recursal/Fanatic-Fandom huggingface dataset:
Hypnotic Clown

This encounter is found in the **Statue Secret Event** and consists of the **Hypnotic Clown**.

Each turn of combat, this enemy will act in a specific way.

## Hypnotic Clown

### Normal Attack

5

This enemy has an innate ability, **Hypnosis**, that makes you unable to view the cards in your hand. You can only see if it is a Combat or Magic card.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Prince of Blood

* \*
* \*\*

The **Prince of Blood** is an upgradeable Combat Card. While it can Upgrade by itself, it's best if you have multiple self-damaging cards. Being able to kill an injured enemy, especially in higher Inferno levels can be extremely useful, but because it only works in standard enemy combats, it ends up only being useful part of the time, even when fully Upgraded.

NOTE: If you use the Upgraded **Prince of Blood** in an Elite or Boss fight, you will lose 6 HP and the card will be Removed, but it will not affect the enemies.

## Ability

**Stage 1:**

Deal 9 damage.

Lose 3 HP.

(Lose 50 HP with cards to Upgrade.)

**Stage 2:**

Kill an injured enemy (no effect in Elite and Boss fights).

Lose 6 HP.

Remove.
Sapphire Guard

The **Sapphire Guard** is a Combat Card that is fairly strong in early game, as its Shield level is higher than any class's base Shield card and it's cast for free (refunding its mana cost).

It loses some utility in later stages as it is a non-tribal card and it's Overcharge prevents you from chaining mana-gaining abilities together.

## Ability

Gain 5 Shield.

Gain 1 Mana.

Gain Overcharged until end of turn.
Piece of Coal

The **Piece of Coal** Skill is useful, but also dangerous. If you have a lot of Skills that help you with debuff-giving effects, it will be the most useful. However, since most Debuffs will be gone after the first turn, it also isn't super harmful for giving you the bonus of 2 Resistance.

Most of the time, you'll get 1 round of 2 Debuffs. If the random Debuffs chosen are the same (2 Frail, for example), however, you'll have that one debuff for 2 rounds.

## Ability

At the start of each combat, gain 2 Resistance and apply 2 random Debuffs on yourself.
Mummies

This encounter is found in **The Desert** and consists of 3 **Mummies**.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. All act using the same pattern.

## Mummy

### Normal Attack

6

This enemy has an innate ability, **Inflammable**, which makes them take double damage from Burn.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Spider Queen

* \*
* \*\*

The **Spider Queen** is an upgradeable Magic Card. It's an okay card, but most useful in a Beastman-heavy deck, especially once the card has been Upgraded.

## Ability

**Stage 1:**

Apply 3 Poison.

(Play 30 Beastman cards to Upgrade.)

**Stage 2:**

Apply 2 Poison to ALL enemies for each Beastman card in game.

Exile.
Dragon Order

The Dragon Order are a group attempting to invade Tanishatown. They are armed with long bows and are normally in pairs or threes. They kill many dragons, and one Dragon Hunter was able to breach the town during the final of the  Dragon Championship in the winter of Nenoeneanoe. Therefore, Ever Alphabane won, with the help of his new second-in-command Rock Stormbringer. The Dragon Order is named for their populace of dragons which they have controlled using dark magic and sometimes potions. Their longbows can destroy large amounts of material at a time, and they are also good swordfighters, one of them may need up to 3 koas (warriors of the Dragon Tribe) to defeat one.
Cobras

This encounter is found in **The Desert** and consists of **Cobra**, **King Cobra**, and **Cobra** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Cobra

### Normal Attack

4

This enemy has no innate ability.

## King Cobra

### Normal Attack

6

This enemy has no innate ability.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Resistance

**Resistance** is a buff that can augment your character. It is depicted on your character by a blue icon with a green shield and several arrows pointed upwards. The number in the lower right corner of the icon is the current level of the Resistance buff.

**Resistance** increases the Shield you generate by "N" amount, where "N" is the the current level of the **Resistance** buff.

Most effects that add **Resistance** persist until the end of the current combat. Some few are only for the current turn (see Overcharge).

Skills that add **Resistance** are in constant effect EXCEPT in the instance of the Master of Toxins, which can wipe out even your persistent **Resistance** (and Strength).
Lycanthrope and Grey Wolves

This encounter is found in **Enchanted Forest** and consists of the **Lycanthrope** which evokes **Grey Wolves** to the left of its place.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. Evoked enemies begin on the overall turn number, not at Turn 1. See each individual for its unique pattern.

## Lycanthrope

### Normal Attack

12

This enemy has an innate ability, **Wolf Leather**, that gives it 5 Shield whenever a Grey Wolf dies until its next turn.

## Grey Wolf

### Normal Attack

4

This enemy has an innate ability, **Minion**, that means it abandons combat if their leader (the Lycanthrope) dies.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Secret Event (Hidden Cave)

Hidden Cave includes two of several Secret Events in Rogue Adventure.

## Hidden Cave (Lost World)

First **Hidden Cave** can be randomly found by clicking on any room in Lost World map.

The text reads "?? Secret Event ??" | "Hidden in a rock you see the entrance to a cave. You hear strange noices coming from the inside, surely there is someone or something. You may decide to enter or leave."

