s) Awarded:  8 (given when the round starts),  8 upon completion

### **Round 2:**

Enemies:

* Sabson x 1

Number of Hope Crystal(s) Awarded:  8

### **Round 3:**

Enemies:

* Dove x 1
* Earle x 1

Number of Hope Crystal(s) Awarded:  8

### **Round 4:**

Enemies:

* Duu Shen x 1

Number of Hope Crystal(s) Awarded:  -
M2 Carbine

## Statistics

* Torso
* Legs
* Arms
* Head

* Hipfiring
* Aiming Down Sights

* Hipfiring
* Aiming Down Sights

* Default
* Hoarder Bronze
* Hoarder Silver
* Hoarder Gold

* Default
* Fast Reload Bronze
* Fast Reload Silver
* Fast Reload Gold

# Gameplay

The M2 Carbine has a comfortable stock rate of fire of 577 RPM. This paired with its stock damage of 26, the M2 Carbine can perform very quick 4-hit-kill at close range. Long range shots vs a heavyset opponent may require upwards of 5 shots. Recoil is negligible, making long-range accurate bursts a breeze. One fire-rate upgrade (the Field-modified trigger, being the first one) bumps the fire rate up to 695 rpm. This, combined with its decent hip fire ability and faster reload time, makes it an extremely effective CQB weapon.

Adding the later-unlocked lightened spring ups the fire rate to 704 RPM, which also results in notably quicker muzzle climb. It may be undesirable to take the fire rate so high, as it will damage the gun much faster than normal fire, resulting in increased maintenance costs. However, it turns the weapon into a man-melting machine, which, when combined with a 1.9x scope, allows for accurate range fire as well as great CQB capability. Custom ammo is not recommended with higher rate of fire builds as there will be a tendency to overshoot, wasting the expensive ammo. Also, the slight damage boost isn’t enough to justify the extra cost.

* If the enemy has many StG44s you should consider going closer to them for the most advantage with this weapon
* This weapon only weighs 6 equipment slots with a pouch, letting you bring two kinds of grenades for example.

## Tips

* Jackal ammunition is worthless even in regards trying to kill off heavy set users since your ROF is high enough that another bullet hardly counts, meanwhile it won't help you at longer ranges with added inaccuracy or short ranges with instability.
* Mods are expensive; going without them leaves you with a good mid-range weapon.
* Keep to firing in short bursts when in ADS, as the flash from the M2 carbine makes it difficult to stay on target.

# Ammunition

 DAMAGE

 DAMAGE

# Specialist Ribbon

* United States
* Captured

 Rank
  American Unlocks

 Rank
 Captured Unlocks

# Modifications

 Damage Near
 Far Range
 Velocity
 Conefire
 Camera Recoil Up
 Camera Recoil Right
 Camera Recoil Variance
 Rate of Fire

 This build focuses on close quarters combat, modding for fire-rate, rather than damage.

**Comments:**

* The field adjusted sights are not necessary; use whatever sights/scope you want.

**Pros:**

* Very High Rate of Fire

**Cons:**

* Extremely Expensive
* High Recoil

# Gallery

* M2 Carbine
Könich FJ-S

DAMAGE

## Effects

The range increase is expressed as a multiplier:

* Near Range: 1.1
* Far Range: 1.2

The stability decrease only affects the 'camerarecoilup' value, expressed as a multiplier of 1.02

The rate of fire decrease is derived from the multiplier of the 'recoiltime' value, 1.05, which works out to be an RPM multiplier of 0.95238095238095

The precision increase is expressed as multipliers of

* swaystandmode: 0.95
* swaycrouchmode: 0.9
* swaypronemode: 0.85
* swayprecisionmodifier: 0.92
* aimpenaltycontractionpersec: 1.07

 Base
The Demonic Elite (base)

**The Demonic Elite** is a base in the Base of Darkness Mode. It is a Hard difficulty base and takes place in the Shadow Plains stage.

 **Score:** | * 1 Star : 800000
* 2 Stars : 900000
* 3 Stars : 1100000

## Round Breakdown

### **Round 1:**

Enemies:

* Mono x 3
* Cougee x 3

Number of Hope Crystal(s) Awarded:  5

### **Round 2:**

Enemies:

* **Wave 1:**
	+ Hashi x 2
	+ Reeshi x 2
* **Wave 2:**
	+ Joku **(sub-boss)** x 1
	+ Cougee x 1
	+ Mono x 3

Number of Hope Crystal(s) Awarded:  5

### **Round 3:**

Enemies:

* Sabson x 1

Number of Hope Crystal(s) Awarded:  5

### **Round 4:**

Enemies:

* Mono x 1
* Joku **(sub-boss)** x 1
* Space Centrum x 1
* Rustic Goon x 3

Number of Hope Crystal(s) Awarded:  5

### **Round 5:**

Enemies:

* Boss Goon **(sub-boss)**
* Hip Goon (type 2) x 1
* Space Centurion x 1
* Magician x 1
* Overgrown Boxer (type 2) x 2
* Space Centaur x 2

Number of Hope Crystal(s) Awarded:  6

### **Round 6:**

Enemies:

