recursal/Fanatic-Fandom huggingface dataset:
Quick Spell

**Quick Spell** is a property that any spell may obtain through enhancement.

* An XRCD spell with this property needs one less round to wait to be cast again.
* Any other spells with a cool-down with this property will need only 75% of the time to be cast again.
* Any ritual with this property needs half the time to be successfully cast.
* Simple Spell with this property may be cast as an extra action during user's turn but consume 20% more mana.
* Auras with this property will last 3 hours without paying again their initial cost.
Shapeshift Rune

Element
 Frequency
 Cost
 Rank
 School

**Shapeshift Rune** is a common Rune.

## Specials

* Rune:
	+ Apply to target Item or Zone.
	+ On Item: Modify target Item appearance to anything but within the same size. Does not change item's stats.
	+ On Zone: Upon activation, nearest character appearence becomes that of another character that user knows for 2 hours.
Fire

**Fire** is a Primary Element.

## TEP Bonus

Whenever TEP is applied to a fire damage, the target is burned for 3 rounds.

At the end of each round, they take damage equal to the difference of user Fire Elements and target's Fire element, converted in d4 at the end of each turn.

== Uhim System ==

When fire is applied, has a 50% chance of burning the target for 3 rounds, dealing damage equal to half user's level d4 at the end of each turn.
Gadoza

Category
 Other Names
 Alignment
 Ascension
 Death
 Original Race
 Religion
 Domains
 Class

**Gadoza** the Fate King is the strongest of the Higher Gods. Although this title he never fought any entity in the mortal's world, but he's supposed to have taken some mortals to another dimension and executed them. A legend says that only Nereo Izaku was able to defeat him and was thus granted true immortality. It is widely known he can't stand Ay but has never tried to kill him because "his fate says so".

Nothing is known about Gadoza's past, except that he used to be someone else and was probably even stronger. He often stays at Gheoza's side, supporting him in battle.

## Spells

Gadoza has one of the widest range of spells, all of which concerning prediction, future, chance and death. His spells are suited for a spellcaster who has a huge mana availability.

* (20B)

## Extra Skills

A Bard or Mage who chooses Gadoza receives "Gadoza's Jinx" at level 1, but will not learn any level skills at Class Level 8.
Long Bow

**Long Bow** is a kind of Bow, sold in most shops.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Specials

* Aim:
	+ For each turn user concentrates, it gains +2 Precision.
* Extra range:
	+ Gains +1 range and takes -2 Precision. Apply any number of times.
* Bonus for Level Up:
	+ +2 Damage, +3 Precision.

* Malus for inadequate STR:
	+ Unable to move while weapon is unsheathed.

## Crafting

Requires 6 pieces of wood and a string of any kind.

## Upgrade

* Into Pond Frond:
	+ 4 Frog Skin, 1 Swamp Reed
Katana

**Katana** is a kind of basic Sword, sold in many shops.

 Element
 Precision
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

Katanas were the weapons used by Ancient Samurais, ancestors of the Wa's populations. Back to their age, they were forged by cutting the blade with magic water, making the weapon razor sharp.

In modern age Katanas are often tied to Ulalkis and their combat style, but there are many swordsmen in both Us and Ho who uses them efficiently.

## Specials

* Activate TEP:
	+ Cut
* Malus for inadequate Dexterity:
	+ -2 Precision, -1 Speed.
* Bonus for Level Up:
	+ +1 Damage, +3 Precision.

## Crafting

Requires 6 pieces of Iron and a hilt. Only a Ulalki blacksmith can craft a Katana.
Ay

Category
 Other Names
 Alignment
 Ascension
 Death
 Original Race
 Religion
 Domains
 Class

**Ay the End** is the first god of Ygurann, father of most deities and widely considered as the strongest God.

## Before Ygurann

Forty thousand years before the creation of the planet Ay was known as Abel Yairim, son of Maul Yairim and "Mom" (her real name is not known). They were an upper-class Xiuma family with many sons and Abel was the eldest, therefore the one who would inherit most of his parents belongings upon their fall but one of his brothers (Cain Yairim) became king of Xiumas and killed all his family to inherit their powers but Abel had too much faith to be killed and was exiled instead.

Abel started a new life with his wife and daughter, Ijaku and Gaia, in a island far away from his brother's kingdom and stayed there for many years. Meanwhile, Cain annexed by force all the other territories and Abel's Island was the only land left. An entire army break-in while the future God of End was hunting and they killed his wife and daughter, leaving their bleeding bodies impaled over the roof of his house.

Back home, Abel witnessed the macabre scene and fell on his knees in despair. Praised his god, Authetanus, for help and reached ascension, at the cost of losing his humanity his weapon became "Godslicer". With that he killed all the other Xiumas on the planet in a homicidal, blind fury but, as he knew, that would not bring his wife and daughter back.

Authetanus descended upon him and said "You met destruction, it's now time to see creation", Abel reborn in that moment as Ay the End, first God of a new hope and all his family was revived but sent to different places of the galaxy, leaving him only the chance to wait the day he'll meet them again.

## Other Forms

Ay never liked the role of creator God and lived the first ten thousand years in disguise through his mortal avatar, named Raim Aabay. His real nature was discovered and returned to be an almighty god, but it's theorized that at anytime there always is an avatar of Ay travelling the world.

Lately it is speculated that the current avatar is a Goblin named Yakir.

## Spells

Ay is one of the strongest God in the Pantheon and as such he has many different powers, reflected by the high number of spells his worshipers may learn. All his spells concern death, revenge and changes of both space and mind. A character may choose Ay just because he has a wide range of spells, even if Mag would be more suitable for this.

