recursal/Fanatic-Fandom huggingface dataset:
Mana Sphere

**Mana Sphere** is spell card for Mage.

Mana Spehere is not preserved when you quit the level (neither by Town Portal nor by any of the exits).

This card has really shitty upgrades and legendary suffix. One may even consider bad upgrading this card as you lose Mana Sphere when you go out of the level and you need to recast it again it is a huge waste of mana on lvl3. Lvl2 maybe the appropriate balance point where to stop and never upgrade this again.

Despite this Mana Sphere is a necessary mana recovery and survival option. Other classes have better options but Mage has only this card (apart from Magic Ring and Amulet of Mana) as a way to recover mana. So often you just need to include this into your build. The worst thing about this card is that you need to hold it in your belt in order to sustain the effect.

## Legendaries

### Glory Shield

* Legendary suffix refreshes the amount of hits absorbed when drinking from a fountain, which is a pretty good way to save on mana when using level 3.

Hits absorbed: 5
Chance to absorb attack: 30%
Card to the right cannot be disabled by a boss
Drinking from a fountain restores sphere to mint conditionRequired level: 15
Cooldown time: 10.0 sec
Cost: 2
*Deflecting hits with a sheer power of mind is the main reason to study at magical university. That and the beer*
Hits absorbed: 10
Chance to absorb attack: 30%
Card to the right cannot be disabled by a boss
Drinking from a fountain restores sphere to mint conditionRequired level: 15
Cooldown time: 10.0 sec
Cost: 4
*Deflecting hits with a sheer power of mind is the main reason to study at magical university. That and the beer*
Hits absorbed: 20
Chance to absorb attack: 30%
Card to the right cannot be disabled by a boss
Drinking from a fountain restores sphere to mint conditionRequired level: 15
Cooldown time: 10.0 sec
Cost: 8
*Deflecting hits with a sheer power of mind is the main reason to study at magical university. That and the beer*
Ghosts

**Ghosts** are monsters first found in Catacombs. They are slow, often explode with icicles or icy shockwave. Some periodically spawn magic shields. All ghosts have Frozen Hearts. Ghosts can pass thru objects disappearing until they come out. Ghosts often appear from walls or from corpses of slain enemies. Ghosts have freezing attack. Ghosts often walk zig-zag style.

## Ghosts

### Loony ghost

Can cast **Charge:** charges towards player with the highest speed in the game. After hitting anything explodes with frost nova. Are often summoned by bosses.

### Tiny spectre

Ice Attacks. Weak.

* Loony Ghost
* Tiny Spectre
* Spectre
1/3

### Mirage Lancer

Often appear from *walls*. Shoots frozen spear great distance. Their missile attacks cannot be reflected with Aegis.

### Spectral Whopper

Often appear from *corpses*. Periodically spawns Magic Shield. Has critical attack.

### Mirage Mage

Do not appear as separate monsters. Only as bosses.

### Skull Spook

Often appear from *corpses*. Periodically spawns Magic Shield.

### Phantom Beast

Often appear from *walls*. Can shoot frost bolts from long distance. When approached stops shooting and starts to slowly move towards the character character. Its melee attacks do less damage than his ranged attacks.
Experience

**Experience** is earned through (primarily) slaying monsters. There is a prize pickup that enables double xp for a partition of the xp bar. Upon leveling up, the health and mana pools will refill (as well as Death Rage, for players under max level, and above level 10). The player will receive a levelup point, to be spent on either +1 Health or +1 Mana. On Easy and Normal difficulty, the opposite of what the player chooses (health or mana) will go to the cauldron. This point will be retrieved upon purchase of the cauldron.

Point Distribution ButtonPoint Distribution WindowDeath Rage (Rogue)
Fortune Teller

**Fortune Teller** is an NPC in the Town**.** She can charge cards, buys runes, fuses runes and upgrades cards. She is the only NPC providing any sort of trade in the game.

She has antipathy with Sage but she behaves much more defensive in the dialogs than he is.

## Trivia

Fortune Teller is a mirror character for Adria the Witch in Diablo I.
Spiders

**Spiders** are first encountered in Catacombs. All spiders are hidden at first. When character approaches a certain point on the map the spider emerges. Spiders can chase player on the ceiling effectively disappearing and reappearing near the character if he/she goes away from them.

Spiders often spawn other spiders or spider webs on death.

## Spiders

### Arachnid

Small spider. Can be trampled with Boots lvl 3. Often spawned by other spiders.

### Wicked Longlegs

Shoots spider webs. On death explodes with a lot of spider webs.

### Arachgod

On death explodes with a lot of spider webs. Angers. Anger effect: releases large shockwave if a character is found in shockwave radius. Arachgod bombards character with Arachnid spawns until he/she leaves the shockwave area or until Anger effect is over.

Has spells:

* **Spider Bombardment:** bombards player with Arachnid spawns if Arachgod is in character attack radius (does nothing if not)

### Corrupted Arachnod

Has 2 forms. In first form it hangs on the web from ceiling immobile and shoots bolts of poison. After it is killed it transforms into second form in which it is mobile, can chase player on the ceiling. Has Poisoned Hearts in both forms. Spawns 3 Slimy Spores on final death.

### Cool crawler

Has Frozen Hearts. Has freezing attack. After death shoots 2 icicles on character's path.

Has spells:

* **Golden Shield**: turns his hearts into Golden Hearts

### Hot crawler

Has Burning Hearts. Has fire attack. Explodes with fire on death and spawns 6 Fire imps.

Has spells:

* ... : ...

### Burning Arachnoleton

Has Burning Hearts. Has fire attack. Can jump *towards* player. After death spawns Horror Archer.

Has spells:

* **I am the fire:** turns himself into fireball and shoots towards player.
Mana

**Mana** is a character resource in Book of Demons. It is used to equip Artifact cards or use Spell cards.

Mana can be **free** or **locked** by Artifact cards. Equipping Artifact cards locks mana equal to its mana cost. If your current mana is low then you cannot equip Artifact cards. Only free mana can be used for Spell cards.