* **Wave 1:**
	+ Boss Goon **(sub-boss)** x 1
* **Wave 2:**
	+ Joku **(sub-boss)** x 1
* **Wave 3:**
	+ Space Century **(sub-boss)** x 1

Number of Hope Crystal(s) Awarded:  6

### **Round 7:**

Enemies:

* Earle x 1

Number of Hope Crystal(s) Awarded:  6

### **Round 8:**

Enemies:

* Pandy x 1

Number of Hope Crystal(s) Awarded:  6

### **Round 9:**

Enemies:

* **Wave 1:**
	+ Overgrown Boxer (type 2) x 1
* **Wave 2:**
	+ Space Centaur x 1
* **Wave 3:**
	+ Boss Goon **(sub-boss)** x 1

Number of Hope Crystal(s) Awarded:  6

### **Round 10:**

Enemies:

* McGavin x 1

Number of Hope Crystal(s) Awarded:  -
The Scientist and Musclebound Monsters (base)

**The Scientist and Musclebound Monsters** is a base in the Base of Darkness Mode. It is an Special Match base and takes place in the Space Station stage.

 **Score:** | * 1 Star : 55000
* 2 Stars : 75000
* 3 Stars : 95000

## Round Breakdown

### **Round 1:**

Enemies:

* Dr. Chaka x 1

Number of Hope Crystal(s) Awarded:  10 (given when the round starts),  8 upon completion

### **Round 2:**

Enemies:

* Narsus x 1

Number of Hope Crystal(s) Awarded:  8

### **Round 3:**

Enemies:

* McGavin x 1

Number of Hope Crystal(s) Awarded:  -
M24 Frag sleeve

## Statistics

* Default
* Grenadier Bronze
* Grenadier Silver
* Grenadier Gold

* Default
* Infantry First/Iron Fist Bronze
* Infantry First/Iron Fist Silver
* Infantry First/Iron Fist Gold

* One Armor Plate
* Two Armor Plates

* One Armor Plate
* Two Armor Plates

* One Armor Plate
* Two Armor Plates

* One Armor Plate
* Two Armor Plates

* Default
* Dynamite Lover Bronze
* Dynamite Lover Silver
* Dynamite Lover Gold

* Default
* Fast Reload Bronze
* Fast Reload Silver
* Fast Reload Gold

## Gameplay

The M24 has the greatest throwing distance out of any of the available grenades, but sacrifices power to do so. Due to its greater range, this weapon is capable of assaulting entrenched enemy positions where other grenades would fall short. The low equip cost makes the M24 a fine choice to complement any standard offensive kit. The frag sleeve variant has greater effective killing power than basic M24 grenades(the highest raw damage of all frag grenades in the game), although their lethal(killzone) and blast(partial damage) radii are smaller and the refill cost is higher.

## Gallery

* M24 Frag
Core Problem (base)

**Core Problem** is a base in the Base of Darkness Mode. It is a Hard difficulty base and takes place in the Space Station stage.

 **Score:** | * 1 Star : 100000
* 2 Stars : 125000
* 3 Stars : 250000

## Round Breakdown

### **Round 1:**

Enemies:

* Hip Goon (type 2) x 1
* Hip Goon x 1
* Rustic Goon x 1

Number of Hope Crystal(s) Awarded:  1

### **Round 2:**

Enemies:

* Blue-hat x 1
* Purple-hat x 1
* Cougee x 1

Number of Hope Crystal(s) Awarded:  1

### **Round 3:**

Enemies:

* Dr. Chaka x 1
* Narsus x 1

Number of Hope Crystal(s) Awarded:  -
First Period (base)

**First Period** is a base in the Base of Darkness Mode. It is an Easy difficulty base and takes place in the Hazelroad High School stage.

 **Score:** | * 1 Star : 800000
* 2 Stars : 900000
* 3 Stars : 1000000

## Round Breakdown

### **Round 1:**

Enemies:

* Hip Goon (type 2) x 1
* Skirmisher x 1
* Second Skirmisher x 1
* Rustic Goon x 1

Number of Hope Crystal(s) Awarded:  2

### **Round 2:**

Enemies:

* Blue-hat x 1
* Overgrown Boxer (type 2) x 1
* Thrifty Goon x 1
* Skirmisher x 1

Number of Hope Crystal(s) Awarded:  2

### **Round 3:**

Enemies:

* Pink-hat x 1
* Hip Goon x 1
* Skirmisher x 1

Number of Hope Crystal(s) Awarded:  2

### **Round 4:**

Enemies:

* **Wave 1:**
	+ Second Skirmisher x 1
	+ Overgrown Boxer x 1
	+ Rustic Goon x

* **Wave 2:**
	+ Bulwark x 1
	+ Hip Goon (type 2) x 1
	+ Skirmisher x 2

Number of Hope Crystal(s) Awarded:  5

### **Round 5:**

Enemies:

* **Wave 1:**
	+ Hip Goon x 2
* **Wave 2:**
	+ Rustic Goon x 4

Number of Hope Crystal(s) Awarded:  7

### **Round 6:**

Enemies:

* **Wave 1:**
	+ Topknot Goon x 1
	+ Second Skirmisher x 1
	+ Thrifty Goon x 2
	+ Hip Goon (type 2) x 1

