recursal/Fanatic-Fandom huggingface dataset:
Nezglekt

Prophet

## Lore

Nezglekt is the seventh son of a large family. He was born with the power of healing and the gift of second sight characteristic of his race, and to date all his prophecies have always been accurate.

He is currently the first mate of the Tsnemo's merchant shop and his mission is to explore the world in search of interesting objects to sell.

**Nezglekt is a healer specialized in card control and mind magic.**

## Stats

HP: 70

Speed: 10

Energy: 1 Initial, 3/turn

Resistances:
  10%
  0%
 Immune:

## Traits

 Level 2Level 2: +5 Max HP
All resistances -20%. [Damaged by others] Suffer 4 Insane and 3 Dark. -Lasts 7 uses-     | Chilling Gaze**Chilling Gaze** - Gain Chilling Gaze as a card.
 Level 4Level 4: +5 Max HP
Insane charges +1. [The next (4) Spell] Apply 3 Insane, 2 Sight, and 1 Vulnerable to all monsters. Gain 3 Powerful and 3 Insane.     | Fated Future**Fated Future** - Gain Fated Future as a card.
Friendly Tadpole: Draw 1 card, Gain 1 Energy, 1 Energize, and 3 Vitality. Suffer 6 Insane and Heal 25.

## Starting Gear

Nezglekt starts with the Prophet's Staff equipment.

## Starting Deck

* 4 Mind Blast
* 3 Mental Shake
* 2 Curative Therapy
* 2 Scry
* 2 Expected Prophecy
* 1 Mind Visions
* 1 Banish

## Tips and Tricks

**Players do not start the game with Nezglekt and must unlock him through an in game quest.**

2. At this camp, either the [Ask] or [Pay] options work, and after the Divination they will tell the player to talk to his brother in Velkarath.
3. Go through the Red Portal for either Act 2 or Act 3 to meet with Nezgklet at the Campsite "Express Delivery" Map Node in The Velkarath Mountains.
4. After talking to him, Nezglekt will ask the player if they can deliver a heavy package for him. The Heavy Package will take up a hero's Potion slot, and they must keep it on them until the delivery is completed. The Heavy Package gives -3 Speed, therefore it is recommended that players start the quest in Act 3 to minimize the time they must hold onto this disadvantage.
5. Hold onto this Package until Act 4, The Void, and take it to the Airship "Tsnemo's Merchant Ship" Map Node on the lower half of the map.
6. After delivering it, "Nezglekt Unlocked" should appear. Map Seed: MTMF34X

## Changelog

* 1.2
	+ Nezglekt: Friendly Tadpole - Increased heal to 25 (from 18).
Harpy Nest

Is a node in Velkarath.

Previous node: Mountain Peak

Following node: Stone Bridge

* Common

**The harpy matriarch**

You come to a mountain peak, where you find a nest of harpies. You realize that inside the nest are two very young harpies that seem hungry.
Flying over the nest there is a large harpy protecting it and that does not take its eyes off you.
Any wrong move will provoke the attack of the matriarch.
What do you want to do?

Choice:

* [Sneak away] Try to get close to the edge and sneak away without attracting attention. (Group [5 or lower])
	+ ?
* [Combat] Face the matriarch head-on.
	+ You approach the nest to provoke the matriarch who descends and prepares to fight.
	Combat begins.
* [Ottis] "Oink... I can act as bait and you take her by surprise." (Ottis [Defense card])
	+ ?
* [Throw] You open the sack of grain and carefully toss it into the nest.
	+ The young harpies begin to eat the grain and the harpy matriarch dissappears for a moment from the sky. After a short while, she returns, flying with a chest in her claws. The matriarch leaves the chest at your side and turns to her young. You open the chest and rest a bit before continuing.
	You get:  300  32  3 supplies
	You Get: Item selection
	Before Ignidoh fight: option given: [Rest +40% HP] A young stormcaller harpy comes to your aid.
North Path

**North Path** is a node in Faeborg Forest.

## Connections

Previous node: Town

Following node: Forest Entry or Guard Post

## Events

**The wounded thief**

On one side of the forest you see a wounded man reclining on a tree. When you approach, he tells you:

"Help me... Now that they are distracted by the cold, I went into the elven forest and got some precious gems as well as various magic items. But when I was going to leave, I was attacked by those wild beasts, and they almost killed me.

I had to abandon everything I got at the scene of the attack. If you heal me... I'll tell you where it is."

What do you want to do?

Choices:

* [Leave] You engage him quickly to catch him off guard.
	+ ?
* [Reginald] "You don't deserve it...but I'll try to heal you."
 [Healing spell card]
	+ Success:
		- You cast a healing spell that completely heals the thief. He tries to escape...but you stop him and force him to tell you where the things he stole are.
		He tells you that at the Forest Entrance there is a hidden path, and if you follow it, you will get to the right place. He marks it on the map, and you let him go.
		You get:184
		The Hidden Path node is unlocked.
	+ Fail:
		- Your healing spell fails...but you decide it's not worth spending any more time with this petty thief. You leave a bit downcast.
		- Low Self-Esteem Injury on Reginald.
* [Ottis] "Oink... You're a bad guy, but I'm obliged to heal you."
 [Healing spell card]
	+ Success:
		- You cast a healing spell that completely heals the thief. He tries to escape... but you stop him and force him to tell you where the things he stole are.
		He tells you that at the Forest Entrance there is a hidden path, and if you follow it, you will get to the right place. He marks it on your map, and you let him go.
		You get:  184.
		The Hidden Path node is unlocked.
	+ Fail:
		- ?
* [Malukah] "I'll heal you, but I hope the goods are worth it."
	+ Success:
		- You cast a healing spell that completely heals the thief. He tries to escape... but you stop him and force him to tell you where the things he stole are.
		He tells you that at the Forest Entrance there is a hidden path, and if you follow it, you will get to the right place. He marks it on your map, and you let him go.
		You get:  184.
		The Hidden Path node is unlocked.
* [Sylvie] "How dare you steal from my people! Tell me where you put what you stole!"
	+ Sylvie takes an arrow, draws her bow and aims it at the thief's face with a menacing look.
	The thief has no choice but to give in to her and tell her that the stolen items are in a hidden path near the Forest Entrance.
	Although she is still angry, she decides to spare his life and you leave.
	You get:  160
	The Hidden Path node is unlocked.
Lone Tent

