recursal/Fanatic-Fandom huggingface dataset:
Stagger System

When characters get hit in Relic Hunters Legend they might react with an animation that interrupt their actions. This animation is called "Stagger".

### No Stagger

No animation is played and actions are not interrupted. The only feedback is a white flash and damage number indicators.

### Short Stagger

Actions are interrupted and the character plays a very short animation (usually ~0.5 seconds to recover). Movement is also interrupted.

### Long Stagger

Same repercussions of the Short Stagger but with a much longer animation (usually ~2 seconds to recover).

## How Stagger Works

Stagger is based on the character's Max Life value, and the total damage they take on a short window of time (usually under a second).

High damage proportional to the character's Max Life dealt very quickly (either a single hit or a flurry of smaller ones) will usually proc Stagger.

### Stagger Bonus

Through weapon and skill bonuses, Characters can have an increased chance of causing Stagger with their attacks.

This Stagger Bonus is calculated as if it was extra damage - but this extra damage only applies for the purposes of calculating Stagger, and will not reduce the target's Life.

### Stagger Resistance

Characters become increasingly resistant to Stagger procs each time they are staggered. This temporary resistant bonus is reset after a period of time.

Stagger Resist% also provides characters with a base chance to resist Stagger procs from any source, and is usually provided by items and skills.

Stagger Chance is rolled with PRD.

### System Variables

 Stagger Chance
 Stagger Damage
 Stagger Resistance
 Short Stagger Threshold
 Long Stagger Threshold
 Stagger Damage Reset Time
 Stagger Resistance Reset Time
 Short Stagger Resistance Bonus
 Long Stagger Resistance Bonus

### Step by Step

This is how the system works, step-by-step:

**1)** Calculate damage taken on the last Stagger Tick period and add the final value to Stagger Damage;

**2A)** Is the Stagger Damage greater than the Long Stagger Threshold? Head to **3A**, else continue.

**2B)** Is the Stagger Damage greater than the Short Stagger Threshold? Head to **3B**, else do nothing.

**3A)** Roll for Stagger Chance. If it succeeds, reset the Stagger Damage and proc the Long Stagger. Add the Long Stagger Resistance Bonus to the current Stagger Resistance.

**3B)** Roll for Stagger Chance. If it succeeds, reset the Stagger Damage and proc the Short Stagger. Add the Short Stagger Resistance Bonus to the current Stagger Resistance.

**4)** Stagger Damage resets after a while with no damage taken

**5)** Stagger Resistance resets after a while with no Stagger proc.

## Temporary Stagger Immunity

Some animations and actions (usually the non-interruptable ones), provide characters with temporary immunity to all forms of Stagger.

 Death
Qyeani

### Ethnic Groups

Qyeanic Caster (65%),Quissentian (10%),Dahnian (5%),Lanais Caster (5%),Crodilian (5%),Castinean (3%),Drassanic (3%),Fasstic (2%),Gersenic (2%)

### GDP

1.96 trillion Kronos

**Qyeani,** or the **Qyeanic Republic,** is a representative republic in northern Trea. Located along the western coast of the Callahanic Strait, Qyeani is bordered by Dahna, Talas, and Quissentina to the west, Castera to the east, and HLS to the north.

Qyeani was one of the first republics in the world, founded in +598 after the Casteric Wars. Qyeani was founded by Qyeanic Casters, an ethnic group descended from Drassanic and Prysein peoples. During the republic's early years, the country was a staunch supporter of Castinean expansion and became a protectorate of the Kingdom from +881 to +1219. After the collapse of the Castinean Empire, Qyeani would be the first country to recognize the Holish Lancaster States. During the Eastern Wars of the 1700s, Qyeani supported the Holish by invading and occupying Castera, then a province of the Neseti Empire. In +1799, the country would be invaded and conquered by the Eva Pydon and occupied until the Crodilian invasion in +1831. It would remain a Crodilian protectorate until +2001 when it was regiven independence.

During the Modernist Period, Qyeani would be a staunch ally of the Holish Modernist Republic (HMR). It would side with the HMR during the First and Second Merlay War, suffering greatly during the HTR invasions. After the Merlay Wars, Qyeani would go on to grow and develop
Castera

### Ethnic Groups

Callahanic Caster (90%),Lanais Caster (3%),Qyeanic Caster (2%),Nesetic (1%),Castinean (1%),Crodilian (0.5%)Drassanic (0.5%)

### GDP

6.502 trillion Kronos

**Castera,** or the **Casterian People's Republic (CPR),** is a republic located east of the Callahanic Strait and west of the Neset River. Castera is a Casterian nation bordered by the Eastern Confederation of Republics to the east, HLS from the north, and Qyeani from the west. Castera is home to the largest population of Callahanic Casterians and is the only country that still considers Pydonian as a national language.

The earliest Leatixan settlements in Castera date back to the mid-Fourth Era by Vikian colonists seeking exploring the Callahanic Strait. These settlers, likely Yuporian, would remain relatively small for several millennia. During this period, the Reinzian Kingdom would expand its reach along the Strait and into the Gulf of Norjin. In the early Fifth Era, the region would be invaded by Rajini raiders, destroying the remnants of the Reinzian Dynasty and induce the City State Period.

