recursal/Fanatic-Fandom huggingface dataset:
Spell

A **Spell** is an ability that involves magic. The most common way of learning spells is worshiping deities, but it's possible to find spell books or scrolls from which a magician may discover the secrets of spellcasting.

## Spell Level

Just like any other skill, spells have levels that determine their costs, strength and effects.

## God Spells

Most deities allow their worshipers to use their spells in exchange of faith. Based on the type of god, there are different number of spells a magician may learn:

#### B-Rank:

* War gods and generally weapon-related deities have 8 B-Rank list.
* Higher gods unrelated to magic (read: Gheoza, Sabal and Authetanus) have a 10 B-Rank list.
* Guardian gods have a 12 B-Rank list.
* Magician gods have a 15 B-Rank list.
* Higher Magician gods (read: Gadoza and Ay) have a 20 B-Rank list.

Whenever a character is about to learn a spell he can choose one from his god's list or his race list, if it has one.

If the character worships no god, he may choose from Rei, as he's the godless God. If the character opposes standard gods he may choose Zahgira instead.
Her

Category
 Other Names
 Alignment
 Ascension
 Death
 Original Race
 Religion
 Domains
 Class

**Her** is an ascended mortal who died and was revived by Hetheo.

## Forms

Before resurrection Her's name was Henry Lightwing *(Henri Howic)* and he was a noble and religious Angel soldier.

Her XIV serves Atheka as a simple soldier. He is in Hetheo's division.

## Spells

Most of Her's spells concern healing, reviving and divine protection. A character should choose Her only to become a Medic or a Supporting character.

1. Bright Breeze
2. Bright Shield
3. Cure
4. Dawn Light
5. Double Light
6. Her
7. Holy Water
8. Sacreptile
9. Scan
10. Shining Life
11. Shining Robe
12. White Law

 Extra skills

A Bard, Mage, Monk or Paladin who chooses Her receives "Her's Resolve" at level 1, but will not learn any level spells at Class Level 8.
Sage

The **Sage** is one of the first 4 possible advancements of the Mage Class. This is the standars Secondary class for Mages and the raw strength class.

## Statistics

 Mana Points
 Damage
 Damage Resistance
 Evasion
 Magic Damage
 Magic Resistance
 Magic Evasion

Also gains +0.3 in 2 different statistics.

## Talents

###### **LV**1:

* Bonus of Mana (Increases damage dealt by a spell by mana spent and maximum mana by 3LV%)
* Magic Flux (When spell damage is dealt, also deal 3LV% of that damage to enemies near the target)
* Skillful Support (+6% efficiency of bonus/malus, doubled duration and +10 penalty to remove them)

###### **LV**2:

* White Magic (Healing/buffing spells cost is halved, all other spells recover 3LV PV to user)
* Black Magic (Increase MD by 2LV only on spellcast, recover 3LV PM per malus given)

###### **LV**3:

* Wise Man (Learn an extra spell per level, its rank is equal to the spell he gained at that level)
* Elemental Knowledge (+8% Elemental damage, all spell applies TEP and if they already did gain an extra element every 3LV)

## Level Up

Sage gain extra experience per spellcast, equal to that spell AL x 100 x that spell's rank.

As they gain levels, they obtain some special features:

* +1 Luck every 2LV.
* +1% chance to give malus per LV.

## Skills

Sages acquire B-skills at level 1, 3, 7, M-rank at 5, 8 and G-rank at 9.

#### B Rank Skills

1. **Spellcast: Sage** (Contains unlimited spells of any rank, cost adjusted on the rank and level)
Forge Spell

**Forge Spell** is a a Ritual that allows the caster to create magic spheres. It is the Ritual version of Spellcraft and does not need any special knowledge.

## Requirements

* Caster must have seen at least once the spell to create, must be able to cast spells of that rank and have that spell's School among his/her knowledge or have a race/god that lets him/her cast it.
* For preparation and items to use during the process, 1250UC are needed.
* This ritual may be used to transform a scroll into a spell, in this case, the process only costs 500UC.
* Caster must be able to cast spells of the same element of the spell to create.

## Time

* The ritual takes 2 hours and generates a level 0 Spell Sphere.
* If used on a scroll, it takes half the time.

## Features

* Caster may infuse any number of special powers in the spell. To do so, a magic fragment is needed and it will give its property.
* There is no limit to the number of spells created by this ritual.

For other information about the created sphere, consult the Magic Sphere's page.
Starting Class

A **Starting Class** is one of the six classes a character may choose upon his creation. Each of these follows the regular pattern for class, that is, three sets of Talents containing three talents each; skill learning up to level nine, divided in three ranks of skills: B, M and G.

The six Starting Classes are:

* Bard, with high Will.
* Mage, with high Intelligence.
* Monk, with high Spirit.
* Paladin, with high Constitution.
* Rogue, with high Dexterity.
* Warrior, with high Strength.
Wooden Rod

**Wooden Rod** is a Mace sold in most shops.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

 Lore

...

## Specials

* Bonus for Level Up:
	+ +2 Damage.
* Second Hand:
	+ If using this weapon with one hand while the other is free, it gains +2 Precision (+ additional 2 per level) and +1 critical multiplier.
Snowball

Element
 Cost
 Rank
 School

**Snowball** is an Ice spell.

## Specials

* Cold Blood:
	+ If under 30% HP, pulls the target in user's direction to the nearest free cell and user may take an extra action to attack with its weapon without malus.
* Magical Critical:
	+ Inflicts Frost on the target.