1. Anathema
2. Blade Cutter
3. Blind Dogma
4. Dark Bolt
5. Dark Claw
6. Death Finger
7. Enhanced Soul
8. Ghost Hand
9. Groundmaul: Black
10. Night Attack
11. Reaper's Thorn
12. Scan
13. Shadow Path
14. Twilight Shield
15. (these should be 20)
Ice

**Ice** is a Secondary Element.

## TEP Bonus

Whenever TEP is applied to a ice damage, the target is frosted for 3 rounds. Frosted characters can't move, attack nor use items.

== Uhim System ==

When ice is applied, the target becomes frosted for 3 rounds. While frosted, they can only take a STR text once per turn to free themselves with DC equal to the frost source LV +5.
Damos at Henit Wikia

## Welcome to the Damos at Henit Wikia

Damos at Henit Wikia collects all the rules and lore about DaH Role playing game.

If you already have a party you may start to play this game by creating your Character.

You may want to see what Class pick or which Race you prefer.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Atheka

Category
 Other Names
 Alignment
 Ascension
 Death
 Original Race
 Religion
 Domains
 Class

Atheka is the goddess of sacrifice and immolation. Daughter of Hetheo and Karala, she fell in love with Uranhek and had a child from him, Kornê, who was an impure demigod and she had to sacrifice herself to let him live.

## Spells

Atheka is a deity expert in fighting who gave her life to protect her son, as such, her worshipers may learn attack magic and self-damaging magic which lead to great powers. A character is suited to choose Atheka only if he already is enough resistant and fights with some teammates, otherwise, other deities are more fitting.

* Groundmaul: White
* Holy Hand
* Ice Skin
* Scan
* Shining Steel
* Twilight Shield
* Twilight Pact
* White Fury

 Extra skills

A Paladin who chooses Atheka receives "Atheka's Phalanx" at level 1, but will not learn any level spells at Class Level 8.
Broadsword

**Broadsword** is a kind of Sword, sold in most shops.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

Broadswords were initially used by knights and hunters who fought giant monsters, to equal their immense strength. Things changed when those monsters figured out how to use Broadswords, which became a signature of some devils and demons.

In modern age, Broadswords are used by strong melee fighters of any kind.

## Specials

* Malus for inadequate Strength:
	+ -3 Precision, -1 Speed.
* Bonus for Level Up:
	+ +1 Precision, +3 Damage.

## Upgrade

* Into Zanbato:
	+ 5 pieces of Iron.
Simple Crown

**Simple Crown** is a basic Jewel and can be bought in any jewelry store.

 Mag Red
 Evasion
 Mag Eva
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

Crowns used to be items that only kings and queens wore, but starting form the middle age and ascension of the first emperor of Us less and less kings kept that habit, with the notable exception of the the King of the Kings in Wi.

In modern age, Crowns are worn mostly by sorceress and rich magic users and this particular type is the one sold at the least price, affordable for acolytes and disciples.

## Specials

* Bonus for Level UP:
	+ +2MR

## Crafting

Requires 2 pieces of any metal. Gains extra magic resistances according to the materials used.
Sabal

Category
 Other Names
 Alignment
 Ascension
 Death
 Original Race
 Religion
 Domains
 Class

**Sabal** (pronounced *"Say-bell"*), also known as **Sab Al-Sata** for demons and **Satan** for some of his worshipers, is the weakest of the five higher gods of Ygurann. He's the only non-ancient Higher God. Son of Uranhek and Vadhera, he claimed the God of Hell role after killing the previous god, whose last name was "Al-Sata", later taken by Sabal after he went to live in Hell.

Described as a perverted, hot-tempered giant devil, he has both Incubus and Katra characteristics and is often worshiped by these races. He's friend with his brother-in-law Kornê even if this is forbidden by Ay, but the only law Sabal cares about is Hell's law, or the Law of Retaliation. Sometimes he breaks the divine rules and goes into the Chaos Dimension to meet the banished god's family. He is in a weird kind of relationship with Asujyad, his very younger sibling, who also resides in Hell.

Unlike other gods, Sabal likes to help humans to accomplish their tasks, and is even happier when these tasks are immoral or simply stupid. Adaman Ayki, for example, was able to become Us' Emperor and started to visit other realities because Sabal liked him.

## Spells

Even if he's able to conjure many elements, Sabal rarely uses magic and prefers melee fighting. This is reflected by the type of spells his worshipers may learn. As a fighter god, it's better to worship him only for melee fighters like berserkers.

1. Dark Blade
2. Dark Claw
3. Fireball (?)
4. Pain
5. Reaper's Thorn
6. (10)

## Extra Skills

A Monk, Rogue or Warrior who chooses Sabal receives "Sabal's Touch" at level 1, but will not learn any level skills at Class Level 8.
Spiked Sword

**Spiked Sword** is a craft-only Sword, original of the Us Empire.

 Element
 Precision
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

 Lore

During the first Emperor's reign a variety of weapons were imported from other nations. Us blacksmiths enhanced those weapons with their native materials and the Spiked Sword became a common weapon, used as one of the army's main weapons.

What made Us like this weapon more than others was probably its ability to cut through hard materials, like rock and steel, allowing warriors to fight golems and dragons more easily.

## Specials

* Activate TEP:
	+ Cut
* Malus for inadequate Dexterity:
	+ -5 Precision.
* Bonus for Level Up:
	+ +3 Damage, +3 Precision.

## Upgrading

* Into Izaku Sword
	+ Spiked Heart, 4 Spikes, 2 Black Tetralite Ore
Эш

**Цвет кожи**
 **Цвет волос**
 **Цвет глаз**
 **Появление**

**Эш** - это босс эльфийского клана. Ходят слухи, что какие-то Гоблины - Шаманы открыли кровь драконов

и используют её для своих собственных экспериментов, вместо того, чтобы сдать Сильверу.

