recursal/Fanatic-Fandom huggingface dataset:
Technique Pool: Deceiver

1.) Backstab - Whenever you attack an enemy who did not attack or target you since your last turn, you have a 25% chance to backstab that enemy, becoming a guaranteed chance if you are attacking out of stealth. Backstabs deal a bonus amount of damage equal to [ ( 25% Attack Damage ) + ( 25% Target's Current Hit Points ) ].

2.) One with the Shadows - Whenever you either move farther than 20m from an enemy or are invisible, you have +10 Movement. If you have not attacked in your last two turns, you have +30 Attack Damage.

3.) Takedown - Whenever you attack an enemy with 25% or less of their Max Hit Points out of stealth, you instantly kill that opponent. Additionally, your attacks to targets with less than 50% of their Max Hit Points deal +20 damage.

4.) Grapple - Whenever you get a Critical Hit or attack out of stealth, you have a 50% chance to Grapple your target, stunning them until your next turn and rooting yourself. While Grappling, you deal +50% damage to the grappled enemy. Passively grants +5% Critical Hit Chance.

5.) Jump the Gun - +50% Damage Dealt and Taken. +80% Critical Hit Damage Dealt.

6.) Illusionist - Whenever you become stealthed or would drop below 25% Hit Points for the first time in an encounter, you may spawn a Dummy with 30 Hit Points that you can control, which has all your stats except for your Armor, Spell Resist, and Hit Points. The Dummy cannot cast spells. The Dummy gets a turn after yours, and deals [ ( Attack Damage x 0.5 ) + ( 1d20 ) ] Physical Damage in a 5m AoE on death. Only one Dummy may exist at a time.

7.) Death Tempest - Whenever you score a bonus attack, you gain +40% Critical Hit Damage and +5% Critical Hit Chance until end of turn. +1 Bonus Hit Capacity.

8.) Fiendish Fervor - +2 Bonus Hit Capacity. +5% Bonus Hit Chance.

9.) Dramatic Entrance - When you attack out of invisibility or crit, and that attack kills a unit, you instantly gain a bonus attack and +1 Bonus Hit Capacity this turn. Additionally, your attacks our of invisibility and your crits have +20% Damage.

10.) Bloodied Weapons - Whenever you kill a unit, your weapons become Gore Spattered for your next two turns after this one. While your weapons are gore spattered, you have +20 Attack Damage and +100% Critical Hit Damage.
Skill Tree: Healing

1.) Urgent Restoration - Your healing has +50% Effect on party members with less than 20% Hit Points.

2.) Bring to Health - Whenever you cast a spell targeting an injured ally, that ally recovers 10 Hit Points.

3.) Titanic Mending - Your healing spells and abilities restore +1 HP for every 20 HP your target is missing.

4.) Overheal - Whenever you heal an ally past their Max Hit Points, they gain Shield Hit Points equal to how many Hit Points they would restore beyond the target's Max Hit Points. This effect can bring the target up to 25% of their Max Hit Points in Shield Hit Points.

5.) Presence of Well-Being - Your party has +5% Max Hit Points. Your healing restores an additional 5 Hit Points on those affected.

6.) Back from the Brink - Whenever you heal an ally who is Near Death, you restore an additional +5 Vitality on that ally. Additionally, party members begin with +10 Vitality whenever they enter Near Death.

7.) Save from Despair - When you heal an ally who is below 25% Hit Points, they gain a stack of Safe from Despair. Max of three of these stacks. When an ally enters Near Death, they instantly gain 1d20 Vitality for each stack of Safe from Despair on them. Passively grants party members +1 Vitality Regeneration while Near Death.

8.) Not Your Time - Whenever an ally would die, they have a +5% chance to instead be returned to a healthy state with 10% of their Max Hit Points. Additionally, whenever an ally would enter Near Death, they have a +10% chance to instead ignore this, and instead remain standing at 1 HP.

9.) Go To The Light - While in Direct Sunlight, party members have +30% chance to resist disables. Otherwise, party members have a +10% chance to resist disables. Passively grants you a +10% chance to purge your target ally of all disables on targeting them with any spell.

10.) Never Fear - Upon use, remove all disables and debuffs from your target within 15m, then grant that target +10 Movement until your next turn. Can be used at any time. One use per encounter.

11.) Deflecting Light - After you target an ally with a spell, that ally gains Deflecting Light until your next turn. While that ally has Deflecting Light, they have a +15% chance for any damage or disables that would befall them to instead be reflected back to the dealer of that damage or the source of that disable.

12.) Mind's Eye - Whenever you heal an ally, +20% of the amount of Health restored is also restored as Mana on the target.

13.) Sight in Darkness - Whenever you heal an ally, that ally gains Truesight, +10m Range on Attacks and Spells, +10m AoE of spells and splash effects, and +5% Critical Hit Chance until your next turn.

14.) In Even the Darkest of Times - You can target allies with spells or abilities from any range on the battlefield as long as that ally has less than 25% of their Maximum Hit Points or Maximum Mana Points. Your spells targeting allies with less than 25% of their Maximum Hit Points or Maximum Mana Points cost 15 MP less to cast.

15.) Reactive Restoration - Your healing has +50% effect on party members with less than 50% Hit Points.

16.)
Enemies: Inhiemem Military

Inhiemem Guard - Level 2 - ( APS: 10 ) - Drops: 2g-5g, Armor and Weapons

Hit Points: 55 - Armor: 3 - Spell Resist: 3 - Attack Damage: 10 - Critical Hit Chance: 15% - Critical Hit Bonus: +50% - Bonus Attack Chance: 5%

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Inhiemem Court Wizard - Level 4 - ( APS: 20 ) - Drops: 15g - 25g - Rare Drops: Magical Items

Hit Points: 60 - Armor: 5 - Spell Resist: 6 - Attack Damage: 8 - Critical Hit Chance: 10% - Critical Hit Bonus: +50% - Bonus Attack Chance: 0% - Mana Points: 50 - Spell Effect: 40 - Overcast Chance: 15%

-Spells Known: Fireball, Stun

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Inhiemem Ranger - Level 3 - ( APS: 15 ) - Drops: 3g - 10g - Rare Drops: Weapons

Hit Points: 40 - Armor: 2 - Spell Resist: 2 - Attack Damage: 14 - Critical Hit Chance: 10% - Critical Hit Bonus: +100% - Bonus Attack Chance: 5%

-+25m Attack Range

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Illireen, The Amorphous - Level 6 - ( APS: 30 ) - Drops: 50g and an item for one of each player's professions.