## Magic Alteration

**Snowball** is one of the possible alterations of Sphere.

* May alter into Frost Impact at LV5.
Wide Spell

**Wide Spell** is a property that any spell may obtain through enhancement.

* If this property is applied to a spell that targets an area, that area dimensions are increased by 1x1c. The cost is increased by 20%.
* If applied to a multi-target spell, the number of targets hit is increased by 50%, rounded up. The cost is increased by 5% multiplied by the number of added hits.
* If applied to a single target spell, that spell may hit two more target dealing halved damage and effects, also its cost is increased by 10%.
* If cast on a ritual, that ritual may affect twice the targets but all its costs are doubled.
Runecraft

**Runecraft** is the ability to create Runes and a generic Knowledge. Unlike most Knowledge, there are no real requirement to learn Runecraft, in fact even the dumbest monster can write simple lines on a stone and this is basically Runecraft.

## Runecraft Branches

There are three main branches of Runecraft, that allows the user to make different and increasingly more complex runes. As soon as a character obtains Runecraft, he also chooses which branch to learn (sometimes the character may be forced to choose a specific branch).

### Nature Branch

#### Tier 1

* Fire Rune
* Sea Rune (Aw)
* Sky Rune (Iw)
* Shock Rune (Zah')

### Ruin Branch

#### Tier 1

* Bone Rune
* Pain Rune (Lar)
* Phantom Rune (Us)
* Dream Rune (Guy')

### Mutation Branch

#### Tier 1

* Blood Rune
* Color Rune (Ka')
* Still Rune (Aat)
* Shapeshift Rune

## Knowledge Level

Runecraft requires 1 Knowledge Point per level up to level 3, from LV4 to LV6 it requires 2 points per LV, over that it requires 3 points.

* On the first, fourth and seventh a character chooses a branch and learns how to create that branch's Tier 1 runes.
* On the second, fifth and eighth level acquires Tier 2 runes of the chosen branch.
* On the third, sixth and ninth level acquires Tier 3 runes of the chosen branch.
* On level 10+ a character creates one more rune per level over the ninth every time he/she creates a rune.
Sleep

**Sleep** is a malus that a character may take. There are two kind of sleep: natural and magical.

## Natural Sleep

**Natural Sleep** is the action of resting to recover stamina. Almost all living being need to sleep at least some hours per day or take penalties. Character may naturally fall asleep after a brief period of stillness and quietness or after taking drugs or special abilities (this count as induced natural sleep). A character sleeping awakens after being hit or after hearing a loud sound but gets Tired for 1d4 rounds.

If not specified differently, a character needs to sleep at least 2 hour every 20 hours or take the Tired malus until they sleep.

If not specified differently, a character recovers all his mana after sleeping for 8 hours.

## Magical Sleep

**Magical Sleep** is a condition where a character falls asleep by any unnatural reasons. A character asleep in this way cannot be awaken by sounds or being hit and must awake himself by doing a Will check whose difficulty must be specified in the effect who gave the "Sleep" condition.

If not specified differently, a character does not get Tired after awaking from Magical Sleep and does not recover any mana.
Poison Blowgun

**Poison Blowgun** is a craft-only Weird Weapon.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

Poison Blowgun are an invention of Pog Ulalkis who coated their projectiles with their own poison.

## Specials

* Aim:
	+ For each turn user concentrates, it gains +2 Precision.
* Poison Shot:
	+ Every bullet shot with this bow gets an extra 20% chance to poison the target. Doubled for critics.
	+ If the arrow has no poison, the poison applicable is Medium Poisoning and has a 75% chance instead.
		- Deal LVd6 damage at the end of each turn of the target. LV is weapon's LV.
* Mucus Bullet:
	+ Poison Blowgun can shot even without bullets, dealing only base damage.
* Bonus for Level Up:
	+ +1 Damage, +2 Precision.

## Crafting

Requires a Blowgun and 2 Poisons of any kind.
Mage

The **Mage** is one of the first 6 classes available to players. Probably the class with highest damage and utility due to its enormous range of spells but almost useless without mana.

## Statistics

At Level 1 may allocate up to 0.4 points on marked statistics as he prefers; each times he levels up he may allocate up to 0.6 points on marked statistics but not more than 0.4 points on a single statistic (Visit the Fight Statistic's page for more information).

## Talents

**LV**1:

* Target (+5LV% damage for single-target spells),
* Area (+5LV% damage for area-of-effect spells),
* Support (+3LV% effectiveness bonus/malus)

**LV**2:

* Magical Scepter (Scepters and Clubs infllict bonus magic damage equal to 10LV% of MD),
* Knowledge Eater (LV% of expended mana from any other character is restored to Mage's mana),
* Elemental (+5LV% Elemental damage)

**LV**3:

* Scholar (Gains a new spell at each even level),
* True Mana (Spell damage is increased by 10LV% of mana spent to cast that spell),
* Catalyst (Increase damage of his same element by 5LV%. If the character is elementless, Darkness counts as his element)

## Level Up

A Mage gains extra experience whenever he casts a spell, equal to five times that spell's level.

As he gains level, the Mage obtains some special features:

* His "Spellcast" skill obtains 30xp.
* At levels multiple of 5 obtains 1 Luck, but this applies only if his class is Mage or a Mage derivative.

## Skills

As with all starting classes, Mage follows the basic pattern for skills acquisition but can choose not to get any of these skills and learn "Natural Cast" instead.