The region would be settled by Castils throughout the mid-Fifth Era, fleeing persecution in Crodilia. The Castils would clash frequently with the Drassanic Empire, which invaded the region in the -1,000s. During this period, the first Castil Empire would form, the Caster Empire. The Caster Empire would retain control much of the northern regions, establishing the city of Kev in -919, but would eventually be defeated by the Drassanics. Under Drassanic rule, the region would experience severe poverty and social collapse as the Empire slowly declined. When the Drassanics collapsed in -850, the region split up into hundreds of fiefdoms and tribes.

In the +100s, the Kevian Kingdom would unify many of these kingdoms under the leadership of King Gyio Callahan. Callahan
Leatix

Leatix is a planet orbiting the star Luxais, which is an actual star called HD 101065. Luxais is a young yellow star with three-quarters the mass of the Sun. Leatix is the fourth planet from Luxais with an orbital distance of 1.71 AU. There are six planets in the Leatixan Solar System:

* Galiso
* Truso
* Mallus
* Aram
* Decidis

Leatix does have a moon, named Fol and is approximately 1/8 the mass of Leatix. Leatix itself has a mass of 1.75e25 kg, placing it just over double the mass of Earth. Leatix is a nickel iron planet just like Earth and has a gravitational coefficient of 5.73639 m/s^2. Leatix has three continents (*Lancasteria, Fundimentia, Crodilia,*four Oceans (*Allay, Merlay, Vikian,*and *Crodilian),*and 14 seas. Leatix formed approximately 3.16 billion years ago and life first appeared around 2.21 billion years ago. In about 1.86 billion years ago, the first vertebrates, such as Cenozoids, began to emerge in the ocean. There have been several large scale extinction events in Leatix's history, with the largest one being the Epasnu Extinction Event when a comet collided with the planet.

Today, Leatixans experience a relatively temperate climate akin to Earth. The average global temperature on Leatix is 64.2 Farenheit. Its atmosphere is mostly nitrogren (63%), followed by oxygen (17%).

Inhabitants of Leatix are called Leatixans. They emerged from the Femtate genus around -1,106,000 and would eventually evolve to create civilizations around -17,000. Over 16.2 billion Leatixans live on Leatix. Leatixans have developed a diverse set of cultures and societies and have expanded well into outer space, seizing territory all over the Milky Way under the authority of the Universal Empire. Leatix is located in the central quarter of District 1 and is register as P-00000001A in the UE Planetary Records.
Twink

**Twink** is one of the non perishable immortals along with Firewater and Grits (a.k.a. Mr. Grits) that Frank meets in order to learn what happens in the great beyond. He's the only one in the group that doesn't smoke pot (weed). He warns Frank what the proof is saying "Once you see that shit. It'll fuck you up for life." And then kisses Frank. He's also the one that wrote the original "The Great Beyond" song and Firewater.

## Trivia

It was originally planned that he was going to be voiced by Freddie Mercury but then the creators remembered that he's dead.

The reason why Twink is immortal is because his species (a Twinkie, although not said in the movie) is said to have an expiry date of 100 years.

* This is a common misconception, as Twinkies have very little preservatives and have an average shelf life of 30 days.

He is gay. He kissed Frank in the mouth without his consent and had sex with Firewater as seen in the film.

* "Twink" is an argot term used to describe homosexual adult males in their late teens/near twenties who have a teenage and androgynous appearance.

1. ↑ https://www.npr.org/sections/thesalt/2013/07/09/200465360/the-science-of-twinkies-how-do-they-last-so-long
Orange

Roberto International Air Port

**Orange,** also known as **Orangeville , City of Orange,** or **OVC,** is the capital of the Crodilian Union and its largest city. Originally the capital of the Vikian Republic, Orange assumed its capital status of the Crodilian Union in +1710. The city gets it name from the iron-rich Tempetei River, which has a strong tint of Orange during the winter months. Located in the state of Vikia, Orange also borders the state of Tempun and Gashin, connected via two bridges. The city is the center of the second largest metropolitan area in the world by urban population, with a size of approximately 65 million people. Orange is a global center for finance, entertainment, tourism, politics, art, fashion, and sports. In addition to being home to the Federal Government, it is also home to the National Assembly of Regions (NAS) and the International Consortium of Nations (ICN).

Orange is situated alongside the Tempetei estuary, making it the largest port city in the world. The city is one of the most cosmopolitan in the world, with nearly 1300 different languages spoken and all 46 nationalities present. Orange has the highest foreign born population in the country, making it the most diverse cities in the CU. Orange has a gross metropolitan product of 10.25 trillion Kronos, if it was an independent country it would the sixth largest global economy.

Orange is rich with a diverse historical landmarks and districts. The city is repeatedly ranked high in tourism attraction, ranking 3rd in "Best Cities to Travel to" by *World Report and Travel* in +2510. Nearly 130 million tourists visited Orange in +2518. The Federal Mall attracts the most tourists for its historical Orangeville neighborhood, museums, and monuments. The Port District is a major world center for fashion and entertainment and the West Tempetei District is the world's largest producer of motion pictures. Southport District is home to the largest Drassanic population with multiple 'Drassantowns' across the city. Orange is home to the world's tallest building, including Tersei Towers (4,329 feet) and the Reinhar Building (4,106 feet). It is also home to the first skyscraper ever build, Menaik Skyscraper (401 feet). Orange has the world's largest park, Roberto Park, which is home to the Museum of Crodilian Art and the Museum of Science.

