recursal/Fanatic-Fandom huggingface dataset:
Battlestaves

## About the Weapon: Battlestaves

**Battlestaves** are one of the *Martial Arts* weapon types in RoPH II. They are uniformly two-handed and deal decent damage, based on the user's **Strength**. They also have a Subtype, **Doublesabers**, which deal damage based on **Skill.**

## Skills

* **Power Strike** - 10 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 10 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 12 ENE. Strike three times at 50% damage.
* **Serpent Rush** - 24 ENE. Rush forward up to 10 tiles, leveraging over and around targets with your Battlestaff. No foe can stop your approach! However, it doesn't hit very hard.

## Behind the Scenes: Battlestaves

There isn't much to say; when I added a Monk class, the Battlestaff was one of the standard weapon choices for them.

## Metadata: Battlestaves

* **Physical Damage:** 1.15x
* **Magical Damage:** 1.15x
* **Weapon Accuracy:** 0.85x
* **Weapon Weight:** 1.15x
	+ **Buy Modifier:** 1.15x
	+ **Sell Modifier:** 1.15x
Pets

**Pets** have replaced the concept of summonable minions. They act as an extension of their **Master Unit**, granting specific extra actions for free. For instance, we have **Jingle Jel**, who can assist their Master in executing **Bodyslams** and **Breath Attacks**, as well as **Burns the Ferret**, who can **Pickpocket** even if their Master is not a **Thief**.

The Actions offered by Pets never consume an Action during the Turn, regardless if it normally would - as such, they become quite useful as a source of free damage, though that is far from their only purpose.
Accessories

## Three says...

*"There's lots of stuff to play with in RoPH II! My favorite are the accessories, like my plush kitty, Mixter Wiggles! He's my best friend! Nine gave him to me and said he'd keep me safe! Maybe some of these will keep you safe, too!"*

Accessories boost various stats and offer some pretty unique bonuses. Even if you find two Crowns, if nobody else wants the spare, you can swap them out mid battle to change your tactics somewhat.

## Nine says...

> *"Of the many types of **Equipment** available, **Accessories** are perhaps the most varied. In **RoPH: Original Run**, you got three accessory slots with which to equip them; in **RoPH II: Raider's Return!**, this feature returns, but is increased to **Four Accessories** being equippable at once.*
>
>

"The most common Accessory type in the world boosts your **Stats**."
Mechguns

## About the Weapon: Mechguns

**Mechguns** are rapid-attack Firearms that fill the air with death and pain. They fire 5 bullets per Attack, and the damage can spread to adjacent targets. They have a Subtype, the SMG, which is more accurate and one-handed, but which is slightly shorter range, and it doesn't spread its shots out.

## Attack Range

> *Mechguns only reach 3 tiles forward, but they hail targets with fire. Make use of this to harass targets who might be troublesome.*
>
>

## Skills

* **Power Strike** - 11 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 11 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 14 ENE. Strike three times at 50% damage.
* **Blitz** - 45 ENE. Send out a hail of bullets, hitting seven times at full damage. That's why it's so expensive.
* **Firesweep** - 23 ENE. Sweep your firearm across the field, setting Radius to 2, allowing you to hit any target within 2 tiles of your initial mark.

## Behind the Scenes: Mechguns

Machineguns are just really, really cool; that's the entire reason they exist.

## Metadata: Mechguns

* **Physical Might:**0.5x
* **Magical Might:**0.0x
* **Weapon Accuracy:**1x
* **Weapon Weight:**1.25x
	+ **Buy Modifier:** 1.2x
	+ **Sell Modifier:** 1.2x

These stats are the most subject to change of any weapon.
Power Bomb

The **Power Bomb** is a one-use **Combat Consumable** which damages all enemy targets in the current Zone, as well as the User, for considerable damage...though it *is* still based on the user's stats. They are relatively rare, and due to their self-damaging nature, they should be used with caution.
Canes

## About the Weapon: Canes

**Canes** are a single-handed weapon Physical weapon for the bulky **Vagabond** or **Combat Nurse.** They do not use much of your stats, but they use an interesting mix of Strength and Spirit to deal damage.

## Skills

* **Power Strike** - 8 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 8 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 9 ENE. Strike three times at 50% damage.
* **Morningstar** - 12 ENE. Damage & Accuracy +25%.
* **Cleansing Shine** - 24 ENE. Raise your cane and cure up to 3 targets within 3 tiles of 1 negative status.
* **Healing Shine** - 24 ENE. Raise your cane and heal up to 3 targets within 3 tiles moderately.

## Behind the Scenes: Canes

Canes originate in **Phantasy Star Online**, a favorite game of Rena's. She couldn't resist adding them once the idea came to her.

## Metadata: Canes

* **Physical Might:**1.25x
* **Magical Might:**0.5x
* **Weapon Accuracy:**0.7x
* **Weapon Weight:**1.3x
	+ **Buy Modifier:** 1.15x
	+ **Sell Modifier:** 1.15x
Twinguns

## About the Weapon: Twinguns

**Twinguns** are your standard side-grade. As a subtype of **Pistols**, they're slightly weaker, but they hit twice.

## Attack Data

> *Twinguns have an attack range of 4 tiles.*
>
>

## Skills

* **Power Strike** - 15 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 15 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 18 ENE. Strike three times at 50% damage.
* **Blade Blast** - 30 ENE. A half-range blast that pierces 20% of target armor on hit.
* **Gun Fu** - 24 ENE. Strike four targets for -25% damage each.

## Behind the Scenes: Twinguns

Twinguns were originally just "Pistols" - the one and only one-handed **Firearm** in the game. They initially clashed with **Handbows**, but the role of those has now been changed, and regular **Pistols** have been re-added to the game. Twinguns now serve as a sidegrade to Pistols as opposed to an optional choice over Handbows.