## Map

If you choose to Enter, you will be faced with a unique map with 3 unique Elite enemies and a unique Treasure Chest at the top. In a random order, you will have to fight 3 Elite enemies.

## First fight

First enemy is Red Giant. This creature has an ability "Mace of Wound: if you take unblocked damage from this creature, you will start your next combat with 3 Wound".

## Second fight

Second enemy is Green Giant. This creature has an ability "Mace of Frail: if you take unblocked damage from this creature, you will start your next combat with 3 Frail".

## Third fight

Third enemy is Blu Giant. This creature has an ability "Mace of Weakness: if you take unblocked damage from this creature, you will start your next combat with 3 Weakness".

## Final reward

Unique Treasure chest contains Gold, Gems and Roc's Feather skill.

## Hidden Cave (Volcano)

Second **Hidden Cave** can be randomly found by clicking on any room in Volcano map.

The text reads "?? Secret Event ??" | "Hidden in a rock you see the entrance to a cave. You hear strange noices coming from the inside, surely there is someone or something. You may decide to enter or leave."

## Map

If you choose to Enter, you will be faced with a unique map with 3 unique enemies (Normal, Elite and Boss) and a unique Treasure Chest at the top.

## First fight

Player has to fight three Lesser\_Magma\_Golems which have an ability "Fire Absorption: every time you apply Burn, this creature Heals for 2 HP"

## Second fight

Player has to fight two Magma Golems which have an ability "Fire Absorption: every time you apply Burn, this creature Heals for 2 HP"

## Third fight

Player has to fight Boss enemy Incinerated\_Skeleton which has an ability "Curse of Fire: at the end of its turn, this creature receives 1 damage. It can be killed only if it reaches exactly 0 HP. If its life goes below 0, this creature Heals 9 HP (max. 9 times)." However, poison damage kills the Skeleton with overkill damage.

## Final reward

Unique Treasure chest contains Gold, Gems and Phoenix Feather skill.
V01-B01

The **V01-B01** is a Robot Magic Card that is good in almost any deck, but it's specially good for small ones where you know that you will draw them multiple times. As soon as you draw it, you gain 1 Mana and 1 Resistance. If you use it, you only gain 6 Shield and it is Exiled, so it is often better to keep in your deck for the free Mana and Resistance.

While it is a good idea to have multiple or duplicate them, it may not be wise to pick more than 3 depending in your deck size, as this might cause you to draw a full hand of V01-B01 which would force you to exile one of them if you want to do any other action.

It synergies well with any card that draws new cards from you Draw, Exile or Discard pile.

## Ability

Gain 6 Shield.

Every time you draw this card gain 1 Mana and 1 Resistance until the end of this turn.

Exile.
Squid and Octopus

This encounter is found in **Deep Water** and consists of **Giant Squid** and **Giant Octopus** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Giant Squid

### Normal Attack

10

This ennemy has no innate ability.

## Giant Octopus

### Normal Attack

10

This ennemy has an innate ability, **Ink Attack**. If you take unblocked damages from this creature, it will apply 2 Blind effects on you.
Robot

**Robot** are one of the races available in cards.

**Robot** cards specialize in Status Effects and Shield, though they also do a lot of damage.

There are 25 **Robot** cards total.

* All Robot Cards

## Common

* BangBot
* Flamethrower
* GorillaTron
* P0-B1
* B0-P1
* Self-Destruction Bot
* Robo Butler (Engineer-specific)
* Rifle Unit (Engineer-specific)
* Laser Unit (Engineer-specific)
* Cannon Unit (Engineer-specific)
* Armored Unit (Engineer-specific)
* Time Machine (Engineer-specific)

## Uncommon

* Robo Wasp
* Iron Colossus

## Rare

* Hyper Samurai
* RoboWitch
* Sentinel
* Ultron
* Artillery Unit
* Hyper Warrior
* Spheres of Duplication
* V01-B01

## Other

* Robo Hound
* Ultron Battery
* Activation Gear (Engineer-specific)
Wizard of Nature

The **Wizard of Nature** is a Magic Card that can really buff you as long as you have other Cards or Skills that buff you.

If you have temporary Strength or Resistance, it doubles that and any amount the **Wizard of Nature** added to you will become permanent for the rest of that combat. For example, let's say you use **Lizard Fighter**, which gives you +1 Strength until the end of the turn. During that turn, you use **Wizard of Nature** so your Strength becomes +2. When your turn ends, your Strength will drop to 1 and remain there for the rest of the combat (unless you buff it further of course).

## Ability

Double your Strength.

Double your Resistance.

Exile.
Toxic Flower

The **Toxic Flower** is a Magic Card evoked by **Red Bloom**. It's useful for minor Healing, especially as its free (it gives you 1 Mana back upon use), but if your HPs are above 50%, it applies 1 Poison to all enemies in combat. That isn't a lot of Poison, but it does trigger before the enemies act and it goes through Shield.

## Ability

If your HP is below 50% Heal 3, otherwise apply 1 Poison to ALL enemies.

Gain 1 Mana.

Exile.
Shuriken Attack

The **Shuriken Attack** Skill is most useful in a Combat-heavy deck. There is a number (starting at 0 each turn) next to this Skill icon that indicates how many Combat Cards you've played that turn. It works for more than 4 cards, as well, so you gain +1 Strength after playing 4, 8, 12, etc. Combat Cards in a turn.