Hit Points: 300 - Armor: 4 - Spell Resist: 3 - Attack Damage: 16 - Critical Hit Chance: 10% - Critical Hit Bonus: +50% - Bonus Attack Chance: 5%

-Illireen's attacks function in that he launches four attack blobs out that will deal damage in a 5m AoE around them. He launches one orb that hits instantly, though the rest take a turn to hit.

-Illireen has +60 HP for each member of the hero party beyond three.

-Once Illireen drops to below 50% HP, he takes control of a member of the party. Damage that would go to that member goes to Illireen instead. ( " Goo envelops that unit" )
Class: Bard

Bards are support casters who focus on having high Mana Capacity to keep a constant supply of Health and Mana available for their allies. To become a Bard, you need Performance, and benefit from lots of Maximum MP. Bards may begin with Weaken, Whimsy, Blink, Charm, False Demise, or Purge.

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Class Special: Crescendo - Upon use, the Bard plays the last three Chords he or she played again. The Final Chord in this order Overcasts. One use per day.

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Level 0: Chord of Recovery - ( Max MP x 0.1 ) MP - Restores ( Max MP x 0.1 ) Mana Points distributed among self and allies within ( Spell Effect x 0.2 + 3 )m as you choose. Overcast restores ( Max MP x 0.2 ) Mana Points instead.

Level 1: Presence of Tranquility - Whenever you or an ally within 10m casts a spell, that unit and you recovers 5 MP. ( If you are the unit casting the spell, you recover 10 MP in this way )

Level 1: Chord of Inspiration - 50 MP - Gives party members within ( Spell Effect x 0.2 + 3 )m including self + [ ( Spell Effect x 0.3 ) + ( 1d20 ) ] Movement until next turn. If Overcast, also grants that much bonus Armor and Spell Resist to those affected as well.

Level 2: Chord of Potency - 40 MP - Gives allies within ( Spell Effect x 0.2 + 3 )m and self +10% Overcast Chance until your next turn. Also gives one unit of your choice in the area +30 Spell Effect until your next turn. If Overcast, grants one unit +60 Spell Effect until your next turn instead of +30.

Level 4: Chord of Protection - 80 MP - Distributes 80 Shield Hit Points among all party members within ( Spell Effect x 0.2 + 3 )m. Overcast distributes 120 Shield Hit Points instead.

Level 6: Chord of Fortunes - 35 MP - Does Nothing. If Overcast, grants self and allies within 25m +25% Critical Hit Chance, Bonus Hit Chance, and Overcast Chance until your next turn.

Level 8: Chord of Charms - 70 MP - Charms all enemies within ( Charisma )m. If Overcast, one of those units chosen at random ( or by Game Master ) becomes infatuated, causing it to fight for you on its next turn, or possibly longer, depending on the enemy.

Level 10: Chord Master - You have +2 Chord Actions in a turn. Playing Chords count as Chord Actions, and as spells when cast, but do not count towards your Spell Capacity.
Items (Bodaciously Simple)

#### Dirt - Throwable weapon, crafting material, when thrown lowers the accuracy of the target by 5%. - Depending on how much dirt you want to carry, it can weigh you down, but I hope you don't need to carry that much dirt.

Sand - Throwable weapon, crafting material, like dirt it lowers the accuracy of a target by 9%. -Try not to carry this in your pockets or pouches, as it's near impossible to get out.

Ash - Throwable weapon, crafting material, lowers accuracy of target by 5% - These could be the ashes of some old dead guy, gross. Why would you pick this up?

Soil - Throwable weapon, crafting material, ideal for plants, lowers target accuracy by 5% - It is *not* dirt, it's soil, much better for plants to grow in, it can be imbued with other things to make it more potent for planting.

### Liquids/Goo

Slime - Goo, consumable, good for plants, crafting material - A goo gathered from slimefolk or other undeveloped slimes, take that as you will. It can be given to plants to help them absorb nutrients. It is a delicacy to Plantfolk.
Bingo