## Metadata: Twinguns

The metadata is currently as follows:

* **Physical Might:** 0.7x
* **Magical Might:** 0.7x
* **Weapon Accuracy:** 0.85x
* **Weapon Weight:** 1.15x
	+ **Buy Mod:** 1.0x
	+ **Sell Mod:** 1.0x
Status Effects

**Status Effects** are standard in any RPG, and ***Raid on Phoenix Hill*** is no exception. There are many planned statuses, but this page will only list the ones that are public knowledge - that is to say, they are either on the wiki or have been used in-game, or otherwise have been talked about by a Gamerunner publicly.

## Elemental Statuses

These are perhaps the simplest ones - you've seen a few on the **Elements** page.

### Flame

* **Burning** - Causes target to take 5% damage every turn for 3 turns. Base proc chance is 25%.

### Earth

* **Silence** - Prevents Skill use. Base proc chance is 25%.

### Wind

* **Clouded** - Prevents aggro. Base proc chance is 25%.

### Lightning

* **Shocked** - Prevents Attack use. Base proc chance is 25%.

### Water

* **Waterlogged** - Prevents Item use. Base proc chance is 25%.

### Solar

* **Flare** - Deals 15% of target's Max HP as additional damage once. Base proc is 33%.

### Lunar

* **Calm** - Removes aggro from targets. Base proc is 50%.

### Storm

* **Shocked** - Prevents Attack use. Base proc chance is 25%.

### Void

* **Counter Cancel** - Prevents enemy counterattack. Base proc is 40%. It was nicer than my original idea of sealing all actions.

### Time

* **Timelock** - Forces the target to act last that turn. Base proc is 15%.

## Tick statuses

Like the elemental **Burning** status, these do something every turn.

* **Poison** - Drains 7% HP every turn, and doesn't end naturally - it must be Cured. Base proc is 40%.
* **Exhausted** - Drains 10% ENE every turn, counteracting ENE regen. Base proc is ??%. Can be caused by a variety of things.

## Other Statuses

These do various things.

* **Dizzy** - Disables the target's ability to aim, causing them to sometimes hurt allies in an attempt to attack. Base proc is 30%.
* **Blind** - Forces the target to Confirm Attacks and offensive Skill use in order to do anything. Can still use Items and Supportive actions, however. Base proc is 15%.
* **Normal** - Nothing is wrong with you right now. You're completely healthy!
Dasroa

Dasroa ist ein Kontinent auf der Erde. Er hat mehrere Klimazonen und eine diverse Flora und Fauna. Dasroa ist das Heim vieler Lebewesen mit Bewusstsein. Beinahe der ganze Kontinent Dasroa ist besiedelt und die meisten Nationen des Kontinents stehen miteinander im Kontakt.

### Entstehungsgeschichte

Die Umstände der Gründung der einzelnen Nationen Dasroas sind Gegenstand verschiedener Forschungszweige, vieles Wissen über die ursprüngliche Besiedelung des Kontinents Dasroa sind aber nicht festgehalten worden.

Eine Theorie spricht von einer Immigration vom fernen, mystischen Kontinent Melopoeia. Eine (orontische) Theorie behauptet, die Königreiche des Sonnenlichts seien nicht gleichzeitig, wie oft behauptet, entstanden, sondern sei aus einer art proto-orontischen Kultur entstanden. Theorien aus Kahju wiederum sprechen von einer «Geburt durch Sonnenlicht aus dem Eis» vor rund 10‘000 Jahren.

### Königreiche des Sonnenlichts

«Königreiche des Sonnenlichts» ist eine Alternativbezeichnung für den Kontinent Dasroa. Die Entstehung dieses Sammelbegriffs für alle Länder Dasroas taucht in der Geschichtschreibung vor rund 3000 Jahren das erste Mal auf. Es handelt sich dabei um einen zentralen Begriff aus der solischen Theologie. Der Gott Sol erhielt während der Entstehung des Begriffs zu dieser Zeit enormen Zulauf. Er etablierte sich um das Jahr 347 zum Hauptgott Dasroas. Zurückgeführt wird der Begriff des «Sonnenlichts» auf einen solischen Paladinorden, nämlich dem «Orden der Sonnenprinzessin», die sich Sols angeblicher Tochter Gwynevere verschrieben hatte und «alle Königreiche, die das Sonnenlicht berührt, nach ihr durchsuchen».

### Länder Dasroas

* Königreich Orontës
* Sol
* Das Weinland
* Caltharien – Die Gründe Dàls
* Die freie Stadt Rydd
* Môr Carchadun – Das Zwegenreich
* Der Torus Phrax
* Die Inselnstaaten der Thuvan

* Die Himmelsberge von Raùst
House of Blood

The **House of Blood** is a faction of Enemy Units that can be fought in various Missions in the game. They serve the tyrant ruler, **Bloodlady III**.

## Known Units

The following foes have been encountered as members of the House of Blood.

* **Bloodguard** - A member of the **Path of the Paladin** that wields a Polearm and a Shield. Higher level ones may wield Warhammers or Greatswords.
	+ **Leon the Lionhearted** - A Unique Bloodguard who fought with a Whip and Bow. He was slain during Wave MQ-1: Blood Assault.

* **Bloodmage** - Black-robed **Sorcerers** who primarily utilize Tomes. Their accuracy is low, but their determination and damage is impressive.
* **Bloodhounds** - Trained Hellhounds, clad in Bronze or Cobalt. They are rarely given higher-rank armor, being easily resummoned from the underworld when slain. They breathe Fire in addition to using their teeth and claws to fight.
* **HItmen** - Hired guns with no morals who almost exclusively serve the House of Blood. They fight with Rifles and tend to stay far back on the battlefield. When they run out of energy, they simply quit rather than wait to regenerate.
Handbows

## About the Weapon: Handbows

**Handbows** are a Subtype of **Crossbows** that take up only one hand, giving them their name. They are overall weaker, but cheaper & more accurate. They pierce a small amount of armor, but only just - they are not as reliable as their larger, bulkier cousins for this task, piercing only 15% armor by default.