The Strength remains for the rest of that combat.

## Ability

Every time you play 4 Combat Cards in a single turn, gain 1 Strength.
Self-Destruction Bot

The **Self-Destruction Bot** is a Robot Combat Card. Every time you play this card, it gets Exiled, but another copy goes into your discard pile. That is especially useful in Robot-focused decks that use cards like **Flamethrower** and **Iron Colossus** since all scale based on how many Robot cards you have in your deck at the time.

## Ability

Deal 1 damage for each Robot card in game.

Lose 1 HP.

Duplicate.

Exile.
Pterodactyls

This encounter is found in the **Lost World** and consists of **Pterodactyl (1)** and **Pterodactyl (2)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Pterodactyl

### Normal Attack

8

This enemy has an innate ability, **Flying**, that means it takes 33% less damage from attacks (Poison and Burn still do the full amounts).

## Pterodactyl

### Normal Attack

8

This enemy has an innate ability, **Flying**, that means it takes 33% less damage from attacks (Poison and Burn still do the full amounts).

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Young Witch

The **Young Witch** is a Magic Card that can be especially useful in Mana-giving decks because of giving 3 Mana with one card. If you already have Overcharged, you get +3 Strength and +3 Resistance and, worst case, this card deals 2 Weak to all enemies currently in combat.

## Ability

If the target has Weak you gain 3 Mana, otherwise apply 2 Weak to ALL enemies.

Gain Overcharged until the end of this turn.

Exile.
Volcano

This is one of the Worlds you will see in Classic, Hell, or Tournament Modes.

You can run into a varying number of Normal or Elite enemies, based on the Maps, but you will only ever run into 1 Boss enemy. The enemies you will run into here are:

* All Volcano Enemies

## Normal

* Fire Bees
* Fire Lyzards
* Cerberus
* Magma Golem
* Toxic Dracon

## Elite

* Demon of the Deep
* Red Lizard Nest
* Volcanic Lyzard

## Boss

* Chaos Nest and Wasps
* Forgotten Golem and Totems
Rooms

Each map in Rogue Adventure is divided into many pathways, each of which branch and move towards the Boss at the end of the Map. Each layer that these paths travel through have Rooms. There are 4 kinds of Rooms you will encounter:

* Normal Enemy
* Elite Enemy
* Treasure Rooms
* Merchant Rooms

In Enemy rooms, you will fight the inhabitants, and if successful you will be rewarded with coins (and gems, in Elite rooms).

Treasure Rooms are depicted on the map by a treasure chest. There are 'X' levels of treasure rooms in the game, Bronze, Silver, Gold, Platinum, and Diamond. Each treasure room will have a small amount of coins and one randomly determined card visible, as well as a Treasure Chest to open. Inside the chest are more coins, gems, a second card - and at higher levels - free Skills and occasionally a Strange Statue.

Merchant Rooms are depicted on the map by a blue-grey banner. All Merchant Rooms have a similar layout. There is a package icon to click for 50 free coins (once per visit to each Merchant Room) and there are 4 separate areas to purchase from:

* Cards: There will be 9 random cards for sale (3 each Common, Uncommon, and Rare).
* Skills: There will be 9 random skills for sale.
* Services (coin): Purchasing your class Upgrade(s), Healing, Gaining more health, spending coins to manipulate your deck.
* Services (gem): A one-time per game purchase of coins, re-rolling the available cards or skills, purchasing a 1-combat use Strength and/or Resistance buff.

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Warrior

This is the base class that everyone starts with when they begin their first adventure.

## Abilities

You will always start with the base ability unlocked. By spending 300 gold at a merchant you can get the upgraded version. When you upgrade, you still get the benefits from the base ability.

    Upgrade

## Class Bonus

After beating the game on normal, you can choose to play through on Inferno. You will start at Inferno 1 and upon completion will unlock Inferno 2. Beating the game on Inferno 2 will unlock the first Class Bonus for that class. You will unlock further Class Bonuses upon beating Infernos 5 and 10. Once you have them unlocked, there is no reason to not choose one to use for a run. It autoselects the last one you used in a run.

to unlock

## Starter Deck

4x Fighter

3x Guard

1x Mage

**Changes**:

Version 1.0 - Class bonus -

1. You start the game with Knowledge of Resistance skill.
2. Every time you play a Combat Card, gain 1 additional Shield.
3. You don't lose temporary Strength or Resistance at the end of the turn.

Class bonus unlock requirements

1. Beat Classic Inferno 2 for Bonus 1
2. Beat Classic Inferno 5 for Bonus 2
3. Beat Classic Inferno 10 for Bonus 3

Class Upgrade

Gain 3 Resistance instead of 2(current)

Version 3.0 - Current version
Wound

While **Wound** is active, you receive 1 point of damage for each card you play. This damage is applied directly to your health, bypassing any Shield you have.

The first Class Bonus for Necromancer changes **Wound** from doing 1 point of damage to healing 1 point.

Changes:

Version 1.0 - The Pain upgrade for Necromancer changes **Wound** from doing 1 point of damage to healing 1 point.