(Natural cast lets a mage learn B rank spells at lv 1, 2, 3, 4, 6, 8; M rank at 5 and 7; G at 9

A Natural mage does not require a spellbook nor a focus to cast his spells but may have only 10 spells enabled, the other are in form of crystals)

#### B Rank Skills

1. **Gadoza's Jinx** (Restores PM)
2. **Her's Resolve** (Revives target)
3. **Karala's Bless** (Recovers HP when casting spells)
4. **Miya's Veil** (Magic Evasion boost)
5. **Ohethe's Weapon** (Transforms magic in weapons)
6. **Spellcast: Classic** (Casts spells)
7. **Spellcast: Savage** (Casts spells)
8. **Spellcast: Single** (Casts spells)
9. **Ulal's Flow** (Copies magic)
10. **Vadhera's Temper** (Bonus MD on hit)

#### M Rank Skills

1. **Blood Fever** (Recovers HP/MP)
2. **Empty Pain** (Recovers PM upon taking damage)
3. **Metamagic**
4. **Mind Augmentation**
5. **Spell Forge**
6. **Spellcast: Advanced**
7. **Spellcast: Brutal**

#### G Rank Skills

1. **Spellblade**
2. **Spellcast: Greater**
3. **Spellcast: Marvel**

## Class Advancement

Mages have 4 possible secondary classes, based on the G-Skills:

* Enchanter, from Spellblade;
* Illusionist, from xxx;
* Sage, from Spellcast: Greater;
* Thaumaturge, from Spellcast: Marvel
Warrior

The **Warrior** is one of the first 6 classes available to players. It is a simple yet powerful class expert in the use of both weapons and armors.

## Statistics

At Level 1 may allocate up to 0.4 points on marked statistics as he prefers; each times he levels up he may allocate up to 0.6 points on marked statistics but not more than 0.4 points on a single statistic (Visit the Fight Statistic's page for more information).

## Talents

###### **LV**1:

* Axe (+5LV% Axe and Mace damage),
* Spear (+5LV% Spear and Scythe damage),
* Sword (+5LV% Sword and Knife damage)

###### **LV**2:

* Single Hand (+5LV% damage from one-handed weapon's attacks),
* Two Hands (+5LV% damage from two-handed weapon's attacks),
* Two Weapons (+5LV% damage if uses two weapons)

###### **LV**3:

* Critical Style (+5LV% Critical Damage),
* Duel Style (+5LV% damage if attacking the same enemy again, stacks up to 2 times),
* Army Style (+LV% damage for each enemy alive)

## Level Up

Warriors gain extra experience whenever they attack, equal to 1/4 of the damage dealt, rounded down.

As they gain levels, they obtain some special features:

* Gain 4 rank points in a Weapon Knowledge at levels multiple of 5.

## Skills

As with all starting classes, Warrior follows the basic pattern for skills acquisition.

#### B Rank Skills

1. **Aabay's Style** (For two handed weapons)
2. **Ansym's Style** (Allows double wielding)
3. **Hetheo's Focus** (Self buff)
4. **Khelarvor's Hunger** (Recovers health upon killing enemies)
5. **Ancient Fury** (Allows multiple attacks)
6. **Ulal's Guard** (Allows counter-attack)
7. **Sabal's Touch** (Stunning hit)
8. **Uranhek's Rage** (Extra precision)
9. **Wichijuro's Style** (Extra Critical Chance)
10. **Herat's Shield** (Buff for shield-wielders)

#### M Rank Skills

1. **Blood Fever**
2. **Demon Blade**
3. **Earth Force**
4. **Scarred Ground**
5. **Twin Edges**
6. **War Blacksmith**
7. **Weapon Binding**

#### G-Rank Skills

1. **Expert Fighter**
2. **One-Man Army**
3. **Spellblade**
4. **Titanic Body**

## Class Advancement

Warriors have 4 possible secondary classes, based on the G-Skills:

* Veteran, from Expert Fighter
* Gladiator, from One-Man Army
* Enchanter, from Spellblade
* Champion, from Titanic Body
Growing Fire

Element
 Cost
 Rank
 School

**Growing Fire** is a common Fire spell.

## Specials

* Multi Attack:
	+ Hits the same target AL times.
* Splash Damage:
	+ Deals half damage to enemies near the target.
* Magical Critical:
	+ Inflicts Burn to the targets hit and deals Explosion damage.

## Magic Alteration

**Growing Fire** is one of the possible alterations of Small Fire.

* May alter into Hail of Fire at LV5.
* May alter into Rogo at LV10.
Secrets of Grindea Вики

**Неофициальная вики**

**Контент**

* Оружие
* Щиты
* Шапки
* Маски
* Броня
* Обувь
* Аксессуары
* Используемые предметы
* Создаваемые предметы

* Существа
* Локации
* Данжеоны
* Квесты
* Способности
* Таланты
* Миниигры
* Гайды

* Разработка
* Патчи
* Апдейты

## Описание

Добро пожаловать на страницу вики об игре ***Secrets of Grindea***. Эта вики даст вам немного информации об игре и об ее разработке.***Secrets of Grindea*** разрабатывается маленькой командой разработчиков, именуемыми себя ***Pixel Ferrets***. В настоящее время игра находится в раннем доступе и ее можно купить в Steam.

## Описание Secrets of Grindea

***Secrets of Grindea*** - Олдскульная 2D RPG с кооперативом до 4 игроков.
Она является своеобразной отсылкой к приставочным играм и одновременно сочетает в себе все достоинства современности: приличную графику, сложный и разветвленный мир... А благодаря мультиплееру прохождение и прокачка становятся по-настоящему прикольными! Здесь вы можете радикально видоизменять своего персонажа: и его внешность, и боевой потенциал. Благодаря разветвленным деревьям навыков вы с высокой точностью можете контролировать принципы развития своего персонажа!
Нет никаких ограничений, в том числе и жестких рамок в виде классов. Поэтому свобода развития и разнообразия "билдов" по-настоящему безграничны! Да и внешность тоже можно менять массой способов: создавать шапки и прически, крафтить экипировку и так далее. Поскольку боевая система достаточно комплексная и проработанная в полной мере, вам рекомендуется играть вдвоем, втроем или вчетвером с друзьями. Особенно в битвах с боссами, где требуется вырабатывать конкретную тактику и стратегию!
Да и сюжет тоже не подкачал: неторопливо разворачивающее полотно повествования проведет вас через глубокие подземелья и бескрайние поля, усеянные тысячами различных монстров от скелетов и вурдалаков до летающих тыкв-головешек и слизняков-мутантов. Чтобы пройти игру до конца вы должны охотиться и собирать ресурсы, крафтить предметы и ловить рыбу!
Копайте, рубите, варите все, что угодно ради выживания и прогресса. Бесконечные побочные квесты увеличивают время геймплея в несколько раз. Это мир ***Grindea***, где достижения и подвиги будут увековечены в таблице лидеров навеки!