North Street is considered to be the most important financial center in the world. Home to the the larget market capitalization stock exchange, Orange Stock Exchange (OSE) and the Crodilian Commodity Exchange (CCE). North Street is also home to some of the world's largest investment banks like Stanstin & Company. Orange has over 96 colleges and universities including the University of Orangeville, the Tena Institute, and the City Colleges of Orange.
Lancasteria

Lancasteria is Leatix's largest landmass, occupying almost the entire Northern hemisphere. It has several subcontinents-- West Lancaster, Nort, East Lancaster, and Cata. It is bordered by the Eastern Ocean in the east and west, Northern Ocean in north, the Holi Ocean and Buck Sea in the south. It is connected by the massive land and ice bridge of Nort.

Lancasteria covers about 35.3 million square miles, rendering it the largest continent on the planet. In 5710 it has a population of well over 8 billion.

Lancasteria was reached by its first Leatixan population when they were expelled by the Durian Empire. The group, consisting of Castilieans, landed in what is now HLS, Tre, and Quebzec about 8000 years ago. More groups came about 5000 years ago under exploration missions by the Emperials. Northern Fundimentals discovered what is now LS in the mid-500s.

The continent is home to about 40 different ethnic groups. East Lancaster has a strong Pydonian influence, while West, Nort, and Cata are more Fundimental.
Cesi

**Cesi,** or the **Cesian Kingdom,** is a small nation state on the Trean peninsula. Cesi is bordered by the People's Republic of Trea and the Vikian Ocean. Mostly arid, the kingdom has a small population, mostly living around the capital of Zalmi. Cesi is home to the largest population of Fasstic peoples, a cultural group descended from early Castik settlements along the peninsula in the -1,000s.

The Cesi Kingdom is a relatively modern state. Officially formed after the Second Merlay Ways, the Cesi Kingdom was established to prevent future genocidal actions against the Fasstics, who are a regional minority. Distinct from their neighbors, who are mostly Drassanic, the Fasstics have long suffered from ethnic cleansing. During the Second Merlay War, nearly 1 million Fasstics were killed by Trean death squads across the region. In response, the CU and the HMR partitioned a small region along the Vikian coastline specifically for Fasstic settlement. This created the shortlived Republic of Fasstisia, which collapsed after a military coup in +2219, which established the Kingdom of Cesi under the first monarch King Almas Desdi.

Cesi has one of the largest economies on the peninsula, mainly due to its deregulated industries and strong investment in technology. Cesi is also home to the largest sapphire and uranium mines in the world, making it a key strategic partner for their ally, HLS. Cesi is a member state of the International Consortium of Nations (ICN) and is a founding member of the International Consortium of Caster States (ICCS). It is also part of the Holish military alliance, the Lancasterian Alliance of Nations (LAN).
Averi

### Ethnic Groups

Drassanic (81%)Gersenic (11%)Ossinic (3%)Dahnian (2%)Qyeani (1%)Casti (1%)Fasstic (1%)

### GDP

776 Billion Kronos (+2519)

**Averi** is a coastal nation on the Trean peninsula. It is bordered by the Rasnirian Republic to the southwest, Talas to the east, Dahna to the north, and the FRT to the west. Averi is located along the western banks of the Drassanic River and the eastern sections of the Dahnian desert. It is mostly landlocked, except for its small coastline, home to its capital Tisti.Its strategic location between the Gersenic and Drassanic regions of Trea have contributed to its rich history and culture.

The earliest evidence of settlement in Averi dates back to the Fifth Era with the formation of proto-Drassanic settlements. Averi was part of the Drassanic Empire (-2956 to -850), a maritime culture that would connect the Gersenic regions of Trea with the Vikian regions along the Reinza coast. The region would be conquered by the Emperaels during the +800s under Emperor Alesidanre and remain under Emperael control until the end of the Growis War. During the early Sixth Era, Averi would become a protectorate of the Castinean Empire. During this period, the region would become increasingly Holi.
Larmia

### Ethnic Groups

Yuponic (59%),Gersenic (21%),Dahnian (10%),Drassanic (5%),Fasstic (2.5%),Castinean (1.5%),Crodilian (1%),

### GDP

440 Billion (+2519)

**Larmia** is a coastal city on the western coast of the Trean peninsula. It is home to the largest population of Yuponic peoples outside of the Crodilian Union. Larmia is geographically surrounded by Tre and is mostly situated along the Zencjin River.

The first permanent kingdom within the modern-day Larmian borders was the Izechy Confederation back in the -1,000s. Prior to its formation, the region was home to small enclaves of Yuponic settlements. In the -1,000s, the Izechy Confederation would grow to control much of the *Nadiza Coast,* reaching up into modern day Castie. The Izechy Confederation would eventually be assimilated into the Maraset Confederation, serving as a front against the every expanding Drassanic Empire. In the late fifth era, the territory would be mostly controlled by Drassanic client states, most famously the Larziric Kingdom. In the +1,000s, the Castineans would expel the Drassanics from the region and establish the Castinean client state of Larmia.

Larmia has a population of nearly 18 million people, most of whom are of Yuponic descend. The remainder are quite diverse, making Larmia one of the most ethnically diverse states in Trea. Larmia is also the only nation with a sizeable Astontian population, though the vast majority (75%) practice Holiism.

Larmia has been a constitutional monarchy since +2015 after its autocratic leadership was toppled by Trean backed military commanders. The Larmian civil war reduced the powers of the Larmian Monarchy, however still granting them limited powers over legislative and fiscal decisions. Larmia was one of the first Trean nations to join the CCTO and would remain a staunch adversary of the HMR and Holish Lancaster States. During the Merlay Wars, Larmia suffered serious losses during a series of invasions. It would be occupied by the HMR from +2111 to +2193. Today, Larmia is a member state of the Alliance of Democratic States (ADS) and witness state of the International Consortium of Nations (ICN).
Hunter Screen

The Hunter Screen is the main interface screen in the game, where you can check your currently selected Hunter's stats and gear.

