recursal/Fanatic-Fandom huggingface dataset:
The Arcade

The Arcade
Sometimes simply named is the way to go. There's not much they don't have. Old consoles, old games being sold off cheaply (not much use in the wizarding world, of course). The in-house games aren't a bad shout either. The employees play with you when they can get away with it. Which is quite a lot. The atmosphere is easy-going and fun. There's a lot of spare change to be found on the floor if you look, which could get you some free plays. And if you win enough tickets there are some pretty sweet prizes up for grabs.
Ambrosia's Bakery

Ambrosia's Bakery
Ambrosia is a grandmother that lives in Delphi Village with her family, bringing life to the fact that nothing tastes better than Grandma's cooking. The elderly lady has become like a grandmother to all the Greek Institute students, and it's not rare that she'll tug a student in who looks 'peaky' and give them a nice hot meat pie with a slice of lemon drizzle cake for afterwards. The smells are irresistible, and you can definitely not go through the town without a visit. Savoury and sweet bakes alike are on pride of place in the window, and they are a sight to behold.
GIAM Carriage

GIAM Carriage
The GIAM Carriage is how students of the Greek Institute for Advanced Magic get to and from campus each year; while standard-sized on the outside, it is *very* extensive on the inside, and contains enough room for sectors for each and every one of the Institute's twelve houses - as well as one for the professors, and another for the first years who don't know what house they are yet. It's a very comfortable ride, as long as you don't mind flying (and nobody irritates the pegasi).
Inklings

Inklings
Delphi Island's very own tattoo parlour is blinding in its black and white aesthetic, and has its mistress, only the best tattooist the wizarding world has got. Or at least, that's what she'll tell you. (It smells clinical in here. Heh. Best to ignore it and look at the garish magazines scattered across the plush chairs.) What will it be? A word, a bird, a pulsing heartbeat or a constellation of stars? If you can dream it she can do it - that's their slogan, and you should always believe those. They won't serve people under seventeen, it's against the ministry's rules. Or at least they shouldn't. They have been known to make the odd exception for the right price.
Atlas Island

Atlas Island
Atlas Island is the only place the Greek Institute students can go to to experience Muggle life. They are not allowed to take their wands to the island to avoid magic-practising and breaking the Statute of Secrecy. Students travel to the island by boat after splitting off from the group headed towards the wizarding Delphi Village.
Bowl 'Em Over

Bowl 'Em Over
A bowling alley, simple as. There's a refreshment bar. A lot of students come here after school to get out their angst on some pins. (There are some broken feet or toes from dropped bowling balls, but luckily those are an easy magical fix.) The neon lighting does bother some people's eyes, so if there are spots in your vision don't worry. You aren't tripping out. The balls, alley and pins are all resistant to magical interference, you sneaky little cheater. Except Colour-Changing Charms. The owner knew people would want to have fun with those.
Sweet And Sour Tooth

Sweet And Sour Tooth
It's every child's dream. Any treat, magic or Muggle, that they could dream of is right within their reach. It takes incredible self-restraint to not spend your entire semester's money in a week at this place. It has this enticing sugary smell that's warm and good enough to lure you through the doors and make you think 'oh, go on then...'
Olympian Beach

Olympian Beach
The stretch of beach is where all the cabins of the Institute are located. Students can also go swimming if they choose to; the water is always a comfortable temperature, so they don't have to worry about getting cold. It's a popular spot for students, especially when they want to relax just outside their cabins with their friends just before curfew.
2017/8/8更新記錄

## 阿斯嘉特騎士

### (主動) 衝鋒(BUFF)

傷害由4(+2/每技能等級)物理攻擊改為4(+2/每技能等級)(+0.05體質)普攻傷害

## 英靈殿騎士

### (主動) 捨身一擊(BUFF)

傷害由20(+10/每技能等級)改為20(+20/每技能等級)

冷卻時間由8秒改為6秒

### (主動) 奉獻(BUFF)

傷害由12(+6/每技能等級)(+0.5攻擊力)改為20(+15/每技能等級)(+1.5攻擊力)

冷卻時間由14秒改為8秒

牧師
--

### (主動) 聖光十字架(BUFF)

傷害由30(+15/每技能等級)(+0.4魔法攻擊)改為30(+15/每技能等級)(+0.6魔法攻擊)

神力消耗由90改為60

冷卻時間降至4秒

### (主動) 治療術(調整)

目標50%血量不再增加技能回復力

回復量由20(+4/每技能等級)改為20(+10/每技能等級)(+0.4魔法攻擊)

神力消耗成長由2改為0

### (主動) 超級治療術(調整)

目標50%血量不再獲得護盾

冷卻時間由195(-20/每技能等級)秒改為120秒

## 破刃者

### (主動) 半月斬(BUFF)

基礎魔力消耗由40改為30

傷害為共1.2攻擊力改為1.2(+0.1/每技能等級)
Wanted Characters List

This is a list of characters that might be related to current characters we have, but that haven't been made into characters themselves yet. I know a lot of people would like to be able to RP with family members without actually having to own them themselves and some other people might want to make a character that is already part of a family. So this list is for you!
There are just a few guidelines I'd like to put down:

* Please owl the original owner before you create the character, they might be able to offer extra ideas or plans and after all, it's just polite to do so. Don't just create them without asking. And if they have specific ideas or rules they want the character to have, in order to fit in with their current characters, please stick to them.
* Please don't write too much in the 'short description', just a few quick (couple of lines) summary of their personality or appearance if it's known, if not then leave it blank. More information can probably be found out by owling the suggested user. If it would take too long to explain here or you want to talk to them about it please put 'owl me'.
* When putting who they are related to, try to link it if you know how and if it's a large family just pick one or two of them and they should be able to find out more from there.
* When the character is made, please update the list and remove them, just to avoid confusion in the future
* Just try to be sensible and kind about it.
牧師

人族中最神聖的兩種職業之一,強大的治療能力和支援能力令聖光牧聞名天下,但似乎因為治療能力的關係,他們的近戰攻擊是沒有傷害的

體質
--

血量: 80(+10/每等級)

神力: 240(+10/每等級)

每秒回復神力: 6

主要數值: 智慧(技能傷害)

備註: 此職業長期帶著虛弱LV255的效果

## (被動) 聖光之癒

每28(-2)秒,造成技能傷害時,在2秒內對自己回復共10%最大生命

技能等級上限: 8 學習等級: 15 再學習等級間隔: +10

## (主動) 聖光十字架(60神力)

在目標地方降下十字架,1秒後對附近敵人,造成30(+15/每技能等級)(+0.6魔法攻擊)傷害

冷卻時間: 4秒 技能等級上限: 16 學習等級: 15 再學習等級間隔: +5

備註: 此技能為魔法技能,其**基礎傷害**受智慧影響

## (主動) 治療術(60神力)

回復友方20(+4/每技能等級)(+0.2魔法攻擊),使用後降低聖光之癒冷卻4秒

冷卻時間: 6秒 技能等級上限: 15 學習等級: 15 再學習等級間隔: +4

備註: 此技能不能夠指定自己

## (主動) 聖光盾(60神力)

令1名友方獲得24(+12/每技能等級)護盾,持續8秒

冷卻時間: 20(-1/每技能等級)秒 技能等級上限: 9 學習等級: 15 再學習等級間隔: +10

備註: 此技能不能夠指定自己

## (大招) 超級治療術(200神力)

對5格內1位友方回復200(+100/每技能等級),目標50%血量以下增加50%

冷卻時間: 120秒 技能等級上限: 3 學習等級: 40 再學習等級間隔: +20

備註: 此技能不能夠指定自己

## 戰鬥要訣

### PVP

1. 你的聖光十字架是你唯一的攻擊手段,但對手很容易避開,請謹慎使用
2. 盡量保持中距離,令近戰傷害不到你,但你能夠威脅遠程的位置

## PVP應對此職業的方法

1. 他的聖光十字架很容易避開,但卻很高傷害,而且聖光十字架造成傷害時會回復他的血量,請小心避開
2. 近身戰鬥和遠程戰鬥對其不利,所以盡量拉近或拉遠距離來進行輸出
GIAM Carriage/Field

GIAM Carriage Field
The GIAM Carriage field is a wide expanse of grassy plain some distance from muggle civilisation, where parents come to drop off their children in order to start their year at the Greek Institute of Magic. Students can talk to their housemates and other students while they wait for the carriage to land - the pegasi, however, are quite content chewing on the grass.
背景故事

## 末日降臨(2056年)

凱拉對地球使用冰河魔法和死靈魔法,企圖將地球上殘餘的眾神們逼出來,以此令奧丁說出洛基的生死下落。但她想不到的是奧丁和亞瑟誤打誤撞的聚了一起並把冥界的結界打穿了,然後在冥界的眾神和眾騎士在奧丁的魔法下傳送到地球並開始建立起對抗凱拉的勢力