For updated info given by the developers please visit the Dev Blog.
Zanbato

**Zanbato** is a huge Sword and can only be obtained by upgrading a Broadsword or other big swords.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

Zanbato is the name Ulalki gave to huge blades in general and in modern age it is applied to this particular sword.

It was created specifically for Paaw Ulalki and aimed to kill sea monsters, such as Krakens and Leviathans but now the army of Wa uses Zanbatos even to destroy Ko's robots.

Outside of Wa, these weapons are widely considered weird.

## Specials

* Splash Damage:
	+ Also attacks enemies near the first target for 1/4 of the damage. This works even if the first attack misses.
* Malus for inadequate Strength:
	+ -6 Precision, -4 Speed.
* Bonus for Level Up:
	+ +2 Precision, +7 Damage.

## Crafting

Any Two-handed sword and 5 pieces of Iron.

## Upgrade

* Into Silver Executioner:
	+ 4 Silver Pieces, Holy water.
Blowgun

**Blowgun** is a kind of Weird Weapon, sold in exotic shops.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

Blowgun are simple weapon created by many populations in ancient times. Easy to craft and to use, these are probably the simplest and cheapest long range weapon.

## Specials

* Aim:
	+ For each turn user concentrates, it gains +2 Precision.
* Special Bullet:
	+ Blowgun can shot anything that has a 15mm diameter, applying half its damage.
* Bonus for Level Up:
	+ +1 Damage, +2 Precision.

## Upgrade

* Poison Blowgun:
	+ 2 Poisons of any kind
Storm Rune

Element
 Cost
 Rank
 School

**Storm Rune** is a common Rune.

## Specials

* Rune:
	+ Apply to target Item or Zone.
	+ On Item: Increase item's range by 3. Damage dealt in this range becomes Wind damage.
	+ On Zone: On activation, launches nearest character upward (If applied to a wall: forward; if on a ceiling: downward) for 3+2AL meters.
		- If it's an enemy it has no save throw against fall damage.
		- If it's an ally has +5 to all dexterity rolls afterwards.
Blood Rune

Element
 Cost
 Rank
 School

**Blood Rune** is a common Rune.

## Specials

* Rune:
	+ Apply to target Weapon or Zone.
	+ On Weapon: Consume AL HP per attack (even if it fails) and increases D by twice the amount spent. Cannot reduce user below 1HP.
	+ On Zone: On activation, nearest character recovers AL d8HP.

## Runecraft

One quarter of liter of any blood + any Crystal.
Devil Claw

**Devil Claw** is a craft-only Knuckle. Not to be confused with the item with the same name.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

The first ever mentioned Devil Claw was the actual Claw of Zindri Al-Balza, killed by the Katra's hero Naherish Kagska about 24 thousand years BF. The hero implanted the relic into his arm and used it as a weapon against the demons.

After the war, some blacksmiths tried to replicate the mythical weapon from the remains of the devils and thus many Devil Claws made their appearance.

## Specials

* Extra Hit:
	+ Critical do not deal extra damage, instead grants another hit without penalty. Stacks infinitely.
* Hellcurse:
	+ Deal fire & dark damage equal to 5% of target's mana on hit.
* Bonus for Level Up:
	+ +1 Precision, +2 Damage.

## Upgrade

* Into Devil Hand:
	+ Requires 2x Devil Claws, 1x Devil Heart
Goblin

Weight (kg)
 Hair
 Eyes
 Lifespan
 Organization
 Race of derivation
 Religion
 Nation
 First Leader
 Current Leader

**Goblins** are a race of Greenskin infamous for their long noses and great avidity. A magical evolution of Worshipers and Harpies, considered by some an involution, they were created by Linnyar Dirikay who turned himself and his wife into goblins to follow their lust for power.

## Statistics

* Starting dice: d4 HP, d12 PM.
* Basic Speed: 5c
* Extra B rank in Knives.
* Gain extra 0.1 in DM and E at each level.

## Racial Features

* Gain double skill experience.
* Unarmed attacks deal Cut damage.

## Racial Spells

They learn mostly Cut spells and damage dealing wind and dark spells.

* Dark Claw
* Night Attack
* Roundcut
* (there should be 15 B-Rank spells)

## Religion

Goblin will worship any god who gives them enough power, but the power is never enough for a Goblin. They only need to ask one of their shaman for help to change religion paying a fee of 40mo, but they may enrage the old deity. Goblin Shamans refuse to help non-Greenskin races.

The most worshiped gods are, in order:

1. Mag (Has the widest range of magics)
2. Khelarvor (Let the caster create a zombie army)
3. Ziliari
4. Wigari
5. Ay
6. Linnyar Dirikay (Probably the best but he's banished)
7. Gadoza
8. Whunui

Other Wind and Darkness gods are worshiped by a minority. Only Goblins who lived in other countries worship deities absent from the list.
Short Bow

**Short Bow** is a kind of Bow, a light and easy to use weapon sold in most shops.

 Element
 Precision
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

Short bows were the first type of bows created by mortals. Hunters used to craft them in the woods and use'em right after to kill their preys. In modern age these weapons are the main choice of short and weak fighters, such as Goblins and Magicians.

## Specials

* Aim:
	+ For each turn user concentrates, it gains +1 Precision.
* Extra range:
	+ Gains +1 range and takes -2 Precision. Apply any number of times.
* Bonus for Level Up:
	+ +1 Damage, +2 Precision.