## 地苔子的Bingo (5月22日 至 5月24日)

**點此展開/折疊**

相信大家已經在《魔方熱身賽》中磨練了的體力；

接下來，地苔子決定鍛鍊各位賽跑的技巧！

準備好迎接挑戰吧！

【活動時間】

各位玩家在5月22日00:00 至 5月24日23:59（香港時間）

登入遊戲，就能在公告欄中找到一份※地苔子的Bingo※九宮格。

【遊戲玩法及獎勵】

九宮格裡的每個方格都有各自的完成條件，

玩家需於5月24日23:59（香港時間）前完成。

當任意三個已達完成條件的方格以直線串連時，

即可按以下內容領取獎勵。

3000金幣：

每完成一條橫線

每完成一條豎線

每完成一條斜線

2隻優質精靈蛋：

完成上下兩條橫線

完成左右兩條豎線

完成兩條斜線

40魔方：

完成整個九宮格

註：

一、玩家需在「活動頁面」自行領取活動獎勵

二、玩家如有發現利用不正當途徑達成活動獎勵，將會被取消資格

相關連結
相關連結

### Bingo版面

**高手！**：連勝3場

**妹控**：使用莉絲獲得第一名15次

**慢吞吞冠軍**：完成時間1分30秒以上仍獲得第一名

**綠林跑手**：使用德士蒙獲得第一名15次

**分內跑手**：60秒內完成賽事

**速度一族**：使用卡布獲得第一名15次

**友誼賽**：與朋友競賽10次

**腹黑者**：使用帕高獲得第一名15次

**良好習慣**：競賽150場

## 地苔子的Bingo (8月20日 至 8月23日)

**點此展開/折疊**

★地苔子的Bingo★又來了！準備迎接新的挑戰！

【活動時間】

各位玩家在【8月20日00:01 至 8月23日23:59】（香港時間）

登入遊戲，就能在公告欄中找到一份★地苔子的Bingo★九宮格。

【遊戲玩法及獎勵】

九宮格裡的每個方格都有各自的完成條件，

玩家需於8月23日23:59（香港時間）前完成。

當任意三個已達完成條件的方格以直線串連時，

即可按以下內容領取獎勵。

► 5,000金幣：

每完成一條橫線

每完成一條豎線

每完成一條斜線

► 3隻優質精靈蛋：

完成上下兩條橫線

完成左右兩條豎線

完成兩條斜線

► 50魔方：

完成整個九宮格

註：

一、在遊戲大廳選擇「活動模式」參加活動

二、玩家需在「活動頁面」自行領取活動獎勵

三、如有發現利用不正當途徑達成活動獎勵，將會被取消資格

四、如有需要，官方會隨時修改活動內容，不便之處，敬請原諒

相關連結
相關連結

### Bingo版面

**和平使者**：沒有擊中過任何對手仍羸贏得冠軍

**魔方冠軍**：勝出20場

**職業小偷**：一場賽局中從對手處取得4個道具

**魔方無雙**：單場賽局中擊中對手12次

**路不拾遺**：一場賽局中沒有取得過任何道具

**高高手！**：連勝5場

**技能大師**：一場使用5次技能

**硬漢子**：一場被擊中5次以上仍獲得冠軍

**安全島**：一場遊戲中沒有受到任何傷害

## 一周(/週)年Bingo (4月8日 至 4月17日)

**點此展開/折疊**

★一周年Bingo★

【活動時間】

各位玩家在【4月8日00:01 至 4月17日23:59】（香港時間）

登入遊戲，就能在公告欄中找到一份★一周年Bingo★九宮格。

【遊戲玩法及獎勵】

九宮格裡的每個方格都有各自的完成條件，玩家需於活動時間內完成。

當任意三個已達完成條件的方格以直線串連時，即可獲得獎勵！

► 5,000金幣：

每完成一條橫線

每完成一條豎線

每完成一條斜線

► 3隻優質精靈蛋：

完成上下兩條橫線

完成左右兩條豎線

完成兩條斜線

► 50魔方：

完成整個九宮格

註：

一、在遊戲大廳選擇「活動模式」參加活動

二、玩家需在「活動頁面」自行領取活動獎勵

三、如有發現利用不正當途徑達成活動獎勵，將會被取消資格

相關連結

### Bingo版面

**安全島**：一場遊戲中沒有受到任何傷害

**魔方霸主**：勝出50場

**路人甲**：沒有使用任何道具仍獲得冠軍

**友誼萬歲**：與朋友競賽30次

**高高手！**：連勝5場

**努力家**：競賽300場

**硬漢子**：一場被擊中5次以上仍獲得冠軍

**精靈大師**：與S級精靈進入比賽50次

**技能大師**：一場使用5次技能
Skill: Chivalry

HUZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZAAAAHHHHHHHHHHHHHHHHHH!!!

STAND FAST, BRAVE KNIGHT! BECAUSE YOU HAVE TAKEN UPON YOURSELF THE NOBLE CODE OF CHIVALRY, YOU ARE BOUND TO DO ACTS OF HONOR, AND FIGHT IN THE NAME OF THE DEFENSELESS! EACH ACT DONE IN SUCH A MANNER REWARDS TEN LEVELS OF CHIVALRY!

YOU BECOME UNSTOPPABLE IN COMBAT AS A KNIGHT! ( YES, BEING CHIVALROUS MAKES YOU A KNIGHT! HOW SPLENDID! )

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Coat of Arms - 40g - ( Trinket ) - Grants bonus Armor and Spell Resist equal to ( Chivalry Level x 0.03 ). Can be used once per encounter to redirect all damage that allies would take until your next turn to you, which is reduced by 20%. Each instance of damage redirected yields 3 levels of Chivalry.

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Level 50: Knight's Code - You have +20 Max Hit Points.

Level 125: Swear Oath - Minor Spell - Commit to a unit, granting protection over that unit. While protecting a unit, they are much friendlier to you, but you must defend them. Each defense of that unit grants you a guaranteed ten levels of Chivalry.

Level 175: HUZZAH! - Upon use, the Knight sends a glorious shockwave through the battlefield, stunning all enemies within 25m and empowering all allies' Attack Damage and Spell Effect by +25% within 25m until end of turn. Can only be used once per encounter.

Level 300: Unfaltering - The Knight gains a +25% chance to resist disables. Additionally, the Knight gains a passive +30 Max Hit Points.

Level 400: Guardian's Vow - Minor Spell - The Knight vows to keep his allies safe. If used out of combat, prevents units from trying to attack his allies or do other negative things to them. If used in combat, the Knight attracts most attention from those units to himself.

Level 500: Rigor of the Righteous - The Knight is bathed in eternal glory, gaining him bonus health equal to ( Chivalry Level x 0.1 ).

Level 750: Gridiron - Minor Spell - The Knight is willing to sacrifice himself for the cause. Upon use, the Knight Rolls for a saving block, which if successful, will cause the Knight to leap in front of an ally being targeted with a negative action ( attack or spell damage ), and take the debuff or damage for them.

Level 1000: True Crusader - The Knight gains the " Wholesomely Disgusting Levels of Honor " buff, which grants him +25% Max HP and Armor.
Skill: Singer

The Singer gains levels in Singing by performing songs for an observer. Each song that he or she sings grants the Singer 5 Levels of Singer. The skilled Singer can sing great melodies, enticing even the most firm-hearted of warriors.