## Account Information Section

Displays general information about the player's account;

**Badge**: the currently equipped badge for this account (usually based on the Legend Rank);

**Legend Rank:** how high the Legend Rank is and how much LEGEND EXP is required for the next one;

## Hunter Information Section

Displays general information about the currently selected Hunter;

**Name**: The Hunter's name ("Pinkyy", "Ace", etc);

**Title**: The Hunter's title (usually derived from their currently equipped Skin);

**Level and EXP**: The currently EXP level and how much EXP is needed for the next one;

## Life and Defense Section

**Total Life:** The total Life value for the Hunter (sum of Health, Armor and Shields);

**Health:** total Health value (shows base value + gear bonuses);

**Armor:** total Armor value (shows base value + gear bonuses);

**Shields:** total Shields value (shows base value + gear bonuses);

**Physical Defense:** total defense rate against Physical attacks (shows base value + gear bonuses);

**Elemental Defense:** total defense rate against Elemental attacks (shows base value + gear bonuses);

## Gear Section: Gear Slots

This section shows all gear slots and the currently equipped items in each one. Each Hunter has different Item Types that they can equip on each slot, but **they all have 5 different slots**!

## Gear Section: Weapons

Here are Weapons and their Stats. All Hunters can use all Weapons with no restrictions, even though some Hunters have specific skills and Passives that make them more suited for some rather than others.

**Currently Equipped on Slot1:** shows the weapon that is currently equipped on the first slot.

**Currently Equipped on Slot2:** show the weapon that is currently equipped on the second slot.

***Most prominent information:*** Image icon, Damage Type icon, mod slots/installed mods.

## Gear Section: Consumable

Here are the Potions and other consumable actions that the player can activate mid-game;

## Gear Section: Grenade

Here are the Grenades and other items that the player can throw in combat;
Ventils

The Ventil Civilization was the first known Leatixan society developed. Formed from a group of several communities, the Ventil Civilization lasted for well over three hundred years around -21.56 million years ago. They developed a unified language, and a series of roads and towns. However, after a massive period of war, the Civilization collapsed, spiraling into a period of almost 21 million years of no substantial Leatixan society formation.

## History

The Ventils were a group of about ten small communities in the southern portion of Metopotamia. The communities were quite similar in culture, so historians believe that they joined as a means of protection from neighboring groups. The Ventil's were surrounded by the fertile foothills of the Metopotamia mountains, providing them with ample resources for growth. During the first fifty years, the Ventils quickly blossomed into a large group of approximately 15,000 people. Archaeological evidence shows the Ventils developed an array of tools, mostly brass. The most critical tool was the brass spear and shovel, which would be used for hunting and farming. Some evidence supports that the Ventils created the bow and arrow, but it has not been entirely confirmed.

Around seventy years after their formation, the Ventils began to expand northwards, appearing to seize other smaller groups. It is not entirely clear how far the Ventils reached, but evidence does support that Ventil peoples reached most areas of Metopotamia. This brought a diffusion of societies as their seizure allowed them to move around safely. It also brought a common language, evident by the similarities in the Classical languages.

The Ventils maintained this order for the next two hundred years until tensions amongst the northern tribes broke out into war. Evidence shows massive conflicts along the Hiu River, supporting estimates of almost 5000 dead. Evidence also shows an increase in the death of middle aged people, both male and females, with no clearly sustained damage. This may have been a result of a sickness caused due unification done by the Ventils. Although it will never be completely clear as to why, traces of the Ventil Civlization all but disappear by the year -21,560,056.

## Language

The Ventil Language was not really recorded in word, however some linguistic evidence supports that most Classical languages stem from it. All Metopotamia languages have striking similarities, especially Metopotmian and Retin, two of the closest successors to the Ventils. Archaeological evidence has found that it was an alphabetic language, given the small pieces artifacts that detail it in written form.

## Religion

Ventil artifacts show a wide array of religious paraphernalia. Digs down in southern Metopotamia indicate Ventil religion was polytheistic based, more than likely around natural objects such as the mountains and rivers. Some of the artifacts show pictographs of livestock sacrifice, and digs done near Verphasis Hills have revealed the foundation and altar of a massive temple, which some feel was used for these sacrifices.
Federal Republic of Trea

The **Federal Republic of Trea,** or the **FRT,** is a country in the Dahnian region of Trea. It borders Wedahn to the west, Tre to the southwest, Averi to the east, Rasnira to the south, and Dahna to the north. It is the only landlocked country in the Trean region and is mostly arid desert with the exception of its northern region, which borders the Drassanic river. Its southern border is the rugged Trean Mountain range. The FRT is quite ethnicaly diverse, hosting the largest Quissentian population outside of Quissentia. The FRT is home to diverse ethnic and religious groups such as the Balon Dahnians, Quissentians, Lunai Castineans, Paseq Fasstics, and a large population of Gharni Rastels. Dahnians are the largest ethnic group, and Reformed Holism is the largest religious group.

The FRT is a representative republic consisting of 6 states and four tribal regions. It is one of the only countries to not have a seat at the International Consortium of Nations. It was also suspended from the Trean National Organization (TNO) in +2460. Since +2457, the FRT has been locked in a bloody civil war between the Federal government and Fasstic separatists.