## 第一次降臨(2800年)

凱拉為了知道她父親的下落,決定親自降臨到地球和眾神對決,但奧丁在建立冥界時所佈下的結界起了作用,凱拉只能等結界的虛弱期才能走出結界,這一次她的降臨,三族在犠牲了永恆之槍,王者之劍的力量和精靈所建立的公國後成功擊殺凱拉,把她趕回冥界

備註: 公國所指的是公共國家,所有在三族聯盟註冊了的公民均可以成為這些公國的公民,避免出現難民的情況,公國有義務維持保護被破碎的地球的結界,所以只有財力或者能力者極多的勢力才可以組織公國

## 能力者計劃(2805年)

戰後三族用了5年時間恢復一切,得知眾神和眾騎士在凱拉面前就會被封印力量的事實後,前身是聯合國的聯合公國消耗了其7成的資源,和眾神聯手推行能力者計劃,利用符紋導入身體的方式取代以往只能依靠天賦來成為能力者的方法,來訓練出更多能力者來應對下一次凱拉降臨,在2位人工智慧天使的挑選下,有265人成為了最初期的實驗品

在最初實驗前所有人都清楚能力者計劃的風險極高,近乎必死無疑,所以很多家族也把他們看不順眼,但不能明面殺死的人推到能力者計劃中,最終生還的人只有19人,雖然生存率低於10%,但從這個計劃中成功生存的人都獲得獨特而強大的能力和擁有比眾神更為強大的體質

其中有7人的能力和傳統的能力者不同,他們的代號分別為「七使者」和「十二圓桌騎士」,「七使者」被派到幕後研究他們變異的能力,而「十二騎士」則在前線和凱拉的手下和怪物作戰

## 制式能力者計劃(2809年)

三族聯盟和剩下的人工智慧天使決定再次推行能力者計劃,只不過這次是打造出制式能力,以注入特定的血脈和符紋來造出大量能力者,代價是體質極差,好處是成功率是100%,可以選擇能力,而且可以受英靈殿的法術保護,死亡之後可以復活

備註: 正常情況下要利用英靈殿的法術復活是不能復活有強大力量的人,所以阿薩神族才打造冥界和聖果園來復活眾神
狂戰士

狂戰士是參考最初被龍血腐化而成的魔族所獲得的職業能力,狂戰士的強大在於它恐怖的切入和終結技能,而且他的回復能力和體質也很可觀,所以狂戰士也是一個很恐怖的職業

體質
--

血量: 35(+12/每等級)

怒氣: 100

主要數值: 力量(近戰傷害)

## (被動) 狂熱戰意

擊殺時回復自身4(+2/每等級)%最大生命,未狂暴化時普攻造成傷害時獲得10怒氣,

脫離戰鬥6秒後每秒降10點怒氣

技能等級上限: 4 學習等級: 15 再學習等級間隔: +25

## (主動) 雷霆衝擊

跳到前方並對敵人造成24(+12/每技能等級)(0.5攻擊力)點傷害

冷卻時間: 11秒 技能等級上限: 10 學習等級: 15 再學習等級間隔: +10

備註: 未狂暴化時使用此技能可獲得20怒氣,狂暴化時不會跳躍,而且造成傷害時緩速敵人30%,持續3秒

## (主動) 狂暴化(只有在100怒氣時才能使用)

使用此技能後會進入狂暴化,每秒消耗2點怒氣,被動和技能在狂暴化時不能增加怒氣,狂暴化時普攻增加10(+10/每等級)點傷害,獲得1.2(+0.1/每等級)倍跑速和跳躍和噁心藥水效果

冷卻時間: 30秒 技能等級上限: 4 學習等級: 15 再學習等級間隔: +25

## (主動) 致命旋風

施放1秒後對周圍敵人造成10(+5/每技能等級)(+1.1攻擊力)點傷害

冷卻時間: 6秒 技能等級上限: 16 學習等級: 15 再學習等級間隔: +5

備註: 未狂暴化時使用此技能可獲得20怒氣,狂暴化時將立即造成傷害

## (大招) 烈酒雄心

施放後3秒內每0.5秒回復5(+1/每技能等級)%血量,期間不能移動並降傷60%,

3秒後會感到噁心,持續5秒

冷卻時間: 180(-30/每等級)秒 技能等級上限: 3 學習等級: 40 再學習等級間隔: +25

## 戰鬥要訣

### PVE

1. 盡快將怒氣疊到100,可大幅增加你的傷害
2. 有效使用烈酒雄心可提升你的續航力
3. 盡量在可以用狂暴化時使用它,利用它來提升你殺怪的速度

### 副本

1. 如果隊伍中沒有其他坦克的話就衝到前方扛著傷害,因為你的技能組可以令你幫隊伍扛著傷害
2. 你的大招在打王時可以使用時就不要扣著,可有效提升你的續航力

### PVP

1. 如果你是在打多人PVP時,靜心等候時機用雷霆衝擊進場為隊友創造的進場時機
2. 儘快疊滿怒氣來提高你的輸出

## PVP應對此職業的方法

1. 他的輸出手段都是近距離的,盡量跟他保持距離來輸出
2. 他怒氣疊滿後盡量遠離或者控制他,等他的怒氣消了再跟他打
Quidditch Pitch

Quidditch Pitch
Yes, *of course* they play the most respectable wizarding game at the Greek Institute too. What sort of school do you think we are, into depriving our students of the world's greatest sport? You'll be lucky to get to see *this* pitch if you didn't get into one of the twelve house teams, as you can imagine - trying to split one pitch between twelve teams who all want to practice for Quidditch Cup domination? Hardly an easy task.
英靈殿騎士

神族中最瘋狂的騎士,是英靈殿所訓練的死士,每日都在進行死亡再復活的實戰訓練,在諸神黃昏中以命換命般殺敵贏得恐怖的名聲

體質
--

血量: 45(+14/每等級)

魔力/法力: 沒有

主要數值: 力量(近戰傷害)

## (被動) 光榮戰死

死亡後對5格內的敵人造成25(+100/每技能等級)點傷害

技能等級上限: 4 學習等級: 15 再學習等級間隔: +25

## (主動) 捨身一擊(消耗當前生命10%)

4秒內獲得速度藥水lv3效果,第一次普攻對敵人造成額外20(+20/每技能等級)點傷害

回復等同自身最大生命5%的血量

冷卻時間: 6秒 技能等級上限: 10 學習等級: 15 再學習等級間隔: +9

## (主動) 堅定意志

獲得抗性lv2(減免40%傷害),持續5(+1/每技能等級)秒

冷卻時間: 20秒 技能等級上限: 6 學習等級: 15 再學習等級間隔: +15

## (主動) 奉獻

擊飛身旁敵對能力者,對其身旁的敵人造成20(+15/每技能等級)(+1.5攻擊力)傷害

冷卻時間: 8秒 技能等級上限: 10 學習等級: 15 再學習等級間隔: +8

## (大招) 亡命突擊

清除所有負面效果,獲得2倍速度,持續2(+1/每技能等級)秒和10(+20/每技能等級)普攻傷害,持續8秒

冷卻時間: 140(-25/每技能等級)秒 技能等級上限: 3 學習等級: 40 再學習等級間隔: +20

## 戰鬥要訣

### PVE

1. 奉獻是你最主要的清怪手段,但注意別引太多怪
2. 堅定意志可以施放的時候就施放,可以有效提升你的續航力

### 副本

1. 如果隊伍中沒有其他坦克的話就衝到前方扛著傷害,因為你的技能組可以令你幫隊伍扛著傷害
2. 你如果是隊伍中的坦克的話就小心使用捨身一擊,儘量在自己50%血以下時使用,可以回復血量
3. 你的大招可以使用時就不要扣著,可有效增加你的DPS

### PVP

1. 如果你是在打多人PVP時,你的大招是你衝進敵方陣營的好選擇
2. 如果對手有終結類技能,小心使用捨身一擊,它可能會把你的血量拖到危險的位置
3. 你的大招是解除控場的好手段
4. 在敵人陣中使用奉獻,為隊友創造團滅對手的機會

## PVP應對此職業的方法

1. 如果可以,利用距離風箏他,他的機動性不強
2. 他使用捨身一擊時立即走開,等4秒再跟他打,那就可以令他白白損失10%當前生命
3. 盡量把控場技能扣著,等他開大招後再使用
Soulmates List

This is a list of current soulmate pairs on the Greek Institute Roleplay Wiki.