Level 30: Great Rhythm - The Singer is on tempo, gaining him or her bonus critical hit damage equal to ( Singer Level x 0.1% ).

Level 75: Crescendo - 10 MP - The Singer raises the volume of his or her hymn in battle, granting himself or herself an additional stack of Crescendo. Each stack of Crescendo grants the entire party +4 Attack Damage. You can have a maximum of five stacks. Overcast instantly sets you at five stacks.

Level 200: Alter Audibility - Minor Spell - The Singer knows both how to create and dispel noise, gaining the ability to change the loudness of any given noise, either making his target silent or obvious for everyone to hear.

Level 300: Harmonize - For each party member within 5m of the Singer, the Singer and his or her party members within 5m gain +3 Attack Damage, +4 Spell Effect, and +1 HP Regeneration.

Level 500: Enchantment of Song - Minor Spell - The Singer enchants a target object or space with a resonance that is akin to singing, causing units to hear singing near the object or area.

Level 625: Amped - The Singer grows anxious as more and more people appear to watch him or her sing. For every unit within 10m of the Singer, the Singer has his or her choice of +3 Attack Damage or Spell Effect.

Level 850: Envelop in Song - Minor Spell - When used outside of combat, will cause the Singer to gain massive benefits to his or her singing roll(s). When used in combat, gains control of a target unit until end of battle. Can only be used either once per encounter or once per hour.

Level 1000: Song of the Siren - Upon use, the Singer charms every enemy in sight, causing them to walk harmlessly towards the Singer on their next turns. Can only be used once per encounter.
Weapons ( Charms )

Charm of the Nine Tailed Fox - 16g - 1H - +10 Max MP, +1 MP Regen; Can be used once per encounter to charm a target unit until your next turn.

Charm of the Instigator - 9g - 1H - +4 Attack Damage, +50% Damage while attacking out of Invisibility; While Invisible, grants you a passive +1 HP Regeneration.

Charm of the Scintillant Accorder - 20g - 1H - +14 Max HP, +1 Armor; +30% Healing Spell Effect while wielding a non-staff, non-wand, non-charm, non-tome weapon.

Charm of Spilt Blood - 9g - 1H - +5 Attack Damage, +3% Lifesteal

Charm of the Leprechaun - 7g - +3% Critical Hit Chance, +3% Bonus Hit Chance, +3% Overcast Chance; Whenever you get a critical hit, additional attack, or overcast a spell, you gain a stack of Doubled Luck. Each stack of Doubled Luck grants you +1% Crit Chance, +1% Bonus Hit Chance, and +1% Overcast Chance. Can have up to three stacks of Doubled Luck.
Skill: Engineering

The Engineer gains Levels by devising Trinkets. Trinkets are devised by stating an ideal effect ( General, like, say, something to give me more durability, or something to allow me to move faster, or something more specific, if it's fair ), then gathering components and rolling for successful integration. Components cost 10g each. Any unit can have up to one Trinket equipped at a time. Trinkets take more time to make the greater the effect they have. Each component integrated into Trinket designs grants the Engineer 10 Levels in Engineering. The Engineer can also incorporate any item with value 10g or greater into his designs as components, which will still reward the levels for incorporating components.

Level 50: Improved Weaponry - Your ranged attacks have +5m range, and your melee attacks deal +5 Attack Damage.

Level 125: Tinker - Minor Spell - Can be used in combat to negate the effects of disarmament or armor reduction. Otherwise, can be used on weapons to potentially either improve or weaken the weapon, based on a roll. Can add any number of small buffs or debuffs, based on roll. Grants 5 Levels of Engineering, and requires an hour to perform outside of combat.

Level 200: Bargain - Components cost 5g instead of 10g.

Level 300: Cause Failure - Minor Spell - The Engineer exploits the flaws in a target structure or item. If in combat, disables that item until end of turn. If outside of combat, will cause the structure to falter and possibly collapse.

Level 420: Fruition - Whenever you invent a Trinket, you and your party instantly gain 1d20 XP. Additionally, Components are much more common to find.

Level 500: From the Ground Up - Upon use, the Engineer constructs a War Golem up to 5m away. Takes a turn to build. The War Golem has HP equal to the ( Engineering Level x 0.25 ), and deals ( Engineering Level x 0.05 ) damage on attack. Can only be used once per encounter.

Level 785: Devious Machinations - Minor Spell - The Engineer can literally give life to mechanized objects, granting him control of those units for a short time before they return to normacy. These objects revert to normacy upon being attacked or if the spell is otherwise dispelled.

Level 975: Trinket Mastery - You can have an additional Trinket equipped.
Skill: Farming

Farmers work the land, in exchange for the land's bounty. Farming covers Animal Farming, Crop Farming, Sustenance Farming, and other unique forms of farming. Farm Skill is raised by raising plants in mass quantity successfully.

Level 50: Farmhand - The novice farmer has learned the strings of running the farm, giving him a firm hand in interactions and combat alike. Increases your Base Attack Damage by +10 and restores +5 HP whenever you eat one of your own crops.

Level 275: Grower's Policy - Any debuffs on you have -25% Effect. Any buffs on you ( Non Healing ) have +25% effect.

Level 350: Prejudice - Minor Spell - The farmer invokes his very limited respect to cast prejudice on a given race. The race that he invokes prejudice upon becomes disrespected by nearby people who respect the farmer to a greater extent.

Level 400: Processing - Minor Spell - The farmer has learned how to process food, making eaten foods taste better. Can be used to gain the favor of others.

Level 500: Homestead - Can only be used once per encounter; Sets up a Home of Operations at a targeted location. Allies within 10m of that location have +5 HP Regeneration and deal +20% damage with all attacks and spells.

Level 600: Assisted Growth - Minor Spell - The farmer can imbue earthly magics in his target, causing them to grow much faster, but not in a short period of time. Can be used on plants, animals, and people alike.