## Crafting

Requires 2 pieces of wood and a string of any kind. Anybody can craft a short bow.
Crystallization

Cost
 Rank
 School

**Crystallization** is a rank 0 Spell that character may easily buy in magic shops.

## Specials

* Element-bound Cast:
	+ May cast up to 10 times its Ice Element's per day.

* Crystallize target:
	+ On terrain cast: 2AL cells become crystallized.
	+ On enemy cast: target with 3AL or less HP becomes crystallized.

* Cold Blood:
	+ If under 30% HP, crystallize own weapon or limb.

## Magic Alteration

* May alter into Ice Scraps at LV5.
* May alter into Ice Edge at LV5.
* May alter into Crystal Protection at LV5.
* May alter into Reflex at LV5.
Knowledge

**Knowledge** are information about abilities and matters that a character has.

In most dungeon-grinding and combat based campaign knowledge is useless and may be entirely skipped until the setting changes.

## Obtain Knowledge

Every character starts with 4 Knowledge Points and two must be inherent to an offensive matter:

* There is a Knowledge for every Weapon type, additionally Unarmed Combat exists.
* Arcane and/or Divine Knowledge are requirements for casting spells.

The other 2 Knowledge points may be spent on the above matters or any of the basic knowledge listed below:

* Any Crafting Knowledge (Weaponcraft, Armorcraft, Spellcraft, Runecraft)
* Any basic culture Knowledge
* Any basic practical Knowledge (Cooking, Oratory, Survival, Economy, Science, Technology, Medicine. Music)

## Unaware Actions

Doing any action pertinent to a Knowledge without having that knowledge may lead to failure, both faint and fatal. These actions are called "Unaware".

* Unaware attacks, made with weapons the user does not know, cannot get critical hits and have a various penalty depending on the weapon. Tier 1 weapons have a -5 penalty and take an additional -5 per tier. This does not apply to improvised weapons.
* Unaware crafting, of any kind, has a 50% fixed, extra chance to result in failure and all the materials used are lost. Also, if any components may explode, burn, poison or have any other negative effects, it will apply them with maximum force and maximum range. Note that crafting of things the character does not have blueprints of is impossible and characters cannot even try.
* Unaware magic results in a negative fatal critical whenever it fails but has no other negative consequences.
* Unaware guessing of culture knowledge may result in ridiculous facts that the characters will think are true if failed.
* Unaware professions leads to messing up in the worst possible way on a failure.
	+ Example: Unaware Economy results in wasting all the character's money.
	+ Example 2: Unaware Survival results in the character most likely dying or ending in a terrible situation, such as alimentary intoxication.
3 Skills Rule

The **3 Skills Rule** or **3 Talents Rule** is a rule that applies whenever there are more than two characters involved in a fight. In fact, if only two character are fighting and aren't in a Duel, they can use any number of skills and talents.

To simplify the game, when many characters fight together each of them chooses 3 skills form their roster and can only use them in fight. Other skills, whether they're passive or active, can't be used and all their effects are denied. Skills that allows the user to cast spells, songs, ki and so on let the character use all the skills of that type that that character knows.

Same goes for Talents: If a character has more than 3 talents, he'll have to choose 3 of them. Passive talents that give skills or items, such as Mage's Scholar, do not count and their effects aren't denied.
List of Class Skill

**This article is a disambiguation page for List of Class Skill**

The following is a list of links to pages that might share similar titles.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed.

Since there are too many class' skills to list in a single page, these are the class' skill lists:

* List of B-Rank Starting Class Skills
* List of M-Rank Starting Class Skills
* List of G-Rank Starting Class Skills
Rascal

The **Rascal** is the class of the classless characters and arguably the worst class in the game.

## Statistics

Increase two chosen stats by .2 per level.

## Talents

###### **LV**1:

* Runner (+1 Speed, +1 extra speed at LV4)
* Resourceful (Change the HP dice to d8 or the MP dice to d4, changes the other at LV4)

###### **LV**2:

* Defensive (-10% damage taken)
* Offensive (+10% damage dealt)

###### **LV**3:

* Cantrip User (Lets user cast rank 0 spells, learns a rank 0 spell every 3 levels)
* Attack User (Gains +1 extra precision per 3LV)

## Level Up

Rascals gain 10% extra experience by any means. When a character earns another class he may expend all his Rascal levels to gain that class' levels, equal to half the levels spent (minimum 5), loses all the experience of the levels consumed. (eg: at LV6, 15000 exp)
Hermit

The **Hermit** is one of the first 4 possible advancements of the Monk Class. This is the alternate Secondary class for Monks and the offensive-oriented class.

## Statistics

 Mana Points
 Damage
 Damage Resistance
 Evasion
 Magic Damage
 Magic Resistance
 Magic Evasion

Also gains +0.3 in 2 different statistics.

## Talents

###### **LV**1:

* Hermit Mind (+7LV% magical damage, magic damage dealt becomes energetic)
* Hermit Fist (+8LV% unarmed damage, +1 Critical chance every 3LV)
* Hermit Support (+10% efficiency of bonus on self, doubles skill exp gained)

###### **LV**2:

* Arms of the Holy Man (If unarmed, +5% parry chance every 2LV and +1 Critical multiplier every 2LV)
* Soul of the Holy Man (+7LV% MR, reduces chance of incoming malus by 10%)

###### **LV**3:

* Hermit Energy (+7LV% Energy Damage, +3LV% MR and DR)
* True Hermit (If alone, +1E, EM and Critical chance every 3LV, +5LV% damage dealt of any kind)

## Level Up

Hermits gain extra experience when they wipe out groups of enemies, equal to 10% per enemy.

As they gain levels, they obtain some special features:

* Extra +1 Speed at odd levels, extra +1E at LV2/6/10 and +1EM at LV4/8/12.

## Skills

Hermits acquire B-skills at level 1, 3, 7, M-rank at 5, 8 and G-rank at 9.