**Lone Tent** is a node in The Aquarfall Marsh.

## Connections

Previous nodes: Altar (Aquarfall), Main Temple or Cracked Wall

Next node: Great Waterfall

## Events

### A spectacular view

> *You are at the top of the falls, and the view from here is spectacular. You can clearly see the obelisk and the ancient naga temples among the waters of the falls.
> Although you are already close to the obelisk, you see that the path that remains will not be easy, so it is better to take advantage of this small moment of calm to regain strength.
> Rest before descending the waterfall.*
>
>

### Choices:

* **[Rest +30%] Relax by taking in the view, and regain strength.**
* **[Forage] You're fine. Look for shards in the surroundings**
	+ Each hero reveals a random card from their deck, aiming for a total energy cost of 5 or less. A result of ??? is a critical success, while a result of ??? or higher is a critical failure.
		- Critical Success: ???
		- Success: ???
		- Failure: ???
		- Critical Failure: *You haven't found anything and have no more time to keep looking.*
			* Each hero receives the basic Low Self-Esteem injury.
* **[Any healer]: *"I can take care of an injury and try to heal us."* (Healing spell)**
	+ Success: Heal all heroes and remove a card from each deck.
	+ Failure: Remove a card from each deck.
Harpy Matriarch

Mini-Boss in the Velkarath Mountains, Harpy Nest node.

*You come to a mountain peak, where you find a nest of harpies. You realize that inside the nest are two very young harpies that seem hungry. Flying over the nest there is a large harpy protecting it and that does not take its eyes off you. Any wrong move will provoke the attack of the matriarch. What do you do?*

Choice:

* **[Sneak away]** Try to get close to the edge and sneak away without attracting attention. Group [5 or lower]
* **[Combat]** Face the matriarch head-on.

You approach the nest to provoke the matriarch who descends and prepares to fight.
* **[Ottis]** "Oink...I can act as bait and you can take her by suprise." [Defense card]
* **[Throw]** You open the sack of grain and carefully toss it into the nest.

The young harpies begin to eat the grain and the harpy matriarch disappears for a moment from the sky. After a short while, she returns, flying with a chest in her claws. The matriarch leaves the chest at your side and turns to her young. You open the chest and rest a bit before continuing. You get 300, 32, and 3.
Item draw including Tempest
## Stats

HP: 421/421

Speed: 17

  -12%
  12%
 Immune:

## Defeating the Matriarch

After a tough fight, you have killed the harpy matriarch and her two young. It only remains to loot the nest.

In the nest, you find a couple of items from a dead adventurer, some magic fragments, and the remains of the harpies you killed.

You also find a small harpy egg in the corner of the nest, which you pick up to see if it will hatch at some point in your adventure.

You rest for a short while before continuing.

You get 160, 8, and 3

* [Loot] Look for something useful in the nest. Includes Matriarch's Claw and Stormcaller Feather (but don't get Tempest)

## Trivia

*"Prepare for the wrath of lightning!"*

*"The wind is in our favor!"*
Main Road

Is an encounter in The Kingdom Of Senenthia. If opened, the 6 items from the buried chest will always include an Eerie Ring.

Prev: Town Outskirts

Next: Pasture Fields

* Common
* Common
* Rare

## A grave on the Road

As you move down the main road, you see a small grave on the side and decide to get closer.
The grave has no name, but for some reason you can feel an eerie aura around it.
Your adventurous spirit screams, TREASURE!!! Or maybe it's...danger...
What will you do?

Choices:

* [Leave] You are not grave robbers, walk away.
* [Profane] You start digging and hope for the best.
	+ You dig and find a strange key with a jewel and a chest, but just before you dig it up completely, some peaceful sheep nearby suddenly go crazy because of the eerie aura and attack you.
	Fight three Black Sheep.
	The eerie chest event
* [Forage] Ignore the grave, but take some time to search for magic shards (Group [4 or lower])
* [Zek] "Ohh! I remember hiding something in here!
	+ Zek approaches the grave and digs quickly, until he finds a small chest.
	It looks like he was the one who put it there, so he has no trouble opening it.
	Once he puts the key in his pocket, he opens the chest effortlessly.
	You get:  80  48 and choose from 6 items.
* [Ottis] "This smells foul...Oink..I'll do an exorcism."
	+ The aura vanishes instantly.
	After digging, you find a small chest and a strange key
	with a jewel. The key does not belong to the chest, and
	you don't know what it can be used for.
	You open the chest.
	You get:  72  48 and choose from 6 items.

## The eerie chest

After digging up the chest, it's time to see what's inside, but there doesn't seem to be any lock or way to open it easily.
The eerie aura remains, so maybe it's locked with magic?
You can always leave it behind or try some crazy idea to unlock it.

Choices:

* [Bury] You think burying that thing again will be for the best.
	+ You feel reassured that the chest has returned to the ground.
	You get:  32
* [Leave] You can't open it at first glance, so you decide to leave it behind.
	+ You wonder if leaving that eerie chest outside in the open was a good idea...
* [Break] You will try to force it open, even if it means breaking it. (Group [6 or higher])
* [Malukah] "I can dispel the magic of that thing easily."
	+ Malukah casts a spell, and the eerie aura that came from the chest vanishes.
	Now you can open it.
	You get:  72  48 and choose from 6 items.