Soulmates are people who are destined to find each other. Their souls and fates are intertwined in such a way that it's irrevocable, and they will always be pulled towards each other. Legend has it that the magic produced by wands is stronger when the soulmates fight together side by side.
刺客

刺客是一群藏於黑暗中的光明審判者,他們的使命是暗中審判一些神職者們無法在明面上審判的人,他們躲藏在黑暗中,在適當時機出來送上致命一擊,這是刺客的教條,當你看到他們的身影,你就知道---麻煩來了!

體質
--

血量: 50(+12/每等級)

能量: 200

每秒回復能量: 10

主要數值: 力量(近戰傷害)

## (被動) 致死利刃

普攻對血量低於50%的敵人造成等同1.0攻擊力的額外傷害,

對能力者再造成額外3(+1/每技能等級)%目標損失生命的傷害,8秒內不能對同一目標觸發

技能等級上限: 4 學習等級: 15 再學習等級間隔: +25

## (主動) 隱形

隱藏自己,持續4秒,隱形時你下一次普攻造成1.1(+0.1/每等級)倍傷害

,使用閃現外的技能或普攻造成傷害時都會現形

冷卻時間: 10秒 技能等級上限: 10 學習等級: 15 再學習等級間隔: +9

## (主動) 瞬間移動[40能量]

向前衝,此技能不會取消隱形

冷卻時間: 2秒 技能等級上限: 1 學習等級: 15

## (主動) 一念瞬殺

對1名敵人造成10(+20/每技能等級)(+2.0攻擊力)點傷害並令其失明,持續3秒,

蹲下時使用會令自己退後

冷卻時間: 8秒 技能等級上限: 10 學習等級: 15 再學習等級間隔: +7

## (大招) 死亡宣告

目標20%血量以下,即殺

冷卻時間: 300秒 技能等級上限: 3 學習等級: 40 再學習等級間隔: +25

備註: 此技能實際傷害量為20000(+40000/每技能等級)(+100[+450/每技能等級]攻擊力)點傷害

## 戰鬥要訣

### 副本

1. 在坦克被攻擊時走到一旁尋找時機進行輸出,不要在前方扛著不必要的傷害
2. 你的大招在打王時可以使用時就不要扣著,可有效終結王怪

### PVP

1. 如果你是在打多人PVP時,靜心等候隊友為你創造的進場時機收割敵人
2. 小心使用隱形,它可以幫你安全切入對方陣形,也可能會暴露你的位置
3. 盡量對同一位目標出手,你的技能不擅長一打多

## PVP應對此職業的方法

1. 盡量把血線扣到20%以上,否則你會被死亡宣告掉
2. 如果有免疫類技能或者降傷100%的技能,盡量把技能扣著,預計他開大招的再使用,浪費他的終結技能
遊俠

昔日精靈最強大的獨有職業,獨特的射箭節奏和技巧令遊俠成為所有職業中最詭異而強大的輸出職業

體質
--

血量: 30(+12/每等級)

魔力/法力: 沒有

主要數值: 敏捷(遠程傷害)

## (被動) 箭心

戰鬥中獲得1.1(+0.1/每技能等級)倍跑速,效果於離開戰鬥3秒後消失

技能等級上限: 4 學習等級: 15 再學習等級間隔: +15

## (主動) 凌風輪舞

獲得4秒隱身效果,下一箭額外造成8(+8/每技能等級)點普攻傷害和現形

冷卻時間: 6秒 技能等級上限: 9 學習等級: 15 再學習等級間隔: +10

## (被動) 荊棘箭奏

你的箭會疊加印記,疊到第三次時會造成10(+5/每技能等級) (+0.2弓箭傷害)真實傷害
印記持續8秒,用箭攻擊會刷新時間

技能等級上限: 20 學習等級: 15 再學習等級間隔: +4

備註: 真實傷害是指無視一切防禦或減傷的傷害,傷害免疫除外,此真實傷害需對目標造成2點普攻傷害以上才會觸發

## (主動) 森林的灰燼

發射3波箭雨,每波對敵人造成2(+2/每技能等級)(+0.2弓箭傷害)點物理傷害

冷卻時間: 10秒 技能等級上限: 10 學習等級: 15 再學習等級間隔: +8

備註: 此技能可觸發荊棘箭奏的效果,此技能會消耗身上18支箭

## (大招) 森林的反撲

獲得20%移動速度和20(+15/每等級)普攻傷害,持續20秒

冷卻時間: 120(-15/每技能等級)秒 技能等級上限: 3 學習等級: 40 再學習等級間隔: +15

## 戰鬥要訣

### PVE

1. 利用森林的灰燼清怪時小心別一口氣打太多怪物
2. 你可以根據效率來選擇快速疊滿荊棘箭奏造成額外真實傷害或者拉滿弓來打全額傷害

### PVP

1. 你的大招是你的終結技能,但小心對手避開技能的持續時間,請謹慎使用
2. 使用凌風輪舞改變你的位置來迷惑對手

## PVP應對此職業的方法

1. 他的大招很容易避開,但卻很致命,請小心避開
2. 他使用凌風輪舞時要眼觀四面,在他顯型的第一瞬間對他使用殺招
陣營和角色

## 冥界陣營

以冥界女神凱拉為首,以殺光所有跟洛基的消失有關的人為目的,以此逼奧丁說出洛基的生死或下落,為了找到她的父親,無論犠牲甚麼她都在所不惜.即使是她曾經所愛的阿斯嘉特聖城,在控制了蘭斯洛特和得到莫德雷德的幫忙後,她決定追殺逃離冥界的眾神,直到她找到她的父親

陣營代表人物: 冥界女神凱拉, 蘭斯洛特, 莫德雷德

## 阿斯嘉特陣營

奧丁帶領眾神在地球上建立的勢力,在阿斯嘉特聖城被摧毀後他們趁著凱拉施法時逃離了冥界來到了地球,他們在地球上重新建立了聖城,為了對抗凱拉而幫助人族研究能力者的力量,務求在冥界的軍隊來臨時不會沒還手之力

陣營代表人物: 奧丁, 女武神布倫希爾德

## 卡美洛陣營

因為一場誤會而被摧毀解散的圓桌騎士卻因為一場意外而跟隨眾神離開冥界,亞瑟王帶著圓桌騎士在卡美洛遺址重新建立了卡美洛王國,除了要保護地球上的人族外,亞瑟王也為了當年劍欄之戰的真相而努力奮戰

陣營代表人物: 亞瑟王

## 聯盟陣營

由人族12位超級能力者的「十二圓桌騎士」和2位人造人型天使「沙法莉雅」和「沙法莉葉」所維持的三族聯盟陣營,擁有三族可對抗凱拉的最大戰力

陣營人物:

光明使者—克蕾婭

末影使者—莉莉安娜

箭神—皇甫琉璃

破刃者—宮本龍介

血靈師—夏洛特

收割者—卡奧茲(Kaoz)

保衛者—墨守仁

賢者—露莎

破壞者—織田切焰

龍刃劍士—龍鎮宇

冰霜使者—今川凜

火羽使者—艾莉莎
工作列表

工作列表

## 建築師

1. 刷怪點-盜賊山寨
2. 刷怪點-史萊姆農場
3. 刷怪點-地下城
4. LV24 4人副本
5. LV40 4人副本

## 雜務處理

1. 刷怪點-新手村
2. 刷怪點-農場
3. (等建築師建設完成)刷怪點-盜賊山寨
4. (等建築師建設完成)刷怪點-史萊姆農場
5. (等建築師建設完成)刷怪點-地下城
6. (等服主製作pokitem完成後)RPG物品製作
7. 主線任務設計和主城NPC製作

## 插件師

1. 權限插件管理
2. 領地插件管理
3. banitem
4. PVP插件管理

## 時裝設計師

1. 主線人物服裝設計

服主
--

1. 輔助以上4個位置的人員完成工作
2. 製作並維護伺服專屬的插件或模組
3. 招募更多工作人員
4. 職業技能設計和平衡
5. 主城,副本和怪物設計
破刃者

破刃者的技能是參考四聖人中的破刃者而造出來的職業能力,破刃者的強大在於它恐怖的切入和終結能力,這點和四聖人的破刃者有點分別,但無可置疑的是,破刃者是一個很恐怖的職業

體質
--

血量: 35(+14/每等級)

魔力: 300(+6/每等級)

每秒回復魔力: 6

主要數值: 力量(近戰傷害)