* **Wave 2:**
	+ Hip Goon x 1
	+ Pink-hat x 1

Number of Hope Crystal(s) Awarded:  5

### **Round 7:**

Enemies:

* Orange-hat x 1
* Green-hat x 1
* Purple-hat x 1
* Yellow-hat x 1
* Hip Goon x 1
* Second Skirmisher x 1
* Rustic Goon x 1

Number of Hope Crystal(s) Awarded:  5

### **Round 8:**

Enemies:

* Topknot Goon x 1
* Overgrown Boxer (type 2) x 1
* Bulwark x 1
* Second Skirmisher x 1
* Skirmisher x 1

Number of Hope Crystal(s) Awarded:  -
Mystic Dojo

This card is the only reason why trap deck exists. It allows the player to have EXTREME DRAW while having annoying traps for your opponent to "play around". It was dominated the ladder during the first few months of The Enchanted Grove. Then it was slowly running out of favor. You can see this deck once in a while. You can also see a person complaining abut on discord once in a while.
Duu Shen's Skills

## Showtime

The Showtime tree is a high-risk high-reward tree that forces Duu Shen to defeat enemies stylishly and flawlessly. Doing so will gain incredible bonuses, but failing to do so will severely hinder his effectiveness.

## Blaze

The Blaze tree amplifies Duu Shen's fire based attacks, providing damage and some measure of utility.

## Awestruck

The Awestruck tree focuses on giving Duu Shen offensive utility, giving him an easier time handling many enemies. It is also the tree with the only skill Duu Shen has that aids teammates.
The Red Files Chapter 1: Sarus Rises

Source | Redmaster

*In the ever expanding war of factions Sarus, once archive keeper of the Crusaders, traveled through the fiery and dangerous terrain of the land controlled by the Warlocks overseen by the Eye of Flame; he intends to reach the Warlock Academy and when he does he is confronted by a Flame Knight guard*

**KNIGHT**: Hey, you there, halt and speak why you have come to the great Warlock Academy

**SARUS**: You should be more careful about who you use that tone towards now; I am Saurus, once archive keeper for the Crusaders but now search for a place more deserving of my knowledge

**KNIGHT:** Well how can I know to trust you, after all you yourself said you once part of the Crusaders, the most hated enemy of the might warlocks and offender to the elder gods

**SARUS**: That is true, there is no reason for you to trust me, but if you want the knowledge I posess about your hated "enemy" then you will take me to your headmaster at once

**KNIGHT**: Very well then

*The flame knight leads Sarus deep inside the Warlock Academy, on the way Saurus observes many acolytes learning the ways of the Warlock by learning from pyromancers and sorcerers meanwhile learning just by the sight all the ways of the Academy until they reach the "office" of the headmaster, Headwood*

**HEADWOOD**: Knight, who is this you have brought before me?

**KNIGHT**: Sir, he proclaims to be Sarus, once an archive keeper of the Crusaders

**HEADWOOD**: Very well then leave us.

*The flame knight leaves and returns to his post*

**HEADWOOD**: So you proclaim to be a keeper do you, well then tell me, what are some of the intentions of the Crusaders

**SARUS**: If you need to know, Lionel intends to take a team of his Clerics up North to search for a hero incased in ice, who goes by the name of "Brynjolf"

**HEADWOOD**: Thank you, now you qualify for a possible..

*And with that Sarus used his magic he learned in his archive studies to attack Headwood, defeating him in battle and becoming the NEW HEADMASTER*

**HEADWOOD**: Very good, you have embraced the madness and chaos of a warlock, congratulations and welcome to the world of warlocks HEADMASTER SAURUS

**SARUS**: I see, now the warlocks will grow and become the most dominant faction of all time

*A scout then bursts into the office bringing the news to Saurus and Headwood about Lionel's plan to march up North*

**SCOUT**: Sir, we received news, Lionel is ready to move his army forwards into the North to seek aid of the Vikings in the war

**HEADWOOD**: Well, you are the new HeadMaster what should we do?

**SARUS**: Headwood, assemble an army of pryomancers, sorcerers, and flame Knights along with whoever we can require on the way. We will be the ones who free Brynjolf, get help from the Vikings, and proclaim victory in the grand war
Doubt's Skills

## Overlord

The Overlord tree centers around slaying enemies and using their souls to increase Doubt's capabilities.

## Reaper

The Reaper tree increases the damage of his darkness imbued attacks, characterized by Death's Smiling Embrace, one of the most powerful skills in the game.

## Dominion

The Dominion tree focuses on feeding on the suffering of both teammates and enemies to improve Doubt's survivability.
Spritz's Skills

## Unbreakable

The Unbreakable tree rewards Spritz for taking damage, slowly becoming stronger the more damage he takes.

## Unchained

The Unchained tree centers around amplifying his TK abilities as well as improving the utility of Overclocked.

## Unfaltering

The Unfaltering tree is a support based tree that allows Spritz to cast a powerful shield on allies, gaining a variety of bonuses.
Ratings

**Ratings** are visual representations of the stats of a character. They are visible as a grid underneath the highlighted character's image when selecting a character at the Character Select screen. Ratings on the grid are: Health, Power, Speed, Range and Difficulty. The ratings depict the strengths and weaknesses of a character from a very summarized point of view. These ratings do not include the potential skew or change to a character's moveset when Skills are upgraded. Within the rating score on the grid, the highest score for each rating is 5.