The FRT is a relatively new nation, officially seceding from Tre in +2418 after a nearly twenty year civil war. The country was founded by President Radi Pasilis (+2381 - +2451), an authoritative figure who would wage a five year genocide against the minority Fasstic population. The FRT is politically Pydonian, with most of its industries nationalize under the Bureau of Public Labor. The current president, Gjani Pasilis, is the grandson of Radi Pasilis and has been in office since +2496. Under the Gjani administration, the FRT has committed various Leatixan right abuses including extrajudicial executions of political prisoners and civilians. It has also been linked to several terrorist cells that operate in Tre. Under Gjani, the Separatist Wars have been severely inflamed, resulting in nearly 1 million Treans to be displaced from the country.

The FRT is geographically part of the Trans-Averi region, known mostly for its rich deposits of oil and natural gas. However, the civil war and ethnic violence has made it difficult to access most of these deposits, leaving the FRT the poorest country in Trea.
Metopotamia

Metopotamia or "Land of Prosperity" is the name given for northeastern Scorpia. It corresponds to the Dorsair District of the country and is a massive valley protected by the Dur Mountains. It is considered the cradle of Leatixan civilization as the first early societies formed in the region. Ancient Age civilizations such as Metopotmia, Impera, Castile, and Duria all occupied these regions for well over a few hundred years, rapidly developing and creating a vast series of roads and cities.

The Metopotmians dominated the first few hundred years, until around -4894 when the Durians successfully sacked the central Metopotmian city of Asilia. From that point forward, Dur would continue to heavily control the region until their exile in -4881 when the Castilians removed them out of the region. From -4881 to -4728, Metopotamia lived under relative peace with strong Castiliean rule. It wasn't until Dur invaded that year did the region become controlled by the Durian Empire all the way to the +100s.

Metopotamia was home to the First Great Revival and the Second Great Civilization movements from around -5000 to -4700. These movements inspired an advance in Leatixan society, as well as promoting concepts that would be continued to develop under the Durian rule. Some of the most important stages of development such as mass agriculture, channeling rivers, development of sea capable vessels, and many other critical inventions were created in Metopotamia. Advancements in astronomy, chemistry, and mathematics also came out of the region, especially in Retin and Metopotmia.

## Etymology

The term Metopotamia comes from the Durian root words of Meto for Prosperity and Amia: lands. Its first usage is seen in late -4700s writings by Durian military officials. The term has been used to describe not only the defined region, but also its mountains and parts of the New Lands. In modern usage the term is kept to only the area inside of the Retin Mountains.

Metopotamia can be divided into three district regions, split by the Hiu, Cader, and Xzen rivers. The Cader river is by far the largest of the three, dividing Southern and Northern Metopotamia. The Hiu bisects the Southern regions, creating a fertile valley first populated by the Ventils. In the northeast, the Xzen river divided the Imper subregion to the Castil region. Here, the Castilieans and Impers formed, developing a strong and dynamic society.
Characters

## Player Characters (Season One)

* Blorpo
* Iados
* Paula

## Player Characters (Season Two)

* Jimmy Excalibur
* Percy
* Malachi
* Polly Crackers
* Rufus

## Player Characters (Astria - Season Three)

* Beetle Baby
* Naerra
* Horus

## Player Characters (Crowloft - Season Three)

* Hollis
* Ol' Redd
* Schmeak
* R10

## Guests (All Seasons)

* Dean Lamb - Bryän, The Rogue
* Eric Fell - Ferris Rockwood, The Rogue; Oops! All DMs
* Markus Ristich - Dundas
* Gray Lihou
* The GM Tim - Grum, The Paladin
* Joanna Gaskell - Oops! All DMs; Lemon, The Cat
* Toren Atkinson (Season 1)
* Taylor Ramone (Season 1, 2)
* Stu Popp - Oops! All DMs

## NPCs

### Unaligned/Unknown Faction

* Meve
* Tako
* Sable Runeware
* Phaeliss
* The Draeme
* Dunky
* Missy
* Brutus

### Whispering Cavern Gnomes

* Carmie
* Chief Fiddlybump

### Silvercloud Monastary

* Chindus
* Unraingious
* Kaibu
* Quinn
* Danju
* Gertle
* Vokra
* Talbot

### Order of the Blue Prism

* Master Nektor
* High Priest Occulam
* Kaibu
* Potionmaster Abraham
* Rion

## Mini Arcs

* Oops! All DMs
* Silvermoon Chronicles
Skills

## Overview

What makes a Hunter unique is not only their Stats, but their Skills as well. Skills are special abilities that can change the entire flow of the game, and can be customized and enhanced by items, creating different "builds".

## Skill Types

Each Hunter has 6 different skills on their kit, each mapped to a different button or combination of buttons (except the Passive one, which is always active).

### Passive Skill

The passive skill is always active, and usually affects the Hunter's Stats.

### Utility Skill

Utility skills are strategic/situational abilities that don't require aiming at the moment they are used. Usually mapped to R1/RB/1-Key.

### Charge Skill

Charge skills are offensive/active abilities that have an aiming or placement component. They can be "charged" by holding down on the activation button. Usually mapped to L1/LB/E-Key.

### Mobility Skill

Mobility skills are abilities that involve movement and displacement. Usually mapped to X/A/Spacebar.