#### B Rank Skills

1. **Extra Energy** (1PM per attack, unarmed attack deal energy damage)
2. **Bound Weapon** (When using target weapon attacks are unarmed, increased damage and precision)
3. **Hermit Spellcast** (Cast spells from the Hermit list)
4. Earth **Force** (Gain stats based on the terrain)
Electric Blade

Cost
 Rank
 School

**Electric Blade** is an Electrical spell.

## Specials

* Enchantment:
	+ Apply this spell to target weapon, it deals only Electricity damage for 2 hours and applies all other effects.
* Current Exchange:
	+ Deals 1d8 damage to user and ALd8 to the nearest character.
* Magical Critical:
	+ Inflicts Electrocute to the first targets hit by the weapon.

## Magic Alteration

**Electric Blade** is one of the possible alterations of Enchant.

* May alter into xxx LV5.
Authetanus

Category
 Alignment
 Ascension
 Death
 Religion
 Domains
 Class

Authtanus is the greatest God in the galaxy and the God of Time. He isn't actually a God of Ygurann but has anyway a group of worshipers.

## Before Ascension

Fawn Seulnuk was a lazy yet smart son of a priest in the ancient Eluma world. He discovered the secret of Time Control but it took him many centuries to learn how to use it. He rapidly became hated by most Elumas and even aliens due to his attitude to insult others, abuse his powers and hate everything. This led him to kill and devour all his enemies, until he became the King of Elumas. An alien race of order-keepers, the Qadiel, started a war against him but Fawn exterminated all of them, intriguing the highest God, Yohog, who decided to meet him. The Major Naga liked the Eluma and gave him the title of "God of Galaxy".

It must be noted that the only reason that led Authetanus to rebellion was his gluttony: he loved eating even if his race had no reason to do so and thus prohibited useless killing of other beings.
Demist

Weight (kg)
 Hair
 Eyes
 Lifespan
 Organization
 Race of derivation
 Religion
 Nation
 First Leader
 Current Leader

**Demon Alchemists** (Almost always shortened as **Demist**) are one of the strongest races in the world. Most heroes of modern age are Demist, wielding power beyond other races' imagination. There are many Families and each of these has its own special abilities.

Demists are actually half-breed and all of them have a progenitor who was Worshiper and one who was Demon. Whenever a Worshiper has a child with any kind of demon, the child will be Demist. More over, Demist are always counted as demons.

 Racial Features

* Current mana may exceed Maximum Mana. Whenever sleeping, recover half of Max Mana per 8 hours slept.
* Every 5 Total Level earns a new Family Skill.

### B-Rank Spells

* F
* (15B)

## Religion

Demist prefer worshiping their ancestors instead of actual gods. This caused many problems with both other races and gods, who banished most of their gods. The most worshiped are:

* Ay
* Kornê
* Nereo Izaku
* Jotunheim
* Zahgira

May worship any god of races they live with, such as worshipers, or any ancestor of Demist race.
Undead

Undead is an attribute that a character may obtain.

## Physical Changes

* Character's Element is changed into Death. If he had elements before, except for Darkness and Poison, these are cancelled.
* Racial dice are removed.
* CON stat is removed.
* Whenever user takes Death damage, recover health instead of reducing it.
* Whenever user recovers health by Heal magic/Light magic/Exorcism magic, deal damage instead of recovering it.
Death-Delaying Pill

**Death-Delaying Pill** is a modern Consumable Item.

 Price
 Weight

## Lore

The modern equivalent of Berserker's training.

## Specials

* Death Delay
	+ Applies this effect for one hour after consumption or until the character's HP drop to 0.
	+ If the character's HP are reduced to zero or less, they may keep on acting as if they still had HP remaining for 1d4 turns. For each time they took damage equal or higher to 10% of their maximum HP during those turns, they get one more Wound.
PM

**PM** (acronym for **Potential Mana**) is the statistic that determines the amount of abilities a character may cast. In fact, most skills have a mana cost that must be paid whenever the skill is cast. The mana is only paid after the spell is successfully cast (or upon a 20 on die)

There are two kinds of PM: Current and Maximum.

## Maximum

Max PM is the highest amount of mana a character may possess. Unless an effect specifies so, whenever the character recovers PM that would make it have more than Max PM, the Current PM becomes equal to Max PM instead. When sleeping for 8 hours, recover an amount of mana equal to Max PM.

## Current

Current PM is the amount of mana a character has in a determined moment. This value cannot be negative nor higher than Max PM unless an effect specifies so. Whenever an ability is cast, remove its cost from the character's current mana.
Hybrid Race

A character may have an **Hybrid Race** if his parents were of different races or one of them had an hybrid race. Their body aspect may be half way from their parents, similar to only one of them or only taking aspects from both races while having a different appearance. Hybrid characters obtain features from both their mother and father but also have some negative traits.

## Statistic

* Starting Dice: They have the lowest HP dice and lowest PM dice among their parents' race.
* Basic Speed: Parents race's average speed, rounded down.
* Extra Points in both parents' racial knowledge.
* Gain combat statistics bonus of one of the two parents' races, character's choice.

## Features

Gain only the first feature listed of both races.

## Racial Spells

Their spell list is the union of their parents spell list.
Electrification

Element
 Cost
 Rank
 School

**Electrification** is a rank 0 Spell that character may buy in magic shops.

## Specials

* Aura
* Electrified
	+ Gains AL/5 Charge Levels, cannot be cancelled while still has at least 1 Charge Level.
	+ While it's active, user may cancel at any time up to AL alchemy skills.

## Magic Alteration

* May alter into Thunder at LV5.
* May alter into Lightning at LV5.
* May alter into Bolt at LV5.
* Obtain a free Electric Air at LV10.
Rune

**Runes** are consumable items created through runecraft.

Characters may create runes from most dusts, salts and crystals, but specific runes require specific materials.