**Mana burn**

Demons burn mana in Hell only. Each demon attack adds one flame icon beneath the Mana orb. When 3 flame icons are active the next demon attack will light fire beneath Mana orb. Each subsequent demon hit will burn 1 mana.

* Blocked attacks does not burn mana.

* When **free** mana is burned to 0 Artifact cards start to flip in your Hand freeing mana and deactivating until you refill your mana pool.

* Fire imps do not burn mana.

#### Refilling mana

* Level up refills mana pool to max
* Healer
* Fountains
* Mana potion
* Rejuvenation potion
* Item and Spell cards with chance to drop some mana on use
* Items which trigger mana drop on monster kill such as Vampiric gloves
* Getting hit with Mana Spehere active
* Dispelling monster's spells with Magic Ring equipped.
* Amulet of Mana Artifact card
Main Bosses

**Main Bosses** are quest bosses in Book of Demons.

Each boss when killed drops random legendary card.

### The Cook

The Cook is the first boss the player encounters. Between phases, he switches to different types of monster hearts that you encounter throughout act I. Consists mostly of carrots.

Wields a large cleaver like his Diablo I counterpart The Butcher.

### Antipope

The Antipope quest is a unique one. He will take away all of player's card (including the unequipped cards) and spread them throughout the dungeon level. This forces player to make use of any cards found along the way before reaccquiring all of the stolen cards and facing the Antipope himself.

Antipope is the counterpart of Diablo I's Archbishop Lazarus.

### Archdemon

After defeating Archdemon for the first time Freeplay is unlocked.
Healer

**Healer** is an NPC in Town. He provides services of restoration for the character: replenish mana and health.

In Normal mode each time the player returns to Town there will be a mana and health potion waiting for them next to the Healer which will restore mana and health to full.

In Roguelike mode his services cost money starting at 20 gold for 1 mana or health. After death Healer restores mana and health **for free.**

Healer can also recharge Death Rage after the character reaches level 50. The cost starts at 100 000 in Normal mode and 130 000 in Roguelike.

## Trivia

Healer is a mirror character for Pepin the Healer in Diablo I.
Barmaid

**Barmaid** is an NPC found in Town. She is the first NPC the player encounters. She gives a short introduction and then tells you to talk to the Sage.

**Golden Keys** can be bought from her for 25000 Gold each. They become available after unlocking Freeplay and allow you to replay any of the main quests on a higher difficulty. The three difficulties are Nightmare, Hell and Massacre. Nightmare requires one key, Hell requires three and Massacre requires five keys. Golden Keys do NOT expire after replaying the main quests and are permanently tied to the character.

Barmaid also sells the contents of the **Magical Cauldron**. Each purchase of the cauldron increases the price of the next one. If you die, all prizes currently stored in the cauldron except mana and health will be lost.

It is recommended to postpone the purchase until it reaches a high value or if you fear losing all the prizes. However, it is entirely up to the player how they handle the risk/reward aspect of the cauldron. Purchasing the contents of the cauldron can give you gold, cards, XP boosts, runes and a boost to your life and mana points.

In Roguelike you don't get additional mana and health stored in your cauldron when leveling up, you get only what you have chosen when you distributed the level up point.

## Trivia

Barmaid is a mirror character of Gillian in Diablo I. However she combines the function of Ogden, The Tavern Owner and personality of Gillian. Ogden did not provide any services as Barmaid does but he introduced the player to the world and had the first talk with the player.
Zombies

**Zombies** are monsters first encountered in the Maze. Zombies have Poisoned Hearts which means they are immune to poison damage. Homing bolts of poison ignore them. Poison explosion and any other poison damage will heal them.

Zombies explode on death poisoning both non-poison immune monsters and the character.

All zombies except for Hopping Corpse and Voracious Corpse are slow.

## Zombies

### Zombie Corpse

Nothing special

* Zombie Corpse
* Flying Wild Hog
* Plowing Corpse
* Corrupted Priest
* Hungry Corpse
* Hopping Corpse
* Hungry Plant
* Puffy Corpse
* Slimy Spore
* Elemental Corpse
* Voracious Corpse
1/11

### Plowing Corpse

After death spawns Flying Wild Hogs. Has poisonous attack.

### Corrupted Priest

Shoots poisoned missiles and has some spells:

* **Mass Teleport -** teleports everything around them onto the player's head often surrounding the player.

* **Summon zombies -** summons 2 zombies. Can cast this spell twice in a single spell cast.

* **Convert to "zombie faith"** - makes all monsters around Zombie Priest zombies which means they explode on death and have poisoned hearts which makes them poison immune.

There is an interaction currently (october 2018) if monsters spawns other monsters after death conversion makes the monsters to not spawn anything except explosion after death.

* **I am the poison -**  turns himself into the large poison bolt and shoots towards the player. Ricochets on the walls and the player. If hits the character poisons it and deals low damage. After some time turns himself into Zombie Priest form again.

### Hungry corpse

Tanky and hard hitter zombie that angers on fast player attacks. Need 5 attacks to anger it. Anger effect: releases 12 poison bolts around monster.

Has poisonous attack. The on death poison explosion is large. Has critical attack (with stun?)

### Hopping Corpse

Very fast Zombie. Has poisonous attack. Hops in zig-zag fashion towards player making it harder to aim with missile attacks.

### Hungry plant

Immobile. Appears from the ground on the character's path. Poisonous attack. Cannot be moved by force. Has melee and ranged attack (poison bolts). Melee attack much stronger than ranged attack.

### Elemental corpse

Slow and passive but very tanky. Has frozen hearts. Has critical attack (stun?). Explodes on death with 2 icicles, 2 slimy spores and 2 fire imps.