Version 3.0 - Current Version
Sigil Essence

The **Sigil Essence** is a Magic Card that is best in a small deck because you need to have a "0" in your draw pile or discard pile in order to play it.

You can't play this card unless that condition is met, even just to get rid of the card.

## Ability

Gain Immune.

Gain 2 Resistance.

Consumes all your Mana.

This card can only be played if there are no cards in your discard pile or in your draw pile.

Exile.
Shaman

This class is unlocked upon reaching level 16.

## Abilities

You will always start with the base ability unlocked. By spending 400 gold at a merchant you can get the upgraded version. When you upgrade, you still get the benefits from the base ability.

play a card, add 1 Fire or Thunder point based on your current form.
Switching form will consume all points and apply:
8 damage to a random enemy for each Thunder point.
    Upgrade

## Class Bonus

After beating the game on normal, you can choose to play through on Inferno. You will start at Inferno 1 and upon completion will unlock Inferno 2. Beating the game on Inferno 2 will unlock the first Class Bonus for that class. You will unlock further Class Bonuses upon beating Infernos 5 and 10. Once you have them unlocked, there is no reason to not choose one to use for a run. It will autoselect the last one you used in a run.

for each Thunder point.
for each Fire point.
to unlock

## Starter Deck

2x Mage

3x Fire Totem

3x Thunder Totem
Young Fighter

The **Young Fighter** is a Combat Card that can be a strong card in Combat-focused decks, especially ones that have multiple means of increasing Strength. This is offset, however, by the danger of being affected by the Block Status Effect, rendering you unable to use Combat cards until it is removed or wears off.

## Ability

Deal 3 damage for each Combat Card in your hand.
Book of Magic

The **Book of Magic** Skill is good in a Magic-heavy deck, but you also need ways to gain more Mana in order to activate this card (as only having 3 Mana in a turn won't allow you to play 4+ cards).

It works for more than 4 cards, as well, so you Heal after playing 4, 8, 12, etc. Magic Cards in a turn.

## Ability

Every time you play 4 Magic Cards in a single turn, Heal 4.
Treasure Map

The **Treasure Map** Skill is semi-useful. In essence, it removes Bronze chests from your possible Treasure Chests. As Silver chests aren't necessarily much better than Bronze, it is only sort of useful, but since you have a 50% chance of getting a Bronze chest without this Skill, you have a better chance of getting the better chests.

## Ability

Treasure Rooms now contain only silver, gold, platinum, and diamond chests.
Upgrade

Some cards have quests listed on them. The current Stage is indicated by the asterisks in the Title (\*/\*\*/\*\*\*). The Quests become active as soon as the card is added to your deck and any quest objectives start adding up in combats from then on.

If you hover on the card when it is in your hand (not in your discard or draw piles), you can see what the current count for the quest is in yellow parentheses after the Quest text.
Skills

Skills are items you can buy for Gems that grant a bonus in every combat. Once received, they appear in the bar at the top of combat, to the right of your class ability icon, in the order you received them.

You can buy them at Merchants or you can find them in Gold, Platinum, and Diamond chests.

* All Skills
* Cheap Skills (cost 0-6 Gems)
* Average Skills (cost 7-10 Gems)
* Expensive Skills (cost 11+ Gems)
Succubus

* \*
* \*\*

The **Succubus** is an upgradeable Magic Card. It can quickly Upgrade itself, especially with multi-enemy combats where you can add up to 12 Burn (4 per enemy) at a time. It also works well with other Burn-related cards like **Red Drake** or **B0-P1**.

## Ability

**Stage 1:**

Apply 6 Burn to ALL enemies.

Exile.

(Apply 100 Burn in combat to Upgrade.)

**Stage 2:**

Apply 12 Burn to ALL enemies.
Wizard

This class is unlocked upon reaching level 2.

## Abilities

You will always start with the base ability unlocked. By spending 400 gold at a merchant you can get the upgraded version. When you upgrade, you still get the benefits from the base ability. Spheres of Energy will automatically activate when you reach 10 points, you don't have to do anything to activate them.

    Upgrade
At the start of your turn, you have 1 extra Mana for each Sphere of Energy activated.

## Class Bonus

After beating the game on normal, you can choose to play through on Inferno. You will start at Inferno 1 and upon completion will unlock Inferno 2. Beating the game on Inferno 2 will unlock the first Class Bonus for that class. You will unlock further Class Bonuses upon beating Infernos 5 and 10. Once you have them unlocked, there is no reason to not choose one to use for a run. It autoselects the last one you used in a run.

(instead of 1)
to activate them (instead of 10)
to unlock

## Starter Deck

1x Energy Golem

4x Golem Warrior

3x Mud Golem

**Changes**

Version 1.0

Class Bonus

1. Second Class Bonus - Every time you play a Magic Card you gain 2 Energy points (instead of 1)

Class bonus unlock requirements:

1. Class bonus unlock requirements changed from Classic Inferno 2, 5, and 10.

Class Upgrade cost changed from 300 to 400.

Version 3.0
Cthool Acolyte

The **Cthool Acolyte** is a Combat Card that is sometimes useful. The 20 Shield it adds is helpful, but its possible that you'll have a good (or even needed) card Exiled alongside **Cthool Acolyte**.

If you don't have any cards that can unexile, this is a chancy card to have in your deck.