Level 650: Well Fed - Each member of your party has +15% Max HP.

Level 1000: Harvest Moon - 50 MP - Upon use, crops sprout from the ground, bearing 10 Moonfruit, in a 10m AoE. Upon an ally eating the Moonfruit, restores ( 4% ) + ( Spell Effect x 0.75 ) HP on that ally. Upon an enemy eating the fruit, they recover ( Spell Effect x 0.25 ) HP. On Overcast, the plant bears 20 Moonfruit. ( Spell Effect x 0.5 )m range.
Class: Samurai

Samurais are specialized Tank Caster classes that use an alternate source of Energy rather than Mana. Samurais require Ethics, Mettle, or Survivalism. Samurai may begin with Heal, Whimsy, or Ward.

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Class Special: Shrieking Blade - Upon use, the Samurai empowers his blade with vengeful spirits, granting him + [ ( Spell Effect x 3 ) + ( Armor x 5 ) ] Magic Damage on attack on his next attack. When that attack hits, his target is marked with Spirit Drain, which causes that unit to have + ( Armor )% Lifesteal on all attacks against it and + ( Spell Effect x 0.2 )% Manasteal on all attacks against it. One use per encounter.

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Level 0: Samurai's Vengeance - You have + ( Armor x 2 ) Spell Effect. Additionally, you have a passive +5 Armor.

Level 1: Patience - Instead of Mana, you have Patience. Patience gains Maximum Value and Recovery just as Mana, but values of Patience are different. Effects that grant you bonus Mana instead grant -80% that much Patience ( Including Charisma ), but effects that restore Mana instead restore +100% that much Patience ( Includes Mana Regen ). Additionally, all spells and costs of Mana are changed to Patience costs for you. You have a passive +5 Patience Regeneration ( Does not recieve the Mana to Patience bonus ). ( Not reduced by Mana to Patience 80% penalty ).

Level 1: Nullifier - Whenever an enemy casts a damaging spell or attempts to use a ranged attack on an ally within 20m of you or yourself, you have a 30% chance to slice that spell or attack into obscurity, rendering it harmless.

Level 2: Strike of the Valiant Winds - Whenever you attack, you can lunge up to +5m before attacking. Additionally, you recover Mana upon attacking equal to ( Damage Dealt with Attack, Including Magic Damage x 0.2 ).

Level 4: Extreme Focus - At the beginning of your turn, you can choose to gain your choice of + ( Armor ) Spell Effect, + ( Spell Effect x 0.1 ) Armor, or ( Spell Effect x 0.1 ) MP Regen until your next turn.

Level 5: Task of Patience - Upon use, gain three stacks of Task. At the beginning of each of your turns, remove a stack of Task, then recover Mana equal to [ ( Armor x 1.5 ) + ( Armor x Number of Task Stacks Left ) ] until there are no stacks of Task left on you. While you have stacks of Task on you, you have + ( Armor x 0.5 ) Spell Resist.

Level 7: Exude Force - You have +50% Spell Effect, but your Spells have +50% MP Cost. Passively grants you +10% Armor.

Level 10: Guardian of Ancient Edicts - Whenever you cast a spell, you gain a stack of Guardian. Each stack of Guardian grants you +5% Armor and +5% Spell Effect, but +5% Spell MP Cost. At any time, you can expend all stacks of Guardian to grant you +5% Spell Effect until end of turn for each stack removed in this way.
Weapons ( Pistols )

Executor's Pistol - 14g - 1H - -2 Attack Damage, +15m Attack Range; Attacks deal +50% damage to enemies below 20% Max HP.

Duelist's Armament - 27g - 1H - +1 Attack Damage, +15m Attack Range; +25% Damage against enemies wielding ranged weapons.

Poprocket Pistol - 54g - 1H - +3 Attack Damage, +12m Attack Range; +50% Critical Hit Damage, +3m Splash Damage on attack.
Technique Pool: Caster

1.) Specialist Caster - Your most cast spell has +20 Spell Effect. Passively grants +10 Spell Effect.

2.) Burn Through - +50% Damage from your Damage over time effects. You passively regenerate +1 MP each turn for every 50 MP you are missing.

3.) Lucky Wizard - +5% Overcast Chance. You have a 10% Chance for your spells to cost no Mana, as well as gain you +1 Spell Capacity and another casting of that spell this turn.

4.) Unrelenting Salvo - You can cast up to one spell again each turn. +25 Max MP.

5.) Arcane Pressure - Your spells that damage enemies deal a bonus ( Max MP x 0.05 ) damage. +20 Max MP.

6.) Meditation - At the end of each of your turns in which you did not move, you recover 10 MP. Passively grants +5 Spell Effect.

7.) Mana Harvest - Whenever you use a consumable, you recover +10 MP. Passively grants you +50% MP Recovery ( Includes Mana Regeneration Effects ).

8.) Soul Singe - Whenever you deal Magical Damage to an enemy, you deplete 10% of that unit's Current HP. Passively grants +10 Spell Effect.

9.) Hypercast - On Overcasting a spell, you have a 10% chance to Hypercast that spell. Hypercasting a spell grants that spell +50% Spell Effect. Hypercasting can chain, allowing you to Hypercast multiple times per spell. Passively grants +5% Overcast Chance.

10.) Mana Bank - Whenever you cast a spell, you gain a stack of Mana Bank, which lasts outside of encounters. Each stack grants you +0.4 Max MP. Max of 250 Stacks.
Class: Mage

You must have Scholar, Terramancy, or Chronicle to become a Mage. Mages are specialists of arcane studies, and strive to improve knowledge of the arcane in their work. Mages may begin with Fireball, Stun, Whimsy, Blink, Countermagic, or Junction Blast.

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Class Special: Mighty Spellcraft - Upon use, cast 1d4 spells from among all spells at random. Each spell cast in this way that is a spell you already know is Overcast. One use per day. Spells can still Overcast.

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Level 0: Learn by Trial - Whenever you Overcast a spell, you gain +1 Spell Point.