## Health

**Health** is the representation to a character's vitality and endurance. It refers to whether a character has high or low health points (HP). Characters with high Health are able to take more damage before they are KOed, making them able to stay in combat longer. When collecting a health item (such as First Aid Kits), each character will regain the amount of health held by that health item, irregardless of a character's Health rating score.

Character ranking by Health:

 1 | Pandy

## Power

**Power** is the representation of a character's strength. It refers to a character's capability to deal damage. Characters with high Power generally are able to inflict damage to opponents. The Power rating is scored on the average damage potential of all the character's attacks.

Character ranking by Power:

 1 | -

## Speed

**Speed** is the representation of a character's dexterity. It refers to both a character's moving mobility as well as the speed of their attacks (both startup and recovery). Characters with high Speed usually have either both or one of these traits: fast movement speed; and quick startup and recovery speeds in attacks. In some cases, a character may have slow mobility but fast execution of their attacks. The Speed rating is scored on a combination of the average speed all the character's attacks as well as their movement speed.

Character ranking by Speed:

 1 | Spritz

## Range

**Range** is the representation of a character's attack reach. It refers to whether a character has long ranged attacks or short ranged attacks. Characters with high Range have long ranged attacks, either in the form of melee or projectiles. The Range rating is scored on the average range of all attacks. As such, characters with only one projectile amongst their otherwise melee-heavy arsenal are still rated with low Range.

Character ranking by Range:

 1 | -

## Difficulty

**Difficulty** is the representation of a character's complexity. It refers to the learning curve or mastery to be played well. Characters with high Difficulty have deep strategy and vast potential; and thus are harder to play. The Difficulty rating is scored on the overall complexity and depth of the entire character's moveset.

Character ranking by Difficulty:

 1 | Earle
M1917

## Statistics

* Torso
* Legs
* Arms
* Head

* Hipfiring
* Aiming Down Sights

* Hipfiring
* Aiming Down Sights

* Default
* Hoarder Bronze
* Hoarder Silver
* Hoarder Gold

* Default
* Fast Reload Bronze
* Fast Reload Silver
* Fast Reload Gold

# History

The M1917 Revolver (formally United States Revolver, Caliber .45, M1917) was a U.S. six-shot revolver of .45 ACP caliber. It was adopted by the U.S. Army in 1917 to supplement the standard M1911 .45 ACP semi-automatic pistol during World War I. Afterwards, it was primarily used by secondary and non-deployed troops. There were two variations of the M1917, one made by Colt and the other made by Smith & Wesson.

# Gameplay

The M1917 is a double-action American revolver which chambers six .45 ACP (11.43×23mm) rounds in its swing-out cylinder and has the ability to 2-hit kill using the United Defense Super P+ ammunition. It serves as an excellent side arm for Infantrymen, Recons and Tankers alike. It is by default, a 3 hit kill to the torso.

## Pros

* **Damage:** Slightly higher than the M1911, but will still require three shots.
* **Accuracy:** It's accurate at close range, but rapid dropoff in damage.
* **2 Hit Kill:** Modded with the United Defence Super P+

## Cons

* **Rate of fire:** From the start it has the lowest of all pistols, can be countered by modding it.
* **Magazine:** With only six rounds every bullet counts
* **Slow reload:** Few rounds and a slow reload does not go well together in a firefight.
* Clicking to shoot immediately after you have fired your last bullet in the cylinder will cause your character to reload only 1 bullet instead of continuously reloading

# Ammunition

 DAMAGE

 DAMAGE

 DAMAGE

 DAMAGE

 DAMAGE

# Specialist Ribbon

* United States
* Captured

 Rank
  American Unlocks

 Rank
 Captured Unlocks

# Modifications

 Damage Near
 Far Range
 Velocity
 Conefire
 Camera Recoil Up
 Camera Recoil Right
 Camera Recoil Variance
 Rate of Fire

 This build mods the M1917 Revolver to kill an enemy in two hits. The M1917 Revolver will also be very accurate, and have a good RoF. This makes the M1917 Revolver a great sidearm to use if your in a pinch.

**Pros:**

* High Damage (Two Hit Kill)
* Very Accurate
* High Rate of Fire
* Low Recoil

**Cons:**

* Expensive

 Damage Near
 Far Range
 Velocity
 Conefire
 Camera Recoil Up
 Camera Recoil Right
 Camera Recoil Variance
 Rate of Fire

 This build makes the M1917 Revolver a formidable weapon, without emptying your pocket.

**Comments:**

* Please Note: The Hair Trigger is not necessary, but will increase the M1917 Revolver's rate of fire in order to give you more of a chance in close quarters situations.

**Pros:**

* Cheap
* High Damage (Two Hit Kill)
* Decent Rate of Fire

# Gallery

* M1917 Revolver
Bases

**Bases** are the challenge maps in Wishmere, spanning 5 different categories of challenges. Bases can only be played in Base of Darkness Mode.