## Ability

Exile a random card in your hand.

Gain 20 Shield.

Exile.
Gold

Gold is the main currency for Rogue Adventure, gained from defeating enemies, opening Treasure Chests, and watching ads on Merchant screens.

Your total Gold count is along the upper bar of the adventure screen, just to the right of the gold coin icon.

Gold is used at Merchants, primarily to buy new cards. You can also use Gold, in the Services section of Merchants under the bag of gold icon, to heal, raise your max HP, permanently remove cards from your deck, transform cards in your deck, and to duplicate cards in your deck.
Ultron

**Ultron** is a Robot Magic Card that is especially useful if you take a lot of damage, like a Barbarian. Its evoked card (**Ultron Battery**) also Heals, so this card can do a lot of AoE damage *and* can help bring your HP back up towards max.

## Ability

Deal damage equal to your missing HP to ALL enemies.

Add **Ultron Battery** to your hand.

Exile.
Remove

Remove is a function on some cards in the game. Unlike Exile, which has its own "pile" and where the cards in it remain part of the game, Removed cards are no longer available in any manner. They cannot be retrieved by any in-game effects and they do not count towards any tribal counters on other cards.

Removed cards that started in your deck are returned to the deck at the end of the current combat to be used in the next battle.

See also Exile.
Mutant and Killer Seaweeds

This encounter is found in **Deep Water** and consists of **Killer Seaweed (1)**, **Mutant Seaweed (1)** and **Killer Seaweed (2)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.
Sea Dragon

This encounter is found in the **Land of Dragons** and consists of the **Sea Dragon**.

**Sea Dragon (1st Form)** evolves into **Sea Dragon (2nd Form)** which evolves into **Sea Dragon (Ultimate Form)**.

Each turn of combat, these enemies will act in a specific way. Evolved enemies begin on the overall turn number, not at Turn 1. See each individual for its unique pattern.

## Sea Dragon (1st Form)

### Normal Attack

5

This enemy has an innate ability, **Evolution**, so when it takes fatal damage it evolves (into **Sea Dragon (2nd Form)**) instead of dying.

## Sea Dragon (2nd Form)

### Normal Attack

9

This enemy has an innate ability, **Evolution**, so when it takes fatal damage it evolves (into **Sea Dragon (Ultimate Form)**) instead of dying.

## Sea Dragon (Ultimate Form)

### Normal Attack

13

This enemy has an innate ability, **Cleanse**, which removes Poison and Burn from itself at the end of its turn.

NOTE: The Poison and Burn damage the Sea Dragon before being removed. Also, Weak is NOT removed.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Sunpaw

Sunpaw is a sleek, short furred, non-binary cat, with pale, blonde fur, spreckled white on the face with blue eyes. Sunpaw has a blonde fluff at the ending of each ear.

## ***Personality Traits***

#### **Likes**

Sunpaw likes to eat in small portions, but loves to share rabbit with a warrior. They are facinated by herbs and likes to keep everything organized. Likes to meet new people and share thoughts with new possible friends.

#### **Dislikes**

Sunpaw dislikes to feel like prey, against dogs, foxes and/or snakes. They are not very happy when other cats are mean or grumpy to him, when he tries to comfort everyone. They dislike fights, knowing that they would lose most probably.

## ***Skills***

#### **Strengths**

They have a good memory skill and usually is fast when needed to heal. Sunpaw also is most of the time self-conscious on their decisions.

#### **Weaknesses**

They get intimidated easily and their curiosity might put them in trouble. Nevertheless, not a good hunter, nor a fighter.

## ***Relationships***

#### **Parents**

Shinywing (mother) {NPC}
Redfang (father) {NPC}

#### **Siblings**

Goldenpaw (NPC)

Hopepaw (NPC)

## ***Short Backstory***

Sunkit wasn't good at catching the moss, stood away from kit's games/fights and wasn't attracted by hunting, not being the swiftest, nor the most silent one. On the other hand, they were welcomed in the medicine cat den, where they discovered a vast amount of herbs, fascinating them. They officially chose the medicine cat path.

## ***Recent History***

Searching for some marigold, Sunpaw arrived at the graceful river, where they saw an interesting plant, hid in the nettles, she stung herself with them, and fell into the river, slipping on the mud, but managed to get to the shore.[1] There she met Mothpaw, who happened to be on the other side of the river. Sunpaw was afraid,[2] at first, but discovered that Mothpaw was a medicine cat apprentice too.[3] Their curiousity and talkative personalities fit perfectly, and they became friends quickly. Sunpaw's inflamed wound, stung by nettles, began to look bad, and, fortunately, Mothpaw found some marigold for it.[4] The plant that Sunpaw discovered was revealed to be a Dealdy Nightshade, told by Lichenflurry,[5]and Sunpaw thought they and Mothpaw were lucky to be told that the plant is poisonous. Not long after that, Sunpaw decided to invite Mothpaw for a visit in MoorClan,[6] and Mothpaw accepted. When Sunpaw brought Mothpaw to the camp, at first they were hanging out in the medicine cat den, but then, in the camp, they were witneesses to the killing of Leafnettle, made by Splashtuft, outraged by being exiled for mating a loner.[7] Mothpaw left afterwards.[8] After some moons, Sunpaw met Poppyhollow in a clearing, where they had a conversation about Poppyhollow's past, where she was outraged and blocked Sunpaw's comforting words.[9] Sunpaw went home, hurt inside.[10] Though, the next day, the medicine cat apprentice found some thyme and some marigolds, with a red poppy sitting on the top.[11]
Shadow Assassin

The **Shadow Assassin** is a Combat Card that can be very useful against any type of enemy, especially at higher Inferno levels. It halves the target's current HP and ignores Shield. Of course, it can only be used once per combat since it is Removed after use.