## Attack Range

> *Handbows have a range of 3 tiles.*
>
>

## Skills

* **Power Strike** - 6 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 6 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 8 ENE. Strike three times at 50% damage.
* **Savage Bolt** - 20 ENE. Fire a specially-crafted bolt that ignores armor entirely.
* **Stakeshot** - 5 ENE. Fire a magic stake, aimed at the heart. Deals damage based on Spirit instead of Skill.

## Behind the Scenes: Handbows

This one is a really quick, simple story. I was playing **Mystery Dungeon: Shiren the Wanderer**, and I noticed that when Shiren fires an arrow, he doesn't pull out a longbow, nor does the weapon he DOES pull out seem big enough to be a true crossbow. I assumed it must be some one-handed variant of Crossbow, and bam: weapon created. The fact that they really do exist in real life was quite besides the point!

## Metadata: Handbows

The current Handbow modifiers are as follows:

* **Physical Might:** 1.15x
* **Magical Might:** 0.85x
* **Weapon Accuracy:** 1.33x
* **Weapon Weight:** 0.67x
	+ **Buy Modifier:** 0.67x
	+ **Sell Modifier:** 0.67x
Rifles

## About the Weapon: Rifles

**Rifles** are powerful, long-range weapons with high accuracy, but which weigh a fair amount and absorb large amounts of ENE to fire. Nevertheless, there is no better tool for sniping on large maps, as they have no range limit - regardless of the distance between you and a target, a Rifle can cover it.

## Skills

* **Power Strike** - 50 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 50 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 60 ENE. Strike three times at 50% damage.
* **Headshot** - 200 ENE. Deal critical hit damage on demand...if you have the energy to spare.
* **Focus** - 80 ENE. Focus on your targets, but don't fire yet. Increases your Skill by 30% for 2 turns.

## Behind the Scenes: Rifles

I've struggled a lot with how to balance Rifles ever since the **Original Run**, where *Inxplotch* played a Rifle-heavy duelist. After a lot of thought, I decided that his playstyle was ideal for them - rarely worth using more than once per Wave, but used to extreme effect regardless.

## Metadata: Rifles

Oh, these are fun. Get a load of these specs, baby!

* **Physical Damage:** 1.25x
* **Magical Damage:** 1.25x
* **Weapon Accuracy:** 1.5x
* **Weapon Weight:** 1.5x
	+ **Buy Price:** 1.5x
	+ **Sell Price:** 1.5x
Slicers

**Slicers** are one-handed **Throwing** weapons, which replaced Boomerangs. They fire a laser blade out which seeks out first one target, then another before dissipating. They have a Subtype, **Diskas**, which deal damage based on Strength instead of Skill. Diskas are, however, single-target, as opposed to Slicers, which hit two targets.

## Attack Range

> *Slicers have an attack range of 4 tiles, and they can bounce to one target within 4 tiles of the main target.*
>
>

## Skills

* **Power Strike** - 19 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 19 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 23 ENE. Strike three times at 50% damage.
* **Rebounder** - 24 ENE. Strike one target twice with no damage reduction, but no accuracy change either.
* **Spacetoss** - 36 ENE. Fire a rebounding blade which hits any amount of targets within 3 tiles of the first target, but which loses 25% damage.

## Metadata: Slicers

* **Physical Damage:** 0.67x
* **Magical Damage:** 0.67x
* **Accuracy:** 0.67x
* **Weight:** 0.67x
	+ **Buy Price:** 0.67x
	+ **Sell Price:**0.67x
Main

## Hello, Wanderers.

This is the legacy wiki for ***Raid on Phoenix Hill II: Raider's Return!***, a forum game. It is no longer updated, as the forum game no longer runs. However, it will be left standing, as a testament to the path that brought us to where we are today.

## Data Hubs

You can use these links to quickly navigate through the Wiki's data within several overarching categories. Each page will provide several links, in organized lists when necessary, that lead to subcategories & specific pages.

* Character Hub - For all your Character needs, whether they be creation, management, or planning.
* Weaponry Hub - A page designed to link you to several Weapon pages!
Doublesabers

**Doublesabers** are a subtype of **Battlestaves**, armed with blades on both ends. They deal damage based on Skill instead of Strength, and they have their own Traits.

## Skills

* **Power Strike** - 10 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 10 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 12 ENE. Strike three times at 50% damage.
* **Serpent Rush** - 24 ENE. Rush forward up to 10 tiles, leveraging over and around targets with your Battlestaff. No foe can stop your approach! However, it doesn't hit very hard.
Claws

**Claws** are a Subtype of **Wargloves**, which use **Skill** to deal damage. Like Wargloves, they are quite light, but generally underpowered when compared to most other weapontypes.

## Skills

* **Power Strike** - 5 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 5 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 6 ENE. Strike three times at 50% damage.
* **Eruption Slayer** - 12 ENE. Run forward up to 5 tiles and slam in to a target, then rake them across the face. Gets bonus damage from 20% of your Weight.

## Metadata

* **Physical Damage:** 0.5x
* **Magical Damage:** 0.5x
* **Accuracy:** 1.5x
* **Weight:** 0.25x
	+ **Buy Price:** 0.5x
	+ **Sell Price:**0.5x
Ring of Revenge

The **Ring of Revenge** is a powerful, though fragile **Accessory** which is capable of delivering 5 automatic counterattacks, after which it breaks.