## Rune Level

Just like any skills, the ability to create a rune is a skill that gains experience and levels through uses. A rune has the level of its creator's corresponding runecraft level during it's creation and cannot increase.
Rapier

**Rapier** is a basic Sword, created for fast characters and sold in most shops.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Specials

* Wind Blow:
	+ Attacks deal extra damage equal to half of user's Evasion and critical hits deal extra damage equal to twice user's Evasion.
* Malus for inadequate Dexterity:
	+ Loses Wind Blow.
* Bonus for Level Up:
	+ +1 Damage, +2 Precision.

## Crafting

Requires 3 pieces of Iron and a Wind Hilt.

## Uhim Version

* 1d6 damage, Critical 19: x2
* Sword, Fast, Piercing, One-Handed
* 5mo
* 1.2kg
Gae Boulg

The **Gae Boulg** is a legendary Spear.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

In Ygurann the "Thundering Spear", forged by Yra the great for Zahgira long before he lost his mind, was banned along its wielder in the frozen continent.

Ancient Katras obtained the weapon after a long and hard exploration and created a Golem, Kùch, able to fight with that. Centuries after, Kùch lost against the second emperor of Wa, who kept the relic in the depth of the castle. When the second emperor died, the weapon was buried with him.

Scavengers infiltrated the royal graveyard and stole the Gae Boulg, reselling it at the black market of Sabal's Spires, where it still lies.

## Specials

* Special Critical:
	+ Critical hits attack the target an extra number of time equal to weapon's level.
* Bonus for Level Up:
	+ +4 Precision, +1 Range.
Ulalki

**This article is a disambiguation page for Ulalki**

The following is a list of links to pages that might share similar titles.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed.

The Ulalki race includes four subspecies with huge differences among them, therefore these are divided in other pages.

* Busu Ulalki, the imperial family Jellyfish race.
* Paaw Ulalki, or Crustaceans.
* Pog Ulalki, or Amphibians.
* Walla Ulalki, or Fishes.

See also Ulalki Lore.
Thunder

Element
 Cost
 Rank
 School

**Thunder** is an Electrical spell.

## Lore

Studying thunders, scientists discovered how they work - expanding air fast enough to create strong sounds - and magicians applied this knowledge in spells.

Using the magic of electricity to generate electrical waves, mages are able to strike the enemy with current while deafening it.

## Specials

* Random Target:
	+ This spell hits a random enemy within range. If no enemy is within range, hits a random ally. If no ally is within range, hits the user.
* Malus:
	+ 10% Chance to Electrocute the target, 10% Chance to deafen the target.
* Magical Critical:
	+ Malus chance increased to 50% for both maluses.

## Magic Alteration

**Thunder** is one of the possible alterations of Electrification.

* May alter into xxx at LV0.
Devil Hand

**Devil Hand** is a craft-only Knuckle.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

The Devil Hand is an enhanced version of the Devil Claw.

## Specials

* Double Extra Hit:
	+ Critical do not deal extra damage, instead hit the target two more times without penalty. Stacks infinitely.
* Evil Hellcurse:
	+ Deal fire damage equal to 13% of target's mana.
	+ Deal dark damage equal to 13% of target's missing mana.
* Soul Grasp:
	+ All the damage dealt by this weapon is also dealt to mana. If user attacks a character with 0 mana, the target takes no damage and is stunned for 1 minute.
* Bonus for Level Up:
	+ +6 Precision, +3 Damage.

## Crafting

Devil Claw + 2 Devil Claws + 1 Devil Heart
Shadow Ball

Element
 Cost
 Rank
 School

**Shadow Ball** is one of the most common and simple spells, used by basically any mage.

## Specials

* Displace target:
	+ Move target by 5AL cells in a chosen direction.
* Magical Critical:
	+ Move user by 5AL cells in a chosen direction.

## Magic Alteration

**Shadow Ball** is one of the possible alterations of Sphere.

* May alter into Shadow Impact at LV5.
Bastard Sword

**Bastard Sword** is a kind of Sword, sold in most shops.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

Bastard Swords were created to be versatile. Heavier than Short Swords but lighter than Broadsword, these can be used as one or two-handed weapon, making it the simplest stance weapon.

Many heroes used Bastards Swords, like Khelarvor.

## Specials

* Stance Weapon:
	+ Changes stance from 1 handed to 2 handed as a free action.
* Malus for inadequate Strength:
	+ Stance change costs a normal action.
* Bonus for Level Up:
	+ +1 | +2 Damage, +2 | +1 Precision.
Armor

An **Armor** is a piece of equipment that mostly serves as a defense for the character.

## Armor Slot

Every character has an Head Slot, a Body Slot and Other Slots.

### Head Slot

In the Head Slot a character may equip an Hat, an Helm or a Jewel.

### Body Slot

The Body Slot is the most important and gives the most statistics. A character may equip any type of Full Armor, a Robe or Cloths.

All the items that can be put in the Body Slot may also have Mantles, Hoods or Runes with them that occupy that item's Internal Slot.

### Other Slot

The Other Slots is a catch-all term for all kind of protections that do not belong to the other types, such as Gloves, Rings, Necklace. While a character may have more than one equipped at once, only the effect of one item will apply, chosen by the character. Changing the item that applies the effect costs an action.
Dagger

**Dagger** is a basic Knife and can be bought in most shops.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Specials

* Malus for inadequate DEX:
	+ Halve Precision.
* Bleeding Critical:
	+ On critical hit, target starts to Bleed for 1d4LV damage.
* Bonus for Level Up:
	+ +2 Precision.
Class

A character's **Class** is what defines most of his abilities and knowledge. A character may only have one active class and he'll obtain experience only for that class, however he may have one or more secondary classes whose effects remain but with halved efficiency. Most characters gains levels only as Class Levels. A character without class has a LV0 Rascal that may level up by normal means.