The Lost Sheep
***You see a small sheep running towards you and away from a group of sheep that look angry.
The poor sheep hides behind you, seeking shelter from the other sheep that were chasing her, and you notice that this sheep has a necklace with her name, "Betty". On the necklace, it also says the owner's address is "Eastern Farmland".
The other sheep are likely to attack you, if you don't walk away from Betty.
You can try to return her to her owner or ignore it.***

Choices:

* ***[Leave] You push Betty aside and keep going.***
* ***[Combat] Confront the sheep and then return Betty to her owner.***
	+ The heroes fight 2 Black Sheep and 1 Sheep. This begins The Lost Sheep quest.
Lord Hanshek

Lord Hanshek is the final Boss in The Void.

The moment of truth.

*You reach the inner sanctum of the obelisk, but it is too late. Any ritual that has been performed here is already over.*

*After a quick glance around the room, you can see the body of the princess behind the altar. It seems she is still alive...*

*The your eyes focus on the shadowy figure in the front of the altar. It is Lord Hanshek. The brooch on his neck glows brightly and a dark energy emanates from it. He looks at you and gives you a sinister smile.*

The moment of truth has come.

-**[Heiner]** "Beep...I must protect friends, beep...I must rescue the princess."

-**[Thuls]** "Sss...I usually only kill for work...Sss...But this time I'm going to enjoy it."

-**[Malukah]** "It's too late for you...You're cursed and being controlled by that gem."

-**[Nezglekt]** "After seeing the destruction that power has caused to this place...You foolish human..."

-**[Magnus] "I served under you in the Wolf Wars to protect the kingdom. Why do you betray it now?"**

-**[Bree]**

-**[Grukli]**

-**[Andrin] "You always struck me as a despicable guy. Looks like I won a bet with my brother."**

-**[Sylvie]**

-**[Gustav]**

-**[Evelyn] "We grew up together. You were like a big brother... Why did you kidnap the princess?"**

-**[Cornelius]**

-**[Wilbur]**

-**[Zek]**

-**[Reginald] "I thought we were friends, I respected you... What have you done to the princess?"**

**-[Ottis]**

-**[Yogger]**

-**[Navalea]**

-**[Laia]**

-**[Amelia]** "Where is my daughter! How could you Hanshek...You will pay for this!"

## Stats

HP: 3983

Speed: 14

  60%
  24%

### Shadow Clones

HP: 666

Speed: 16

  8%
  -20%
 Immune:

## Trivia

*"You fools! You can't beat me, I am the Lord of Shadows!"*

*"The weak ones shall perish!"*

*"Ha ha ha ha ha! This has just begun!"*
Inn

Is a node in Faeborg Forest.

Previous node: Main Road (Faeborg)

Following node: City Gates

## **The Happy Owl**

You arrive at the Happy Owl inn and notice that the inn has a very peculiar tricolor flag on the door. Inside the Inn, the atmosphere is cold despite the lit fireplace. The faces of the few elves sheltering from the cold do not look very happy. The innkeeper approaches you, asking what brings you here, and if you need anything.

This might be a good time to rest or get some information.

Choices

* [Rest +30%] You tell her you just need to get some rest.
* [Rest +100%] You pay her 400g to serve you something
	+ She brings you some food and drinks, and you rest until you are back to full health.
	You get:  96
* [Rest +100%] You pay her 1,600g to have a big feast
	+ She brings you the best food and drinks she has, in large quantities. You also invite the rest of the elves of the inn to cheer them up a bit. It was a good feast, and you are fully rested.
	You get:  132
	You get: Boon: Well fed.
* [Ask] You ask her what happened her. Why is everything frozen?
	+ (Innkeeper) "It all happened a few days ago, when the dormant obelisk was suddenly activated. Soon after, the Frost Calamity descended from the skies and, with its arrival, instantly froze half the city. We were lucky to be outside the walls... but now, to make matters worse, there are rumors that the frozen dead are rising inside the city." Thanks to this valuable information, you decide to prepare yourselves thoroughly against the cold (+8% cold resistance).
	You get:  96
* [Old Journal][Ask] You ask her if she knows the owner of this old journal
	+ (Innkeeper) "That is my grandfather's diary... If you have it, I guess he passed away in the pursuit of his dream.
	You see, my grandfather founded this inn and gave it the tricolor flag with his three favourite colors: green, yellow and blue. He was a great merchant, and he always used to tell me about a magic circle somewhere in the world with colored runes. According to him, putting the colors on our flag would fulfill the dreams of any merchant.
	Thankyou for returning his diary. Please rest as much as you need, and take these magic shards."
	You get  480  152
Hidden Weapon

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Reveal 1 Small weapon from your draw pile and put it into your hand (cost reduced by 1 until discarded)

### Effect

Reveal 1 Small weapon from your draw pile and put it into your hand (cost reduced by 1)
Vanish

### Effect

Reveal 2 Small weapon from your draw pile and put them into your hand (cost reduced by 1 until discarded)

### Effect

Reveal 2 Small weapon from your draw pile and put them into your hand (cost reduced by 2)
Vanish
Lonely Rock

**Lonely Rock** is a node in The Aquarfall Marsh.

## Connections

Previous node: South Pier

Following node: Temple Access

## Events

### The sad minstrel

*You see a strange frog on a rock, holding a broken instrument and looking sad. He suddenly jumps up and lands on your face:
"What's up guys...? I'm Gustav, the globetrotting minstrel. I had a gig here in the swamp, but some crocomen tricked me into gambling and broke my lute.
What am I gonna do now without my lute? I can't just play with any instrument. It's gotta be stylish. The only lute similar to mine is in the elven mansion where I played some time ago, in Faeborg...
Think you can get it for me? I will pay for it."*

Choices:

* [Accept] You assure him that you will get the lute he wants.
*(Gustav) "Thanks, guys... You'll see how well I play! Here is some of the money I have raised on my tour. I hope it helps. As I told you, the lute I want is in one of the elven mansions in Faeborg. If you get me it, you will see the rise of the best rock star of this world, and I'll even let you follow me on my next world tour."
You Get:  800  32*
**Get the quest A stylish instrument to unlock Gustav**

* [Malukah] "I will help you, Gustav...but I warned you not to sing on this coast."
*(Gustav) "You were right, Malukah... Those crocomen bastards came for me, and tricket me into betting... Damn them!
Thanks for helping me. Here is some of the money I raised on my tour. I hope it helps. As I told you, the lute I want is in one of the elven mansions in Faeborg.
If you get me it, you will see the rise of the best rock star or this world, and I'll even let you follow me on my next world tour."
You get: 800  40*
**Get the quest A stylish instrument to unlock Gustav**

* [Thuls] "Sss.. Those crocomen think they own the marsh. I'll help you just to spite them."
*(Gustav) "The lizardmen always have been loyal fans... Unlike those crocomen bastards.
Thanks for helping me. Here is some of the money I raised on my tour. I hope it helps. As I told you, the lute I want is in one of the elven mansions in Faeborg.
If you get me it, you will see the rise of the best rock star of this world, and I'll even let you follow me on my next world tour."
You get: 800  4*
**Get the quest A stylish instrument to unlock Gustav**

* [Decline] You don't have time to listen to a sad frog.
Rest Area

Is a Node in The Aquarfall Marsh.

Previous node: Creeper Bridge

Following node: Poisonous Zone

## Events

### Well deserved rest

You have left the lands of the lizardmen and crocomen behind and are already halfway to the obelisk.
The area ahead looks even more dangerous, and you can clearly see many spider webs and pools of poison.
This seems like a good place to rest before continuing.

* [Rest +30%] Rest and recover some strength.
	+ ?

* [Forage] You're fine. You look around for shards.
 Group [5 or lower]
	+ Success: You found many magic shards among some cobwebs.
	You also found some gold.
	You get: 240  560  140
	+ Fail: ?

* [Reginald] "I can take care of an injury and try to heal us."
 [Healing spell card]
	+ Success: You have time to treat one injury and heal a bit.
	You can remove one card for free from each hero.
	You get:  80
	+ Fail: ?
Floodplain

**Floodplains** is a node in The Aquarfall Marsh.

It does not always appear.

## Connections

Previous node: Waterfall Ledge

Next node: Temple Ruins (South)

*You pass through a dangerous area that's very close to the water and prone to flooding.
Suddenly, the current rises, and the water pushes a nearby column toward you. The column begins to roll in your direction, and you are left with no choice but to jump over it or be crushed.
You gather your strength and jump.*

* [Continue] Challenge fate and jump high.
*You try to jump as high as possible, but there is a very real possibility that it will not be enough, or that you will fall badly to the ground, breaking some bones. There is also the possibility of falling face first into the swamp and swallowing some poisoned water.
There is only a small chance of succeeding without getting hurt.
You get: 4xp
**Shuffle game, potentially suffering Broken Bone or Poisoned Injury***
Forest Deeps

**Forest Deeps** is a node in The Kingdom Of Senenthia.

## Connections

Previous nodes: Forest Arch, Forest or Forest Glade (Senenthia)

Next node: Old Tree

## Encounter

* Tainted Trunky
* Dryad
* Tainted Dryad

*You are in the deepest parts of the Senethia forest, and after clearing the path of trunkies and dryads, you went exactly where the adventurers told you. There it is! The secret cach of the dryads. The story was true. It seems that the dryads used the bodies of the lost adventurers as fertilizer and kept all their belongings in one place. Time to loot.*

* [Loot] Look for any item that can be useful
*In addition to some items that are still in good condition, you also find some gold.
You get 240 8 1*
**Item rewards**
Repetition Training

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Pick 1 Melee attack from your discard pile and place it on top of your deck (cost reduced by 1)
Vanish

### Effect

Pick 1 Melee attack from your discard pile and put it into your hand.

### Effect

Pick 1 Melee attack from your discard pile and put it into your hand (cost reduced by 1)
Vanish

### Effect

Pick 1 Melee attack from your discard pile and put it into your hand (cost reduced by 1)
Vanish
Equipment

Equipment are items that can be obtained in adventure mode to improve the combat capabilities of adventurers affording them a variety of effects ranging from bolstering damage numbers to improving the rate of application of auras and curses in combat.

***\*\*When a hero equips the same item twice, the item will transform into its corrupted version\*\****

# Equipment

### Weapons

Weapons are primarily focused on improving the damage potential, some affecting specific damage types, others improving the number of charges. Some weapons have more unique effects linked to them, for example the Cup of Death item which makes dark explosions occur at a lower curse count.

### Armor

Armor is primarily focused on bolstering the defense capabilities in combat, with a main focus on improving health and resistances of adventurers. There are a number of armors which provide various bonuses to specific auras and can even provide speed.

***\*\*When a hero equips the same item twice, the item will transform into its corrupted version\*\****

### Jewelry

Jewelry are primarily focused on auras and curse manipulation, either by providing more instances of specific ones or even adding the capability of applying different curses that otherwise would not be possible through class card limitations.

***\*\*When a hero equips the same item twice, the item will transform into its corrupted version\*\****

### Accessories

The most versatile and varied of the different equipment available. These primarily add additional beneficial effects, some even lowering prices at vendors, whilst others are more combat orientated, by shuffling cheap cards into the decks, or even permanently reducing the energy cost of cards for the duration of a combat.

***\*\*When a hero equips the same item twice, the item will transform into its corrupted version\*\****

### Pet

Pets are an unlockable feature within adventure mode that allows the player to purchase a unique type of equipment. Pets fight beside their owner in combat and can provide a variety of bonuses whilst doing so. Primarily they focus on applying specific auras to friendly heroes each turn or have more offensive orientated actions that focus on damaging enemies or applying curses.