### Voracious Corpse

Is much faster than other Zombies. Can cast very large poisonous shockwave. Has poisonous attack.
Athos Shadowcloak

Athos Shadowcloak

Aliases
Athos Spy Captian of the Vokun, Rackman Rouge of the Vokun(Wood Elf), Ariat Traveling Cleric(Human), Bastian Redwolf Saverna Crown Prince of Zephra(Human), Delex Teen Peasant (Half-Elf

Relatives
Darvich aka Shadowcloak (Adoptive Father Figure)

Affiliation
Vokun, Kingdom of Zephra

Biographical information

Marital status
Single

Physical description

Species
Humaniod-Changeling

Gender
Male

Height
5'5

Weight
147

Eye color
Silver

 Type
 Player
 Class
 Age
 Alignment
 Languages

## Notable Items

* Bag of Holding
* Figurine of Wondrous Power, Silver Raven
* Cloak of Elvenkind
* Gloves of Thievery
* Ring of Protection

## Abilities

### **Changeling Abilities**

* Duplicity

* Shapechanger
* Linguist (Feat)

### **Cleric/Trickery Abilities**

* Blessing of the Trickster
* Channel Divinity: Invoke Duplicity
* Channel Divinity: Turn Undead

### **Rouge/Assassin Abilities**

* Assassinate
* Cunning Action
* Criminal Contact (Background)
* Sneak Attack
* Thieves' Cant

### **Cantrips**

* Copy
* Light
* Spare the Dying

### **1st-Level**

* Assess Value
* Battle Wisdom
* Charm Person
* Cure Wounds
* Disguise Self
* Guiding Bolt
* Healing Word
* Idea
Legendary cards

**Legendary cards** are powerful Magic cards. Generally speaking there is 1 legendary for each common card. But there are some cards that have 2 or even 3 Legendaries.

The cost of identifying a Legendary card is 5000. To upgrade a Legendary card you need more gold and more powerful Upgrade cards.

All legendaries cards in this wiki are situated on the corresponding common card pages (E.g. legendary Red Tears is on Health Potion page)
Hourglass

**Hourglass** is item card for Mage. On use it slows time by 80%.

There are some things that slowed and the others are not. For example Healing using Heal spell has the same interval as without time slowed.

Slows time by: 80%
Effect time: 15.0 sec
Cooldown time: 10.0 sec
Uses left: 4/4
Charge cost: 400
Slows time by: 80%
Effect time: 20.0 sec
Cooldown time: 5.0 sec
Uses left: 8/8
Charge cost: 600
Slows time by: 80%
Effect time: 25.0 sec
Cooldown time: 1.0 sec
Uses left: 12/12
Charge cost: 800

## Legendaries

### Time Anchor

The legendary suffix adds 1 revive after you die during the effect of the card. You can die and be returned to the previous state only **once.** The second death would be real.

Slows time by: 80%
Chance to spawn some hearts on use: 10.0%
If you die while the card is active, you will get restored to where you were back when the card was used along with mana and health
Effect time: 15.0 sec
Cooldown time: 10.0 sec
Uses left: 4/4
Charge cost: 400
Slows time by: 80%
Chance to spawn some hearts on use: 10.0%
If you die while the card is active, you will get restored to where you were back when the card was used along with mana and health
Effect time: 20.0 sec
Cooldown time: 5.0 sec
Uses left: 8/8
Charge cost: 600
Slows time by: 80%
Chance to spawn some hearts on use: 10.0%
If you die while the card is active, you will get restored to where you were back when the card was used along with mana and health
Effect time: 25.0 sec
Cooldown time: 1.0 sec
Uses left: 12/12
Charge cost: 800

## Bugs

There was a bug in some version before the release: if you put Time Anchor in the inventory from hand after you use it and die during the effect the legendary suffix wont trigger and you just die. It was fixed before the release and should work even if put into inventory.
Charge

**Charge** is a spell card for Warrior. It is a "get out", teleport, fast movement type of spell. it is analogous to Mage's Teleport and Rogue's Flaming Leap. Character quickly charges to the location marked by the little arrow on the path knocking back all the monsters in its way, dealing damage, stunning monsters and breaking casting at level 3.

Charge cannot get you through Icicles or Rocks on the path so you may need to destroy them beforehand or after you got stopped by it.

## Legendaries

### Leeroy Jenkins

Knock distance: Tiny
Chance to stun opponents: 50%
Heals on use: 1
Resets cooldown and gives back mana if more than 6 monsters are hit
Required level: 17
Cooldown time: 5.0 sec
Cost: 2
*"God damn it, Leeroy!"*
Knock distance: Short
Damage: 1
Chance to stun opponents: 75%
Heals on use: 2
Resets cooldown and gives back mana if more than 5 monsters are hit
Required level: 17
Cooldown time: 4.0 sec
Cost: 3
*"God damn it, Leeroy!"*
Knock distance: Medium
Damage: 2
Chance to stun opponents: 100%
Heals on use: 3
Resets cooldown and gives back mana if more than 4 monsters are hit
Required level: 17
Cooldown time: 3.0 sec
Cost: 4
*"God damn it, Leeroy!"*

### Ice Wind Gale

Knock distance: Tiny
Chance to stun opponents: 50%
Heals on use: 1
Resets cooldown and gives back mana if more than 6 monsters are hit
Required level: 17
Cooldown time: 5.0 sec
Cost: 2
*"Whooosh!"*
Knock distance: Short
Damage: 1
Chance to stun opponents: 75%
Heals on use: 2
Resets cooldown and gives back mana if more than 5 monsters are hit
Required level: 17
Cooldown time: 4.0 sec
Cost: 3
*"Whooosh!"*
Knock distance: Medium
Damage: 2
Chance to stun opponents: 100%
Heals on use: 3
Resets cooldown and gives back mana if more than 4 monsters are hit
Required level: 17
Cooldown time: 3.0 sec
Cost: 4
*"Whooosh!"*
Lilly

## Character Information

She is the sister to Thorn at the Drunken Guild. She is constantly barging into the guild looking for quest that she can go on with adventurers. It is known that she is close to 2000 years old and is a very accomplished Ranger, much like her brother. Not much else is known.