Заимев большие крылья и способность управлять магией (Хотя и хуже чем это делают Эльфы), Эш также получил гигантские и невероятно мощные когти, которые способны даже сильнейших из прихвостней заставить подчиняться.
Proto-Nothing

Element
 Cost
 Rank
 School

**Proto-Nothing** is a rank 0 Spell that character may buy in heretic magic shops.

## Lore

As soon as a being of the Nothing is born, its lust for annihilation allows him to devour the energy of the world.

Seeking for the ultimate knowledge, foolish humans lost their way and copied these monsters' ability, slowly becoming one of them.

## Specials

* Element-bound Cast:
	+ May cast up to 10 times its Nothing Element's per day.
* Element Removal:
	+ Remove one element from target character, terrain cell or object.
Paladin

The **Paladin** is one of the first 6 classes available to players. It is a defensive and supporting class, yet it has a lot of potential damage.

## Statistics

At Level 1 may allocate up to 0.4 points on marked statistics as he prefers; each times he levels up he may allocate up to 0.6 points on marked statistics but not more than 0.4 points on a single statistic (Visit the Fight Statistic's page for more information).

## Talents

###### **LV**1:

* Shield (+5LV% shield's DR and MR),
* Toughness (Inflicts LV% of DR every time it's attacked in melee),
* Elemental (Increases his Element's Element Level by 1, increases again at level multiple of 5)

###### **LV**2:

* Counter-parry (Whenever user parries an attack deals 5LV% of shield's DR to the attacking enemy),
* Tank (+5LV% DR),
* Energetic (+5LV% Elemental damage)

###### **LV**3:

* Guard (Has 35+5LV% chance to take an attack in place of a nearby ally),
* Resistance (Damages dealing LV% of DR or less are reduced to 1 but cannot kill the Paladin),
* Catalyst (Increase damage of his same element by 5LV%. If the character is elementless, Light counts as his element)

 Level Up

A Paladin gains extra experience whenever resists an attack, equal to twice the damage value without resistance applied. Also a Paladin gains 10% extra experience from quests.

As they gain levels, Paladins obtain some special features:

* Parry Chance increases by 1% for each level. (Even if unarmed)

## Skills

As with all starting classes, Paladin follows the basic pattern for skills acquisition.

#### B Rank Skills

1. **Atheka's Phalanx** (Switch enemy's attack target)
2. **Conjure Life** (Casts abilities)
3. **Conjure Mana** (Casts abilities)
4. **Faithless' Path** (Damage boost)
5. **Her's Resolve** (Revives target)
6. **Herat's Shield** (Buff for shield-wielders)
7. **Hero's Will** (Save Throw)
8. **Hetheo's Focus** (Damage and Save throw)
9. **Mou's Fever** (Damage on touch)
10. **Tirharl's Balance** (Instant counterattack)
Rocknife

**Rocknife** is the weakest and cheapest Knife.

 Element
 Precision
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

Probably the first tool ever created by mortals, this is just a rock with a slightly sharp edge. This thing is not suited as a weapon and should be only used in case of real need.

Anybody with a blade can craft one of these from a rock.

## Specials

* Bonus for Level Up:
	+ +1 Precision.
Fireball

Element
 Cost
 Rank
 School

**Fireball** is one of the most common and simple spells, used by basically any mage.

## Specials

* Splash Damage:
	+ Deals half damage to enemies near the target.
* Magical Critical:
	+ Inflicts Burn to the targets hit.

## Magic Alteration

**Fireball** is one of the possible alterations of Sphere.

* May alter into Fire Impact at LV5.
* May alter into Fire Lance at LV5.
* May alter into Rogo at LV10.
Dark Demon

Weight (kg)
 Hair
 Eyes
 Lifespan
 Organization
 Race of derivation
 Religion
 Nation
 First Leader
 Current Leader

**Dark Demons** (Often shortened as *DD*) are one of the most common races in Us, the second after Worshipers. Their race is the result of many races mix, happened over 20'000 years BF as a consequence of war between mortals and demons. Many hunters and worshipers lost their way and became half-demons in battle just like many demons refused to fight or devoured souls too strong for them to handle and took an involution. Their sons and daughters were the Dark Demons.

## Statistics

* Starting dice: d10 HP, d8 PM
* Basic Speed: 4c
* Extra B-Rank in Demonology.
* Gain extra 0.1 in D and E at each level.

 Racial Features

* E
* M

## Racial Spells

They learn Dark and general combat spells.

### B-Rank Spells

* Dark Blade
* (8B)

## Religion

Since they are very close to demons, their concept of religion is very different from the one of mortals: they believe only in ascended beings who earned their title after fighting for their whole life. Even if Ay prohibits it they often worship ancient demon lords. The most venerated are:

* Al-Baal (Racial God)
* Sabal (Because he killed the ancient Hell God, thus becoming a Demon God)
* Ay
* Khelarvor
* Jajinn

May worship any ascended god and any demon god.
Lightbringer Orb

**Lightbringer Orb** is a craft-only Spear.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

The Lightbringer Orb was the weapon of Lucifers magi who fought with both magic and spears. Thanks to their magic, they made weapons that exploded when used in the correct way, while having a long range.

The weapon's name derives from their makers and the tip of the spear: a crystal sphere. The original Orbs had separated pole and sphere, hold together by magic, while modern Orbs are attached.

## Specials

* Magi's Orb:
	+ Critical deal explosion damage to all enemies near the target equal to the weapon's damage.
	+ User can also cast Magi's Orb as a spell that cost 2+LV PM and deal half damage. Spell's range is equal to the weapon's.
* Bonus for Level Up:
	+ +3 Damage.