Please refer to pets for more details on pets and how to unlock them.

## Equipment corruption

In patch 1.0.3 a feature was added whereby locating (and obtaining) a duplicate item for a hero could override the base version in favour of an improved corrupted version of the same item, which often would apply the same effect with greater numbers and charges for related effects.

This feature was only present when playing at madness levels, with a chance to be seen organically.

The corruption of pets is also possible, where if a pet is owned prior to fulfilling the unlock questlines in adventure mode they can be taken again as a duplicate to corrupt them. Similarly there are trainer events where a pet on the team is able to be corrupted.
Altar (Ulminin)

**Altar** is a node in The Ulminin Desert.

## Connections

Previous node: Sand Slide or Courtyard

Following node: Dunes (N)

## Altar

### The desert altar

*Crossing the desert sands, you arrive at a camp located at the foot of a large altar. You could stop for a while and take advantage of the altar to make an offering, or use the tents in the camps to rest and regain your strength. Do you want to make an offering or would you prefer to rest for a while?*

* [Rest +30% hp] You rest for a while to regain your strength.
* [Any healer]: "I can take care of an injury and try to heal us." *(Healing spell)*
	+ Success: Heal all heroes 30% hp and remove a card from each deck.
	+ Failure: Remove a card from each deck.
* [Use]: You make a quick offering at the altar
	+ *You make an offering and pray at the altar*. You get 120 exp and can use the altar.
* Hidden options (8)
Inner Combustion

## Inner Combustion

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Deal 4 Fire. Apply X Burn. (X equals your Burn x0.5) You suffer 2 Burn.

### Effect

Deal 6 Fire. Apply X Burn. (X equals your Burn x0.5) You suffer 3 Burn.

### Effect

Deal X Fire. (X equals your Burn x0.5) Apply 3 Burn. You suffer 3 Burn.

### Effect

Deal X Fire. Apply X Burn. (X equals your Burn x0.5) You suffer 5 Burn.
Vanish
Great Pyramid

**Great Pyramid** is a map transition node in The Ulminin Desert.

## Connections

Previous node: Pyramid Entrance

Following node: Corridor (Ancient Pyramid)

## The great pyramid

*You are in front of the great pyramid of Ulminin. No one knows when or how it was built, but looking at its massive and complex structure one might think it is from another world. The entrance to the interior of the pyramid is clear and there seems to be no guard nearby. When you try to enter you run into a faint force field that pulls you back, but not enough to stop you from getting through if you wish. To enter the pyramid, you will have to whithstand the force field and pass through it.*

* [Enter] You try to withstand the force field and break through it. (Single 1 or higher)
* [Navalea] "These cheap tricks won't stop me!"
*Navalea hits the force field with her hate-filled fists and it shatters. You enter the pyramid.*
You get 8 xp.
Pyroblast

## Pyroblast

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Deal 27 Fire. Apply 4 Burn. [OC] Deal 11 Fire. [OC] Apply 2 Burn.

### Effect

Deal 29 Fire. Apply 5 Burn. [OC] Deal 12 Fire. [OC] Apply 2 Burn.

### Effect

Innate
Deal 52 Fire. Apply 8 Burn. [OC] Deal 20 Fire. [OC] Apply 3 Burn.
Vanish

### Effect

Innate
Deal 46 Fire. Apply 8 Burn. [OC] Deal 20 Fire. [OC] Apply 3 Burn.
Vanish
Magic Sapphire

An item that can be found at Owl Guardian playing with the character Sylvie.

### Uses

Can be exchanged at the Forge in The Void for a Sapphire Amulet and a Platinum Ring.

Can use to bargain passage on a boat at the North Pier in The Aquarfall Marsh.

Can be exchanged for gold and a 25% discount at the following shops:

* The Fire Bazaar in the Velkarath Mountains for 1000g and a 25% discount
* The Lost Merchant in the Void Mountains for 1200g and a 25% discount
Ladder

**Ladder** is a node in The Ulminin Desert.

## Connections

Previous node: Cliff Trail

Following node: The Stone Door or Heron Head

*"Hello travelers, my name is Charls. My friend Binks and I founded a werewolf village far from here after serving in the Wolf Wars.*
*Now the village is well established and I travel in search of gems or magical items to help me improve the magical defenses of our village. I'm willing to buy anything that might be useful to me that you don't need."*

Choice:

* [Leave] You don't want to sell him anything
* [Magnus] "Long time no see! How have you been?"
(Charls) *Good to see you Magnus, you look great. You know what? After we saw each other, Binks and I founded our own village, I hope someday you can stop by to see it. I have things to do, but before you leave let me tend to your wounds.*
You get 32 exp. All heroes fully heal.
* [Bargain] You offer him the old rope for 800g.
*He accepts and pays you*
 You get 800g and 48 xp.
Outer circle (Hatch)

**Outer circle** is a node in The Hatch, a dungeon in The Kingdom Of Senenthia.

## Connections

Previous node: Summoning Circle (Hatch)

Next nodes: Altar Rubble or Northern Plains

## Events

### Leaving the basement

*After resting for a while and thoroughly inspecting the basement, there is nothing left to do here.
Now you can get out of the basement.*

* [Leave] You leave the basement.
*You walk through the basement full of dead cultists and exit.*
**You are healed**
Last Stand

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Suffer 1 Fatigue. Reveal 2 Defense from your draw pile and put them into your hand (cost reduced by 3 until discarded)
Vanish

### Effect

Suffer 1 Fatigue. Reveal 3 Defense from your draw pile and put them into your hand (cost reduced by 2 until discarded)
Vanish

### Effect

Suffer 1 Fatigue. Reveal 2 Defense from your draw pile and put them into your hand (cost 0 until discarded)
Vanish

### Effect

Reveal 3 Defense from your draw pile and put them into your hand (cost 0 until discarded)
Vanish
Obsessed!!