Level 1: Live to Learn - Whenever you Level Up ( Including Leveling up to Level 1 ), you earn +20 Spell Points. Your non-Overcast spells have -10 Spell Effect until you reach Level 5.

Level 1: Learner's Consciousness - Whenever you wake up, you learn ( Level ) spells at random that you meet the Spell Requirements for but do not already know, up to 3. When you fall asleep, if you have Overcasted each spell you learned when you woke up last, you earn +( Level ) Spell Points. Forget each spell you learned when you woke up last whenever you fall asleep.

Level 3: Absorb Arcana - 40 MP - Counter target spell being cast within ( Spell Effect x 0.4 + 5 )m. Until you fall asleep next, you can cast that spell. If Overcast, refunds Mana Cost.

Level 4: Mana Versatility - At the beginning of each of your turns, you gain 10 Mana Points for each School of Magic. These Mana Points disappear before your next turn begins. Each respective pool can only be spent on the School of Magic it represents.

Level 6: Spell Wielding - You have two hands with which you can cast spells. Each hand has its own Spell Capacity and limit to spells per turn. Each hand has MP equal to 60% of the Mage's Max MP, and the Mage's Normal MP is replaced by these hands. Bonuses to Spell Capacity and limit per spell per turn are doubled, to represent affecting both hands. You cannot wield two handed weapons. Bonuses from weapons only apply to spells being cast from their hand.

Level 8: Renewed Eagerness - Upon use, reset the cooldown of all of your spells, and set your spells cast towards your Spell Capacity this turn to 0. One use per day.

Level 10: Spell Lineage - Whenever you counter a spell, you may deal Pure Damage to the caster of that spell equal to its Mana Cost. Whenever you cast a spell, you may deal Pure Damage to the target equal to that spell's Mana Cost.
Crusaders

Crusaders are the playable characters of Endless Crusade. A Crusader is not simply the character's creation, but the chosen vessel of the Player to represent themselves in the current campaign. What differentiates a Character from a Crusader is Strength of Will -- an energy bestowed upon vessels of Dead Gods that makes them particularly resilient, and allows the Crusader to enter Near Death, instead of succumbing to death when they are struck with fatal blows.

Crusaders are capable of learning spells, proceeding through skill trees, and wielding increasingly powerful artifacts because they are empowered by the channeled will of Dead Gods that are making their last attempt to make an impact on anything in both the divine realm and the material plane. This is not to say that Non-Player Characters can't wield these powerful artifacts or cast these spells, but it is to say that anyone who learns these spells or wields these artifacts is comparably powerful next to a Crusader.

A Crusader is known as a Crusader because they fight in the name of the Dead God that is empowering them, without fully acknowledging them or questioning them. Crusaders do not know that they are being empowered by a Dead God, but rather, simply act without that context. The Player is most accurately the representation of the Dead God who is causing the Crusader to act.

## Leveling Up

Leveling up is handled as your Crusader growing stronger by the manifest will of the Dead God who is empowering them. Spells learned by Crusaders are not questioned as being something new and unnatural, but rather viewed as something that just happens. A large part of the Will of the Dead Gods is that their Crusaders are not unwelcoming to the gifts ( Spells, Abilities, etc. ) that their Dead God brings. Essentially, No Crusader is aware of their spells as being something out of the ordinary, even if they are a warrior or otherwise.

## Near Death

Near Death is something entirely unique to Crusaders. Non-Player Characters can enter Near Death, but this means that they are technically either Crusaders themselves, or they have powers reminiscent of a Dead God. Near Death is entered for at least one turn regardless of what caused the player to enter it, allowing a potential window to save a player always. This is a failsafe designed by the Dead Gods to allow multiple Crusaders to work together to achieve great things.
Lore: The Orders

There are many Orders in Ohr that exist either because of kingdoms lost to time, or simply smaller kingdoms, or they are just roving bands.

White Knights - The most prevalent force throughout Ohr fighting in the name of anti-dark magic. From the sunkissed fortress of Gallenheight, King Varion watches over the Knights and directs them as commander-in-chief. Although they fight against dark magic now, when the Knights' War still raged they were as likely as the Black Knights to abuse the dark powers to gain strategic advantages.

Black Knights - Also known as the Fallen Order, the Black Knights of Ohr have fallen into disrepair after a decade long war with the White Knights and a shift in leadership. Only a few remain, numbering in the hundreds, scattered across Ohr. The Black Knights have always existed in servitude of the Black King.

Sisters of Hiringu - Came about during the Knights' War. They would set up camps alongside great battlegrounds, healing both Black and White Knights in exchange for payment. Both sides honored their wishes that their camps be kept pacifist, and members of both sides even enjoyed each others' company while in the camps. After the war, they are now travelers, bound only to helping those in need of recovery.

Yama Exemplars - The mountainbound ascetics who have only began coming in contact with the rest of Ohr with the recent influx of dark magic, seeking to destroy the Demon Lord Balshegak. They rarely seek the comforts of traditional housing and living, vowing to only truly rest once peace has been restored to the land.

Olde Knights - The Order that preceded the Black and White Knights. They fought in service of the one true king of Ohr, ensuring peace throughout the land. When each Kingdom said that they would prefer having their own means of protection, the Olde Knights ( At the time called the Great Order ) fell into disrepair and were eventually scrapped as a utility. Only a handful remain.
Structures

Some structures are likely for the DM to have the party members spawn nearby. These structures allow party members to come back to the location for any assistance while defending.

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Supply Chest - Affects all party members within 5m. Restores 10% of Party Members' Hit Points, 10% of Party Members' Mana Points, and 10% of all Party Members' Other Energies per turn. Additionally, restores 10% of Party Members' Ammo, up to their amount when they entered the encounter.

Defense Turret - The Defense Turret has Hit Points equal to ( Greatest Hit Points among Party Members x 1.5 ) and Attack Damage equal to ( Greatest Attack Damage among party members x 0.5 ). Turret has a 25m Range.