### Official Description

*"A ring with four segments which adhere to the ring's core. Every time the wearer is attacked after Readying the ring, they deliver a guaranteed strike to the opponent using a Hard Attack with their current weaponry. After every counter it ensures, one segment fragments and falls to pieces. The last counter destroys the core itself."*

### Other Statistics

* Rings of Revenge are not repairable.
* It may passively defend you, and in doing so it will not absorb a Use of the ring.
* They can be purchased at stores, and they cost 3000 Coins without discounts.
* This also means one can be sold for 1500 Coins.
Whips

## About the Weapon: Whips

**Whips** are primarily single-target weapons which exist partially as an option for the adventurous **Monk Pather** and the occasional **Sorcerer**. They are fairly adept at channeling magic damage, but they don't do well against armor. There is also a **subtype** of Whips, the **Yo-yo**, which deals increased physical damage at cost of Magical damage.

## Skills

* **Power Strike** - 10 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 10 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 12 ENE. Strike three times at 50% damage.
* **Wide Lash** - 16 ENE. Adds a 1-tile Radius to your Whip strike and allows you to strike up to 3 targets at once.
* **Long Lash** - 12 ENE. Strike a single foe up to 3 tiles away.

## Behind the Scenes: Whips

**Whips** were first introduced as **Whip Projectors**, a Magic tool for the self-aware Mage, to which they have returned. They now function as a Martial Arts weapon capable of dealing Magic damage, as well as a decent Crowd Control weapon for **Monks**, who previously lacked such capabilities.

## Metadata: Whips

* **Physical Might:** 0.67x
* **Magical Might:** 1.33x
* **Weapon Accuracy:** 0.67x
* **Weapon Weight:** 0.85x
	+ **Buy Price:** 1.25x
	+ **Sell Price:** 1.25x
Breath Attack

**Breath Attack** is a Combat-type **Ability** that fires an elemental attack from the user's mouth. The most common form of this is found on **Hellhounds**, who spew flames. Despite not having mouths, **Jels** are known to use this ability as well.

It deals damage based off of the Stats **Spirit** and **Ability**, and it has a base hit of 65%, modified by **Ability** once again. It is neither very strong nor is it particularly accurate, but in situations where you hold a statistical & elemental advantage, it becomes useful as a source of extra damage. In addition, it has a range of three tiles, enabling the user to strike at a moderate distance.
Heroes

Talking Friends are the true camp Heroes.

They are being trained in the Hero Hall to lead the Troops' way in battles.

Once the player upgrades them to Level 4 the Heroes develop **special powers**. Their powers work on the Troops as well.

They look awesome and they have precisely the powers you need them to have. They really make a huge difference in battles.

In battles:​

​​​​​​You can only take **one Hero** into battle.

Heroes are **deployed** like regular Troops, the player taps the icon in the bottom left corner and deploys them on the road.

But when a Hero is deployed, his icon doesn't become inactive like the Troops icons, instead, it turns into the hero’s **Power Button**. Their special power is activated by tapping that button.

The power affects only the Troops that are within the **Hero’s range**.

Hero powers have to be used smartly because there’s a **cooldown** period after each use,  during which the power is unavailable.

If Heroes are **defeated** in battle, they are not available for a certain amount of time. If they “survive”, they can be used again immediately.
Path of Archery

The **Path of Archery** is for those who seek the standard in ranged combat - Bows & Crossbows. It will carry Knives and Handbows as emergency backups for close-quarters combat variety. Their icon is distinguished by a held Bow with a quiver of arrows at the hip.

## Stat Growth Bonuses

These are applied to your per-level Stat Growths.

* **HP:** +15%. Normal.
* **ENE:** +15%. Normal.
* **STR:** +25%. Boon.
* **SPR:** +15%. Normal.
* **SKL:** +15%. Normal.
* **ABL:** +10%. Weak.
* **AGI:** +10%. Weak.
* **EVA:** +10%. Weak.
* **TGH:** +15%. Normal.
* **RES:** +10%. Weak.
* **LCK:** +15%. Normal.

## Archer

### Equipment

* Bow & Arrow
* Knife

### Armors

* Light Armor
* Small Shields

### Abilities

* **Track** - Detect life forms within 5 tiles of you, regardless of obstructions.

## Longshot

### Equipment

* Bow & Arrow
* Crossbow/Handbow
* Knife

### Armors

* Light Armor
* Medium Armor
* Small Shields

### Abilities

* **Track** - Detect life forms within 5 tiles of you, regardless of obstructions.
* **Entrap** - Targeting one, attempt to inflict the **Helpless** status for 1 turn. Disables all action.

## Surestring

### Equipment

* Bow & Arrow
* Crossbow/Handbow
* Knife

### Armors

* Light Armor
* Medium Armor
* Small Shields

### Abilities

* **Track** - Detect life forms within 5 tiles of you, regardless of obstructions.
* **Entrap** - Targeting one, attempt to inflict the **Helpless** status for 1 turn. Disables all action.
* **Heartshot** - Attempt to end the life of a target who is under 35% HP.

## Ballistician

### Equipment

* Bow & Arrow
* Crossbow/Handbow
* Knife

### Armors

* Light Armor
* Medium Armor
* Small Shields
* Medium Shields

### Abilities

* **Track** - Detect life forms within 5 tiles of you, regardless of obstructions.
* **Entrap** - Targeting one, attempt to inflict the **Helpless** status for 1 turn. Disables all action.
* **Heartshot** - Attempt to end the life of a target who is under 35% HP.
* **Siege Shot** - Deliver an incredibly high-impact shot to one target.
Representation Incident

The Representation Incident (289-304) was a conflict between eight of the ten member islands of the Island Union (IU).

## Background

A series of expeditions were mounted to the poles from 240-280, primarily for the purpose of scientific research. A great deal was learned on these trips, but they also served as the catalyst for a time of unrest.