Obesessed is the 2nd episode of Matrimony June.

## Plot

An obsessed fan named Alan Anders, who was angry at the change in the band, has self-duplicating abilities. Will Jocelyn And Her Twin Sister Stop Him....

## Episode Story

As the second episode of Matrimony continued, Jocelyn and Jimena realized they were dealing with a dangerous individual. Alan Anders, an obsessed fan of their band, had gained self-duplicating abilities and was multiplying at an alarming rate. The twins tried to reason with him, but Alan was too far gone. He was angry at the changes in the band's lineup and was determined to make them pay. Jocelyn and Jimena knew they had to act fast to stop him. As they tried to restrain Alan, he began duplicating himself more and more until there were too many to handle. Just when it seemed like all was lost, Mrs. Bleach, their adopted agent, called them. She had been monitoring the situation and sent backup to help. Together, the twins and the backup team were finally able to subdue Alan and stop his self-duplication. They handed him over to the authorities and breathed a sigh of relief. Mrs. Bleach reminded the twins that their safety was her top priority and ordered them to come back to Morderations headquarters immediately. Jocelyn and Jimena agreed, grateful for the support and security of their agency. As the episode came to a close, the twins reflected on the danger they faced but also on the importance of having a strong support system. With Morderations behind them, they knew they could handle anything that came their way.

## Characters

* Jocelyn Ungracious/Matrimony June
* Jimena Y. Ungracious

* Mrs. Bleach
* Hiro Tan
* Bobo Mitsuru's
* Kasi Judas
* Wakana Betrayer
Lava Lake

**Lava Lake** is a node in The Velkarath Mountains.

## Connections

Previous nodes: Volcano Summit

Following nodes: Velkarath Obelisk

## Events

### Elemental Lord

*You reach the summit of the volcano, and the obelisk of Velkratah is a few meters in front of you, across a rocky path in the lava.
When you take a few steps on the path, a giant lava elemental appears. it is an Elemental Lord.
Ignidoh, the Elemental Lord, seems to be guarding the path to the obelisk and does not attack you immediately, when you retreat he plunges back into the lava.
If you want to advance, you will have to face Ignidoh.*

* [Combat] Move quickly to confront it when it emerges.
*As you enter the rocky path, Ignidoh reappears. You get a small movement bonus.*
**The fight begins** (Start fight with 2 Fast)
* [Rest +40%] Try to get some rest behind a rock before advancing (Group [5 or lower]).
**Success**
*You rest a bit and, as you enter the rocky path, Ignidoh reappears.
The fight begins.
You get:4*
**Fail**
?
**Critical Success**
*Surprisingly, you have rested very well without any interrupption. You are fully prepared for combat.
When you enter the rocky path, Ignidoh reappears.
The combat begins.
You get: 8*
**The fight begins** (Start fight with 2 Fast)
* [Rest +40%] A young stormcaller harpy comes to your aid.
(if Sack of Grain option used at Harpy Nest)
*A young harpy you fed in her nest comes to your aid. She is not old enough to summon a storm, but she does summon a gentle healing rain that heals you. Before she leaves she destroys a lava spike with her claws. Ignidoh reappears, and you begin the fight completely soaked by the rain. You get:  4*
**All heroes start with 5 Wet, fight starts with no Magma Spikes**
* [Rest +40%] A goblin bombardier comes to your aid.
(if you helped at Goblin Caves and cleared the Cave)
*A goblin from the tribe you helped by killing the minotaur appears in the volcano and brings you healing supplies. Before he leaves, he throws a bomb at a lava spike that had formed in the volcano, and Ignidoh reappears.
The combat begins.
You get:  4*
* [Cornelius] "I will cast a spell to weaken him!" (Spell card)
**Success**
*Cornelius concentrates and after a while casts a powerful spell. Ignidoh suddenly reappears from the lava, but it seems that the spell worked and he is vulnerable. While Cornelius was casting the spell, the group had time to heal.
You get:  8*
**The combat begins, Ignidoh starts with 4 vulnerable**
**Fail**
?

### Encounter

* Ignidoh
* Magma Spike

### A path in the lava

You defeated Ignidoh, the Elemental Lord. A large golden chest appears from Ignidoh's remains. Now the rocky path in the lava is clear and nothing stands between you and the obelisk.

You can continue your journey.

* [Loot] You open the golden chest. You took many magic shards from Ignidoh's remains. Inside the chest, you found gold and many rare magic items.
You get:  300  300  36  5
Item draw including (Lava Crystal | Ignidoh's Core | Volcanic Axe)
Mine (Forge)

**Mine** is a node in the Black Forge dungeon in The Velkarath Mountains.

## Connections

Previous node: Stairs

Next node: Statues or Rubble

At the entrance of the main tunnel, you can see that there is a large emerald in a small compartment. Also along the tunnel, you see a large amount of gold and shards.
You can go in to retrieve the emerald, as well as some gold and shards. The further you decide to go in, the more gold and shards you will have the chance to pick up, but it will be more dangerous.
How far do you want to go?*

Choice:

* [Leave] You don't want to go into the tunnel and get burned.
* [Enter] You enter a short distance that seems safe.
*The first thing you do when you enter the tunnel is to pick up the large emerald. Then you try to get as much gold and shards as you can without getting hurt by the lava.
You get:12*
**Gain item Large Emerald**
**Card shuffle game**
Severe Burn
Gold - Gain 150 gold per hero
Gold and Shards - Gain 125 gold and 125 shards per hero
Shards - Gain 150 shards per hero
* [Enter] You enter to an intermediate point of the tunnel.
*The first thing you do when you enter the tunnel is to pick up the large emerald. Then you try to get as much gold and shards as you can without getting hurt by the lava.*
You get:16
**Gain item Large Emerald**
**Card shuffle game**
Severe Burn
Severe Burn
Gold and Shards - Gain 125 gold and 125 shards per hero
Gold and Shards - Gain 125 gold and 125 shards per her
* [Enter] You risk going as far as possible.
*The first thing you do when you enter the tunnel is to pick up the large emerald. Then you try to get as much gold and shards as you can without getting hurt by the lava.*
You get:60
**Gain item Large Emerald**
**Card shuffle game**
Severe Burn
Severe Burn
Gold and Shards - Gain 300 gold and 300 shards per hero
Death's Door
Great Waterfall

The Great Waterfall is a node in The Aquarfall Marsh.