Barricade - Has ( Greatest Hit Points among party members x 2 ) Hit Points. Is a 5m wide and tall wall.
Skill: Healing

The Healer gains Levels through restoring health. Each Health restored by using skills or spells by the Healer grants the healer ( Health Restored x 0.1 ) Levels of Healing.

Level 50: Healer's Stockade - You have +10 Max MP.

Level 220: Bring to Light - Whenever you target an ally with a spell, that unit recovers ( Spell Effect x 0.25 ) Hit Points.

Level 260: Presence of the Mender - Minor Spell - Can be used to repair wounds outside of battle, restoring some health. Can only be used after a battle once per unit. Can be used on the Undead to deal ( Spell Effect x 0.5 ) damage to them. Can only be used once per unit per encounter.

Level 320: Full Restore - Upon use, restores an ally to full health. Can only be used once per encounter.

Level 450: Vitality's Reward - For each 20 Max HP your target has, any healing spells you cast have +1 Spell Effect.

Level 550: Greater Cure - Minor Spell - Can be used to either cure a unit of a debuff, or to cure an Undead unit or a cursed unit of its affliction.

Level 640: Purity's Warmth - Minor Spell - Casts a comforting presence around the area, shielding your party from any weather conditions and making it easier to sleep, think, and do basic actions in intense environments.

Level 945: Angelic Chorus - 75 MP - Restores ( Spell Effect x 2.5 ) HP on all members of your party within ( Spell Effect x 0.4 )m. If Overcast, restores ( Spell Effect x 4 ) HP instead.
Skill: Spellcraft

The Spellcrafter uses an Arcane Crucible to capture spell essence, then uses the captured essence to cast spells. When a spell is used nearby a Spellcrafter ( Which includes their own spells ), the Spellcrafter gains ( Mana Spent on Spell x 0.05 ) Spellcraft Levels. Skilled Spellcrafters conserve their mana more effeciently, and cast more powerful spells. Arcane Crucibles don't gain Charge when their bearers cast spells.

Bronze Arcane Crucible - 20g - When a spell is cast within 15m of the Spellcrafter, the Bronze Arcane Crucible gains ( Spell Mana Cost x 0.1 ) Charge, and can hold up to 20 Charge. Can expend Charge instead of mana when casting spells, in chunks of 5. ( Requires Spellcraft Level of 25 )

Iron Arcane Crucible - 50g - When a spell is cast within 25m of the Spellcrafter, the Iron Arcane Crucible gains ( Spell Mana Cost x 0.2 ) Charge, and can hold up to 50 Charge. Can expend Charge instead of mana when casting spells, in chunks of 5. ( Requires Spellcraft Level of 150 )

Refined Arcane Crucible - 125g - When a spell is cast within 50m of the Spellcrafter, the Refined Arcane Crucible gains ( Spell Mana Cost x 0.5 ) Charge, and can hold up to 100 Charge. Can expend Charge instead of mana when casting spells, in chunks of 5. ( Requires Spellcraft Level of 400 )

Archmage's Arcane Crucible - 500g - When a spell is cast within 100m of the Spellcrafter, the Archmage's Arcane Crucible gains ( Spell Mana Cost ) Charge, and can hold up to 250 Charge. Can expend Charge instead of mana when casting spells, in chunks of 5. ( Requires Spellcraft Level of 1000 )

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Level 100: Potency of the Craft - +10 Spell Effect.

Level 180: Spell Rod - Minor Spell - The Spellcrafter gains the possession of a spell rod, which can be cast to a targeted location up to ( Spell Effect )m away. From there, the Spellcrafter can channel his spells through the rod, gaining him additional range. Can also be used outside of combat for a neat performance.

Level 300: Markdown - -5 Spell MP Cost

Level 400: Discharge - Minor Spell - The Spellcrafter exerts an electrical charge from his Arcane Crucible, either shocking his target or causing a body of water to become magically charged for up to ( Spell Effect ) seconds. Large bodies of water are less charged.

Level 500: Arcane Overload - 10 MP - Consumes all the Charge on your Arcane Crucible to gain ( 0.5 ) x that much Spell Effect until end of turn. Overcast gains that much Spell Effect instead.

Level 750: Arcane Ward - Upon use, grants you a Shield with Hit Points equal to your current Charge on your Arcane Crucible. One use per encounter.

Level 850: Dematerialize - Minor Spell - The Arcane Crucible's potent energies can be used to destroy objects that are placed in it ( i.e, keys, deeds, hands... ).

Level 1000: Charge Flux - Upon use, grants you full charge on your Arcane Crucible. One use per encounter.
Items ( Rare Artifacts )

Skull Heart - 2280g - A twisted artifact that is intended to be able to grant wishes, but turns the desire of the wisher against the wisher himself, consuming the wisher's soul. Can be consumed to grant the bearer one wish ( Djinn Wish ). Can also be sold or destroyed, giving the following buffs.

Skull Heart Destroyer - Whenever you target an ally with a spell, that ally instantly recovers 5% of his or her health and mana.

Skull Heart Peddler - Whenever you target an enemy with a spell, that enemy loses 5% of his or her health and mana.

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Reactive Armor - 60g - A suit of Mesh Armor that immediately accommodates to the body of the wearer. Grants the bearer Armor and Spell Resist equal to ( Level x 1.25 ). Whenever the bearer takes physical damage, they gain five stacks of Armor and lose two stacks of Resist. Whenever the bearer takes magical damage, they gain five stacks of Resist and lose two stacks of Armor. Each point of the two gives, respectively, +0.2 Points of Armor or Spell Resist. Max 100 of any given stack.

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Rose of the Departed Princess - 25g - +1 Spell Resist; Can be used once per encounter to restore 25 Hit Points on the bearer.