The scientists on these missions were disproportionately from Tekal and to some degree Ilona and Ilesar. Objections to this inequality were spearheaded by Laku, but they were by no means alone. Requests for more equitable awarding of positions went unanswered, and the conflict became violent. Starting in 289, soldiers from Laku, Helmi, Merraska, Chanost intermittently clashed with soldiers from Tekal, Ilona, Ilesar, and Lornith, with Caalgen remaining neutral. Bhalua faced intense pressure from both sides to join their cause, and ultimately decided to remain neutral as well.

## Conflict

This conflict was not so much an unending war as it was an intermittent series of battles. While the alliance led by Laku had the upper hand, it ended not so much in surrender but in a reluctant acknowledgement from Tekal that their resources would be better spent elsewhere.

## Aftermath

The Treaty of 304 codified a system through which future government, research, and art would be more truly collaborative. Scientists, artists, etc. were chosen to go to Pax by their respective nations. Students can spend a year of their education at the University of Pax, and the terms of others (such as professors) vary from one to four years.
Coins and Energy

Coins and Energy!

There are **two types of resources**, Coins and Energy.

**Coins** are used for:

• upgrading and constructing Defense buildings and Energy Resource buildings,

• attacks and scouting.

**Energy** is used for:

• upgrading and constructing Attack buildings and Coin Resource buildings,

• training and upgrading Troops, Tactics and Heroes.

There are **two types Resource buildings**:

• **resource production** buildings (Coin Factory and Energy Generator), where the resources are produced. Their production rate grows with each upgrade.

• **storages** (Coin and Generator Storages, and the Treehouse), where the resources are stored (by collecting them from the production buildings).

The player can only use the resources that have been transferred to the Storage (by tapping the Collect button). Only then will the resources appear on the main screen.
Evaporator

“Creates a big, hot, protective dome. Attackers deployed outside it have to destroy the dome to get to the buildings within it.”

The Evaporator is a defense building that serves as a shield for buildings around it.

The enemy attackers need to take down the shield, before they can proceed to attacking the buildings underneath it.

When the shield is destroyed, the building itself collapses.

It has quite a long range.

There's a dotted line and an orange highlight around the Evaporator, representing the range of it's shield.
Life Wrappings

## Skelly Says...

> *"The **Life Wrappings** sure would've been useful when I died...not that I can complain, I guess, since I get to take care of cats 24/7 for eternity, and overall that's a pretty nifty job, which is something you'd miss out on if your **Cloak** automatically revives you one Turn after your untimely demise...Even if it only works once."*
>
>
Illusion Spells

## Falsehoods

###  Tier I: Simple

* **False Weapon** - Clones your current weapon in your other hand before attacking a target with "both". Based on enemy PER, they will try to defend against the real weapon and the real weapon ONLY. Costs 25 ENE. Requires an empty hand.
* **False Shelter** - Create a small, sturdy-looking lean-to. Enemies are likely to try and hide behind it if they believe the illusion, leaving them sitting ducks for 1 attack.

## Self-targeted

### Tier I: Simple

* **Balloon Muscles** - Create a glamour which causes you to appear much brawnier than you are. Dissuades foes from attacking you directly.

### Tier II: Moderate

* **Low Disguise** - Diguises your equipped weapon as a lower-end version of itself. Foes become less likely to block or dodge.
* **High Disguise** - Disguises your equipped weapon as a higher-end version of itself. Foes become more wary of you, taking attention off allies.

## True Lies

True Lie-type Spells generate a real object which *looks* like it's an illusion.

### Tier I: Simple

* **Rockpile** - Generate a small pile of rocks. Opponents may trip over it. That's all.

### Tier II: Moderate

* **Torch** - Generate a torch. You can even light it!

### Tier III: Advanced

* **Hall of Mirrors** - Using a classic trick, trap your opponent in a small area filled with mirrors. Some of them are fake, some of them aren't. You're not immune to your own trick, however, so pursue them carefully...
* **Clone Weapon** - Create a temporary clone of your weapon in your other hand and strike with both. You deal 25% less damage overall, however it counts as a single hit, which means only one hit roll.

### Tier IV: Extreme

* **Telethrust** - Teleport a stab through shields and armor. Obviously, ignores armor.
Skelly

**Skelly the Skeleton** is a unique "monster" who serves the **Ninth Necromancer**. She dual wields unique Earth-element Whips which can poison foes. As the whips are physically fused to her form, she cannot trade them away. How we know that Skelly is female remains a mystery, as she is constantly wrapped in plant life.
Wargloves

## About the Weapon: Wargloves

**Wargloves** are one-handed weapons which cover the fist. They are generally lightweight, but they don't pack much extra damage.

## Skills

* **Power Strike** - 5 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 5 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 6 ENE. Strike three times at 50% damage.
* **Eruption Slayer** - 12 ENE. Run forward up to 5 tiles and slam in to a target, then punch them in the jaw. Gets bonus damage from 20% of your Weight.

## Metadata: Knuckles

* **Physical Damage:** 0.5x
* **Magical Damage:** 0.5x
* **Accuracy:** 1.5x
* **Weight:** 0.25x
	+ **Buy Price:** 0.5x
	+ **Sell Price:**0.5x
Path of the Paladin

The **Path of the Paladin** is your standard tank-healer path. It focuses largely on defensive combat and how best to take a hit in order to protect your allies. Their icons are distinguished by a visible shield.

## Stat Growth Bonuses

These are applied to your per-level Stat Growths.

* **HP:** +15%. Normal.
* **ENE:** +15%. Normal.
* **STR:** +25%. Boon.
* **SPR:** +20%. Strong.
* **SKL:** +10%. Weak.
* **ABL:** +10%. Weak.
* **AGI:** +10%. Weak.
* **EVA:** +5%. Bane.
* **TGH:** +25%. Boon.
* **RES:** +5%. Bane.
* **LCK:** +15%. Normal.

## Guard

Standard frontline combat unit who knows how to take a punch.