Previous node: Lone Tent

Following node: Temple Ruins (South)

## Events

### Danger, waterfall ahead!

> *You go down the stairs of the temple, but they start to flood because of the waterfall.
> At some point, you underestimate the power of the water current, and it begins to carry you away.
> A few meters away from you, there is the great waterfall of Aquarfall. You cannot afford to fall down it: you will end up dead.
> Now you can only improvise how to get out of the water, unless one of you prepared in advance.*
>
>

* **[Continue] Everyone swims on their own to save themselves.**
	+ Each hero reveals a random card from their deck. Heroes whose card costs 1 or more energy succeed.
		- Success: 3 exp
		- Failure: 6 exp and Poisoned

* **[Use] You tied the rope to a column beforehand just in case.
(with Old Rope)**
	+ Seeing the waterfall from afar and noticing that the waters didn't seem safe, you tied the rope to a column to make sure you wouldn't be dragged away. It was a good idea.
	You get: 220

* **Grukli: *"Hey, lucky you guys listened to me..."***
	+ *Grukli has lived in this area for some time and knows the water current. Before entering the water, he warned you to follow him to avoid danger.*
	+ The heroes gain 12 .

* **Thuls: *"I'm out of here..."* (Auto-Success)**

* **Ottis: *"Oink I will pray for us!"*: (Auto-Success), Ottis gets a poison curse**

* **Gustav: *"Croak... I will sing to calm the waters!"***
	+ And surprisingly, the waters calmed down... Thanks to Gustav's song, you managed to get out of the dangerous current.
	You get: 12 exp

* **Heiner: *"Beep... I'll get you out of here!"* [Defense card]**

* **Sylvie: *"I will use a special arrow to help us out!"*[Ranged attack card]**

* **Evelyn: *"I will freeze the water to create a path!"* [Cold spell]**

* **Magnus: *"I will carry you all on my back!"* [Defense card]**

There are three other unknown options available during this event... Please add them to the page if you discover them!
Goblin Caves

The goblin chieftan

You find yourself in the middle of a goblin camp. On one side, you ahve the caves where the goblins live, and on the other two exit bridges. The one to the north is heavily guarded.
A goblin chieftan comes out of one of the caves and, before attacking, he proposes a deal:
"We will let you leaveby the east bridge only if you agree to defeat the beast that lives east of here in a cave. Also, I will compensate you once the beast is dead."
The north bridge is blocked unless you kill them.

Choices:

* [Accept] Agree to go kill the beast for them.
	+ When you accept, the goblins retreat from the east bridge and let you out.
* [Combat] Kill them all and loot the camp.
	+ The fight was almost inevitable, so you draw your weapons and attack.
		- With the leader dead, the rest of the goblins retreat to the dephts of the caves, and the way to the north is cleared.
		You don' thave time to explore the depths of the caves but you do have time to loot the outer camp.
		Time to loot!
		- In the camp, you find a pile of dark wood characteristic of Velkarath that goblins probaly used to make fire at night. Although it is quite common, you pick up a small log in case you need it in the future.
		You also find some gold and magic shards, as well as various goblin items and the chieftan's weapon.
		You get:  200  160  120 (shop with 6 items)
Obelisk (Ulminin)

**Obelisk** is a node in The Ulminin Desert.

## Connections

Previous node: Dunes (N) or Dunes (C)

Following node: Sand Pit

## Common Event

### The obelisk top

*You reach the Ulminin Obelisk, but because of the sand you are too high. Although you can see the Glpyh, the runes that would allow you to advance are still many meters below you. You try to make your way through the sand, but after removing a thin layer of sand, it solidifies. You get the impression that there is a chamber under the sand. There is nothing else you can do here, now you have to find a way to access the lower chambers to read the runes on the obelisk.*

* [Leave] You decide that it's better not to waste any more time.
* [Forage] You try to look for magic shards around. (Group 4 or lower)
	+ Success: *Luckily it has been easy to find many magic shards that have been formed in the sand thanks to the magic of the obelisk.*
	You get 800 crystals and 16 exp.
Poisonous River

Is an event in The Aquarfall Marsh, within the Spider Lair: The Spider's Cave.

Previous node: Cave Center

Following node: Big Chamber

**Slimes on the bridge**

You go over a bridge to cross a river of poison, but on the next bridge there is a group of poisonous slimes.

To continue, you have to get to the other side, so it seems that facing them is the only solution.

You can also try to avoid the bridge and jump directly to the other side. If you fall into the river, you can reach the other side by swimming, but you will get poisoned.

What do you want to do?