### Melee Skill

Melee skills are abilities that are triggered by a melee attack. Usually mapped to the same button that executes standard melee attacks (Circle/B/E-Key), it is only activated when the attack connects with a valid target.

### Ultimate Skill

The only skill that is not available when a match starts, and is not controlled by Cooldown (see Cooldown and Ultimate Charge below). The most powerful ability at a Hunter's disposal, the Ultimate skills are often game-changing and are usually activated by pressing L1+R1 / LB+RB / 4-Key.

## Cooldown

Non-Passive Skills cannot be used freely. With the exception of Ultimate skills, you need to wait some time after casting before you can use the skill again. This time is the Cooldown time.

Abilities have their built-in Cooldowns, but they can usually be reduced (or increased) by external effects such as Gear, Skills and etc.

## Ultimate Charge

The use of Ultimate Skills are not governed by Cooldown, but by Charge.

Ultimate skills start with no Charge, and it is built up by dealing damage to enemies, healing allies, and also by taking damage. Each Ultimate skill has its own required Charge amount, but the speed at which you gain charge can be increased (or reduced) by external effects such as Gear, Skills and etc.
Help Others

The Help Others feature is a social matchmaking tool that bla bla bla

## Matchmaking

To figure out which match to place you when you press the "Help Others" button, we use a Scoring system. The goal is to prioritize filling up Public games where only one person is playing by herself, while also trying to pair together characters of similar power (estimated by the Gear Score).

### First step: Matchmaking Criteria

If any one of there criteria are not met, the match in question is **removed** from Matchmaking even before it is scored.

Is the match not full?

Does my character have the minimum Gear Score for the activity?

Does the host's character have the minimum Gear Score for the activity?

Is the activity *not* on its final boss or final section?

NOTE: **If there are no eligible matches in your Region, the matchmaking will try to find a suitable game for you in another Region.**

### Second step: Scoring

Every Match on your Region that meets every criteria above will be Scored. The base Score for each match is 0.

#### Ratio between my character's Gear Score and the host's character Gear Score

 0.5 to 1.5
 More than 1.5
 Less than 0.5

#### Time since the match was started

 60 to 300 secs
 More than 300 secs

#### How many people are already in the match?

 2
 3

### Final step: Choosing a Match

All eligible matches receive a Score according to the criteria above. If there is a tie between different matches one is chosen randomly.

**Ex**: Let's imagine you have a Gear Score (GS) of 280 and there are 3 matches in your Region (A, B and C) with the following setup:

**Match A**: Host with 214 GS on activity with minimum 240 GS. Players: 1/4. Time: 112s

**Score**: Removed from matchmaking due to host having low GS for the activity.

\*\*\*

**Match B**: Host with 100 GS on activity with minimum 80 GS. Players: 1/4. Time: 70s

**Score**: 85 (+5 GS Ratio, +30 Time, +50 Player count)

\*\*\*

**Match C**: Host with 300 GS on activity with minimum 240 GS. Players: 3/4. Time: 12s

**Score**: 65 (+50 GS Ratio, +15 Time, +0 Player count)

So in this example. Match B is chosen instead of Match C. Even if Match C is much closer in terms of character progression, filling up a game where someone is alone takes priority over a game that already has 3 people.
Life

Life determines how hard a character is to kill, and is presented in points (which are usually represented in bars). A Hunter or an enemy with zero Life is dead.

"Life" is usually referred to as "Health", even though technically Health is just the most common one of the 3 types of Life.

## Life Types

There are 3 types of Life in Relic Hunters Legend:

### Health

Health is the most common type of Life. It has no special traits, nor is it immune or resistant to any particular type of damage. It is represented by red Life bars.

### Armor

Armor is a bulky and resistant type of Life. It is represented by yellow Life bars.

Armor is completely immune to Critical Hit damage, and reduces damage taken from all sources.

It takes 1.5 points of damage to remove 1 point of Armor.

If a character runs out of Armor but still has Health points left, any exceeding damage points apply to Health normally.

### Shields

Shields are a rare type of Life that automatically regenerate. Even though Shields usually come in much less quantity than Armor or Health, the added sustain makes up for it.

Shields are completely immune to extra damage from Precision hits.

Shields are completely immune to Condition triggers.

If a character is already suffering from Conditions, however, Shields will not remove those Conditions.

Shields start regenerating after 3 seconds without taking damage. This is a universal timer that applies to all shields unless modified by Gear or Skill effects.

After the 3-second period, the **Shield Regen Rate** and **Shield Regen Rate%** stats determine how fast the Shield points are recovered.

Taking any damage during either the 3-second period or the regeneration period will reset the whole process.

## Life Bars

Life points are visually represented by Life Bars, either on top of characters' heads or on the HUD (*Heads-Up Display*).

Each little notch on the bar represents roughly 20 points of Life.

It is not an exact representation because the notches can't be partially drawn - they are either there or they are not. They serve as a "ballpark" so that players can judge the overall amount of Life of a character at a quick glance.

The notches try to round up to the nearest multiple of 20, but they have a bias towards drawing at least one per Life type. This means that a character with 1 point of Armor and 1 point of Shields will have their Life represented by a yellow notch and a blue notch - even though those values are nowhere near 20!
Difficulty Levels

## Overview

Relic Hunters Legend's different activities each have a Difficulty Level associated to them.

This is not related to the overall Level of the activity, which means that a "Normal" level 80 Mission will be impossible for a level 50 Hunter to do, while an "Epic" level 30 Mission would be easier.