## Crafting

Iron Spear + 2 White Cystals + Fairy/Angel Soul

## Upgrade

* Into Lightbringer's Energy
	+ Requires 5x Holy Crystals, 1x Fairy/Angel Soul and 1x
Karala

Category
 Other Names
 Alignment
 Ascension
 Death
 Original Race
 Religion
 Domains
 Class

**Karala** is a minor Goddess, born from the magic of Miya and married with Hetheo. She had two children from him: Atheka and Lucluc

## Spells

Karala's spells regards healing and light. She's a great deity for any supporting character while classical wizards should be oriented to more aggressive gods.

* Aurora Light
* Aurora Path
* Aurora Shield
* Bright Breeze
* Bright Shield
* Cure
* Dawn Light
* Double Light
* Enhanced Blood
* Groundmaul: Heal
* Her
* Scan

 Extra skills

A Bard or Mage who chooses Karala receives "Karala's Bless" at level 1, but will not learn any skills at Class Level 8.
Gnome

Weight (kg)
 Hair
 Eyes
 Lifespan
 Organization
 Race of derivation
 Religion
 Nation
 First Leader
 Current Leader

**Gnomes** are a subrace of Dwarves, expert in advanced technology and magic.

## Statistics

* Starting Dice: d4 HP, d12 PM.
* Basic Speed: 4c
* Extra B rank in Firearm.
* Gain extra 0.1 DM and 0.1 EM.

## Racial Features

* Free Magitechize spell
* On a critical failure with any weapon that explodes, dealing damage as a Explosion spell of LV/2 level. User may take an extra action to throw the weapon.

## Religion

Scientific races often abandon their religion but this is not the case for Gnomes who are both very loving for nature and still use magic.

Their most worshiped deities are:

1. Dokoridher
2. (...)

But if in contact with other races they may worship theirs as well.
Fallen Blade

Cost
 Rank
 School

**Fallen Blade** is a Death spell and the signature rank-B spell of Khelarvor.

## Specials

* Enchantment:
	+ Apply this spell to target weapon, it deals only Death damage for 2 hours and applies all other effects.
* Global Damage:
	+ Deals AL damage to all characters when the weapon attacks successfully.
* Magical Critical:
	+ Inflicts Necrosis to the first targets hit by the weapon.

## Magic Alteration

**Fallen Blade** is one of the possible alterations of Enchant.

* May alter into Lich Blade LV5.
Short Sword

**Short Sword** is a basic Sword and can be bought in most shops.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

Short swords are one of the first metallic weapons ever made. Simple to use and affordable for everyone, most adventurers start with these light white weapons their journey.

## Specials

* Bonus for Level Up:
	+ +1 Precision, +1 Damage.
Purllawa

**Purllawa** is a special ailment exclusive to Alaw and water plant races. A brother ailment to Wither.

To become Purllawa an Alaw has two ways:

* Stay away from water for a week (Drinking doesn't count)
* Use fertilizers or drugs more than 10 times in the last 7 days.

If this effect is generated by the first method, a characters needs to rest in water for one hour to recover.

If this effect is generated by the second method, a character needs to not use drugs and fertilizers for at least 7 days. Otherwise, the effect will be protract by one day for each drug and fertilizer used.

## Effects

* An user who suffers from Purllawa has a -4 penalty on CHA checks except for check with Undead and other Purllawas, in this case takes +2.
* Maximum HP are reduced by 20%.
* Cannot be removed by abilities that removes ailments.
Talent

**Talents** are passive abilities that characters obtain through classes. These usually have an effect that becomes stronger with the class level.

For each class there are three sets of talents, each containing three talents. A character may choose a single talent from the level 1's set as he gets the class, from the level 2's set as he levels the class to level 2 and the level 3's set when he reaches level 3.

## Multi-Class

When Multi-Classing the effectiveness of talents is halved for all the classes except for the current class of the character.
Combat Statistic

**Combat Statistics**, also called **Fight Statistics** or **Battle Statistics**, are the six statistics that affect combat. These are usually divided in two groups: Physical and Magical.

## Physical Statistics

The 3 PS are used to determine the damage and the chance to hit an enemy with physical attacks (both melee and ranged). These are:

* Damage (D)
* Damage Resistance (DR)
* Evasion (E)

## Magical Statistics

The 3 MS are used to determine the damage and the chance to avoid an enemy's ability or effect. These are:

* Magical Damage (DM)
* Magical Resistance (MR)
* Magical Evasion (ME)
Idle Statistic

**Idle Statistics** are the six statistics not used in combat.

Each of these is represented by a number from zero to ten.

* Strength
* Constitution
* Dexterity
* Intelligence
* Spirit
* Charisma

## Determine Idle Statistics

How to get the statistics is a SD's choice, but there are three recommended ways:

### Roll 6d10

This is the fairest and simplest way, but the results may be odd since a character with under 3 STR hardly moves his body and a character with 1 INT can't remember even its name. Also a character with 1 CON is nearly dead.

### Roll 6d6, add 2

The result of each varies from 3 to 8. An average human rarely has 3 on a statistic, but semi-humans and demons fit very well in this kind of roll. For example, an eventual 3 may be placed in INT for a Orc, SPI for a Demon or CON for a Goblin. The eventual 8, higher than what a common human may obtain, will likely be placed in STR for the Orc, DEX for the Demon and CHA for the Goblin.

### Point Buy System

Give to each player the choice on how to distribute the points on the statistics. These are the basic rules:

* Each point from 1 to 5 costs 1.
* Each point from 6 to 7 costs 2.
* Each point from 8 to 9 costs 3.
* Increasing a Stat to 10 costs 5.

Usual amount to give is 37 for standard campaign;

In weakling campaigns (Read: Goblins, Ethereals, Gnomes and Jellies) a standard amount is 30 which means that characters will either have flat values or huge problems in some sectors and great advantage in others;

Finally for heroic or demonic character feel free to give over 40 points.
Fireworks with your Border Collie.