### Equipment

* Flails
* Spears
* Greatswords

### Armor

* Light Armor
* Medium Armor
* Heavy Armor
* Small Shields
* Medium Shields

### Abilities

* **Defensive Stance** - Defend an adjacent ally by adding their Toughness or Resistance to yours for 1 turn.

## Knight

### Equipment

* Flails
* Spears
* Greatswords
* Warhammers

### Armor

* Light Armor
* Medium Armor
* Heavy Armor
* Small Shields
* Medium Shields

### Abilities

* **Defensive Stance** - Defend an adjacent ally by adding their Toughness or Resistance to yours for 1 turn.
* **Protective Sprint** - Move adjacent to any ally within Your Movement +10 tiles.

## Paladin

### Equipment

* Flails
* Spears
* Greatswords
* Warhammers
* Crossbows/Handbows

### Armor

* Light Armor
* Medium Armor
* Heavy Armor
* Small Shields
* Medium Shields
* Large Shields

### Abilities

* **Defensive Stance** - Defend an adjacent ally by adding their Toughness or Resistance to yours for 1 turn.
* **Protective Sprint** - Move adjacent to any ally within Your Movement +10 tiles.
* **Healing Hands** - Heal 1 adjacent ally.

## High Paladin

### Equipment

* Flails
* Spears
* Greatswords
* Warhammers
* Crossbows/Handbows

### Armor

* Light Armor
* Medium Armor
* Heavy Armor
* Small Shields
* Medium Shields
* Large Shields

### Abilities

* **Defensive Stance** - Defend an adjacent ally by adding their Toughness or Resistance to yours for 1 turn.
* **Protective Sprint** - Move adjacent to any ally within Your Movement +10 tiles.
* **Healing Hands** - Heal 1 adjacent ally.
* **Noble Sacrifice** - Boost one ally's Toughness and Resistance by 30%. Lower your own Toughness and Resistance by 30% in exchange.
Jelloween

**Jelloween** was a special type of **Jel** spawned during **Wave EX-H: Spooked Campground**, which functioned as a Halloween-themed foe...as you have probably guessed from the names listed in this sentence.

It featured a unique ability which has been removed from Jels, **Slimy Body**, which could render assailants unable to leave their current position without wiping themselves off somehow after striking Jelloween in close combat. It was also noted to be self-aware, and it was capable of Earth-themed magic spells. Other than this, it was a pretty typical Jel - small and relatively easy to dispatch.
Path of Lawlessness

The **Path of Lawlessness** - aka, the **Criminal Path** - is one of the Class Paths in Raid on Phoenix Hill II. Their icons are distinguished by their cloaks.

## Stat Growth Bonuses

These are applied to your per-level Stat Growths.

* **HP:** +10%. Weak.
* **ENE:** +10%. Weak.
* **STR:** +5%. Bane.
* **SPR:** +10%. Weak.
* **SKL:** +25%. Boon.
* **ABL:** +15%. Normal.
* **AGI:** +20%. Strong.
* **EVA:** +20%. Strong.
* **TGH:** +5%. Bane.
* **RES:** +5%. Bane.
* **LCK:** +20%. Strong.

## Thief

As a Thief, you spawn with the **Pickpocket** skill and an affinity for knives. Oh, and also some Slicers. And maybe you need to help out magically, so you have Talises.

### Equipment

* Knives
* Slicers/Diskas
* Talises

### Skills

* **Pickpocket** - Steal an item from your target's inventory.

### Equipment

* Knives
* Slicers/Diskas
* Talises

### Armor

* Light
* Small Shields

### Skills

* **Pickpocket** - Steal an item from your target.
* **Cajole** - Threaten a target with your weapon. Either deletes aggro or redirects it to you - 50/50 chance! Do you feel lucky?

## Trickster

At level 10, you promote again. No new toys though.

### Equipment

* Knives
* Slicers/Diskas
* Talises

### Armor

* Light
* Small Shields

### Skills

* **Pickpocket** - Steal an item from your target.
* **Cajole** - Threaten a target with your weapon. Either deletes aggro or redirects it to you - 50/50 chance! Do you feel lucky?
* **Stat Siphon** - Select a target and lower one of their stats. Buff your own OR an ally's stats by amount taken.

## Enigmaster

At level 15, you promote to **Enigmaster.**

### Equipment

* Knives
* Slicers/Diskas
* Talises

### Armor

* Light
* Small Shields

### Skills

* **Pickpocket** - Steal an item from your target.
* **Cajole** - Threaten a target with your weapon. Either deletes aggro or redirects it to you - 50/50 chance! Do you feel lucky?
* **Stat Siphon** - Select a target and lower one of their stats. Buff your own OR an ally's stats by amount taken.
* **Disappear** - Lose all aggro attached to you, vanish, and reappear on any floorspace within 5 tiles. Can bypass walls!
Airship

“Colossal air Troop armed with tons of balloons. When if flies, the rivals better run!”

Airship flies above the enemy camp and bombs it with balloons.

Airship is a huge and powerful troop that can do a lot of damage.

It can target all buildings and easily devastate defenses.

It takes up 11 seats in the Minivan.

Available when Troop Shop reaches Level 9.
Flare

Flare is a part of generic battle gameplay, accessible from the beginning of the game.

It sends all the active Troops to the spot the player chooses.

It’s great for trying out different strategies and approaches.

The player selects the Flare and then the building or a position he wants to throw it on.

Once the flare is thrown to a position, there's pink smoke rising from the spot and all the deployed troops are redirected towards that point or building.
Trooper

*"It takes lots of training to excel in throwing balloons without dislocating your shoulder. The troopers are not to be taken lightly."*

Trooper is small cat armed with balloons, which it carries in its pockets. This is the basic unit type which is fairly cheap and can be built quickly, Trooper is available from the start of the game. It can attack only from up close. When trooper attacks, it throws balloons with both hands in a very fast circular

Trooper - Rubber Squad - Slinger - Blaster - Ninja - Jetpack - Wingsuit

**This page is a candidate for deletion.**
Reason: We now have the ballooner page, and the name Trooper no longer uses for them.
Path of Wandering

The **Wandering Path** is one of the Class Paths in Raid on Phoenix Hill II. Their Icons are distinguished by their Straw Hats.