## Relationships

She was given the Eldritch Forest quest by her brother and escorted the Misfits to the City of Eldritch. On the first night in the city, she was seen by BroST, Pebblegrin and Reen laying traps for “wererats.” At the break of dawn, she was found killing off 20 wererat cultist. She then led the Misfits to the secret channels of the Eldritch Forest but, she refused to go in with the group because they hadn’t proven their worth. She stayed at the front of the tunnel this the team return even taking care of the escorted badly wounded women.
Story Editor

The story editor can be used to create interactive in-game cutscenes. It can be accessed from the in-game admin panel (F1).

### Segments

Each story consists of multiple segments, or steps. Each segment represents a single action that will be taken by the system. For example, the "Say" segment will display a dialog message on the screen and wait for the user to continue.

You will need to combine multiple segments to create a full story. There are many different effects that can be used, from scrolling the camera, to creating (fake) NPCs.

### Segment Types

Say: Display a dialog with text and a portrait.

Pause: Pause the story for a given amount of time.

Padlock: Lock/unlock the story (to prevent it from being run again)

Map Visibility: Hide/show the map with a black screen

Play Music: Plays music

Stop Music: Stops the currently playing music, and plays the music specified on the map.

Warp: Warp the player to the given location.

Player Padlock: Lock/unlock player movement. While player movement is locked, they will not be able to move.

Create FNPC: Create a Fake NPC. The ID is a number you choose, which will be used for other FNPC segments. The map needs to be the full map ID (s100 instead of just 100 for map 100). This can be found with the /loc command.

Move FNPC: Move a FNPC to a given location. Use the ID # from the FNPC you created before. To pause the story until the FNPC has finished moving, check "Pause until complete".

Change FNPC Direction: Change the direction a FNPC is facing.

Delete FNPC: Delete a FNPC. Note: All FNPCs are automatically deleted when the story is complete.

Run Script: Run a story script.

Hide Players: Hide all players on the map. Players will no longer be visible.

Show Players: Show all players on the map, if they were previously hidden. Players will be visible.

Scroll Camera: Scroll the camera to focus on a given location.

### Example

Start by adding a "Say" segment. This is done by selecting "Say" from the drop-down, then clicking "Add". Once added, click on the new item from the list. You will then be able to change properties specific to that dialog. Enter some text, and select a portrait (corresponds to the Pokedex #).

Next, add a pause segment. Change the length to 1000 milliseconds (this equals one second).

Next, add another "Say" segment. Set the text and portrait.

Finally, add a "Padlock" segment. Make sure "Locked" is checked. This segment will lock the story, to prevent the player from seeing it again.

When you are finished, click "Save". You can then run your story using "/teststory #", where # corresponds to the story you are editing. When running, the story will look something like this:

### Testing

The following commands can be used to test your story:

/teststory # - Start testing a story. The # corresponds to the story number.

/unlockstory # - Unlock a previously locked story. Once unlocked, you will be able to run the story again (in both tests, and on maps)

/lockstory # - Lock an unlocked story. Once locked, you will not be able to run the story again (unless it is unlocked).
Frozen Flail

**Frozen Flail** is artifact card for Warrior. It is Warrior's primary way to deal with Burning Hearts. It is very usefull on the most of Hell levels

Destroys burning hearts with a single hit
Chance to slow target on hit: 20%
Cost: 10
*When combined with Burning Axe the element is chosen at random*
Destroys burning hearts with a single hit
Chance to slow target on hit: 30%
Chance to freeze slowed target on hit: 20%
Cost: 13
*When combined with Burning Axe the element is chosen at random*
Destroys burning hearts with a single hit
Chance to slow target on hit: 40%
Chance to freeze slowed target on hit: 30%
When player destroys an icicle a tiny ice shockwave is generated
Cost: 16
*When combined with Burning Axe the element is chosen at random*

## Legendaries

### Coup de Grâce

Legendary suffix can boost damage output against really tanky monsters but it does not appear to be quite as effective as some other legendary suffixes. And "better chance to hit ghosts" magic suffix does not make much sense as all Ghosts have Frozen Hearts against which you should be using Burning Axe.

Destroys burning hearts with a single hit
Chance to slow target on hit: 20%
Better chance to hit ghosts
Frozen monsters receive double damage from standard hits
Cost: 10
*"Let me end your suffering"*
*When combined with Burning Axe the element is chosen at random*
Destroys burning hearts with a single hit
Chance to slow target on hit: 30%
Chance to freeze slowed target on hit: 20%
Better chance to hit ghosts
Frozen monsters receive double damage from standard hits
Cost: 13
*"Let me end your suffering"*
*When combined with Burning Axe the element is chosen at random*
Destroys burning hearts with a single hit
Chance to slow target on hit: 40%
Chance to freeze slowed target on hit: 30%
When player destroys an icicle a tiny ice shockwave is generated
Better chance to hit ghosts
Frozen monsters receive double damage from standard hits
Cost: 16
*"Let me end your suffering"*
*When combined with Burning Axe the element is chosen at random*
Splitting Bow

## Splitting Bow

### Level requirement for legendary

8

**Splitting Bow** is a artifact card for Rogue.

Additional arrows on hit: 2
Spawned arrow type: normal
Cost: 5
Additional arrows on hit: 2
Spawned arrow type: as original
Spawned arrows have auto targeting
Cost: 10
Additional arrows on hit: 2
Spawned arrow type: as original
Spawned arrows have auto targeting
Additional arrows on kill: 2
Cost: 12

## Legendaries

### Boomstick

Additional arrows on hit: 2
Spawned arrow type: normal
Card to the right cannot be disabled by a boss
Arrow hitting a wall explodes
Cost: 5
*"Hitting one target is good. Hitting three with one arrow is better"*
Additional arrows on hit: 2
Spawned arrow type: as original
Spawned arrows have auto targeting
Card to the right cannot be disabled by a boss
Arrow hitting a wall explodes
Cost: 10
*"Hitting one target is good. Hitting three with one arrow is better"*
Additional arrows on hit: 2
Spawned arrow type: as original
Spawned arrows have auto targeting
Additional arrows on kill: 2
Card to the right cannot be disabled by a boss
Arrow hitting a wall explodes
Cost: 12
*"Hitting one target is good. Hitting three with one arrow is better"*
Gold

**Gold** is the currency used within the game. It is used for identifying, charging and upgrading cards, unlocking card slots, fusing runes and buying certain items from the Barmaid and Healer, such as Death Rage and Golden Keys.