Calming your dogs fear of fireworks will benefit you & your dog, sometimes their fear can go back to a previous frightening experience. some get scared for no apparent reason, but you can help by...

1) Don't cuddle and reassure them as this will reinforce the dogs belief that something awful is happening.

2) Try to act like nothing is wrong, and behave normally.

3) Draw curtains to block out flashes of light.

4) Muffle the noise as much as possible.

5) Provide your dog with a den - use a crate covered with a blanket or improvise with a table or some chairs - which they can use as a refuge some dogs feel safer if they have such a treatable space, but never shut them in.

6) Feed a stodgy meal earlier in the day including pasta and rice so they have plenty of carbohydrates so they will relax and sleep.

7) give tons of exercise so they will be tired and sleep.

8) Play realistic CD recordings of fireworks to get them used to the sound

Remember your Border Collie most likely barks at firework because they feel the duty to protect you, reward them with a treat.

(*This knowledge was bestowed by the book, Everything Dogs Expect You To Know, by: Karen Bush.)*
Level

**This article is a disambiguation page for Level**

The following is a list of links to pages that might share similar titles.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed.

There are many kinds of Level:

* Ability Level or AL, a skill's individual level.
* Class Level or CL, the level reached by a single class of a character.
* Total Level or TL, the sum of a character's Class Levels.
Character

A **Character** is a being in the DaH world. There are two kinds of characters: Player and Non-Player.

## Non-Player Character

Every single being controlled by the SD that the party faces is a NPC. These may or may not have sheets like PC, but are subject to all rules that PC follows. More over, they are somewhat nearer to their Alignment and may have weird ones. (Example: if Dlhear became an NPC, he would be "Chaotic Mad", as neutral, good nor evil fit his mentality)

## Player Character

Each Player, except for the Demiurge, has a Character. Every choice of the PC is determined by his owner who must follow character's ideas, alignment and, most importantly, objectives. Ignoring one or more of these may cause several penalty, from the least harmful change of alignment to an invasion of inner demons, both metaphorical and actual.

For a guide to create PCs, click here.
Khelarvor

Category
 Other Names
 Alignment
 Ascension
 Death
 Original Race
 Religion
 Domains
 Class

**Khelarvor** is an ascended mortal who became as strong as a god in the moment of his death and was thus revived by Ay.

## Forms

Zane Galedark used to be a noble boy who was rejected by his family and city due to his weird habits (He exhumed corpses and made experiments on them). About to be lynched, he summoned an army of zombies and killed all the citizens, just to revive them in more zombies. He managed to be hated by everybody in Nahuska but every time someone tried to kill him, one more zombie was added to his army. At age 27 a demigod was sent to kill him and the fight ended up with both dying in a last mortal sword hit. Ay witnessed the fight and decided to revive the boy as a god, thinking that a mad killer would help the pantheon. Zane changed his name to "Khelarvor", which means "hundred aching bones".

## Spells

All of his spells are death and undead related with attacking or summoning effects. Choosing Khelarvor means to seek for an army of zombies and/or become a Lich.

1. Corpse Bomb
2. Cursed Weapon
3. Death Finger
4. Fallen Ball
5. Fallen Blade
6. Fallen Protection
7. Ghost Hand
8. Reaper's Thorn
9. Rotten Water
10. Zombification
11. (15 spells, he's a lich)

 Extra skills

A Rogue or Warrior who chooses Khelarvor receives "Khelarvor's Hunger" at level 1, but will not learn any skills at Class Level 8.

## Ritual

Any character who worships Khelarvor may perform the Ritual Summon Undead.
Sphere

Element
 Frequency
 Cost
 Rank
 School

**Sphere** is a rank 0 Spell that character may easily buy in magic shops.

## Magic Alteration

* May alter into Coldball at LV5.
* May alter into Fallen Ball at LV5.
* May alter into Fireball at LV5.
* May alter into Shadow Ball at LV5.
* May alter into Snowball at LV5.
* May alter into Sparkball at LV5.
Ki

**Ki** is a kind of ability that works similarly to spells, but does not use magic.

Skills of this type gain bonus damage/healing equal to half of user's Magic Resistance. This bonus is halved for effects that affects more than one target and is equally divided for effects that apply multiple times.

For a list of Ki, click here.
Alaw

Weight (kg)
 Hair
 Eyes
 Lifespan
 Organization
 Race of derivation
 Religion
 Nation
 First Leader
 Current Leader

**Alaws** are a race of noble seamen devoted to calm and interior peace. Since they can live for a very long time, they usually take everything calmly and never fret for anything. A close race to Ulalki, the other descendants of Ancient Samurai.

## Statistics

* Starting dice: d8 HP, d6 PM.
* Basic Speed: 5c
* Extra B Rank in Plant (anthropomorphous).
* Gain extra 0.1 in E and EM.

## Racial Features

* Restores Total Level/2 HP every 10 rounds in combat, every hour outside.
* Can breath underwater and may replace food with sunlight.

## Other Forms

A Purllawa individual loses its natural features and obtains new ones:

* Whenever takes poison damage, it restores HP instead.
* All spells and attacks Poison (LV: Half of total LV) the target, both allied and enemy, with a 50% chance.

## Racial Spells

They learn water and nature abilities and calm-related effects. Underlined spells are exclusive to Purllawa.