## Overview

Bases are challenge maps, where the player(s) has to defeat all enemies on a 'floor' before ascending up to the floor above. Along the way, a player will receive Items and Hope Crystal where they can upgrade their Skills. The types of enemies, number of floors per base depends on the base. There are 5 categories in the Base of Darkness Mode:-

1. Easy
2. Medium
3. Hard
4. Special Matches (battles against boss enemies)
5. Endless (starting from an easy difficulty, ramping up to hard)

Bases can be played single player or up to 4 players co-op.

## Easy Bases

1. Slimy Centurions
2. Party in Outer Space
3. Tough Hats on Ice
4. First Period
5. Home Invasion
6. Strike Team Invasion
7. Lackeys of Darkness

## Medium Bases

1. Bridge Between Enemies
2. Dodgeball Degree
3. The Water is Stiff
4. Mixed Sewage
5. House Warming
6. Dwellers of the Shadow Plains
7. Miscreants in Space

## Hard Bases

1. Warriors of the Winter
2. Escaping Detention
3. Invasion of the Tough Hats
4. Core Problem
5. Space Salad
6. Union of Academic Failures
7. The Demonic Elite

## Special Matches

1. Appointment with the Doctor
2. The Master and his Slave
3. The Wishmere
4. Bash Brothers
5. The Scientist and Musclebound Monsters
6. Those that Appease the Darkness
7. The Misguided and the Hero
8. Girls Rule the World
9. Testosterone Overload
10. The Last Battle
11. Pandy and the Stooges
12. Ranged Rangers
13. Double Date
Game Elements

The **gameplay mechanics** of Wishmere are the backbone of the game. As there are various terms and different mechanics in the game, digesting the elements listed here will improve a player's understanding and may contribute to a better gaming experience in Wishmere.

## HUD

**1 - Character Portrait**

**2 - Lifebar**

**3 - Guard Gauge**

**4 - Lives**

**5 - Fate Gauge**

**6 - Edge Gauge**

**7 - Super Meter**

**8 - Time**

## Movement

Moving is important and moving is fun (unless you're moving house). The good thing is: there's all sorts of movement!

**Movement** consists of:

* Walking
* Running
* Backdash
* Normal Jump
* Double Jump
* Long Jump
* Super Jump
* Air Dash

## Offense

Punching and kicking makes people look like uncivilized monkeys. Luckily, this is a game and punching and kicking in a game is A-OK.

**Offense** consists of:

* Light Attacks
* Hard Attacks
* Abilities
* Normal Throws (Ground and Air Throws)
* Unbreakable Throw
* Super Arts, Ultimate Arts

## Defense

Defending can turn things around like a laxative can turn things around. Yes, that's right.

**Defense** consists of:

* Guarding
* Guard Crush
* Quick Getup
* Throw Break

## Attack Types

If you know every type of attack type, it makes you a master. So, hurry and be a master.

**Attack Types** consists of the following:

* **Types of Attacks**

* + Physical Strike
	+ Projectile
	+ Throw

* **Move Properties**

* + Comboable
	+ Super Cancellable
	+ Guard Eater
	+ Anti-Air
	+ Chain Move

* **Hit Status**

* + Hitstun
	+ Knockdown
	+ Launch
	+ Slideback
	+ Floor Bounce
	+ Wall Bounce
	+ Wall Splat
	+ Slam
	+ Unblockable

* **Invincibility**
* **Autoguard**
* **Armor**

## Super Meter, Fate Gauge, Edge

Super Meter, Fate Gauge and Edge. All the gauges... all the power!

**Gauges** consists of:

* **Meter Management**
* **Super Meter**
* **Fate**
	+ Fate Advance
	+ Fate Break
* **Edge**
* **Malign Penalty**

## Combos

Making things link and making things hurt. Who doesn't like combos?

**Combos** consists of:

* **What is a combo?**
* **Understanding Proration**

* + Starting Proration
	+ Forced Proration
	+ Self Proration

## Damage

When things get hurt, what happens? Well, in real life and in-game, damage happens.

**Damage** consists of:

* **Health**
* **Lives**
* **Health in other modes**

* + Enemy units
	+ Sub-bosses
	+ Bosses
Party in Outer Space (base)

**Party in Outer Space** is a base in the Base of Darkness Mode. It is an Easy difficulty base and takes place in the Space Station stage.

 **Score:** | * 1 Star : 135000
* 2 Stars : 150000
* 3 Stars : 180000

## Round Breakdown

### **Round 1:**

Enemies:

* **Wave 1**
	+ Space Centaur x 1
	+ Cougee x 1
* **Wave 2**
	+ Hashi x 1
	+ Skirmisher x 2

Number of Hope Crystal(s) Awarded:  3

### **Round 2:**

Enemies:

* **Wave 1**
	+ Skirmisher x 1
	+ Cougee x 1
* **Wave 2**
	+ Mono x 1
	+ Reeshi x 1
	+ Overgrown Boxer (type 2) x 1

Number of Hope Crystal(s) Awarded:  3

### **Round 3:**

Enemies:

* Hip Goon x 1
* Mono x 1
* Reeshi x 1
* Bulwark x 1

Number of Hope Crystal(s) Awarded:  3

### **Round 4:**

Enemies:

* Topknot Goon x 1
* Space Centrum x 1
* Joku **(sub-boss)** x 1
* Hashi x 2

Number of Hope Crystal(s) Awarded:  3
Wind Mage

Wind mage is an Epic Viking mage unit that is summoned for 3 gold.