Gold is obtained by playing and completing games in the cathedral. The amount of obtainable gold increases depending on the size of the game. It is also possible to sell runes to the Fortune Teller. The cheapest runes selling for 250 gold and the most expensive ones selling for 5000 gold.
Acorn

**Acorn** is a starter Artifact that can be unlocked for Mage and is then available for selection when creating future Mage characters. It costs 2 Gems.

Acorn provides 10 block to the Mage that has played Bolt cards 3 times in a single turn. Note that *Bolt the Bolted* does **not** count as a Bolt card.
Amulet of Life

Amulets does not work in Roguelike outside of battle (with no enemy as a target)

Cost: 5
Cost: 8
Cost: 12

## Legendaries

### **Heart Breaker**

Max mana increased by: +1
Chance to hit nearby enemy when picking up health or mana: 30%
Cost: 5
*"Oops... I did it again. I played with your heart, got lost in the game!"*
Max mana increased by: +2
Chance to hit nearby enemy when picking up health or mana: 40%
Cost: 8
*"Oops... I did it again. I played with your heart, got lost in the game!"*
Restores one heart every 1 sec
Max mana increased by: +3
Chance to hit nearby enemy when picking up health or mana: 50%
Cost: 12
*"Oops... I did it again. I played with your heart, got lost in the game!"*
Bloody Armor

**Bloody Armor** is artifact item for Warrior. It indirectly greatly improves his survivability.

Chance to spawn hearts when being hit: 40%
Cost: 5
Chance to spawn hearts when being hit: 50%
Cost: 8
Chance to spawn hearts when being hit: 60%
Cost: 12

## Legenadries

### Crimson Armor

On lvl 3 the amount of hearts dropped off of critical strike (an attack with long animation) is often much higher than the health lost allowing you even heal off critical attacks.

Chance to spawn hearts when being hit: 40%
Better chance to dodge spiders
Critical strikes spawn more hearts: x1.5
Cost: 5
Chance to spawn hearts when being hit: 50%
Better chance to dodge spiders
Critical strikes spawn more hearts: x2.0
Cost: 8
Chance to spawn hearts when being hit: 60%
Better chance to dodge spiders
Critical strikes spawn more hearts: x3.0
Cost: 12
Boots

Ignore electric shock damage
On higher levels: ignore spider web slow effects, clear path obstacles and trample small spiders
Effect time: 5.0 sec
Cost: 3
Ignore electric shock damage
Ignore spider web slow effects
On higher levels: clear path obstacles and trample small spiders
Effect time: 8.0 sec
Cost: 5
Ignore electric shock damage
Ignore spider web slow effects
Automatically clear path obstacles
Trample small spiders
Effect time: 12.0 sec
Cost: 7

## Legendaries

### **Slippers**

Ignore electric shock damage
On higher levels: ignore spider web slow effects, clear path obstacles and trample small spiders
Better chance to dodge spiders
Better chance to hit spiders
Chance to resist shockwave damage and drop 5 hearts instead: 10%
Effect time: 5.0 sec
Cost: 3
Ignore electric shock damage
Ignore spider web slow effects
On higher levels: clear path obstacles and trample small spiders
Better chance to dodge spiders
Better chance to hit spiders
Chance to resist shockwave damage and drop 10 hearts instead: 10%
Effect time: 8.0 sec
Cost: 5
Ignore electric shock damage
Ignore spider web slow effects
Automatically clear path obstacles
Trample small spiders
Better chance to dodge spiders
Better chance to hit spiders
Chance to resist shockwave damage and drop 15 hearts instead: 10%
Effect time: 12.0 sec
Cost: 7
Poison Nova

**Poison Nova** is spell card for Mage.

This spell shoots nova of X somewhat homing poison bolts from the character.

Poison Bolts ignore poison immune enemies.

Each Bolt that hit the same enemy adds poison duration on this particular enemy. So some monsters can catch for example 3-4 bolts having 3-4 X times poison duration than others. The number of Bolts unleashed depends on the card level.

Duration which 1 Poison Bolt adds depends on the card level and is 5, 10 or 15 sec.

## Legendaries

### Lucrezia

Magic suffix speeds up poison on enemies so that damage that should be done during 15 seconds will be done in 10.5 sec. This could be further improved by Corrupted Ring and other cards with magic suffix "speeds up poison by %".

## Trivia

This mage spell card was added on the game Release December 13th 2018.
Chaotic Ring

One click crushes whole shield level
Hearts spawned with each normal shield level destroyed: 2-4
Electric bolts spawned with each magical shield destroyed: 2-4
Cost: 4
One click crushes whole shield
Hearts spawned with each normal shield level destroyed: 2-6
Electric bolts spawned with each magical shield destroyed: 2-6
Cost: 7
One click crushes whole shield
Hearts spawned with each normal shield level destroyed: 2-8
Electric bolts spawned with each magical shield destroyed: 2-8
Magical shields never respawn
Cost: 10

Cost: 4*"See that guy over there? You won't believe what he said about your mom"*
One click crushes whole shield
Hearts spawned with each normal shield level destroyed: 2-6
Electric bolts spawned with each magical shield destroyed: 2-6
Better chance to dodge goats
Chance for melee monsters to attack other monsters: small
Cost: 7*"See that guy over there? You won't believe what he said about your mom"*
One click crushes whole shield
Hearts spawned with each normal shield level destroyed: 2-8
Electric bolts spawned with each magical shield destroyed: 2-8
Magical shields never respawn
Better chance to dodge goats
Chance for melee monsters to attack other monsters: medium
Cost: 10*"See that guy over there? You won't believe what he said about your mom"*
Claws

**Claws** is an artifact card for Rogue that deals damage to monsters entering melee range. Keep in mind that the attack has the potential to miss a target, at higher levels there is a chance to throw and stun those entering melee range.