### B-Rank Spells

* Grass Ball
* Infusion
* Magnetic Aim
* Motionless
* Rotting Soul
* Toxic Soul
* Warmonger's Bane
* Water Ball
* Water Path
* Water Steam
* Wild Tourniquet
* Wooden Skin

## Religion

Alaws don't care much about religion but may have a god just for its spells. Due to this, they may change deities with an offer to another god, but it must be one of the most venerated:

* Lawarinn
* Wichi
* Sophron Seabark (Racial God)
* Poshek

Wind and Water minor deities are also worshiped widely.
Rogue

The **Rogue** is one of the first 6 classes available to players. It has almost no defense which is balanced by the high speed, evasion and damage.

## Statistics

At Level 1 may allocate up to 0.4 points on marked statistics as he prefers; each times he levels up he may allocate up to 0.6 points on marked statistics but not more than 0.4 points on a single statistic (Visit the Fight Statistic's page for more information).

## Talents

###### **LV**1:

* Knife (+1 Critical Chance with knives for each 2LV),
* Bow (+5LV% Bow damage),
* Throwing Weapon (+1 hit each 2LV if using throwing weapons)

###### **LV**2:

* Fluid (+1E each 2LV),
* Rapid (+1 Speed each 2LV),
* Assault (+5LV% second hit's damage)

###### **LV**3:

* Critical Style (+5LV% Critical Damage),
* Hidden Style (+10LV% damage if attacking an out-of-combat enemy),
* Chain (+1 hit each 3LV)

 Level Up

Rogues gain 10% extra experience for kills.

As they gain levels, they obtain some special features:

* Gain 0.5 precision every level.

## Skills

As with all starting classes, Rogue follows the basic pattern for skills acquisition.

#### B Rank Skills

1. **Ancient Fury** (Multiple attacks)
2. **Ansym's Style** (Allows double wielding)
3. **Hero's Will** (Save Throw)
4. **Lucluc's Luck** (Re-rolls tests)
5. **Khelarvor's Hunger** (Recovers health upon characters' death)
6. **Sabal's Touch** (Stunning hit)
7. **Ulal's Flow** (Copy spells)
8. **Ulal's Guard** (Counterattack)
9. **Uranhek's Rage** (Extra precision)
10. **Wichijuro's Style** (Extra Critical Chance)

#### M Rank Skills

1. **Stealing the Law**
2. **Weapon Binding**

G Rank Skills

1. **Pseudo-Physical**

## Class Advancement

Rogues have 4 possible secondary classes, based on the G-Skills:

* Berserker, based on Pseudo-Physical
Shadow

Weight (kg)
 Hair
 Eyes
 Lifespan
 Organization
 Race of derivation
 Religion
 Nation
 First Leader
 Current Leader

**Shadows** are a race of half demons with the ability to become immaterial at will. Supposedly born from a dead Demon Rikku whose body was devoured by an undead. The power overwhelmed the zombie who turned into the "Dark Rift".

## Statistics

* Starting dice: 1 HP, d12+2 PM.
* Basic Speed: 6c
* Extra B-Rank in Magic (Innate)
* Gain extra 0.1 in E and EM at each level.

## Racial Features

* Can enter an Immaterial state for up to 10 minutes a day per Total Level. The transition needs one round to be effectuated, while returning to corporeal form is immediate.
* Damage taken will reduce PM instead of HP if there are PM left.

## Racial Spells

Shadow's spells are only about darkness, mana and movement.

* Shadow Path
* (15 B)

## Religion

As a demonic race religion is very unimportant, but almost nobody is atheist, they just ignore their deities. In ancient past the Shadows worshiped Demon Gods and other impure beings, for which some still have this kind of religion.

* **Jajinn** (Racial God)
* **Uranhek**
* **Dark Rift**
* **Al-Baal**
* **Ayushuraim**
* **Ohethe**
* **Sabal Al-Sata**
* Amnal

Unless they are magic-users seeking for higher powers, they never worship other gods.
Magic shops

**Magic Shops** are special structures found at almost random locations all over the world.

All Magic Shops are owned by Warlocks or Sages, over the 20th level, but usually have spells so strong to be feared by nearly everybody.

All zero rank spells are sold in Magic Shops.

* Crystallization
* Electrification
* Impact
* Proto-Nothing\*
* Sphere

Marked spells may be obtained in heretic magic shops.
Paaw Ulalki

Weight (kg)
 Hair
 Eyes
 Lifespan
 Organization
 Race of derivation
 Religion
 Nation
 First Leader
 Current Leader

**Paaw Ulalki** (called **Crab Ulalki/Crustacean Men** in other nations) are the strong laborer and smiths of the Wa Empire, whose most striking feature are the claws that some individuals have for their hands or arms.

## Statistic

* Starting dice: d12 HP, d4 PM.
* Basic Speed: 3c.
* Extra B-Rank in Blacksmith.
* Gain extra 0.1 in D and DR each level.

## Racial Features

* Racial DR equal to LV.
* Breaths underwater and have a claw as an innested weapon.

## Racial Spells

They learn mostly water and defense based spells.

* (12?B)

## Religion

As with all Water beings, religion is not one of the most important things for a Paaw, but they will worship a god for its spells. For this, they may change deity with just an offer, but then they must choose among the most worshiped gods:

1. Poshek (Racial God)
2. Lawarinn
3. Ivan Ulal

 Other Water deities are also worshiped.
Iron Knuckle

**Iron Knuckle** is a basic Knuckle, sold most shops.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Specials

* Extra Hit:
	+ Critical do not deal extra damage, instead grants another hit without penalty. Stacks infinitely.
* Bonus for Level Up:
	+ +0 Precision, +2 Damage.
Uhim System

An alternative, simplified system is the "Uhim System of Combat". Drastically reducing the already limited number of rules in the game, it's set usually in a similar setting and uses mostly the same items and skills, often without their most difficult mechanics.

Characters start at LV1 and may choose one of the four classes: Bandit, Fighter, Guardian and Specialist.