Difficulties currently in the game are: **Normal**, **Hard**, **Epic** and **Legend**.

### Difficulty Table and Concepts

 Hard
 Epic
 Legend

#### Multiplayer CC

In games with more than 1 player, some enemies have Crowd Control (CC) abilities. This means players need to stick together or risk getting immobilized, slowed or trapped by special enemies.

#### Revive

Depending on the difficulty, Revival gets trickier. On "Free Respawn" mode, players are free to spawn back at the beginning any time they want. On "Revive Only", the only way to return to the fight is to be revived by another player. On "Revive Timer", there is a 30-second wait before each player can be revived.

#### Elite Enemies

Also known as "Yellow-bar" enemies, Elites are "trash" mobs that are extra dangerous, usually with added special abilities compared to their "White-bar" counterparts. In higher difficulties they are more prevalent, and from Epic difficulty forward there are no "White-bar" enemies, only Elites.

#### Extra Enemy Abilities

Elite and Champion enemies have a diverse set of special abilities. On "Normal" difficulty these abilities are turned-off. Some of the more complex and dangerous ones are only seen on "Epic" difficulty and above.

#### Challenges

Special difficulty modifiers known as "Challenges" will appear on "Legend" difficulty. These usually force you out of your regular strategies, or require additional coordination between players to pull through. Read more on the Challenges page.
Combat Rating

**Combat Rating** is the main source of damage scaling in Relic Hunters Legend.

The goal of the system is to allow players of different levels to still play and have fun together, and to keep the core gameplay from falling apart at higher levels.

When under Normalized Power, Player characters and NPCs scale their damage relative to one another differently. Players have a cap on how effective they can be against NPCs. This cap is much higher when it favors NPCs, or when Normalized Power is not active.

## Concepts

Characters have two types of Attack Rating and two types of Defense Rating.

### Physical Attack Rate

Determines how much Physical damage the character is capable of inflicting. Applies to all Physical damage (Impact, Frag and Magnetic).

### Elemental Attack Rate

Determines how much Elemental damage the character is capable of inflicting. Applies to all Elemental damage (Fire, Water and Nature).

### Physical Defense Rate

Determines how much Physical damage the character can mitigate. Applies to all Physical Damage (Impact, Frag and Magnetic).

### Elemental Defense Rate

Determines how much Elemental damage the character can mitigate. Applies to all Elemental damage (Fire, Water and Nature).

## Damage Multiplier Calculations

The Combat Rating damage multiplier is calculated by comparing the Attack Rating and Defense Rating of the appropriate damage type (either Physical or Elemental).

The resulting damage depends on the difference between the Ratings, and whether the attacker or defender is under Normalized Power (capped) or not.

*Combat Rating Damage Multiplier Calculation*
 Damage Multiplier

### Value Interpolation

The actual damage multiplier is calculated by a linear interpolation between the Base Damage Multiplier and the Rate Diff, where the number of steps is equal to the absolute difference between the Base Rate Diff and the maximum/minimum Rate Diff possible.

### Examples

1) If a Player with 50 physical attack hits an NPC with 18 physical defense, the rate is 2.7 in favor of the player. The player is capped, however, which means the maximum Rate Diff is 1.75. **The attack has a x1.5 damage multiplier.**

2) Let's look at the same situation in reverse: an NPC with 50 physical attack hits a player with 18 physical defense. All NPCs are always considered "Uncapped", which allow differences of up to 4.0. In this case, the Rate Diff is still 2.7. **The attack has a x6.6 damage multiplier (ouch)**.

3) For a more balanced example, if a player with 32 attack hits a NPC with 25 defense, the Rate Diff is 1.28, **which** **results in an attack with a x1.18 damage multiplier**.

## Critical Hits, Precision Damage, Vulnerabilities, Resistances

Combat Rating calculations are done **before** any other damage calculation is done.

Critical Hits, Precision Hits and Vulnerabilites (and maybe other future modifiers) are **additive** to each other.

The resulting damage of the Combat Rating calculation is then treated by the Damage System.

## Enemy Combat Rating

Enemy Attack Rate (both Physical and Elemental) and Defense Rate are determined by the Enemy's Level.
Holish Lancaster States

Eastik

Eastik 15%

Manan 3%

Dahnian 3%

Fundimentian 3%

Crodilian 1%

Other 5%

The **Holish Lancaster States (HLS)** or the **Fourth Republic of Holish Lancasteria (RHL),** is a country consisting of 5 Provinces, 2 States, and 4 territories. HLS is the second largest country by landmass with most of its landmass in Lancasteria. HLS has an estimated population of 1.960 billion, making it the most populous country in the world. The HLS capital is New Holi City which is located on Eis Island in the Province of the Holi Islands. The largest city of the country is the City of Castie, located in the Castie Province. The current state was incorporated in +2429 after the collapse of the Third Holish Republic. The modern state can trace its roots back to the First Holish Republic, which overthrew the Castinean Empire in +1317.
Friendship

## Overview

The Friendship system governs how you unlock new Hunters, advance on their personal quest-lines and stories, and unlock unique cosmetics such as skins and titles, as well as unique Legendary items as quest rewards that synergize with that Hunter.

Friendship is supposed to be accrued over time and multiple different activities, and players must focus on a few Hunters at a time. It is similar to "Faction-farming" systems in MMOs, but with a more interesting, personal spin to it.

You don't have to necessarily play as a Hunter to increase your Friendship level with that Hunter.