## (被動) 越戰越強

自身血量低於50%時增加5%暴擊機率和20%暴擊傷害,低於25%時增加10%暴擊機率和30%暴擊傷害

技能等級上限: 1 學習等級: 15

## (主動) 極限突襲(60魔力)

蹲下時技能蓄力,蓄力最多5秒,放開蹲下鍵時立即向前彈出,蓄力時間越長衝刺距離越遠

冷卻時間: 50(-2/每技能等級)秒 技能等級上限: 16 學習等級: 15 再學習等級間隔: +5

## (主動) 魔力護甲(40魔力)

被動: 自身30%血量以下獲得1000點雙防

主動: 使用時獲得8(+4/每技能等級)點護甲,持續8秒

冷卻時間: 20秒 技能等級上限: 16 學習等級: 15 再學習等級間隔: +5

備註: 1000點雙防等於10%物理傷害和技能傷害減免

## (主動) 半月斬(30[-1/每技能等級]魔力)

對前方敵人造成2次共1.2攻擊力(+0.1/每技能等級)點傷害,第2次傷害會緩速目標45%,持續0.2秒

冷卻時間: 0.5秒 技能等級上限: 16 學習等級: 15 再學習等級間隔: +5

## (大招) 破刃終結(100魔力)

衝向前方跳起砍向地面,引爆附近區域,並對敵人造成50(+50/每技能等級)(+0.5攻擊力)點傷害

目標50%血量以下時再增加100(+100/每技能等級)(+0.5攻擊力)點傷害
目標30%血量以下時再增加150(+150/每技能等級)(+1.5攻擊力)點傷害

冷卻時間: 125秒 技能等級上限: 3 學習等級: 40 再學習等級間隔: +25

## 戰鬥要訣

### 副本

1. 在坦克被攻擊時走到一旁尋找時機進行輸出,不要在前方扛著不必要的傷害
2. 你的大招在打王時可以使用時就不要扣著,可有效終結王怪

### PVP

1. 如果你是在打多人PVP時,靜心等候時機用極限突襲進場為隊友創造的進場時機
2. 你的破刃終結可以用來收割敵人,也可以破壞敵人陣營
3. 盡量拉近距離輸出,半月斬是你的主要輸出來源

## PVP應對此職業的方法

1. 盡量把血線扣到30%以上,否則你會被破刃終結掉
2. 他的輸出手段都是近距離的,盡量跟他保持距離來輸出
3. 終結類技能盡量對他使用,殘血的他可是很恐怖
劍士

神族中最崇高的職業,勝利之神費雷和弒龍戰神齊格菲的職業都是由劍士練上去的劍聖,由此可見劍士這個職業的厲害

體質
--

血量: 25(+12/每等級)

魔力/法力: 沒有

主要數值: 力量(近戰傷害)

## (被動) 風之祝福

受到傷害後獲得4(+4/每技能等級)點護盾,持續4秒

冷卻時間: 15秒 技能等級上限: 15 學習等級: 15 再學習等級間隔: +4

## (主動) 暴風之刃

對直線4格範圍造成(+1.0攻擊力)物理傷害,增加自身速度80%,持續2秒並標記該敵人,持續10秒,當標記疊了第三次時會造成2倍傷害,和擊飛能力者

冷卻時間: 3秒 技能等級上限: 1 學習等級: 15

## (主動) 冥想

4秒內治療自身8次,共回復80(+40/每技能等級)血量,其間獲得50%傷害減免,無法攻擊和100%緩速

冷卻時間: 30(-3/每技能等級)秒 技能等級上限: 5 學習等級: 15 再學習等級間隔: +12

## (主動) 專心一致

被動: 增加4(+4/每技能等級)普攻傷害

主動: 標記1名敵人,5秒內你的普攻對目標造成額外4(+4/每技能等級)(+0.2攻擊力)點真實傷害

冷卻時間: 10秒 技能等級上限: 5 學習等級: 15 再學習等級間隔: +18

備註: 真實傷害是指無視一切防禦或減傷的傷害,傷害免疫除外,此真實傷害需對目標造成2點普攻傷害以上才會觸發

## (大招) 引領之劍

使用後增加60%跑速,普攻造成額外10(+10/每技能等級)點物理傷害,對能力者則改為造成4%當前生命的額外物理傷害,持續10秒,期間獲得擊殺的話則刷新持續時間

冷卻時間: 120秒 技能等級上限: 3 學習等級: 40 再學習等級間隔: +20

## 戰鬥要訣

### PVE

1. 暴風之刃可以幫你提升60%以上的DPS,清怪時不斷使用就對了
2. 冥想可以施放的時候就施放,可以有效提升你的續航力

### 副本

1. 如果隊伍中沒有其他坦克的話就衝到前方扛著傷害,因為你的被動和冥想可以令你幫隊伍扛著傷害和回復
2. 你的大招可以使用時就不要扣著,可有效增加你的DPS

### PVP

1. 如果你是在打多人PVP時,靜心等候隊友為你創造的進場時機再用大招收割敵人
2. 小心使用冥想,它可以幫你擋著大量傷害,也可能會救你一命
3. 盡量對同一位目標出手,你的技能不擅長一打多

## PVP應對此職業的方法

1. 在他使用完冥想後才對他使用殺招
2. 盡量把控場技能扣著,等他開大招後再使用,以此降低他的DPS
Forbidden Woods

Forbidden Woods
The clue's in the name, kid. Stay away from the forbidden woods. Hades knows what's in there, you know? No, really, it's just werewolves and stuff, but the professors do say you shouldn't go in there - and if you're caught here without a professor, you could be in real trouble. That is, if the werewolves don't tear you to shreds before you can be caught.
能力者屬性

成為能力者後裝備或者技能可以給予能力者一些屬性,下面會解釋每個屬性有甚麼用處

## 攻擊力

攻擊力是指武器可以令部分技能造成多少額外傷害,而可以利用攻擊力增加額外傷害的技能都會說明攻擊力的系數是多少

## 魔法攻擊

魔法攻擊是指裝備可以令部分技能造成多少額外傷害,而可以利用魔法攻擊增加額外傷害的技能都會說明魔法攻擊的系數是多少

## 弓箭傷害

弓箭傷害是指弓可以令部分技能造成多少額外傷害,而可以利用弓箭傷害增加額外傷害的技能都會說明弓箭傷害的系數是多少

力量
--

力量可以增加主要數值是力量的職業能力者的普攻傷害,每一點力量增加0.02近戰普攻傷害,力量所增加的普攻傷害是固定且不受暴擊所影響

敏捷
--

敏捷可以增加主要數值是敏捷的職業能力者的普攻傷害,每一點敏捷增加0.02遠程普攻傷害,敏捷所增加的普攻傷害是固定且不受暴擊所影響

智慧
--

智慧可以增加擁有魔法/神術/法術技能的職業能力者的**基礎**技能傷害,每一點智慧增加0.004%魔法/神術/法術技能傷害和0.01%回復魔力/神力/法力的速度

體質
--

體質可以增加職業能力者的生命值上限,每一點體質增加1點生命值上限

## 暴擊機率

暴擊機率是指你普攻的時候有多少機率可以產生暴擊,造成額外傷害,每1點可增加1%機率

## 暴擊傷害

暴擊傷害是指暴擊時可以造成的額外傷害倍率,最初為1.5倍,每1點增加1倍暴擊傷害

備註: 暴擊所造成的傷害 = 武器傷害\*暴擊傷害

## 追加傷害

追加傷害是指普攻時可以造成的額外傷害倍率,每1點增加0.004%追加傷害,追加傷害所增加的普攻傷害是不受暴擊所影響

## 每5秒回復血量

每5秒回復血量=每秒可以回復多少血量\*5,每1點增加0.2每秒回復血量,最初為0.5

## 物理防禦

物理防禦可以減免職業能力者所受的物理傷害,每1點物理防禦減免0.01%物理傷害

備註: 物理傷害是指能力者和怪物的普攻,遠程攻擊

## 技能防禦

技能防禦可以減免職業能力者所受的技能傷害,每1點技能防禦減免0.01%技能傷害

備註: 技能傷害是指能力者的技能所造成的傷害
Emberstrike

## Overview

#### **Description**

"*As elementals age, they become stronger and wiser. Emberstrikes are the byproduct of aging fire elementals, strong and deadly in a compact package*"

The Emberstrike is a **Fourth Era** fire card. It is an extremely versatile card with a high damage output and powerful ability.

## Role

The Emberstrike is your end-game fighter on the front-line. It has a very high damage output and a powerful ability that can also deal damage to airborne targets.

## Tactics

Emberstrikes should be at your frontline most if not all the time. Their health is only average, which limits their survivability.

Their passive can deal some initial damage once you've summoned it, and it's ability can deal considerable damage to a target column, which can also hit airborne targets.

## Abilities

**Molten Cleaver**

Deals 607 damage per hit.

**Fire Lance**

Shoots a lance of fire through the targeted column. Dealing 1300 damage to any cards in the targeted column. Can hit airborne targets.

Costs 50 power. 4 Turn cooldown.