Monsters entering Rogue's melee range are hit for 2 damage
Cost: 5
Monsters entering Rogue's melee range are hit for 3 damage
Chance to throw monster: 20%
Cost: 6
Monsters entering Rogue's melee range are hit for 4 damage
Chance to throw monster: 35%
Chance to stun thrown monster: 50%
Cost: 7

## Legendaries

### Burning Claws

"The Trick is not to singe your manicure"

Monsters entering Rogue's melee range are hit for 2 damage
Better chance to hit ghosts
Deals fire damage and has a chance to spark fire on hit: 20%
Cost: 5
*"The trick is not to singe your manicure"*
Monsters entering Rogue's melee range are hit for 3 damage
Chance to throw monster: 20%
Better chance to hit ghosts
Deals fire damage and has a chance to spark fire on hit: 30%
Cost: 6
*"The trick is not to singe your manicure"*
Monsters entering Rogue's melee range are hit for 4 damage
Chance to throw monster: 35%
Chance to stun thrown monster: 50%
Better chance to hit ghosts
Deals fire damage and has a chance to spark fire on hit: 40%
Cost: 7
*"The trick is not to singe your manicure"*

### Santa Claws

"You better watch out, you better not cry, better not shout I'm telling you why - Skeletons are coming to Town!"

Monsters entering Rogue's melee range are hit for 2 damage
Better chance to hit demons
Deals ice damage and has a chance to slow on hit: 20%
Cost: 5
"*You better watch out, you better not cry, better not shout I'm telling you why - Skeletons are coming to Town!"*
Monsters entering Rogue's melee range are hit for 3 damage
Chance to throw monster: 20%
Better chance to hit demons
Deals ice damage and has a chance to slow on hit: 30%
Cost: 6
"*You better watch out, you better not cry, better not shout I'm telling you why - Skeletons are coming to Town!"*
Monsters entering Rogue's melee range are hit for 4 damage
Chance to throw monster: 35%
Chance to stun thrown monster: 50%
Better chance to hit demons
Deals ice damage and has a chance to slow on hit: 40%
Cost: 7
"*You better watch out, you better not cry, better not shout I'm telling you why - Skeletons are coming to Town!"*
Fireball

**Fireball** is spell card for Mage. This card as well as Ice Bolt is Mage's bread and butter. It is powerful single target removal arrow spell. When you use this card you equip special arrow - Fireball, 10, 15 or 20 depending on the level and then can shoot them using RMB.

You cannot cast this several times to add more "arrows" as you can with Rogue's Arrows as maximum number of Fireballs is equal to the amount you get from casting the spell once - 10, 15, 20.

Charges deplete really fast but the damage is really good.

This card has higher mana cost than its brother spell Ice Bolt so one may consider Ice Bolt more appealing option for an every day use (dealing with enemies with Normal Hearts).

## Legenadries

### Double Dragon

The legendary suffix makes this card AOE damage dealing spell. The Fireball Inferno happens rarely but when it happens it hits hard. The Fireball Inferno is essentially 2 other Fireballs that spawn from the killed enemy which have 100% chance to split into 2 other Fireballs when **hitting** the enemy. These 2 Fireballs can split again and again resulting in masses of Fireballs traveling between enemies until usually most of them are dead.

The magic suffix adds nice little mana recovery option. It can roughly be estimated that 15% to recover 12 mana is the same as subtracting 2 mana cost from 12. So it is roughly the same as if this spell would cost 10 on level 3.
Teleport Others

## Teleport Others

### Level requirement for legendary

42, ...

**Teleport Others** is spell card for Mage.

## Legenadries

### Power Surge

Number of monsters teleported: up to 2
Heals on use: 1
Monsters spawn electric bolts on arrival: 1
Required level: 42
Cooldown time: 20.0 sec
Cost: 6
*"Danger, high voltage!"*
Number of monsters teleported: up to 4
Heals on use: 2
Monsters spawn electric bolts on arrival: 2
Required level: 42
Cooldown time: 15.0 sec
Cost: 5
*"Danger, high voltage!"*
Number of monsters teleported: up to 8
Heals on use: 3
Monsters spawn electric bolts on arrival: 3
Required level: 42
Cooldown time: 10.0 sec
Cost: 4
*"Danger, high voltage!"*

### Tick Tock

Number of monsters teleported: up to 2
Mana cost decreased by: 1 mana but not below 1 mana
Monsters spawn shockwaves dealing 1 fire damage on arrival
Required level: 37
Cooldown time: 20.0 sec
Cost: 6
*"Go! Spread this news of my arrival!"*
Number of monsters teleported: up to 4
Monsters remain in teleportation state longer by: 0.5 sec
Mana cost decreased by: 2 mana but not below 1 mana
Monsters spawn shockwaves dealing 1 fire damage on arrival
Required level: 37
Cooldown time: 15.0 sec
Cost: 5
*"Go! Spread this news of my arrival!"*
Number of monsters teleported: up to 8
Monsters remain in teleportation state longer by: 1.0 sec
Mana cost decreased by: 3 mana but not below 1 mana
Monsters spawn shockwaves dealing 1 fire damage on arrival
Required level: 37
Cooldown time: 10.0 sec
Cost: 4
*"Go! Spread this news of my arrival!"*

## Trivia

This mage spell card was added on the game Release December 13th 2018.
Magic cards

**Magic cards** are Cards that have between 1 to 3 **Magic affixes**. Upgrading a Card sometimes adds affixes, while others remain the same. Some Magic affixes can appear on all types of Cards and some may appear only on specific types. Some Legendary cards may have affixes that do not commonly appear in this Card type.