## Unlocking a Hunter

Friendship Level 0 means that you cannot play as that Hunter. To unlock a Hunter, you must upgrade his/her Friendship Level to at least 1 (see below).

## Friendship Points and Friendship Level

Friendship level is represented by 5 hearts, and start at 0 (no hearts filled). To increase it, you must obtain Friendship enough Friendship points for that Hunter to increase his/her level.

### Sources of Friendship Points

#### Level 1 Friendship Quest

Before unlocking a Hunter (Friendship Level 0), there is a long quest-line available for each Hunter that provides enough Friendship Points for the first level. This is the simpler and most straightforward way to level up Friendship.

#### Weekly Friendship Quests

After Friendship Level 1, each Hunter hands out a weekly-resetting set of Friendship Quests that award plenty of Friendship Points if completed.

#### Gifts

You can earn special items known as "Gifts" from login rewards, events, or just random drops when killing Champions or Bosses. Each Gift will "please" only certain Hunters, as stated in their descriptions. You can only hand Gifts to Hunters that would be pleased by them, and in return win a good chunk of Friendship points.

For example, Movie Tickets will only please Ace, Raff or Jimmy.

## Friendship Missions

Before you increase the Friendship Level, after acquiring enough Friendship Points, you must complete a special Mission. Story and content of that Mission is unique to each Hunter and each Friendship Level, and will usually involve something from their personal stories.

There is no matchmaking for Friendship Missions due to spoilers, but you can invite Friends if you need assistance. Only you, however, will increase the Hunter's Friendship Level.

There is also a minimum required level to start the Mission, so you cannot rush through the personal story of each Hunter even if you have the Friendship Points to do so.

## Sign Affinity

Affinity between the player's Sign and the Hunter's determines how many Friendsip Points are required for each level.

## Seven's Friendship Level

Seven is unique in that you cannot increase his/hers Friendship level directly as you would with other Hunters. Every time you earn Friendship Points with other Hunters, a small percentage is converted into Friendship Points for Seven. It is only possible to reach maximum Friendship Level with Seven after doing so with multiple Hunters.
Pop Tart

**Pop Tart** was Barry's new friend who was initially in the Druggie's house. He is voiced by Samuel Vincent.

## Appearance

Pop Tart is a pale toaster pastry with pink frosting and red sprinkles which resemble his freckles. He is shown to have a purple jelly interior once he gets dismantled.

## History

Pop Tart first appears coming to life in Druggie's house as the bath salts cause the latter to hallucinate his food items being sentient. He joins the Girl Cookies' protest for Druggie to stop eating them, saying "Fuck yeah!" as he appears between the sandwich's legs.

Later, he and the rest of the food items sneak through the air vent of Shopwell's with the Druggie's severed head after driving his car to get there. Barry leads a revolt initiated by the food items in which they aim toothpicks laced with bath salts at the human shoppers to make them become aware of their sentience as revenge.

Once the humans realize the food is alive, the Pop Tart gets smushed to his death by a blonde man as he failed to make a run on the store conveyor belt.

## Quotes

* "Fuck yeah!" - supports the other foods' protests against Druggie eating them
* "Oh shit!" - as he realizes he's about to die
Seven

Seven

## Stats

Here are the initial and growth Stats for Seven:

***((To-Do))***

## Skills

Seven is the only Hunter in the game that can be deeply customized, changing her/his Gender and Sign, which affects her/his Favorite Food and hair color, as well as her/his Passive ability and Gameplay Role.

Depending on the choice of Sign, Seven will have a different Passive skill. The impact of this change is huge, potentially changing her/his role from DPS to Support and even to Tank.

### Passive: Path of the Void

**Gameplay Role:** Elemental DPS (Single-target);

**Hair Color:** White;

If Seven is of Void Sign, Phased enemies take extra Elemental damage from her/him; Seven gains increased Charge Skill Cooldown Reduction;

### Passive: Path of the Star

**Gameplay Role:** Elemental DPS (AoE);

**Hair Color:** Red;

If Seven is of Star Sign, Phased enemies take extra Elemental damage from her/him; defeated enemies who are Phased explode, dealing Water damage;

### Passive: Path of the Planet

**Gameplay Role:** Hybrid Tank;

**Hair Color:** Green;

If Seven is of Planet Sign, Phased enemies deal less Physical and Elemental damage to her/him;

### Passive: Path of the Comet

**Gameplay Role:** Elemental Support (Offensive);

**Hair Color:** Brown;

If Seven is of Comet Sign, Phased enemies have reduced Elemental Defense;

### Passive: Path of the Satellite

**Gameplay Role:** Hybrid Support (Defensive);

**Hair Color:** Blue;

If Seven is of Satellite Sign, Phased enemies have reduced Physical Attack and Elemental Attack;

### Utility: Rewind

Seven returns to the position she/he was in 3 seconds ago, and removes any negative Conditions on herself/himself;

### Charge: Void Mortar

[Elemental Combo Detonator]

Seven fires a mortar strike of void energy that deals Water damage. Charging allows aiming, and increases the number of mortars.

### Mobility: Blink

Seven teleports forward, going through enemies. Any enemy she/he passes through is Phased.

### Melee: Phase Strike

[Elemental Combo Primer]

Seven hits an enemy with a powerful Phase strike that deals Water damage and Phases her/his target as well as nearby enemies.

### Ultimate: Well of Time

Seven throws a mortar that creates a vortex for a few seconds. This vortex sucks nearby enemies in, dealing Water damage and Phasing them.