**Fiery Birth**

When this card is summoned, a targeted enemy card takes 500 damage. Affects ground cards only.
2017/4/19更新記錄

獵人
--

備註: 血雨風暴的傷害本來已經低,用來清怪是不可能的事,在PVP時傷害也不及其他職業的大招高傷和有用,因此調整一下傷害

魔力/法力更名為箭奏,由0增加到8

血量:15(+12/每等級) → 血量: 25(+12/每等級)

冷卻時間: 10秒 技能等級上限: 1 學習等級: 15

普攻命中敵人時增加1點箭奏,最多有8點箭奏,離開戰鬥8秒後清零

技能等級上限: 1 學習等級: 15

冷卻時間: 16(-1/每技能等級) 4秒 技能等級上限: 15 → 1 學習等級: 15 再學習等級間隔: +2

冷卻時間: 26(-2/每技能等級)秒 技能等級上限: 8 學習等級: 15 再學習等級間隔: +10

8點箭奏時可使用,使用時被動將暫時失效,直到時間結束或者消耗掉所有箭奏,8秒內你的箭命中敵人時將造成額外10(+10/每技能等級)(+0.3弓箭傷害)傷害並消耗你2點箭奏,箭奏為0時效果結束

冷卻時間: 1秒 技能等級上限: 8 學習等級: 15 再學習等級間隔: +10

備註: 原來的技能組給人一種沉悶的感覺,還有極其依賴大招,而且在PVP時被動很難觸發,而且效果不明顯,因此把技能組打掉重練

### (大招) 狙擊姿態

傷害量由2(+0.5/每技能等級)改為3(+1/每技能等級)

牧師
--

### (主動) 聖光十字架(Buff)

神力消耗由60改為90

傷害量由18(+6/每技能等級)(+0.5魔法攻擊)改為30(+15/每技能等級)(+0.4魔法攻擊)

備註:提高基礎傷害來吸引牧師堆智慧裝備,而且提高牧師的唯一傷害技能到威脅很大時令牧師在PVP時可以有反打的機會,而不是站著等死或者躲在隊友身後,也令對手更加注重躲開十字架的傷害---這是原本的本意

## 神職者

### (主動) 罪惡審判(Buff)

冷卻時間由8秒改為5秒

備註: 作為神職者最主要的傷害技能,其實8秒好像有點長,所以調低一下來測試

## 狂戰士

### (主動) 烈酒雄心(Nerf)

消耗怒氣由0增加到100
冷卻時間由25增加到40

備註: 原本是想狂戰士在戰鬥中有一個強力的反手技能,結果好像有點過份
審判者

人族中最神聖的兩種職業之一,以保護弱者和審判異教徒聞名

體質
--

血量: 40(+12/每等級)

神力: 220(+5/每等級)

每秒回復神力: 3

主要數值: 力量(近戰傷害)

## (被動) 上前吧告解者

每10秒,普攻增加自身跑速20%,持續3秒,並對敵人造成10(+5/每等級)(+0.5攻擊力)元素傷害

技能等級上限: 18 學習等級: 15 再學習等級間隔: +5

## (主動) 罪惡審判(50神力)

發射1枚審判之星,對敵人造成5(+10/每技能等級)(+1.0攻擊力)物理傷害,

此技能有機率暴擊,造成2倍傷害

冷卻時間: 8秒 技能等級上限: 10 學習等級: 15 再學習等級間隔: +8

備註: 此技能的暴擊機率是和人物的暴擊機率一致

## (主動) 審判之光(65[+5/每技能等級]神力)

回復等同15%自身血量+10(+20/每技能等級)

冷卻時間: 20秒 技能等級上限: 8 學習等級: 15 再學習等級間隔: +10

## (主動) 審判輔助(40神力)

召喚一隻狼,牠有20(+20/每技能等級)血量,
1(+1/每技能等級)攻擊,持續8秒

冷卻時間: 6秒 技能等級上限: 9 學習等級: 15 再學習等級間隔: +10

## (大招) 審判之路(100神力)

詠唱6秒後引爆前方15格,每次3x3範圍共5次,

造成每次200(+200/每技能等級)(+4.0攻擊力)的元素傷害

冷卻時間: 125秒 技能等級上限: 3 學習等級: 40 再學習等級間隔: +25

備註: 此技能詠唱時不能中斷,不能改變方向,不能移動和使用其他技能

## 戰鬥要訣

### PVE

1. 利用審判輔助扛怪,然後在狼後方進行輸出,可有效降低受到的傷害
2. 罪惡審判可以令你在中距離風箏怪物
3. 審判之路的詠唱時間長,但清怪效率高,盡量讓狼在前方扛著傷害讓你詠唱技能

### 副本

1. 如果隊伍中沒有其他坦克的話就衝到前方扛著傷害,因為你的技能組可以令你幫隊伍扛著傷害
2. 審判之光有很高的恢復力,而且冷卻時間不長,你可以在80%血量左右就使用來維持高血量
3. 你的審判輔助可以幫你在前方扛著少量傷害

### PVP

1. 你的審判輔助可以幫你在前方扛著,然後在中距離進行風箏
2. 對付靈活度高的敵人時你的被動就發揮很大的效用
3. 要詠唱審判之路的話就躲在暗角,不然對手避開之餘就會在你詠唱期間把你打死

## PVP應對此職業的方法

1. 他的審判之路很容易避開,但卻致命,請小心避開,並在他詠唱時把他殺死
2. 遠程戰鬥對其不利,他的狼的攻擊範圍也不遠,所以盡量拉遠距離來進行輸出
Magma Spore

## Overview

#### **Description**

"*Tales are told across the world of terrifying living minefields. The Magma Spores, while appearing harmless, strike fear into the hearts of sky sailors everywhere*"

The Magma Spore is a **Third Era** fire card. It is a powerful, and versatile anti-air creature, which is capable of attacking both ground AND airborne cards. Although it has a small health pool.

## Role

The Magma Spore is your air superiority card in the third era. While it does have a small health pool, it makes up for it with powerful offensive capability and versatility.

## Tactics

The Spore has the ability to attack any card, airborne or ground. This paired with it's orb requirements make it extremely versatile and powerful.

If used properly the spore can dominate the skies and ensure ground forces stay in check, however it's small health pool renders it vulnerable to direct-damage spells such as an enemy Eruption or opposing anti-air cards.

It's best to use the spore in numbers, summoning 3-4 spores then going aggressive can deal some heavy damage.

## Abilities

**Magma Blast**

Deals 252 damage. Can only hit airborne targets.

**Ground Blast**

Triggers a violent explosion, dealing 970 damage to the target. Can't hit airborne targets.

Costs 50 power.
Giant Slayer

## Overview

#### **Description**

"*The giants have existed since the birth of this world. An elite group of individuals known as the Giant Slayers exist to purge them from the world one bloody wound at a time*"

The Giant Slayer is a **Third Era** fire card. It is a situational card that is catered towards killing XL units. It can also be used to prevent priority targets from escaping.

## Role

The Giant Slayer is your tier 3 XL counter, and one of the few XL counters fire has. It's low stats are easily balanced by it's powerful abilities.

## Tactics

Like the Rageclaws, giant slayers need to be consistently aggressive to reach massive damage levels. Their rage differs from the rageclaws in that it has a crippling ability very similar to the scavengers crippling bite.

It can also charge the back row, dealing greater damage then an enforcer.

They should be at the front lines when your enemy summons an XL unit. Show no mercy!

## Abilities

**The Giants Cleaver**

Deals 104 damage per hit.

**Charge**

Can charge enemy cards in the back row, dealing 1200 damage. May only charge if there is a vacant slot in front of the card.

**Hamstring Rage**

Whenever this card successfully damages an enemy card, it's attack stat is doubled. Additionally, the target becomes crippled and cannot retreat to the back row for 1 turn. Buildings and Spells can still move the card though.

Damage is reset to base if the card goes 1 turn without attacking.

**Swift**

If this card is attacked by a melee creature, it automatically counterattacks.