Magic cards appear as **Unidentified cards** until you identify them at Sage. Unidentified card may actually turn out to be Upgrade card (Life, Death or Truth Rune)

## Magic affixes

### All

* Card to the left cannot be disabled by boss (does not upgrade)

* Card to the right cannot be disabled by boss (does not upgrade)

### Item/spell cards

* Chance to spawn some mana on use: 10% (upgrade +10%)

* Chance to spawn some hearts on use: 10% (upgrade +10%)

* Cooldown decreased by: 10% (upgrade +10%)

* Chance to shockwave on player on use: 10% (upgrade +10%)

* Chance to shockwave on target on use: 10% (upgrade +10%)

* Effect time inceased by: 10% (upgrade +10%)

### Artifact cards

* Better chance to dodge <monster family here> (???)

* Better chance to hit <monster family here>(???)

* Max mana increased by +1 (upgrade +1)

* Max health increased by +1 (upgrade +1)

* Friendly elemental and teleport shockwaves' range increased by +5% (does not upgrade)

* Speeds up poison on monsters by 10% (upgrade +10%)

### Item cards

* Max charges increased +1 (upgrade +1)

* Charge cost decreased by: 10% (upgrade +10%)

### Spell cards

* Chance to recover mana after casting spell: 5% (upgrade +5%)

* Heals on use: 1 (upgrade +1)

### Only on legendaries

* Mana cost reduced by 1 but not lower than 1 (upgrade +1)
Freeplay

**Freeplay** is unlocked when you defeat the Archdemon and complete the main campaign.

You can play Freeplay on the Difficulty of your choice. To unlock higher Difficulties you need to play enough on lower ones. Roguelike characters may play only on the highest difficulty available to them.

### Difficulties

#### Hard

Gold loss on death 30%

Healing service in town costs more

Cards cursed by Boss: 2-3

Imposed Cards: 2

#### Nightmare

Gold loss on death 40%

Healing service in town costs even more (40 gold for 1 point - Roguelike)

Cards cursed by Boss 3-4

Imposed cards 3

Cards lost on death 1

#### Massacre

Gold loss on death 50%

Healing service cost increases with every use (starting from 50 gold for 1 point - Roguelike and increasing by +20% every use: 50, 60, 72, 84, ...)

Cards cursed by Boss 4-5

Imposed cards 5

Cards lost on death 5
Salt

**Salt** is a starter Artifact that can be unlocked for Rogue and is then available for selection when creating future Rogue characters. It costs 1 Gem.

Salt gives the Rogue the ability to gain one additional mana point for every fifth summoned card played. Note that this bonus does not stack up permanently across turns and floors. That is, if a player has three mana points by default and has played ten summoned cards, they will not have five mana points on their next turn or on subsequent floors. The exception to this would be if the player has Artifacts that influence their interactions with mana.
Voodoo Doll

**Voodoo Doll** is an item card for Mage.

Max number of enemies affected: 2
Cooldown time: 15.0 sec
Uses left: 4/4
Charge cost: 300
Max number of enemies affected: 4
Cooldown time: 12.0 sec
Uses left: 8/8
Charge cost: 500
Max number of enemies affected: 6
Cooldown time: 10.0 sec
Uses left: 12/12
Charge cost: 750

*"A man, a true man, never hates. His rages and his bad moods never last beyond the present moment-like electric shocks"*
Max number of enemies affected: 4
Chance to spawn some mana on use: 20.0%
When a monster is killed because of the curse it spawns electric bolts on death
Cooldown time: 12.0 sec
Uses left: 8/8
Charge cost: 500
*"A man, a true man, never hates. His rages and his bad moods never last beyond the present moment-like electric shocks"*
Max number of enemies affected: 6
Chance to spawn some mana on use: 30.0%
When a monster is killed because of the curse it spawns electric bolts on death
Cooldown time: 10.0 sec
Uses left: 12/12
Charge cost: 750
*"A man, a true man, never hates. His rages and his bad moods never last beyond the present moment-like electric shocks"*

### Silence

Max number of enemies affected: 2
?? (some magic suffix) ??
Targeted monster can't cast regular spells
Cooldown time: 15.0 sec
Uses left: 4/4
Charge cost: 300
*"Silence is gold"*
Max number of enemies affected: 4
?? (some magic suffix) ??
Targeted monster can't cast regular spells
Cooldown time: 12.0 sec
Uses left: 8/8
Charge cost: 500
*"Silence is gold"*
Max number of enemies affected: 6
?? (some magic suffix) ??
Targeted monster can't cast regular spells
Cooldown time: 10.0 sec
Uses left: 12/12
Charge cost: 750
*"Silence is gold"*

## Trivia

This mage item card was added on the game Release December 13th 2018.
Mana Potion

## Mana Potion

### Level requirement for legendary

9

Cannot be charged in Roguelike mode. Gets bonuses from Skeleton Belt.

Instant mana restore: 20
All spells cost zero mana during effect
Effect time: 1.0 sec
Cooldown time: 1.0 sec
Uses left 4/4
Charge cost: 100
Instant mana restore: 40
All spells cost zero mana during effect
Effect time: 2.0 sec
Cooldown time: 1.0 sec
Uses left 8/8
Charge cost: 300
Instant mana restore: 60
All spells cost zero mana during effect
Effect time: 3.0 sec
Cooldown time: 1.0 sec
Uses left 12/12
Charge cost: 500

## Legendaries

### Second Breath

Instant mana restore: 20
All spells cost zero mana during effect
Charge cost decreased by: 10%
Resets all spell cooldowns on use
Effect time: 1.0 sec
Cooldown time: 1.0 sec
Uses left 4/4
Charge cost: 90
*No time to explain, cast a spell!*
Instant mana restore: 40
All spells cost zero mana during effect
Charge cost decreased by: 20%
Resets all spell cooldowns on use
Effect time: 2.0 sec
Cooldown time: 1.0 sec
Uses left 8/8
Charge cost: 240
*No time to explain, cast a spell!*
Instant mana restore: 60
All spells cost zero mana during effect
Charge cost decreased by: 30%
Resets all spell cooldowns on use
Effect time: 3.0 sec
Cooldown time: 1.0 sec
Uses left 12/12
Charge cost: 350
*No time to explain, cast a spell!*
Demonic Ring