Fighters have bonus damage, Guardians have bonus health, Specialist can cast skills and Bandits are the handyman class. A party generally needs a tank (Guardian/Bandit), a damage dealer (Fighter/Specialist) and a healer (Bandit/Specialist), but, as all the classes can easily gain features of other classes, this is merely a suggestion.
Enlarge Weapon

Element
 Frequency
 Cost
 Rank
 School
 Range

**Enlarge Weapon** is a Colorless Spell.

## Specials

* Enlarge:
	+ Target weapon becomes Enlarged and gets +3AL damage for 1 hour.
* Enlarged:
	+ An Enlarged weapon's STR requirement increases by 3.
	+ One-handed weapons become two-handed weapons.

## Magic Alteration

**Enlarge Weapon** is one of the possible alterations of Enchant.

* May alter into xxx at LV5.
Remove Element

Remove Element is a feature of many Nothing and Order based skills. Whenever an ability Removes an Element from a target, the user gains 1 Removed Element (see below) and an element of the target (chosen by the SD) is canceled until the caster dies or for one day. Even skills can take this effect.

If a character has an element equal to 0 due to this effect, his abilities of that element do not apply elemental damage.

Only two elements cannot be removed: Nothing and Earth.

## Removed Element

Some ability have effects that applies if a certain number of element are removed or deal damage based on the number of these. Whenever such an activate effect triggers, all Removed Elements are returned to their original owners after the ability applies. Passive effects (as: X increases by 1 for each Removed Element) do not count.
Jajinn

Category
 Other Names
 Alignment
 Ascension
 Death
 Original Race
 Religion
 Domains
 Class

**Jajinn the Shadow** is a dark goddess.

Born as a worshiper, she fell in love with Uranhek and trained hard to become similar to Atheka, the Night God's deceased wife. Jajinn learnt how to use spells enough to to impress even Mag, who gave her enough magic power to compete with gods. At the age of 24 she finally met Uranhek who, instead of loving her, attacked that woman so similar to the sacrificed goddess. The fight didn't end as he expected: Jajinn's spells overwhelmed the god, granting ascension to the Shadow Witch.

After that, Jajinn lost interest in Uranhek and started playing with mortals. She is friend with Khelarvor, who also likes dark, spooky and dead things.

## Spells

As a witch she has a wide range of spells, most regarding darkness and curses. She is a great deity for fast spell-casters, as dancers and bards, who use both magic and weapons.

1. Anathema
2. Fallen Protection
3. Ghost Hand
4. Groundmaul: Dark
5. Night Hit
6. Pain
7. Sadness (Not sure?)
8. Shadow Ball
9. Shadow Smoke
10. Shadow Path
11. (15)
Ornalaria

Category
 Other Names
 Alignment
 Ascension
 Death
 Original Race
 Religion
 Domains
 Class

**Ornalaria** is the goddess of pain and suffering. One of the first god created by Ay, she later became his wife even if the End never liked her much. She had three sons from Ay: Zahgira, Ohethe and Ayushuraim. Outside her marriage, she had Larharl and Asujyad.

## Spells

As a Warlock, Ornalaria uses a wide range of spells, most of which regard poison, death and darkness. She's the perfect choice for a character who bases his play style on weakening and then slowly killing his enemies.

1. Anathema
2. Blindness
3. Cursed Weapon
4. Dark Bolt
5. Fallen Ball (?)
6. Pain
7. Reaper's Thorn
8. Sadness
9. Toxic Soul
10. Venom Breath
11. (15B)
Hail of Fire

Element
 Cost
 Rank
 School

**Hail of Fire** is a rank M Fire spell.

## Specials

* Target Area Spell:
	+ Choose a 2AL cells area.
* Multi Attack:
	+ Hits random targets in the area 1d6+AL times.
* Magical Critical:
	+ Inflicts Burn to the targets hit.

## Magic Alteration

**Hail of Fire** is one of the possible alterations of Growing Fire.

* May alter into xxx at LV5
Fire Rune

Element
 Cost
 Rank
 School

**Fire Rune** is a common Rune.

## Specials

* Rune:
	+ Apply to target Item or Zone.
	+ On Item: All physical damage dealt by that item becomes Fire damage, also if it touches an enemy deal AL d4 damage to it.
	+ On Zone: On activation, produce a flame that lasts 1d6 rounds and deal AL d6 damage to any target over it.
Ethereal

Weight (kg)
 Hair
 Eyes
 Lifespan
 Organization
 Religion
 First Leader
 Current Leader

**Etherals** are a race of noble magic being.

## Statistics

* Starting dice: d4 HP, d12 PM.
* Basic Speed: 6c
* Extra B-Rank in (...)
* Gain extra 0.1 in MR and EM at each level.

## Racial Features

* Does not require food nor sleep, but must stay 4 hours per day in bright light. Cancel 10 damage from Light per day.
* Can enter an "Energy" state at will (It's an aura). While in this form, takes halved damage from physical attacks and all physical damage dealt becomes energetic.

## Racial Spells

S.

* u
* (15 B)
Song

A **Song** is a kind of ability that generates sounds with various effects. To perform a Song a character must use a Musical or have at least 3 ranks in Music.

Skills of this type gain bonus damage/healing equal to half of user's Magic Evasion. This bonus is halved for effects that affects more than one target and is equally divided for effects that apply multiple times.

For a list of Songs, click here.
Aura

An **Aura** is a kind of ability that applies an effect over time.

A character can only have one aura at a time, but Poliaura allows to ignore this rule.

When activated pay the full cost of the aura, then after 10 rounds in combat pay it again or cancel the aura. Out of combat, pay again the full cost every 2 hours or cancel the aura.
Enchanter

The **Enchanter** is one of the first 4 possible advancements of the Warrior and Mage Classes.