## Ability

Target's enemy HP is halved.

Lose 3 HP.

Remove.
Rock Giant

This encounter is found in **The Desert** and consists of the **Rock Giant**.

Each turn of combat, this enemy will act in a specific way.

This enemy has an innate ability, **Fissure**, which counts down from 9 to 0 for each card played. When the countdown reaches 0, the Rock Giant will instantly apply 2 Block and will attack on its next turn.

Once the countdown hits 0, it doesn't start counting down again until after the enemy has had its next turn.

NOTE: Using a Blocked card, while it doesn't normally count as "played" will decrease Rock Giant's counter.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Ranger

This class is unlocked upon winning a normal run with Warrior, Assassin and Paladin.

## Abilities

You will always start with the base ability unlocked. By spending gold at a merchant you can get the upgraded version. When you upgrade, you still get the benefits from the base ability. Rangers are different in that they have 4 upgrades to purchase over the course of the game. Each upgrade costs 100 gold and adds a new benefit. You can still only upgrade once per shop, requiring 4 shops to have your max upgrade.

    Upgrade
     Bow (level 1)
     Bow (level 2)
     Bow (level 3)
     Bow (level 4)

## Class Bonus

After beating the game on normal, you can choose to play through on Inferno. You will start at Inferno 1 and upon completion will unlock Inferno 2. Beating the game on Inferno 2 will unlock the first Class Bonus for that class. You will unlock further Class Bonuses upon beating Infernos 5 and 10. Once you have them unlocked, there is no reason to not choose one to use for a run. It will autoselect the last one you used in a run.

to unlock

## Starter Deck

2x Snail Companion

2x Wolf Companion

2x Snake Companion

2x Squirrel Companion
Lichenflurry

A reference of Lichenflurry drawn by Dachshundpotterhead

### Friends

Breezefang, Ruestar (deceased), Clouddust, Sunflower (deceased), Larkpaw (deceased)

### Enemy

None yet available

A sarcastic and motherly medicine cat, Lichenflurry is often seen about camp tending to warriors and chiding them for injuring themselves in silly ways. She is not always nice, but she is kind.

## Short Backstory

Lichenflurry is startlingly normal. She was always interested in herbs, and Sunflower needed an apprentice, so she was made the medicine cat apprentice. Her mentor disappeared one day, so she stepped up to the role of a full medicine cat and took on Larkpaw as an apprentice.

## Recent History

Lichenflurry recently suffered the death of her apprentice, Larkpaw, who drowned, and Ruestar, who she believes may have been murdered but most likely drowned.

 Medicine Cat | Med Cat App
 Warriors (and apprentices)
 Elders
 Lonely Apprentices
 Deceased
Overcharge

While **Overcharge** is affecting you, you can no longer gain additional mana. Instead, you will gain 1 Strength for each mana point you would have received.

This can be used with multiple mana gaining cards (such as **Wizard\*/\*\*/\*\*\*** or **Knight of the Sigil**) to boost Strength.

**Changes**

Version 1.0 - You gain both Strength and Resistance.

Version 3.0 - Current version
Sand Worms

This encounter is found in **The Desert** and consists of **Young Sand Worm** and **Elder Sand Worm** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Young Sand Worm

### Normal Attack

8

This enemy has an innate ability, **Tough Skin**, that adds 3 Shield after taking unblocked damage.

NOTE: The Shield triggers even from unblocked damage from Poison and Burn, but is removed at the start of the enemy's turn, as usual.

## Elder Sand Worm

### Normal Attack

10

This enemy has an innate ability, **Tough Skin**, that adds 3 Shield after taking unblocked damage.

NOTE: The Shield triggers even from unblocked damage from Poison and Burn, but is removed at the start of the enemy's turn, as usual.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Robo Wasp

The **Robo Wasp** is a Robot Combat Card. This is a good card to get early game or if you plan to keep a small deck because the more you use it, the stronger it becomes (and the more of it you get in your deck for that combat). If you have a larger deck, though, it easily gets lost and does very little damage or Poison, so isn't as useful.

## Ability

Deal 2 damage for each copy of this card in game.

Apply 1 Poison for each copy of this card in game.

Duplicate.
Secret Event (Statue)

The **Statue Secret Event** is triggered by finding two statues in Treasure Chests: one red and one blue.

## First Statue

You have a 5% chance of finding the first statue when you enter a chest area from the map. You will see a pop-up appear over the chest contents.

The text reads "A strange statue sits before you. Upon it an inscription is engraved "Enchanted forest is my home Combat and Magic can open the door". What does it mean?"

This statue (either Red or Blue) will appear in the top bar beside any Skills you may have.

## Second Statue

At any point after this, you have a 10% chance to find the second statue when opening a chest. If you do, you will see a different pop-up (and the original statue will be removed from your Skills area).