## Appearance

A bald white-bearded wizard, wearing a blue-and-gold robe and wielding a blade that appears to be made of ice. His blade has very clear wisps of wind emanating from it.

## Ability

When played, Wind Mage pushes all enemy units 2 spaces backwards.

## Usage

Wind Mage is used to stall and mess up your opponent's positioning.
Dodgeball Degree (base)

**Dodgeball Degree** is a base in the Base of Darkness Mode. It is a Medium difficulty base and takes place in the Hazelroad High School stage.

 **Score:** | * 1 Star : 250000
* 2 Stars : 300000
* 3 Stars : 350000

## Round Breakdown

### **Round 1:**

Enemies:

* Space Centrum x 1
* Space Centaur x 3

Number of Hope Crystal(s) Awarded:  8

### **Round 2:**

Enemies:

* Magician x 2
* Space Centrum x 1
* Space Centaur x 2
* Hip Goon x 1

Number of Hope Crystal(s) Awarded:  10

### **Round 3:**

Enemies:

* **Wave 1:**
	+ Space Centaur x 1
	+ Space Centrum x 2
* **Wave 2:**
	+ Bulwark x 1
	+ Overgrown Boxer x 1
	+ Overgrown Boxer (type 2) x 1

Number of Hope Crystal(s) Awarded:  5

### **Round 4:**

Enemies:

* Dr. Chaka x 1

Number of Hope Crystal(s) Awarded:  -
The Water is Stiff (base)

**The Water is Stiff** is a base in the Base of Darkness Mode. It is a Medium difficulty base and takes place in the Ice Wasteland stage.

 **Score:** | * 1 Star : 450000
* 2 Stars : 500000
* 3 Stars : 650000

## Round Breakdown

### **Round 1:**

Enemies:

* Purple-hat x 1
* Hip Goon x 1
* Overgrown Boxer x 2
* Rustic Goon x 1

Number of Hope Crystal(s) Awarded:  2

### **Round 2:**

Enemies:

* **Wave 1:**
	+ Hip Goon x 1
	+ Space Centaur x 1
* **Wave 2:**
	+ Skirmisher x 3

Number of Hope Crystal(s) Awarded:  5

### **Round 3:**

Enemies:

* Second Skirmisher x 1
* Magician x 2
* Overgrown Boxer (type 2) x 1
* Overgrown Boxer x 1

Number of Hope Crystal(s) Awarded:  5

### **Round 4:**

Enemies:

* Second Skirmisher x 1
* Overgrown Boxer x 1
* Rustic Goon x 3

Number of Hope Crystal(s) Awarded:  7

### **Round 5:**

Enemies:

* Yellow-hat x 1
* Purple-hat x 1
* Reeshi x 1
* Mono x 1

Number of Hope Crystal(s) Awarded:  -
Lackeys of Darkness (base)

**Lackeys of Darkness** is a base in the Base of Darkness Mode. It is an Easy difficulty base and takes place in the Shadow Plains stage.

 **Score:** | * 1 Star : 100000
* 2 Stars : 150000
* 3 Stars : 200000

## Round Breakdown

### **Round 1:**

Enemies:

* **Wave 1:**
	+ Hip Goon (type 2) x 1
	+ Overgrown Boxer (type 2) x 1
	+ Orange-hat x 1
* **Wave 2:**
	+ Magician x 2
	+ Space Centaur x 1
	+ Skirmisher x 1

Number of Hope Crystal(s) Awarded:  7

### **Round 2:**

Enemies:

* **Wave 1:**
	+ Topknot Goon x 1
	+ Space Centurion x 1
	+ Lead Skirmisher **(sub-boss)** x 1
	+ Green-hat x 1
	+ Pink-hat x 1
* **Wave 2:**
	+ Hashi x 1
	+ Mono x 1

Number of Hope Crystal(s) Awarded:  7

### **Round 3:**

Enemies:

* Orange-hat x 1
* Space Centrum x 1

Number of Hope Crystal(s) Awarded:  -
Myths of the Frost

## Overview

Once legends on the battlefield, fighting for the rights of the voiceless, they have long succumbed to a magical spell of cold winters and famine from their enemies. Now reborn from Doubt's hand as Myths of the Frost, they aimlessly wander their once luscious paradise, awaiting orders from their new master. The raging spirit of a great warrior has been extinguished in each of their hearts.

In game, Myths of the Frost are aggressive close ranged fighters. They have a barrage of attacks that can put players in precarious positions and long hitstun, allowing them to be comboed by other enemies. With other specialized units that provide long ranged cover and also damage soaking, the Myths of the Frost are a difficult force to overcome if they have set up their strategy.

## Skirmisher

* Unit type: Regular
* Health: 650
* Threat level: Medium

[30,30,40]
[0.1,0.1,0.2]

**Tips / Trivia:**

* Though the most basic unit of the army, they are extremely lethal from up-close and can close distances easily. Fight with caution.
* Taking on a crowd of Skirmishers can lead to a fast death, due to their 3 hit combos stacking up.