## Statistics

 Mana Points
 Damage
 Damage Resistance
 Evasion
 Magic Damage
 Magic Resistance
 Magic Evasion

Also gains +1 in 3 different statistics.

## Talents

###### **LV**1:

* Twin Sources (After dealing magical damage increase the next physical damage dealt by 8LV% and after dealing physical damage increase the next magical damage dealt by 8LV%)
* Caster (+8LV% Damage from spells infused in the weapon and +LV/5 elements)
* Arcane Blade (+8LV% Physical damage of infused weapons and +LV/5 elements)

###### **LV**2:

* Critical Addition (Reduce critical multiplier by 0.75, cast all the weapon's spell for free on critical hit)
* Standard Addition (Weapon's elements become the ones of infused spells and elemental damage (Except for Cut, Pierce and Hit) from weapons increases by 7LV%)

###### **LV**3:

* Arcane Smith (Double the number of Infusions per week, Increase the level of Infused weapons by LV/3)
* Arcane Fighter (Halve the cost of infused weapons' spells and increase their level by LV/3)

## Level Up

Enchanter gain extra experience whenever they inflict damage, equal to 1/4 of the damage dealt.

As they gain levels, they obtain some special features:

* Gain 1 Luck at levels multiple of 5.

## Skills

Veterans acquire B-skills at level 1, 3, 7, M-rank at 5, 8 and G-rank at 9.

#### B Rank Skills

1. Magic Shot (Whenever user attacks with a weapon with a magic Infused, cast that infused spell after the attack)
Border Collie health.

**Major concerns: CHD**

**Minor concerns: PRA, lens luxation, CEA, PDA, OCD, deafness, seizures, hypothyroidism**

**Rare: cerebellar abiotrophy, ceroid lipofuscinosis, compulsive behavior**

S**uggested tests: hip, eye, thyroid, DNA for CEA**

 **Life span: 10-14 years**

**Border Collies can live outside but like to be inside with its "pack".**

**They are not suited for apartments and need to be brushed.**
Mace

**Mace** is a type of white Weapon. A simple weapon that requires no ability, preferred by most barbarians and outlaws. Rods and sticks are also considered Maces, but are usually used with two hands and with a different style by monks.

## Statistics

Maces have higher than average damage and are otherwise pretty much a standard weapon.

For a list of Maces, click here.
Wooden Sword

**Wooden Sword** is a kind of basic Sword, the weakest and cheapest.

 Element
 Precision
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

Wooden Swords were mainly used as practice weapon because they rarely kill their targets. Before that, these were created by woods' people and often enhanced with magic or poisons.

Another way to use Wooden Swords is burning them, making them very useful for just 10 minutes, before turning to ashes.

## Specials

* Bonus for Level Up:
	+ +1 Damage.

## Crafting

Requires 3 pieces of Wood. Gains extra effects according to the wood used.
Paralyzing Trap

**Paralyzing Trap** is a common Item.

 Price
 Weight

## Lore

A typical hunter's item, very helpful when trying to hold an enemy still, it became also a very common trick item for rogues.

## Specials

* Placement turn/ Delayed throw
	+ Requires one turn for this to be activated, alternatively, user can throw this item in a zone within 5 cells and it will activate at the start of his next turn. If thrown, it has a 50% chance to go on a near cell instead.
* Paralyze
	+ If a character steps on this activated trap, they must take a Strength Check (DC25), if it fails they're Paralyzed until they can free himself. Take one more check at the beginning of every turn with DC reduced by 2 per turn.
Remote Control Mine

**Paralyzing Trap** is a common Item.

 Price
 Weight

## Specials

* Placement turn/ Delayed throw
	+ Requires one turn for this to be activated, alternatively, user can throw this item in a zone within 5 cells and it will activate at the start of his next turn. If thrown, it has a 50% chance to go on a near cell instead.
* Controlled Explosion
	+ User can activate this trap at any time with an extra action, even during an opponent's turn. When it activates, deal 1d6 Explosion damage to all characters within 2 cells from the mine.
Composite Bow

Composite **Bow** is a kind of complex Bow, sold in most shops.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Specials

* Aim:
	+ For each turn user concentrates, it gains +4 Precision.
* Extra range:
	+ Gains +1 range and takes -2 Precision. Apply any number of times.
* Stillness:
	+ Can't move and attack in the same turn.
* Bonus for Level Up:
	+ +2 Damage, +4 Precision.

## Crafting

Requires 10 pieces of wood and 3 strings.
Summon Undead

**Summon Undead** is a a Ritual that allows the caster to reanimate a corpse.

### Requirements

* To perform this ritual a corpse of a Humanoid who died at most 20 hours before the ritual's start is needed.
* It may also be cast on a Undead summoned by any means to turn it into a caster's permanent Undead.
* For preparation and items to use during the process, 3750UC per Undead level are needed.
* The caster must have at least twice the summoned Undead's level in Synthesized (Undead) knowledge's ranks and must be able to cast at least one Death-element spell.

### Time

* The ritual takes 4 hours to revive the corpse as a permanent Undead. If the ritual is interrupted, the Undead only lasts 2 hours.
* If the ritual is cast on an Undead the time needed is only 1 hour.

### Summoned Undead

* The Undead is considered as a caster's secondary character and will do whatever the caster commands it to do. It will retain the statistics it had when it was alive, including its race, but will only be able to gain Undead levels.
* It is possible to revive the corpse with equal or less levels than what he had at the moment of its death.
* If the Undead had class levels when it was alive, the caster may turn any number of its Undead Level into Class Level that it had, but it must keep at least one Undead Level.
* There is no limit to the number of Undeads summoned by this ritual.

For other information about the summoned Undead consult the Undead's page.