## Stat Growth Bonuses

These are applied to your per-level Stat Growths.

* **HP:** +25%. Boon.
* **ENE:** +15%. Normal.
* **STR:** +15%. Normal.
* **SPR:** +15%. Normal
* **SKL:** +15%. Normal
* **ABL:** +15%. Normal
* **AGI:** +15%. Normal
* **EVA:** +15%. Normal
* **TGH:** +15%. Normal
* **RES:** +15%. Normal
* **LCK:** +15%. Normal

## Vagabond

### Equipment

* Sabers/Handaxes
* Bow & Arrow
* Canes/Scepters

### Armor

* Light
* Medium
* Small Shields
* Medium Shields

### Abilities

* **Wanderlust** - For 1 turn, grants Movement +3.

## Sellsword

### Equipment

* Sabers/Handaxes
* Bow & Arrow
* Canes/Scepters

### Armor

* Light
* Medium
* Small Shields
* Medium Shields

### Abilities

* **Wanderlust** - For 1 turn, grants Movement +3.
* **Duck'n'Roll** - Boost your own Evasion by 30% for one turn.

## Sageblade

### Equipment

* Sabers/Handaxes
* Bow & Arrow
* Canes/Scepters

### Armor

* Light
* Medium
* Small Shields
* Medium Shields

### Abilities

* **Wanderlust** - For 1 turn, grants Movement +3.
* **Duck'n'Roll** - Boost your own Evasion by 30% for one turn.
* **Telestrike** - Attack with a weapon of your choice, with an attack range of 5.

## Swordcerer

### Equipment

* Sabers/Handaxes
* Bow & Arrow
* Canes/Scepters

### Armor

* Light
* Medium
* Small Shields
* Medium Shields

### Abilities

* **Wanderlust** - For 1 turn, grants Movement +3.
* **Duck'n'Roll** - Boost your own Evasion by 30% for one turn.
* **Telestrike** - Attack with a weapon of your choice, with an attack range of 5.
* **Luckshot** - The luckier your opponent is, the more damage this deals!
Rubber Squad

“These guys are slow but tough. You can count on them to withstand attacks, just don't bother counting how many there are under the raincoat.”

The Rubber Squad is a ground troop, dressed in a raincoat and armed with water guns.

Their specialty is that they are highly water-resistant.

When the are deployed they go directly for the defense buildings.

Because of their water-resistance they make an awesome front line.

Rubber Squad takes up 4 seats in the Minivan.

Available when Troop Shop reaches level 3.
Materials

## The Basics

Every piece of weaponry, every suit of armor, every sparkling shield in the game is made out of SOMETHING. This page will list all the possible materials that make them, and their stats.

## Legend

So you can read my shorthand. It's a short list, and fairly straightforward.

* **PD** = **P**hysical **D**amage. Increases damage dealt when using an Physical Attack or a Skill. The larger the number, the more damage you deal.
* **MD** = **M**agic **D**amage. Increases damage dealt when using a Magic Attack or an Offensive Spell. The larger the number, the more damage you deal. Also affects healing with Support Spells.
* **AC** = **Ac**curacy. Increases your hit rate when using a Weapon. The larger the number, the higher your chances to land a blow climb.
* **PR** = **P**hysical Armor **R**esistance. Lowers damage from non-magic attacks. The larger the number, the more damage you resist.
* **MR** = **M**agical Armor **R**esistance. Lowers damage from magic attacks. The larger the number, the more damage you resist.
* **WT** = **W**eigh**t**. Excess Weight reduces your Evasion on Armor, and your Hit Chance on Weapons. If you have **Strength** equal to your equipment's **Weight** or greater, then you are not affected. This works piece-by-piece for armor.
* **Buy** = ...The **buy** price. What shops will charge you to purchase 100 Units of this material raw. The larger the number, the more it'll cost.
* **Sell** = ...Not a big surprise, the **selling** price. What shops will offer to pay you in order to take that item off your hands. See the Shop Prices page linked above. The larger the number, the more money you make off it. Sell Prices are also per 100 units.

Now then, look at this table. It's just a placeholder, but let's give this material with bad stats the name **Unobtanium**.

You know what the left-hand side of this displays, but perhaps not what the top row means. Though you might've figured it out already, it displays the changes made by Upgrading. +0 means it hasn't been touched, while +1 through +10 means it's been upgraded 1 to 10 times. **Once you reach +10**, your item cannot be upgraded again - there is no +11.

## Tier I

You can equip items made from these at any Level.

## Tier II

You can equip items made from these starting at Level 5.

## Tier III

You can equip items made from these starting at Level 10.

## Tier IV

You can equip items made from these starting at Level 15.
The Wind of the Night

*The Wind of the Night* is a surrealist play recently performed by the Ingenuity Players, the ship-board Drama Club.

### Plot Summary

A young woman, Selanne, and her partner, Mollek, are invited to a dinner party at the home of one Mx. Worley, a friend of Selanne's parents whom she has not met before. Upon arrival, Selanne and Mollek are separated when Mx. Worley insists that Mollek go see the rose garden.

Selanne meets and interacts with stranger and stranger dinner guests. She discusses the politics of fish-hook design with the wily Asha, listens as the ephemeral Miko complains about his neighbor's unsanitary habits, and helps budding musician Kanu incorporate the proper thoughts into their song lyrics. Finally, she speaks with Ulm, a character who is invisible and is not heard to speak. The audience simply watches Selanne's half of the interaction. This section is acted with a straight face, but the actors occasionally break the fourth wall and speak directly to the audience.