## Second Skirmisher

* Unit type: Regular
* Health: 750
* Threat level: Medium

**Tips / Trivia:**

* With cover from other melee units, Second Skirmishers can open you up to more damage by launching you.
* More aggressive than a Skirmisher but lacks a Distance Closer.

## Magician

* Unit type: Regular
* Health: 550
* Threat level: Medium

Fires 2-5 fireballs in a row;

**Tips / Trivia:**

* Can easily change the face on the battlefield by launching a barrage of projectiles. The Magician is a unit that is better to be prioritized.
* Very slow walking movement.

## Bulwark

* Unit type: Regular
* Health: 250
* Threat level: Medium

naturally autoguards;
 Shield Bash

**Tips / Trivia:**

* Bulwark is vulnerable to unblockable attacks and throws (both normal and Ability / Super throws).
* Even during walking, Bulwark will autoguard all attacks.

## Lead Skirmisher

* Unit type: Sub-boss
* Health: 2000
* Threat level: High

[30,35,50]
[0.25,0.25,0.35]
 Cross Slash
 Guard

**Tips / Trivia:**

* Extremely high aggression and damage. Can melt your health very fast.
* Compared to the regular Skirmisher, the Lead Skirmisher's Distance Closer travels further.
Dove's Skills

## Arrowstorm

The Arrowstorm tree allows Dove to lay down a hail of arrows, providing a spike in damage and zoning.

## Precision

The Precision tree focuses on improving the utility of Target Lockdown and the damage output of Unrelenting Blast.

## Guardian

The Guardian tree rewards teammates that stay close to Dove, and provides additional bonuses when Dove's team is fighting a losing battle.
Enemies

Enemies are soldiers under the dark magical influence of Doubt. They consist of 3 types: regular enemies, sub-bosses and bosses.

When playing in co-op play, the number of enemies and the health of enemies changes depending on the number of players entered into the game. The breakdown of enemies per human player is as followed:

* In a single player game, number of enemies is default and enemy health is x1.00.
* With two players, the number of enemies increases by 50% from the default and enemy health is x1.00.
* With three players, the number of enemies increases by 55% from the default and enemy health is x1.20.
* With four players, the number of enemies increases by 55% from the default and enemy health is x1.50.

Below is a list of the enemies sorted by the army the belong to:

## Base of Darkness Exclusive Bosses

**Base of Darkness Exclusive Bosses** consists of:
Hasan City Guard

Hasan City Guard is a basic neutral unit card that is summoned for 3 gold.

## Appearance

A tall muscular man in full roman costume equipped with a spear

## Stats

Hasan City Guard has 2 attack, 3 health, and 3 movement.

## Ability

When summoned, Hasan City Guard summons another Hasan City Guard beneath him.

## Lore

"You mess with one Hasan City Guard; you mess with all of them" -Hasan City Guard

"Show us your face you Salahar scum! You don't belong in this city!" -Hasan City Guard

"After the Hasan-Salahar war was interrupted by the arrival of monsters, both sides agreed to put aside their difference and slay the beasts." -Loremaster Tarius
Tough Hats

## Overview

The Tough Hats are a sewer dwelling band of fighters that excel in blending in with the crowd. Not as rabid as their other comrades, like the Invaders, the Tough Hats are able to mix with the rest of the world and provide intel to their superiors. Their strength and awareness make them the perfect sleeper agent in Doubt's cause.

In game, the Tough Hats are always in abundance, compared to the other enemy units. Though they do not pack much of a punch, the Tough Hats thrive in being able to outlast other enemies and aimed to create a crowd with other more dangerous enemy units. Their arsenal is relatively weak, but they should not be underestimated.

## Green-hat

* Unit type: Regular
* Health: 500
* Threat level: Low

**Tips / Trivia:**

* Though weak in damage, Green-hats have high aggression and are best when crowding a player.
* Can cook up a mean spicy taco.

## Orange-hat

* Unit type: Regular
* Health: 550
* Threat level: Low

[30,30]
[0.25, 0.25]

**Tips / Trivia:**

* Is a specialist in punching people in the face-- no other area of the human body.
* Likes orange soda too.

## Red-hat

* Unit type: Regular
* Health: 550
* Threat level: Medium

 Dashing Gut Kick

**Tips / Trivia:**

* Dashing Gut Kick gives the Red-Hat better range than his Hat counterparts.
* Constantly has to explain to people that he's not part of 'the Enterprise'.

## Purple-hat

* Unit type: Regular
* Health: 600
* Threat level: Medium

**Tips / Trivia:**

* Is a neat-freak.
* Knows he's the most annoying Hat.

## Pink-hat

* Unit type: Regular
* Health: 600
* Threat level: Medium

**Tips / Trivia:**

* With his Blueball Energy projectile, the Pink has can strike from a distance while other enemies crowd you.
* Does stand up comedy in his spare time. But he's not very funny.

## Yellow-hat

* Unit type: Regular
* Health: 550
* Threat level: Low

**Tips / Trivia:**

* Is the designated coffee-boy in the Tough Hats. He's OK with it.
* Tries to learn new moves by watching his Hat brethren.