## Demonic Ring

### Level requirement for legendary

20

When standing in fire, chance to resist ice damage: 50%
Fire damages non-magical shields
Monsters are slowed when moving through fire: 50%
Cost: 6
When standing in fire, chance to resist ice damage: 50%
Fire damages non-magical shields
Monsters are slowed when moving through fire: 50%
Monsters receive double damage from fire on the ground
Chance to ignite a monster when it is hit by fire shockwave: 20%
Cost: 8
When standing in fire, chance to resist ice damage: 50%
Fire damages non-magical shields
Monsters are slowed when moving through fire: 50%
Monsters receive double damage from fire on the ground
Chance to ignite a monster when it is hit by fire shockwave: 30%
Monsters dying in fire fuel the flames
Monsters standing in fire have increased chance to miss you: 20%
Cost: 12

## Legendaries

### Aura Gem

When standing in fire, chance to resist ice damage: 50%
Fire damages non-magical shields
Monsters are slowed when moving through fire: 50%
Better chance to dodge demons
Demons can't burn you mana
Cost: 6
*"Sorry demons, I need that mana"*
When standing in fire, chance to resist ice damage: 50%
Fire damages non-magical shields
Monsters are slowed when moving through fire: 50%
Monsters receive double damage from fire on the ground
Chance to ignite a monster when it is hit by fire shockwave: 20%
Better chance to dodge demons
Demons can't burn you mana
Cost: 8
*"Sorry demons, I need that mana"*
When standing in fire, chance to resist ice damage: 50%
Fire damages non-magical shields
Monsters are slowed when moving through fire: 50%
Monsters receive double damage from fire on the ground
Chance to ignite a monster when it is hit by fire shockwave: 30%
Monsters dying in fire fuel the flames
Monsters standing in fire have increased chance to miss you: 20%
Better chance to dodge demons
Demons can't burn you mana
Cost: 12
*"Sorry demons, I need that mana"*
Disenchant

Disenchant spell card turns poisoned, stone, burning and frozen hearts to normal ones. It does **not** affect Golden Hearts (Shields) and bosses.

* Zombies and Gargoyles can be poisoned and take damage from poison during effect of this card. Zombies still explode with poison though.
* Gargoyles can also be slowed and frozen and take damage from fire on the ground during this card effect. Looks like Gargoyles won't take damage from gire on the ground nevertheless.
* Monsters having Burning and Frozen hearts effectively lose 3/4 of their health.
* Monsters that had Frozen Hearts now can be slowed and frozen during this card effect.
* Monsters that had Burning Hearts will now take damage from fire on the ground.

## Legendaries

### Light-Hearted

This card is really powerful as all monsters have regular hearts explosions on kill do full 3 damage on level 3. So you can easily trigger chain reaction if monsters are in close proximity to each other (with which Cluster can be fascinatingly good)

## Trivia

This universal spell card was added on the game Release December 13th 2018.
Golden Onion

**Golden Onion** is a starter Artifact that can be unlocked for Rogue and is then available for selection when creating future Rogue characters. It costs 2 Gems.

Golden Onion makes one of the reward choices free after each completed floor. Note that the free reward choice is random; the player has no influence on which option is rolled as free.

Golden Onion is one of the absolute best starter Artifacts of any class. Even after paying the 2 Gem cost to acquire it during character creation, a player that selects it will net a minimum of 9 Gems worth (and up to a maximum of 31 Gems worth) in free reward choices during a full 12 floor run.
Teleport

**Teleport** is spell card for Mage.

## Legendaries

### Chainleap

* Legendary suffix of chain leap is very useful as it provides a tremendous boost in survivability (75% chance to get 2 second of immunity every 3 seconds)
* Damage immunity does not make you immune to slowing / freezeing

Damage opponents around teleport origin and destination: 1 heart
Cooldown time: 5.0 sec
Heals on use: 1 heart
Chance to give 2 sec immunity after use: 25%
Required level: 10
Cost: 3 mana
*Now you see me, now you don't*
Damage opponents around teleport origin and destination: 2 hearts
Cooldown time: 4.0 sec
Heals on use: 2 hearts
Chance to give 2 sec immunity after use: 50%
Required level: 10
Cost: 4 mana
*Now you see me, now you don't*
Damage opponents around teleport origin and destination: 3 hearts
Cooldown time: 3.0 sec
Heals on use: 3 hearts
Chance to give 2 sec immunity after use: 75%
Required level: 10
Cost: 5 mana
*Now you see me, now you don't*
Rabbit Foot

**Rabbit Foot** is universal artifact card. It is a defensive tool against large monsters that often use critical (long animation) attacks such as Whoppers, Hammer and Uber Gargoyles and others high tier monsters.

Chance to avoid stun: 30%
Critical hit damage reduction: 20%
Prevents cursor knock-back
Cost: 3
Chance to avoid stun: 50%
Critical hit damage reduction: 40%
Prevents cursor knock-back
Cost: 5
Chance to avoid stun: 70%
Critical hit damage reduction: 60%
Prevents cursor knock-back
Cost: 7

## Legendaries

### Talons

Chance to avoid stun: 30%
Critical hit damage reduction: 20%
Prevents cursor knock-back
Max health increased by +1
Max mana increased by +1
Creates a stun shockwave when preventing stun
Cost: 3
Chance to avoid stun: 50%
Critical hit damage reduction: 40%
Prevents cursor knock-back
Max health increased by +2
Max mana increased by +2
Creates a stun shockwave when preventing stun
Cost: 5
Chance to avoid stun: 70%
Critical hit damage reduction: 60%
Prevents cursor knock-back
Max health increased by +3
Max mana increased by +3
Creates a stun shockwave when preventing stun
Cost: 7

## Trivia

Was added in release patch 13th of December. Previously was called Helm and was only available to Warrior.