This counterattack inherits the damage increase from **Hamstring Rage** and further increases the rage, but does not inherit the crippling effect.
箭神

和遊俠不同,箭神的輸出是以一箭穿心為目標,比較遊俠和箭神的強弱是人們在閒聊時經常聊到的話題,不過比起遊俠,狙擊手的射程一定比遊俠遠,而且比較安全

體質
--

血量: 15(+12/每等級)

箭奏: 8

主要數值: 敏捷(遠程傷害)

## (被動) 狙擊天賦

普攻命中敵人時增加1點箭奏,最多有8點箭奏,離開戰鬥8秒後清零

技能等級上限: 1 學習等級: 15

## (主動) 緊急移動

向後移動

冷卻時間: 4秒 技能等級上限: 1 學習等級: 15

## (主動)狙擊箭奏

8點箭奏時可使用,使用時被動將暫時失效,直到時間結束或者消耗掉所有箭奏

8秒內你的箭命中敵人時將造成額外10(+10/每技能等級)(+0.3弓箭傷害)傷害
並消耗你2點箭奏,箭奏為0時效果結束

冷卻時間: 1秒 技能等級上限: 8 學習等級: 15 再學習等級間隔: +10

## (主動) 萬箭齊發

向前發射7枝箭,每發造成:12(+6/每技能等級) (+1.0弓箭傷害)點傷害

冷卻時間: 6秒 技能等級上限: 20 學習等級: 15 再學習等級間隔: +4

## (大招) 狙擊姿態

緩速自身100%,提升自身3(+1/每技能等級)倍傷害,自己所受傷害提升1.5倍,持續10秒

冷卻時間: 12秒 技能等級上限: 3 學習等級: 40 再學習等級間隔: +25

## 戰鬥要訣

### PVE

1. 清怪的時候儘量拉開距離,你的體質很薄
2. 用狙擊姿態時盡量拉遠距離,因為在持續時間中的你只能用緊急移動進行比較有效的移動

### 副本

1. 在坦克被攻擊時衝到後方輸出傷害,不要在前方扛著不必要的傷害
2. 拉開距離再使用狙擊姿態,狙擊姿態能令你的輸出翻倍,但也能令你身陷險地
Backlash

Backlash is a **Third Era** fire card. It is a powerful damage spell that is dependent on your current power to deal damage.

## Role

Backlash is your trump card spell. It is useful for when you've built up a lot of extra power and either need a heavy burst of damage to push forward or need to devastate the incoming enemy forces after they've downed your cards.

## Tactics

Backlash is entirely dependent on your current power pool for dealing damage. If you don't have a lot of power stored you will not be doing much harm.

It's best to save it for when you really need it.

## Abilities

**Void Surge**

Deals your current power + 250% of it as damage to all enemy cards. Damage against buildings is halved. The power you had before casting the spell is the value used for calculating damage.

5 Turn cooldown.
火系元素使

如果想使用魔法/法術/神力,你有數種方法,從某物品中獲得力量,例如符紋,信仰,大自然的力量等等,或者你有龍的血脈,而元素使們是因為擁有被龍血腐化的魔族血脈而擁有強大的魔法力量,強大的爆發和持續輸出再加上不能被免疫的控場能力令元素使成為戰場上最強大 最惠 的戰力

體質
--

血量: 40(+12/每等級)

魔力: 200(+20/每等級)

每秒回復魔力: 10

主要數值: 智慧(技能傷害)

## (被動) 火球術(80魔力)

蹲下時技能蓄力,蓄力最多2秒,放開蹲下鍵時立即向前發射一個火球,

對敵人造成15(+5/每技能等級)(+0.6魔法攻擊力)(\*蓄力秒數+1)傷害

冷卻時間: 8秒 技能等級上限: 15 學習等級: 15 再學習等級間隔: +5

備註: 此技能為魔法技能,其**基礎傷害**受智慧影響

## (主動) 烈焰爆破(120魔力)

向前方8格錐形內的敵人造成30(+25/每技能等級)(0.6魔法攻擊)傷害

冷卻時間: 12秒 技能等級上限: 8 學習等級: 15 再學習等級間隔: +10

備註: 此技能為魔法技能,其**基礎傷害**受智慧影響

## (主動) 火焰引爆(90魔力)

被動: 你的技能造成傷害時有30%機率點燃敵人5秒

主動: 對附近被點燃的敵人造成20(+20/每技能等級)(+1.2魔法攻擊)傷害

冷卻時間: 20秒 技能等級上限: 4 學習等級: 15 再學習等級間隔: +25

## (主動) 火羽之心

開啟時增加20%技能傷害,每秒消耗1%自身最大生命,再次使用時關閉技能

冷卻時間: 25(-5/每等級)秒 技能等級上限: 4 學習等級: 15 再學習等級間隔: +25

## (大招) 淨世之焰(150魔力)

施放技能時詠唱技能3(-1/每技能等級)秒,引爆前方8格,傷害量為5倍魔法攻擊

冷卻時間:120 秒 技能等級上限: 3 學習等級: 40 再學習等級間隔: +25

## 戰鬥要訣

### 副本

1. 在坦克被攻擊時衝到後方進行輸出,不要在前方扛著不必要的傷害
2. 火羽之心是你的大殺招,第一時間施放並盡可能在冷卻完了的一刻再施放
3. 你要和隊友溝通完了才施放技能,避免技能被隊友擋掉

### PVP

1. 和敵人拉到中距離進行輸出,遠距離戰鬥對你不利
2. 火羽之心雖然能有效提高你的輸出,但小心血線問題
3. 你的淨世之焰要小心施放

## PVP應對此職業的方法

1. 他施放淨世之焰時立即離開
2. 遠程戰鬥對其不利,盡量拉遠距離來進行輸出
Boom Brothers

## Overview

#### **Description**

"*Sometimes, strange alliances can occur between races. In this case, ogres and goblins have reached a compromise, combining the ogres natural strength with the goblins technical genius, it's one terrifyingly strong combination*"

The Boom Brothers are a **Fourth Era** card. It is, at first glance, an underpowered tier 4 card. However, the card excels in it's spammability and it's versatility.

## Role

The Boom Brothers are your fourth era XL counter and are quite cheap and spammable.

## Tactics

Boom Brothers at their core, should be in the front line, focusing down enemy XL's. They are cheap to summon and can easily be spammed. This combined firepower can overwhelm most enemy XLs easily.

Their ability is powerful and quite useful. It can knock any unit into the back row and deal considerable damage.

## Abilities

**Ogre's Fists**

Deals 560 damage per hit.

**BOOM!**

Fires a cannonball at the target. Inflicting 850 damage. Additionally, the target is knocked into the back row if there is a vacant slot. Costs 50 power.

Cannot hit airborne targets. 5 Turn cooldown.
Scavenger

## Overview

#### **Description**

"*Do not let it's name fool you, this creature is more then capable of ripping the flesh from your bones. Once bitten, you cannot escape*"

The Scavenger is a **First Era** fire card. It is one of the first cards with the **Swift** passive, allowing it to counterattack. It is also fires answer to enemy smalls in the first era.

## Role

The Scavenger is your early game small counter. It comes with both the **Swift** and **Crippling Bite** passives, giving it some usefulness in the later game.

## Tactics

It's extremely strong against enemy smalls, and with **Swift** can deliver a strike back on a melee card which attacks it.

The Scavenger gains some later game usefulness due to **Crippling Bite**. Which can prevent powerful enemy units from retreating into their back row to heal or prepare another offense, although it cannot prevent abilities, spells, or buildings from moving it.

## Abilities

**Claws & Teeth**

Deals 114 damage per hit.

**Crippling Bite**

When this card attacks an enemy creature, that creature becomes crippled, preventing it from retreating to the back row. Abilities, spells, or buildings can still move it though.

**Swift**

If this card is attacked by a melee creature, it automatically counterattacks.

This counterattack does not inflict **Crippling Bite**.
Wallbreaker

## Overview

#### **Description**

"*Nothing stands in the way of fire, even the tallest barriers will be toppled eventually*"

Wallbreaker is a **Second Era** fire card. It is basically an insta-kill card for enemy buildings.

## Role

Wallbreaker is the ultimate spell for destroying an enemy building. And should be saved for the later eras when buildings become dangerous.

## Tactics

Because this card insta-kills a targeted building, it's perfect for annihilating strong tier 4 cards such as the Worldbreaker gun.

## Abilities

**Destroy Barrier**

Instantly destroys target structure. 10 turn cooldown.
Frost

## The Second Element

Frost is the second element in BattleForge, as well as being the most defensive of the four main elements.

Fire represents defensive gameplay, relying on surviving enemy assaults, then striking back with powerful cards. Their cards generally have high armor values but low attack values, their abilities also tend to reflect this defensive nature, almost all frost abilities are heavily defensive.

Frost becomes strongest by the third era, but lacks during the earlier era's. Players must be tactical during the first two era's, especially against players using fire decks.

## List of Frost Cards

Cards are organized by rarity, from Common to Ultra-rare.