The text reads "?? Secret Event ??" | "As soon as you find the second statue the earth trembles and an imposing head-shaped building rises in front of you. A voice echoes: "Great rewards and treasures await the brave, enter at your own risk or forget us forever.""

## Map & Rewards

If you choose to Enter, you will be faced with a unique map with 3 unique Elites and a unique Treasure Chest at the top.

In a random order, you will have to fight the Dark Joker and Ghosts, the Hypnotic Clown, and the Vampirabbit. If you are defeated by any of these enemies, your run is over. If you defeat all 3, however, you get to open the Chest at the end, which will always contain 3 Skills and **Portal of Secrets**.

Once you have accepted your rewards and clicked "Exit," you will be returned to the Treasure Chest screen you found the second statue on and continue your run from there.

## Enemies

You will always run into 3 unique Elite enemies in a random order:

* Dark Joker and Ghosts
* Hypnotic Clown
* Vampirabbit
Weak

Weak is the only debuff that both players and enemies can inflict upon each other. It has differing strengths, depending on which side is casting it, and which Skills the player has available.

Almost every class has in its standard deck at least one card that causes Weak to the enemy (Shaman and Engineer do not).

Weak is depicted on your character as a debuff by a purple sword icon. The number in the lower right hand corner of the icon shows how many turns the debuff has remaining.

Weak is depicted on enemies with a dark purple icon with a short white figure inside it. The number to the right of the icon shows how many turns the debuff has remaining.

Weak inflicted on an enemy by the player will lower their attack value by 30% by default. This can be boosted to 50% reduction with the skill Dark Magic. The skill Dark Grasp causes enemies who are affected by Weak to also TAKE 30% more damage from cards (again boosted to 50% if you also have Dark Magic).

Weak inflicted on the player by enemies always reduces damage by 50% (rounded down). This damage reduction is only for stated values on cards. Cards that draw their damage from a value not recorded on a card (such as the Necromancer's Necromancy points or the Assassin's Mark of the Assassin ability) are NOT reduced by Weak.
Sun Priestess

The **Sun Priestess** is a Magic Card that is useful to most decks unless you have any Demon cards.

If you don't have any Demon cards in your deck, you get +2 Strength and +2 Resistance. If you *do* have at least one Demon card in your deck, you only get +1 Strength and +1 Resistance and you gain +2 Weakness and Frail.

## Ability

Gain 1 Strength.

Gain 1 Resistance.

If you have no Demon in game double these values, otherwise apply 2 Weakness and 2 Frail to yourself.

Exile.
Toxic Explosion

The **Toxic Explosion** Skill is especially great if you add a lot of Poison to enemies.

This adds the amount of Poison to all other enemies, so if you kill an enemy that had 5 Poison, all remaining enemies will have 5 Poison added to them.

## Ability

Whenever an enemy dies, transfer any Poison it has to ALL other enemies.
The Desert

This is one of the Worlds you will see in Classic, Hell, or Tournament Modes.

You can run into a varying number of Normal or Elite enemies, based on the Maps, but you will only ever run into 1 Boss enemy. The enemies you will run into here are:

* All Desert Enemies

## Normal

* Mulogs
* Mummies
* Cobras
* Earth Elemental and Stone Essences
* Rockhorn

## Elite

* Rock Giant
* Desert Wizard and Cultists
* Sand Worms

## Boss

* God of Sand
* Hibaku and Metal Bird
Thorns

The **Thorns** effect inflicts "N" damage to any enemy that physically attacks you, where "N" is the current value of the **Thorns** buff.

**Thorns** are depicted on your character with a green icon with several sharp spikes in it. The number in the lower right hand corner of the icon shows the current value of the buff.

**Thorns** only triggers on physical attacks, not debuff attacks by the enemy.

This damage is inflicted simultaneously with the enemy attack, so even if the **Thorns** damage would kill the attacking enemy, its damage still takes place.
Vampire Lord

The **Vampire Lord** is a Combat Card that can be generically helpful as it Heals you for more than many other cards (with the exception of **Angel Priestess** in an Angel-heavy deck) and it is also a Combat Card, unlike many other Healing cards. So if you want to add a chunk of Healing to a Combat-heavy deck, this card is for you.

## Ability

Deal 7 damage. Heal for unblocked damage dealt.

Exile.
Skeleton Piranha

**Skeleton Piranha** is a Combat Card that is unique to the 1st Necromancer Class Bonus (available after beating Inferno 2 with Necromancer). If that Class Bonus is selected, then a **Skeleton Piranha** is added to the Exile pile every time you Exile a card.

## Ability

Exile

If you Remove this card from game, deal 1 damage to a random enemy for each card in the Exile pile.
Terror of the Depths

This encounter is found in the **Land of Dragons** and consists of the **Terror of the Depths** which evokes **other Dragons** to the left of its place.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. Evoked enemies begin on the overall turn number, not at Turn 1. See each individual for its unique pattern.

## Terror of the Depths

### Normal Attack

28

This enemy has an innate ability, **Call of Terror**, that allows it to Evoke a random enemy from the Land of Dragons.