See also Starting Class.
Full Armor

**Full Armor** is a type of Armor. This kind of protections covers most of the user's body and may be divided in more sub-types according to their effects.

## Statistics

Full Armors give the most DR than any other protection and are usually heavy. Weak characters may take penalty for wearing Full Armors.

For a list of Full Armors, click here.
Wooden Cuirass

**Wooden Cuirass** is a basic Full Armor, and can be bought in most shops.

 Mag Red
 Evasion
 Mag Eva
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Specials

* Malus for STR/DEX
	+ -1 Speed.
* Bonus for Level Up:
	+ +1 E, RM.

## Crafting

Requires 6 Wooden pieces to craft. Gains extra resistances according to the type of wood used.
Higher Gods

The **Higher Gods** of Ygurann are the five strongest entities whose work is to maintain order. They each represent an aspect of the death and are ordered both by strength and by order of occurrence of each phase:

* Future, with Gadoza
* Fate, with Gheoza
* Fatality, with Ay
* Funeral, with Tera
* Finale, with Sabal

Since Tera has been confined in the Thera Dimension, they are no longer complete and it is possible for another god to take his place. (Most likely Yra)
Iron Claw

**Iron Claw** is a basic Knuckle, sold most shops.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

Iron Claws were replicas of demons' actual claws, made of a similar material. Long before the middle ages some monk started to use these as a weapon to fight demons without disparity. Later, claws of many kinds became common and many monks, rogues and sometimes even warriors started to use them.

## Specials

* Extra Hit:
	+ Critical do not deal extra damage, instead grants another hit without penalty. Stacks infinitely.
* Bonus for Level Up:
	+ +1 Precision, +1 Damage.

## Upgrade

* Into Devil Claw:
	+ Requires 1x Devil Claw, 1x Dark Iron
Coldball

Element
 Cost
 Rank
 School

**Coldball** is a Cold element spell.

## Specials

* Cold Self:
	+ If under 30% PM, deals double damage.
	+ If under 4+AL PM, costs zero and hits all enemies within range for 1/4 of the damage.
* Hibernation:
	+ Enemies whose HP are reduced to 0 by this spell do not die and are Hybernated instead.

## Magic Alteration

**Coldball** is one of the possible alterations of Sphere.

* May alter into Cold Impact at LV5.
* May alter into Cryosphere at LV10.
Signboard

**Signboard** is an improvised Mace.

 Element
 Precision
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

 Lore

Signboard are meant to point the way but due to their shape some barbarians may use them as weapons.

Also, since signboard are meant to be written on, it makes easier to put runes on them.

## Specials

* Free Rune Slot:
	+ Apply any Rune to Signboard as an extra action.
* Improvised Weapon:
	+ Can't critical hit, does not get unaware attack malus.
* Bonus for Level Up:
	+ +1 Damage, +1 Precision.
Arcane Knowledge

**Arcane Knowledge** is the ability to cast spells through arcane means, and differs from Divine Knowledge that draws on faith.

## Requirement

Intelligence 5 or higher, also the character must have spent at least 5 years studying magic.

## Arcane Schools

Spells learnt through Arcane Knowledge must be taken from a school's list. There are several schools:

* Forge School

Note that a character may learn and use only spells from schools he/she knows and using other spells will lead to Unaware Magic that results in Negative Fatal Critical on failure.

## Knowledge Level

Arcane Knowledge requires 1 Knowledge Point per Level up to LV4, from LV5 onward it requires points equal to their LV-2.

* On the first level a character chooses 2 schools.
* On the second, third and fourth level a character chooses 1 more school.
* On the fifth level a character obtains the ability to create new spells or modify old ones. (One per week)
* On level 6+ a character may create/modify one more spell per week.
Morning Star

**Morning Star** is a exotic kind of Axe.

 Element
 Critical
 Multiplier
 Hands
 Range
 Needed STR
 Needed DEX
 HP
 Damage Reduction
 Material

## Lore

Distant cousing of the Kusarigama, this weapon, made from a spiked ball and a chain attached to a stick, had very few use in war.

For some reason, it is the weapon of choice of many giant beasts, who uses alternative large or giant versions.

## Specials

* Bonus for Level Up:
	+ +4 Precision, +1 Damage

* Two handed stance:
	+ If used with two hands, has no needed STR.
* Top-Heavy weapon:
	+ On a failed hit, throw this weapon STR cells forward.

## Crafting

Requires an Iron Ball, 2m of Chain and a hilt.
Tenebris

**Tenebris** is a malus that a character may take. When inflicted with Tenebris, takes the worst between -6 precision and 1/3 of its precision.
Double this malus for 1 turn after taking light or darkness damage.

Every failure with a one or lower result becomes a successful attack against the nearest ally.
Ygurann

**Ygurann** is the name of the principal planet in which the game take place. It is a relatively young planet, about 30'000 years old created by the Major God and first Ygurann's God Ay the End.

Usually the history of Ygurann is divided by the date of Cyan-Ho-Kari's creation, counting years as "Before Foundation" and "After Foundation". Most campaigns starts about 200 years AF and the natural flow of event makes the world end about 2500 years AF.

## Geography

There are five greater continents and two lower ones. Each of the greater ones is related to one nation and one element, while the lesser ones are without element and great political powers.

* Nahuska is the continent of Ho, the Light Empire.
* Korinna is the continet of Ko, the Fire Nation.
* Dahskahn is the continet of Us, the Dark Empire.
* Hurannia is the continent of Wi, the Wind Kingdom.
* Norvar is the sea in whose sea bottom resides Wa, the Sea Empire.
* The Glaciers is a frozen zone in the southern pole where many bandits live and it is as big as other continents.
* Zahidara is a lawless continent dominated by tribal population.