### **First Era**

Northguards

Imperials

Master Archers

Ice Barrier

Defense Tower

Frost Mage

Frost Sorceress

Construction Hut

Ice Guardian

Ice Shield Tower

### **Second Era**

Phalanx

Defenders

Cannon Tower

Kobold Trick

Lyrish Knight

White Rangers

Juice Tank

Kobold Laboratory

Coldsnap

Skyelf Templar

War Eagle

Frost Crystal

Area Ice Shield

Mountaineer

### **Third Era**

Silverwind Lancers

Tremor

Shield Building

Kobold Engineer

Armored Tower

Retreating Circle

Timeless One

Skyelf Sage

Shrine of Martyrs

Ward of the North

Avatar of Frost

Stronghold

Frost Shard

### **Fourth Era**

Tempest

Shatter Ice

Winter Witch

Construct

Maelstrom

Skyelf Commander

Battleship

Worldbreaker Gun

Ice Tornado

Dreadnought
Magma Fiend

## Overview

#### **Description**

"*Fire Elementals who achieve an elderly status often become what is known as the Magma Fiend. A terrifying jaw of molten lava and incinerating death*"

The Magma Fiend is a **Fourth Era** fire card. It has an EXTREMELY powerful attack, with fairly decent health. However the card can only achieve it's greatest damage when the enemy has a lot of cards active.

## Role

The Magma Fiend is an interesting ranged unit. It's damage is dealt to columns and is fairly potent, however it's ability has the potential to deal MASSIVE damage to the entire enemy force.

## Tactics

Magma Fiends must be deployed to the front-line in order to benefit from their attack the fullest. Likewise, their ability can only be most effective when your enemy has filled their field with cards.

## Abilities

**Fire Stream**

Deals 540 damage per hit. Damage is dealt to all cards in the targeted column.

**Burning Liquid**

Spreads molten liquid all over the enemy field. Inflicting 2700 damage to all enemy cards

Cannot damage airborne cards. Costs 100 power. 10 turn cooldown.
Comet Catcher

## Overview

#### **Description**

"*For generations, the fires of the heavens have fallen upon the world without any hope of understanding them. The Comet Catcher is a legendary structure that can weaponize the fires of the heavens to catastrophic effect*"

The Comet Catcher is a **Fourth Era** fire card. It is the fire element superweapon, able to deliver an extremely deadly attack to the enemy.

## Role

The Comet Catcher acts as your superweapon, able to deliver an extremely powerful attack that few can survive.

## Tactics

The Comet Catcher should be built in your back row, period. It takes some time for the ability to prepare, and as such needs protection to utilize.

Once it becomes available, target the strongest card your enemy has! But be careful, it could be baited and your enemy may summon something worse then what you used it on.

## Abilities

**Warming Up**

Once this card is summoned, **Fiery Comet** immediately goes on cool-down.

**Fiery Comet**

Hurls a large comet, dealing 4500 damage to the target. Additionally, adjacent cards to the target take 3000 damage. 10 turn cooldown.
Bloodthirst

## Overview

#### **Description**

"*Bloodthirst consumes many warriors over their careers. Some so much that they are consumed utterly*"

Bloodthirst is a **Fourth Era** fire card. It is a powerful regenerative spell that, if cast on the right unit, can make them damn-near unkillable.

## Role

Bloodthirst is designed to be used on high-damage cards which lack overall survivability, or those with high damage AND survivability, such as the juggernaut.

## Tactics

Bloodthirst should be saved for specific cards, such as the Juggernaut or Fire Dragon. Since it allows them to heal off of the damage they deal.

Do not use it to save a card from death, as it only takes effect when you actually attack a foe, which leaves a card open.

## Abilities

**Mania**

Target unit regenerates health every time it successfully damages an enemy card, equal to the damage it inflicted.
Makeshift Tower

## Overview

#### **Description**

"*Looks can be deceiving. This tower may not appear threatening, but your tune will change quickly once it's launching explosive grenades at you*"

The Makeshift Tower is a **First Era** fire card. It is a simple building that can be used for offense. It fires grenades that although they can only hit the front row are good for weakening offensive pushes.

## Role

The Makeshift Tower should act as an offensive support tower during the early game. It's damage, while not heavy, can weaken opposing cards in the first era.

## Tactics

The Makeshift Tower is not particularly powerful, but it does sustain great chip damage during the first era.

It acts as a good supportive combat tower in the back row, and should not be placed in the front row very often due to it's inability to hit the back row.

## Abilities

**Grenade Launcher**

Deals 69 damage per hit. Attacks can only hit the front row.
Earthshaker

Earthshaker is a **Fourth Era** fire card. It's a powerful end-game anti-building spell, able to deal damage to all enemy structures and potentially topple a powerful defense.

## Role

Earthshaker is your anti-structure card during the fourth era, it deals massive damage to all buildings your enemy has on the field and can topple heavy defenses.

## Tactics

Earthshaker should be saved for when your enemy has many buildings on the field, where it's most effective. However it should also be used when destroying the enemy superweapon is top priority.

## Abilities

**Quake**

Shakes the ground beneath your enemy, dealing 3000 damage to all enemy structures.

Deals no damage to enemy units. 3 turn cooldown.
Nature

## The Third Element

Nature is the third element in BattleForge, as well as being the most supportive of the four main elements.

Nature represents supportive gameplay, relying on keeping units alive and delivering powerful crowd control. Their cards generally have fairly balanced attack and armor values. Where they excel is their abilities, which can act supportively in almost any situation. They are great cards to include in a hybrid deck, however they can be a formidible force on their own.

Nature is strongest at the fourth era, where nature's best cards reach the field of play. Their high stats paired with powerful abilities can allow them to potentially outperform fire decks in certain situations. However, due to this a player must be vigilant during the initial era's, as if one is not careful they can be shut down before they reach the fourth era.

## List of Nature Cards

Cards are organized by rarity, from Common to Ultra-rare.

### **First Era**

Spearmen

Werebeasts

Windweavers

Tunnel

Primal Defender

Surge of Light

Shaman

Swiftclaw

Fountain of Rebirth

Ensnaring Roots

Mana Wing

Mark of the Keeper

Hurricane

### **Second Era**

Ghostspears

Mauler

Breeding Grounds

Ray of Light

Curse of Oink

Burrower

Energy Parasite

Healing Well

Living Tower

Creeping Paralysis

Spikeroot

Shrine of Memory

Parasite

Parasite Swarm

### **Third Era**

Drones

Swamp Drake

Thornbark

Healing Gardens

Thunderstorm

Fathomlord

Deepcoil Worm

Razorleaf

Wheel of Gifts

Revenge

Timeshifter Spirit

Mindweaver

Enlightenment

### **Fourth Era**

Giant Wyrm

Regrowth

Grimvine

Noxious Cloud

Spore Launcher

Lifestream

Mind Control

Colossus

Grove Spirit

Primeval Watcher
Eruption

## Overview

#### **Description**

"*An eruption is a mighty force of fire that is not to be underestimated. May the gods have mercy on whomever finds themselves victim to it*"

Eruption is a **First Era** fire card. It is a basic direct-damage spell that works best to eliminate priority targets or weaken tougher ones.

## Role

Eruption acts as your early-game direct damage spell, allowing you to deal heavy damage and outright destroy most early-game cards.

## Tactics

Eruption early on should be your go-to for destroying priority targets. Anything you deem as a major problem for your strategy should be damaged or taken out with eruption.

## Abilities

**Explosion**

Target enemy creature or structure is subject to a heavy explosion, dealing 570 damage.

This has no cool-down, except when out of charges.
Tower of Flames

The Tower of Flames is a **Third Era** fire card. It is a very strong tower with a massive attack stat and great health. However it's quite vulnerable to airborne assaults.

## Role

The Tower of Flames is a very powerful tower that can prove a major threat to your opposition. However it requires aggressive positioning to use it's ability to the fullest.

## Tactics

The tower has a high attack damage giving it prime use in the front row. It is also remarkably survivable, given it's large health pool and it's defensive ability.

Keep in mind that Volcanic Ground only takes effect if the tower is attacked at melee, giving it primarily use in the front row instead of the back.

## Abilities

   **Fire Ball**

Deals 540 damage per hit. Can't hit airborne targets.

**Volcanic Ground**

Sets the ground on fire. Melee creatures that attack this card during the next 3 turns take 1500 damage.

Costs 50 power. 5 Turn cooldown.
Shadow

## The Fourth Element

Shadow is the fourth and final element in BattleForge, as well as being the most potentially powerful of the four main elements.

Shadow represents high-risk high-reward gameplay, relying on sacrifices or extremely risky strategies to achieve feats that the other elements cannot. Shadow is potentially the most powerful element but the sheer risk involved in achieving this power makes it arguably the most difficult element to master.

Shadow is unique in that it is not potentially strongest in any given era, but in fact can be equally deadly in any era. The power of a well executed shadow ability can make them a formidible opponent at any given era, however a player must be extremely careful and tactical about how they use shadow cards. One mistake could leave you vulnerable and get you crushed by the other elements.

## List of Shadow Cards

Cards are organized by rarity, from Common to Ultra-rare.