Choices:

* [Combat] Looking at the fate of the dead adventurer, you decide to leave.
	+ ?
* [Jump] Try jumping to the other side. (roll) (Single [1 or higher])
	+ Success: You land safely on the other side.
	You get:  24
* [Slime bait] [Throw] Throw the slime bait away to lure them off the bridge.
	+ The slimes were attracted to the bait, and now the bridge is clear.
	When you cross the bridge you see that a small slime wants to follow you. It seems that a little slime bait fell on your armor.
	You get:  28
	You unlock Slimy
* [Evelyn] "I can try to freeze them just long enough for us to get through (roll) (Evelyn [Cold spell card])
	+ ?
* [Gustav] "Hey! I'll play a song to confuse them!"
	+ Gustav begins to play his lute aggressively, while singing loudly with very high-pitched tones.
	Luckily, you are already familiar with him, but the slimes are very disoriented, and you take the opportunity to cross the bridge.
	You get:  32

**Slime Battle**

Enemies:

?
Noxious Eruption

## Noxious Eruption

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Deal 4 Shadow +X Shadow. (X equals target Poison) Apply 3 Poison 3 Dark.

### Effect

Deal 7 Shadow +X Shadow. (X equals target Poison) Apply 4 Poison 3 Dark.

### Effect

Deal 7 Shadow +X Shadow. (X equals target Poison x1.5) Apply 5 Poison 4 Dark.
Vanish

### Effect

Deal 10 Shadow +X Shadow. (X equals target Poison x2) Apply 6 Poison 5 Dark.
Vanish
Omen of Peril

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Reveal 3 Healing spell from your draw pile and put 1 into your hand (cost reduced by 1 until discarded)
Vanish

### Effect

Reveal 3 Healing spell from your draw pile and put 1 into your hand (cost reduced by 1)
Vanish

### Effect

Pick 1 Healing spell from your vanish pile and put it into your hand (cost reduced by 1 until discarded)
Vanish

### Effect

Reveal 3 Healing spell from your draw pile and put 1 into your hand (cost reduced by 2)
Vanish
Lower Staircase

**Lower staircase** is a node in The Void.

## Connections

Previous node: Ruins (North 4) or Ruins (South 4)

Following node: Staircase

## Events

### The twins

*You are at the base of the great staircase, but in front of you there are two colossal automatons blocking your way.*
The automatons do not attack you immediately. They seem to be on the defensive and their only intention is to protect the staircase.
No matter how hard you look at it, your only option is to defeat them in order to continue.
How do you want to proceed?

Choices:

* [Combat] You attack them directly.
*As you approach, they stand on guard and the fight begins.*
Begin **The Twins Boss Fight**
* [Rest +30%] You try to rest and recover your strength.

*While you are resting, you see how the automatons reinforce themselves and increase their defenses.
Before it is too late and without wasting any more time, you decide to attack them.*Begin **The Twins Boss Fight**. Ennemies have 1 Reinforce.
* [Combat](Requires having received advice from Tsnemo on the Airship) As Tsnemo told you, you make sure to prepare your holy defenses.
*Before the combat starts, you make sure to cast a spell of protection against holy damage and rest for a while.
You get:  40*

Begin **The Twins Boss Fight**
All characters receive heal and 3 Courage for this combat.

### The Twins Boss Fight

Enemies:

* Dawn
* Dusk

### The twins fall

*After a hard fight, you have defeated the two colossal automatons and the way to the stairs is clear.
Before you start the ascent, you notice that there is a large ancient chest on one side of the tower.
Although you are short on time, a chest is a chest.*

Result:

* [Loot] You open the chest.
*Inside the chest you find gold, magic shards and a lot of extraordinarily rare items that have been stored there for centuries.
You get:  400  400  26  8*
Choose from 2-3 mythical and 5-6 epic equipments or  120
Navalea

Navalea, first paladin of Basthet, broke her oath when she joined her people in the war against the Archons. When she returned from the war, Basthet cursed her and had her locked up alive forever.

Believing she did good, her hatred grew for centuries corrupting her body and soul. Until one day her confinement ended and a group of adventurers helped her lift her curse.

**A warrior who is proficient in the way of the mage.**

## Stats

HP: 92

Speed: 14

Energy: 1 Initial, 3/turn

Resistances:
  0%
  0%
 Immune:

## Starting Gear

Navalea starts with the Corrupted Plate equipment.

## Starting Deck

* 4 Dark Blow
* 3 Curse of Fragility
* 3 Punch
* 2 Mana Shield
* 1 Life Tap
* 1 Curse of Torment
* 1 Vengeance

## Traits

Innate: Hatred

-When you are under 50% of your max HP, all damage done +30%. For every 1% of missing HP below 50%, gain an additional 4% to all damage done.

+7 max HP
Blunt and Cold damage +3. Damage with hit, apply 1 Crack and 1 Chill. -Lasts 20 uses-

Dark charges +2, transform damage to Shadow. When you play a card, apply 2 Dark to a random monster -Lasts 12 uses-

+7 max HP
When you play a Warrior card, reduce the cost of the highest cost Mage card in your hand by 1 until discarded. When you play a Mage card, reduce the cost of the highest cost Warrior card in your hand by 1 until discarded. (4 times/turn)
Scourge +2 , Scourge on enemies also reduces all resistances by 5% per charge.
+7 max HP
All resistances +20%. When you die, resurrect with +3% HP and gain 2 Invulnerable and 1 Doom.

The next (2) Spell: For every Energy used, apply 1 Decay, 1 Scourge, and 2 Dark to all monsters.

+7 max HP
The bonus of Hatred is increased to: +60% to all damage done when below 50% of your Max HP and the bonus to all damage is instead +6% for every additional 1% of missing HP.
Scourge on enemies can stack and spread 100% of the dark charges.

## Tips and Tricks

Players do not start the game with Navalea and must unlock her through an in game quest.

Show Spoilers

## Skins

Fallen | Wraith | Revenant

FallenWraithRevenant
Librarian

## Librarian

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Discover 3 Book and shuffle 1 into your deck (cost reduced by 1)
Vanish

### Effect

Discover 3 Book and place 1 into your hand (cost reduced by 2 until discarded)
Vanish

### Effect

Discover 3 Book and place 1 on top of your deck (cost reduced by 1)

### Effect

Innate
Discover 3 Book and place 1 into your hand (cost reduced by 2)
Vanish