## Evoked

**Terror of the Depths** can evoke any of the below (all will appear to the left of the evoker, with second ones appearing in the middle):

* Grey Drake (single enemy, either)
* Metallic Drake (single enemy)
* Emerald Drake
* Black Fury
* Sapphire Drake

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Scysr

This encounter is found in the **Lost World** and consists of **Scysr (1)** and **Scysr (2)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Scysr

### Normal Attack

5

This enemy has an innate ability, **Piercing**, that means its damage ignores your Shield and does HP damage every time.

## Scysr

### Normal Attack

5

This enemy has an innate ability, **Piercing**, that means its damage ignores your Shield and does HP damage every time.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
RuneMaster

This class is unlocked after completing a normal run with Pirate.

## Abilities

You will always start with the base abilities unlocked. By spending 100 gold at the merchant you can upgrade one of your runes each time you visit the merchant up to 4 times MAX, but only once each shop.

## Class Bonus

After beating the game on normal, you can choose to play through on Inferno. You will start at Inferno 1 and upon completion will unlock Inferno 2. Beating the game on Inferno 2 will unlock the first Class Bonus for that class. You will unlock further Class Bonuses upon beating Infernos 5 and 10. Once you have them unlocked, there is no reason to not choose one to use for a run. It will autoselect the last one you used in a run.

to unlock

## Starter Deck

2x Rune King

2x Rune Queen

3x Rune Elite

1x Rune Protector
Scavengers

This encounter is found in the **Lost World** and consists of **Scavenger (1)**, **Scavenger (2)**, and **Scavenger (3)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

Because of the way the Scavenger ability works, you want to whittle all three down at a similar rate. If a Scavenger only has ~10-20 HP when another dies, it's at most 40 HP. However, if you kill one at a time, when you kill one, the others may have 154 (or more) HP... and then killing the second just makes the third have even *higher* HP.

## Scavenger

### Normal Attack

7

This enemy has an innate ability, **Saprofagus**, that doubles this enemy's current HP (even above max HP) whenever another enemy dies.

## Scavenger

### Normal Attack

7

This enemy has an innate ability, **Saprofagus**, that doubles this enemy's current HP (even above max HP) whenever another enemy dies.

## Scavenger

### Normal Attack

7

This enemy has an innate ability, **Saprofagus**, that doubles this enemy's current HP (even above max HP) whenever another enemy dies.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Status Effect

**Status effects** are any effect that is generated on an enemy other than immediate damage, shield, healing, or mana generation. Your cards have the ability to generate 3 standard **status effects** to the enemy: Poison, Burn, and Weak.

These **status effects** can be caused by a wide variety of Skills and Cards and the specifics are noted on each card's or Skill's specific page.

There are 2 other classes of **effects** in the games, though those affect you the player. Positive Buffs and negative Debuffs are covered on their own pages.

## Status Effects

* **Burn** - Deals damage equal to the Burn value to the enemy AFTER it takes its turn
* **Poison** - Deals damage equal to the Poison value to the enemy BEFORE it takes its turn
* **Weak** - Enemies deal 30% less damage with attacks (50% if you have the skill Dark Magic)
The Timeshifter

**The Timeshifter** is an Angel Magic Card. It can be useful in a deck that has a lot of Exile cards as it gives you a second chance to use every card that was in your Exiled pile. Because it is Removed after use, it can only be used once per combat, so make sure you have enough cards in your Exile pile to make it worth its use.

Some decks want a large number of cards in their Exile pile (such as one with **Artillery Unit** in it) though, and this should not be used in that kind of deck.

## Ability

Shuffle all Exiled cards into your draw pile.

Remove.
Treasure Chest

Treasure Chests appear on the Map as a treasure chest with a pile of gold coins in front of it. All Treasure Chests contain some Gold, 1 Gem, and 1 random Common card. On the same screen, another chest appears under the card. If you have the free version of Rogue Adventure, you can watch a video ad to open the additional treasure chest. If you have paid for ad-free, simply clicking on the "Open" button will open it.

There are 5 levels of additional treasure chests: Bronze, Silver, Gold, Platinum, and Diamond. You can receive any of these unless you have the Treasure Map Skill, which removes Bronze chests from the possibilities. Your likelihood of getting each type decreases as they get better, so Bronze Chests are the most common, Silver next, etc. up to Diamond Chests which are rare to get.

The chance of finding each type of chest is as listed:

* **Without** the Treasure Map Skill: Bronze chest 50%; Silver 35%; Gold 10%; Platinum 4%; Diamond 1%

* **With** the Treasure Map Skill: Silver 60%; Gold 30%; Platinum 5%; Diamond 5%

### Bronze Chest

These have 10-20 Gold and 1-2 Gems. 25% of the time, these also contain a random Common card.

### Silver Chest

These have 20-40 Gold and 2-3 Gems. 50% of the time, these also contain a random Common (25%) or Uncommon (25%) card.

### Gold Chest

These have 30-60 Gold, 3-4 Gems, and a random Uncommon (75%) or Rare (25%) card. 10% of the time, these will also contain a Skill.

### Platinum Chest

These have 40-80 Gold, 4-5 Gems, and a random Uncommon (25%) or Rare (75%) card. 50% of the time, these will also contain a Skill.

### Diamond Chest

These have 50-100 Gold, 5 Gems, a Rare card, and a Skill.