### **First Era**

Skeleton Warriors

Wrathblades

Forsaken

Decomposer

Lifestealer

Nasty Suprise

Executor

Nox Trooper

Phase Tower

Life Weaving

Dreadcharger

Embalmer's Shrine

Motivate

### **Second Era**

Nightcrawler

Ripper

Stone of Torment

Unholy Power

Undead Army

Darkelf Assassins

Shadow Phoenix

Portal Nexus

Resource Booster

Furnace of Flesh

Corpse Explosion

Shadow Mage

Shrine of Greed

Aura of Corruption

Harvester

### **Third Era**

Shadow Insect

Mutating Frenzy

Unstable Demon

Blood Healing

Cultist Master

Ashbone Pyro

Fallen Skyelf

Altar of Nihil

Soulshatter

Wrathgazer

Church of Negation

Infect

Voidstorm

### **Fourth Era**

Rifle Cultists

Unholy Hero

Void Maw

Necrofury

Overlord

Death Ray

Altar of Chaos

Plague

Shadow Worm
BattleForge

BattleForge is based off of a game with the same name, developed by EA. In said game, players used a virtual deck of cards in an RTS setting, summoning creatures, buildings, and spells to win battles against other players or against the AI. This utilizes a tabletop variation styled similarly to games like Yu-Gi-Oh! and is in no way any attempt to copy the game entirely or take credit for it.

The game has three modes, PvP, PvE, and Survival.

## Factions

**Fire**

**Frost**

**Nature**

**Shadow**

## Subfactions

**Bandits**

**Stonekin**

**Lost Souls**

**Twilight**
Fire Bomb

## Overview

#### **Description**

"*Explosives are the work of expert craftsmen in the art of fire. They compress it's raw untapped fury into a highly pressurized and deadly bomb. Smart individuals know to stay clear whenever one is spotted*"

The Fire Bomb is a **First Era** fire card. It's a bomb that is deadly to just about any early-game card, however it requires an enemy to destroy it at melee to have any positive effect.

## Role

The Fire Bomb acts as a form of suppressant and powerful defensive measure. It can be used as an expendable decoy or defense block.

## Tactics

Fire Bombs should go up in your front row if possible. They provide some hazard for the enemy to consider when attacking you, and with it's **self-destruct** ability he won't know whether attacking is lethal or not.

## Abilities

**Explosive**

If this bomb is destroyed, it will explode. This deals 1300 damage to the card that destroyed it if it was a melee creature. Ranged or Airborne cards are unaffected by it.

**Self-Destruct**

Arms the bomb. After your enemies next turn the bomb explodes. It will also explode if it takes any damage during your enemies next turn.
職業能力

職業能力是令新人族透過導入符紋來獲得一系列的特殊能力,每個人都可以同時使用一種職業能力,科技的進步令人們可以切換身體內的符紋來轉換職業能力。由於每個人的身體都不同的關係,每個人都要自己獲得經驗來提升能力等級,而不能複製其他強大的能力者的符紋來使用。由於新人族是為了導入職業能力而造出來的種族,而新人族本身只適合生產者能力的關係,而戰鬥職業都是其他種族的關係,必須先將一種種族的血脈符紋提升到15等才能成為真正的能力者。

## 新人族

新人族是跟隨著制式能力者計劃而研究出來,由人族所進化而成的新種族,他們擁有接納一切血脈符紋的能力,令新人族可以擁有其他種族的職業能力,新人族可以說是全部都有成為能力者的能力,但缺點是體質比起原生種族的能力者差太多,現在新人族可以接納下列的血脈並成為能力者

神族
--

神族是指天生就擁有強大的體質和力量的種族,也可以使用一些法術,並不是指神的意思,本質上來說只是比人族強無數倍的人。

LV15後可選擇的職業能力:聖域戰士 劍士

人族
--

人類,半神,精靈等種族都並稱為人族,他們的體質和神族比起來就像螞蟻和坦克比較一樣,而且制式能力者計劃完成前並不是每一個人都有成為能力者的機會,成為能力者的人族的體質和神族比較雖然是等於拿小孩和坦克比較,但在攻擊力方面就可以和神族一較高下,而且人族的能力有很多技能都有強大的法術,恢復能力或者真實傷害(無視一切防禦的傷害)的能力,所以就算是神族也不會小看人族的強大能力者。

LV15後可選擇的職業能力: 遊俠  箭神  牧師  審判者  闇祭司  刺客

魔族
--

魔族是在戰鬥中被龍血或者一些強大的怪物的血污染了體內的血脈符紋的能力者,那些被污染的能力者可以是神族或是人族,這些被污染的能力者在戰鬥以外的時候和正常人一樣.但在戰鬥時你就會看到他們殘忍嗜血,被戰鬥本能支配的一面,又或者會看到他們用魔法狂轟濫炸,很惠 暴力的一面。

LV15後可選擇的職業能力: 破刃者  狂戰士  火系元素使
Fire Worm

## Overview

#### **Description**

"*Fire is so well known for dragons and other terrifying beasts that few ever look to the ground below them, failing to witness the horrors that lurk beneath their very feet*"

The Fire Worm is a **Fourth Era** fire card. It is an extremely powerful ranged unit, but with only average health.

## Role

The Fire Worm can function as a front-line archer or a back row supporter. Thanks to it's earth dive ability.

## Tactics

Fire Worms should mostly be deployed in the back row, where their massive damage output can be delivered easily without recompense. However, earth dive allows the worm to move to the front row without taking TOO much damage in return.

Earthquake also allows the worm to weaken the enemy force as a whole, allowing other cards to potentially win the fight.

## Abilities

**Fiery Spit**

Deals 960 damage per hit.

**Earthquake**

Triggers a groundshaking quake which deals 850 damage to all enemy cards. Costs 100 power.

5 Turn cooldown.

**Percussive Birth**

When this card is summoned, target card takes 500 damage and is knocked to the back row if there is a vacant slot.

**Earth Dive**

When this card moves between the front and back row, it gains a 50% damage resistance during the enemies next turn.
Aura of Pain

## Overview

#### **Description**

"*Fire is heavily associated with suffering eternal. Those with an aura of flame bring pain and agony to those around them*"

Aura of Pain is a **Third Era** fire card. It is a powerful damage-over-time spell that can deal massive damage to multiple enemy cards if casted properly.

## Role

Aura of Pain acts as a weakening card, capable of gradually lessening the survivability of multiple enemy cards and potentially even killing them.

## Tactics

Aura of Pain varies in it's effectiveness, depending on the health of the targeted creature. It inflicts damage over three turns and If placed correctly it can be extremely deadly.

## Abilities

**Torment**

Target is surrounded in an aura of pain, inflicting 20% of the targets maximum HP as damage to the target and adjacent cards over three turns.

3 Turn Cooldown.
Mine

Mine is a **First Era** fire card, and a useful spell to have when wanting to discourage an enemy from summoning cards.

## Role

Mine is a powerful suppressant spell, which can deal heavy damage to the next card your enemy summons. Assuming it's a ground creature or building.

## Tactics

Mine should be used tactically and as a suppressant. It's powerful damage can discourage an enemy from summoning a strong monster, however it leaves many opportunities to sacrifice a cheap expendable card on it.

## Abilities

**Goblin Trap**

Spreads explosive traps across the enemy field. The next creature or building that the enemy summons will take 1000 damage. If the card is a building, it takes 300 damage.

Mines will not detonate if the enemy summons an airborne monster. 2 turn cooldown.
Termite Hill

## Overview

#### **Description**

"*Fire comes in many shapes and sizes, from the largest stars to the smallest of bugs, fire brings destruction and rebirth anywhere and everywhere*"

The Termite Hill is a **Second Era** fire card. It is a powerful anti-structure building with a deadly ability.

## Role

The Termite Hill is a powerful anti-structure building that should be used to wipe out critical enemy buildings.

## Tactics

The termite hill should be deployed in your back row and used to eliminate key enemy buildings. It's ability has a fairly long cooldown, so use it wisely.

## Abilities

**Termite Swarm**

Sends termites to target enemy building. Dealing 1650 damage. 5 turn cooldown.
Thugs

## Overview

#### **Description**

"*Orcs are naturally aggressive creatures. It's said the act of pillaging is a pleasure only they can relish in.*"

The Thugs are a **First Era** fire card. They are quite fragile for a first era card, but make up for it with a high attack stat.

## Role

The Thugs should act as your front-line brawler during the first era. They will form the bulk of your early offense. During later eras they are completely expendable.

## Tactics

Thugs should prioritize attacking enemy buildings whenever possible. The 40% power gain from attacking them will further bolster your offense.

It's not wise to use thugs defensively during the early game, as their low health makes them particularly easy to kill. However they can be used as a defensive block or decoy during the later game.

## Abilities

**Spiked Club**

Deals 132 damage per hit.

***Looter***

Every time this unit attacks a building. 40% of the target's power cost is added to your power pool.