Selanne tires and starts to leave Mx. Worley's mansion, but finds a terrible storm outside. Mx. Worley tells her that the wind of the night is telling her to stay, and says he has an extra hammock if she would like it. She agrees, and, after having a lot of trouble getting into the hammock and falling out multiple tries, falls asleep. Mx. Worley asks if she has said good night to Mollek, and she replies "Who?"

She dreams that she and Mx. Worley are fishing on a dock. Mx. Worley tells her his life story, and then they stand in silence. From the distance, someone yells at them to quiet down, but they aren't talking. Selanne then sings, showing significant emotion for the first time in the play. Mx. Worley jumps into the water and disappears, but Selanne continues singing as if he is there. The wind picks up, howling very loudly.

She wakes up to find a rose on the floor that wasn't there before. The wind quiets.

### The Candelabra Incident

The Candelabra Incident was an event that occurred during a performance of the play by the *Ingenuity*'s drama club. The exact details are heavily disputed, but it is known that the incident involved a candelabra, and ended with the *Ingenuity*'s fire suppression system covering the entire room, including the audience, in foam. The candelabra came from the set for the fancy dinner party scene.

### Reviews

Reviews from exiting audience members averaged two stars, but this may have had more to do with the unpleasant foam incident than with the quality of the acting. "It's exactly the kind of nonsense that those theater fools like because they think it's really deep or something." said one audience member, dripping in foam outside the theater entrance. "Oh well, whatever makes them happy."

Critics are split on the deeper meaning of this play. Some claim that Selanne's interactions with the dinner guests represent a life lived backwards, from old-age to youth, and that the rose garden is a metaphor and that Mollek is cheating on Selanne. There is, though, a sizable camp of critics that claim that the play is complete nonsense and that playwright was not in their right mind when they wrote it.
Rocket

“Select a target, sit back and watch them waterbomb areas of rival Camps. They rock at this!”

Rocket launches several airstrikes with powerful water bombs to hit an area of the attacked camp.

Rocket is activated when the player selects the tactic and taps a spot to be attacked (one or several buildings).

Rocket is available since the Tactics Fort level 1.

Rocket damage radius is 3 tiles.

Tower - Sprinkler - Puddle - Catapult - Birdhouse

## Data

 2
 3
Coin Factory

“This is a Factory that produces Coins. It's where fortunes are made, literally.”

Coin Factory is a resource production building that produces Coins.

**Coins are used for:**

-building and upgrading certain buildings

-scouting and joining multiplayer battles.

You will get more Coins by building more Coin Factories and upgrading them.

But Coins can only be used by the player, if they are transferred to Storage.

In case of an attack the **losses from the Factory are bigger** than from the Storage.
Research Lab

“Research your Troops and tactics right here in Ben’s lab. Improve your water fighting efficiency through SCIENCE!”

Ben’s Research Lab is where Troops and Tactics get leveled up.

The building unlocks when the Treehouse reaches Level 3.

Each upgrade brings new levels for Troops and Tactics.

Only one Troop or Tactic can be researched at the same time.

When there’s a research going on, the Research Lab can't be upgraded.

When Research Lab is being upgraded, the player can’t research anything.

 2
 3
 4
 5
 6
Blaster

“Armed with an epic long-range water gun they are way quicker and better at getting the enemies wetter.”

Blaster is a second ground Troop, armed with a water gun.

They have a slightly longer range and inflict more damage than Ballooners.

They are still quite vulnerable, but can be trained quickly.

Each blaster takes up 2 seats in the Minivan.

Available from Troop Shop level 2.
Beavers

The Beavers are the camp builders, hardly anything happens without them. They build and upgrade buildings, and remove the shrubbery to make space for new ones.

Each job occupies one beaver for the amount of time it takes to finish the job. In order to do more jobs at the same time, the player needs more beavers.

The game begins with one beaver already in the camp. The player gets each next beaver for a specific amount of Gems, the game premium currency. Getting a second beaver requires 500 gems, while getting the third costs 1000.

The beavers reside in the Beaver Dam, a building outside the camp borders, which cannot be moved by the player or destroyed by enemies.
Goals

Goals!

Goals are tasks which guide player through optimal decisions – what is the best to upgrade or build next, how to manage resources or when to start attacking other players. For each completed Goal player is awarded with Gems. You are not required to do Quests in a specific order.

Examples:

Goals are mini quests that teach you how to play the game.

They are accessed by tapping the gold star in the bottom right corner of the main screen.

The Goals don't need to be completed in a specific order.

Completing any Goal will increase the player's Experience Level and the player will be awarded Gems.
Wingsuit

“These daredevils swoop down behind enemy lines and attack from the inside. Now, that's a game changer!”

A ground troop in a wingsuit, armed with balloons.

The only Troop that can be deployed inside the enemy camp borders.

It can distract defenses while the player attacks with other troops and tactics or attack resource buildings to gather resources for the player.

Not extremely water-resistant nor strong, but very useful.

One Wingsuit takes up 3 seats in the Minivan.

Available from Troop Shop Level 7.
Tom

“Talking Tom is the single strongest Blaster in your Camp.
Upgrade him and develop his ability to help Troops inflict more damage.”

Talking Tom is an extremely strong Blaster.

From Level 4 on he has the power to increase the damage the Troops inflict in attacks.

His power is called the “Raging Roar” and it’s activated by tapping his Power button (the raised fist), the same one that was used for deploying him.

His Power only works on Troops that are within his range.
Bloodlady III

The title of **Bloodlady III** is currently held by **Bernice Fraust**, a noble belonging to the **House of Blood**. Her combat capabilities are unknown, but she is a tyrant in the extreme. Her citizens are held captive by walled borders and armed guards, and she is always seeking to expand her territory...