## Black-hat

* Unit type: Regular
* Health: 550
* Threat level: Medium

 Dashing Gut Kick

**Tips / Trivia:**

* Dashing Gut Kick gives the Black-Hat better range than his Hat counterparts.
* Tries to get his teammates to join him for paintball.

## Silver-hat

* Unit type: Sub-boss
* Health: 1800
* Threat level: High

**Tips / Trivia:**

* Has a tendency to choose not to guard often.
* Likes to keep his clothes clean; hates working in the sewers.
The Elite

## Overview

The Elite have been serving Doubt for centuries and run under the command of Doubt's trusted general, Kyoko. The Elite are trained assassins and from a young age, they are put through torturous conditions in order to weed out the weak. The strong candidates eventually 'graduate' into the Elite clan. They are one of Doubt's most dangerous footsoldiers, specializing in a variety of assassination and offense.

In game, the Elite are dangerous and hardy enemy units. Each enemy type possesses an advanced form of attacks and maneuvers, rendering them high value targets on the screen. From counter attacks, healing and high damage, as an army, the Elite can do it all. Their durability, flexibility and variance in movesets make them harder to approach than other enemy units.

## Cougee

* Unit type: Regular
* Health: 450
* Threat level: Medium

 Swift Upper

**Tips / Trivia:**

* Cougee should not be attacked with a long combo, as he can interrupt it with his Maniac Beckon and his charged Swift Upper.
* Avoid getting hit by a charged up Swift Upper by watching his attack pattern.

## Hashi

* Unit type: Regular
* Health: 450
* Threat level: Low

**Tips / Trivia:**

* Parry Punch's autoguard window is quite long and during the startup of the attack.
* Though a low threat, Hashi can turn the tide of a horde by counter attacking you, leading a horde to crowd you with in hitstun.

## Reeshi

* Unit type: Regular
* Health: 650
* Threat level: Low

**Tips / Trivia:**

* There are no limits to the number of times Healing Crystal can be performed.
* Healing Crystal can only heal the Reeshi himself.
* Likes to sleep to the sound of rain.

## Mono

* Unit type: Regular
* Health: 1500
* Threat level: High

 Backhand Punch Combo
[80,100]
[0.8,1]
only can be done after Anger Fit is activated;

**Tips / Trivia:**

* Successfully hitting a Mono that hasn't entered Anger Fit will result in a reduced hitstun, which may lead to interruption of a combo.
* Backhand Punch Combo, though damaging, does not natural combo and can be guarded in between hits.

## Joku

* Unit type: Sub-boss
* Health: 1800
* Threat level: High

**Tips / Trivia:**

* Unlike the Cougee, Joku's Swift Upper does not have a Manic meter mechanic.
* Like the Reeshi, there are no limits to the number of times Healing Crystal can be performed.
* Healing Crystal can only heal the Joku himself.
Strike Team Invasion (base)

**Strike Team Invasion** is a base in the Base of Darkness Mode. It is an Easy difficulty base and takes place in the Nexus stage.

 **Score:** | * 1 Star : 350000
* 2 Stars : 450000
* 3 Stars : 600000

## Round Breakdown

### **Round 1:**

Enemies:

* Purple-hat x 1
* Pink-hat x 1
* Green-hat x 1
* Rustic Goon x 2

Number of Hope Crystal(s) Awarded:  3

### **Round 2:**

Enemies:

* Space Centaur x 3
* Thrifty Goon x 3

Number of Hope Crystal(s) Awarded:  3

### **Round 3:**

Enemies:

* **Wave 1:**
	+ Space Centaur x 3
	+ Rustic Goon x 1
* **Wave 2:**
	+ Rustic Goon x 2

Number of Hope Crystal(s) Awarded:  3

### **Round 4:**

Enemies:

* Thrifty Goon x 1
* Overgrown Boxer (type 2) x 1
* Second Skirmisher x 1
* Space Centrum x 1

Number of Hope Crystal(s) Awarded:  3

### **Round 5:**

Enemies:

* Hip Goon (type 2) x 1
* Overgrown Boxer (type 2) x 1
* Rustic Goon x 1
* Skirmisher x 1
* Topknot Goon x 2
* Space Centrum x 1

Number of Hope Crystal(s) Awarded:  3

### **Round 6:**

Enemies:

* Magician x 1
* Overgrown Boxer (type 2) x 1
* Rustic Goon x 1
* Thrifty Goon x 1
* Black-hat x 1
* Purple-hat x 1
* Space Centrum x 1
* Skirmisher x 1

Number of Hope Crystal(s) Awarded:  -
Bridge Troll

Bridge Troll Card is a rare neutral unit card that is summoned for 1 gold.

## Appearance

A short, green troll with purple hair wearing torn pants.

## Stats

Bridge Troll has 2 health, 2 attack, and 3 movement.

## Ability

When played the opponent loses 1 gold on the next turn.

## Usage

Despite the fact that the loss of one gold may appear useless, it can actually severely disrupt the opponent's plans, since they most often rely on using every last piece of gold they have.

## Lore

"You wanna see a trick? Here's your gold.... Now you see it. Now you don't!"- Bridge Troll