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Scizzeus, Light's Edge - 2100g - +150 Attack Damage; Whenever the wielder attacks a unit, that unit loses 3% of its Max Hit Points, and the bearer recovers 3% of his or her Max Hit Points. Grants the rest of the bearer's party +50 of their choice of Attack Damage or Spell Effect. When the bearer would drop below 25% Hit Points for the first time in an encounter, they are instead restored to Full Hit Points.

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Technique Pool: Perpetrator

1.) Iron Confidence - + ( Armor x 0.4 ) Movement. +5 Armor.

2.) Initiative - Whenever you move to a location within 5m of an enemy for the first time in three turns, you gain +10 Attack Damage, Spell Effect, Armor, and Spell Resist until your next turn.

3.) Emerge Unscathed - You have a +10% chance to totally resist oncoming damage.

4.) Spirit of the Warrior - Whenever you take damage, you gain a stack of Spirit of the Warrior. For each stack of Spirit of the Warrior, you have +0.2 HP Regeneration. You lose all stacks two turns after you are not dealt damage. Passively grants +5 Attack Damage.

5.) Invasive - For each enemy within 30m, you have +1 Movement, Armor, Spell Resist, and Attack Damage.

6.) First Contact - If you are the first party member to damage a unit in an encounter, that damage is multiplied by 2. Passively grants you +5 Movement.

7.) Amidst the Tide of War - Whenever an enemy attacks within 15m, you gain +1 Attack Damage until the end of your next turn. Passively grants you +5% Bonus Attack Chance.

8.) Appear - At the beginning of your turns, you have a 25% chance to gain +100% Movement on that turn. Passively grants + ( Movement x 0.2 ) Attack Damage.

9.) Bluntness - 20% of your Movement is converted into attack damage. +30 Max Hit Points.

10.) Evasive Maneuvers - For each enemy that just entered within 10m of you since your last turn, you have a +5% chance to dodge incoming attacks. Passively grants +5 Movement. Max of +50% Dodge chance.
Skill: Alchemy

Alchemical Ingredients grant you buffs that last until end of encounter. These effects are combined in potions, with the primary ingredient having +100% effect, the secondary ingredient having half that much, the third having half that much. Max of three ingredients per potion.

Alder Bark -

Ambrosia -

Bamboo -

Baobab -

Beech -

Birch -

Blackberry -

Ironwood -

Cherry -

Chestnut -

Chrysanthemum -

Clover -

Collard -

Coneflower -

Corydalis -

Cotton -

Cress -

Daisy -

Deadnettle -

Devil's Bite -

Dewberry -

Eucalyptus -

Fern -

Fig -

Flax -

Gilliflower -

Goldenglow -

Healing Blade -

Hellebore -

Hemp -

Holly -

Huckleberry -

Ivy -

Kudzu -

Lavender -

Lilac -

Maple -

Mesquite -

Milkweed -

Mulberry -

Nettle -

Nightshade -

Oak Bark -

Peas -

Pine Bark -

Plantain -

Poison Ivy -

Poplar -

Poppy -

Ragweed -

Ragwort -

Rose -

Silkweed -

Speedwell -

Sycamore -

Thistle -

Tulip -

Violet -

Willow Bark -

Wormwood -

Moss -

Yarrow -

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Dragon's Blood -

Demon's Hair -

Mortal Soul -

Sunlight Sphere -

Troll Flesh -

Lunar Flask -

Faerie Ink -

Bear Hair -

Sea Scales -

Elfleaf -

Dwarven Idol -

Golemskin -

Angel's Feather -

Ectoplasm -

Bird Beak -

Lich in a Bottle -

Vampiric Essence -

Ogre Filth -

Slayer's Last Words -

Cursed Blood -

Slime Flask -

Glass Skin -

Gorgonstone -

Insect Flesh -

Fox Tail -

Living Merrow -

Enchanted Web -

Shapeshifter Skin -

Cloven Hoof -

Eternal Shadow -

Flesh Chunks -

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Faerie Dust -

Arcane Dust -

Rune Dust -

Bone Marrow -

Sands of Time -

Invisibility Dust -

Powdered Soul -
Class: Knight

Knights resist a great deal of oncoming damage through their conviction and mettle. By building Armor and having Chivalry, Mettle, or Ethics, Knights survive in the midst of battle and fight back with great prowess. Knights may begin with Ward or Protect.

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Class Special: Parapet - Upon use, the Knight creates a Castle Battlements segment that is 5m wide, 15m long, and 10m high. The Battlements are open on the side facing the Knight. While in the Battlements, allies have + ( Armor x 0.5 ) HP Regeneration and Attack Damage. The Parapet walls have [ ( Armor x 5 ) + ( 200 ) ] Hit Points, and the Parapet's affects and buff area last until all its components are destroyed.

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Level 0: Shield of Chivalry - 25 MP - Set up a 5m wide Shield in target direction, with the center touching you. All damage from enemies in that direction to someone on the other side is reduced by your resistances in addition to any other resistances. Overcast fully blocks damage instead. Shield blocks disables. Enemies cannot move through shield. Lasts until your next turn.

Level 1: Chivalry - Whenever you block damage, you recover 10 MP.

Level 1: Taunting Glare - 30 MP - Taunt all enemies in an [ ( Armor x 1.25 ) + ( 5 ) ]m line. Overcast taunts all enemies in that large of an AoE instead.

Level 2: Huzzah! - Upon use, break free of all disables and debuffs and gain ( Armor ) Shield Hit Points. Two uses per encounter. Can be used at any time.

Level 4: Stand Firm - As long as the Knight hasn't moved more than 3m in his or her last turn, he or she has +10 Armor and +10 Spell Resist.

Level 6: Clad in Iron and Heroism - For each item that the Knight is wearing or wielding that grants bonus Armor, the Knight has an additional +3 Armor.

Level 8: Not to the Likes of You - Whenever the Knight would enter Near Death, the Knight has a +15% chance to remain at 1 Hit Point instead. If damage is resisted in this way, the damager is stunned. While Near Death, the Knight recovers +2 Vitality per turn for each ally within 10m.

Level 10: Armor for the Soul - The Knight enters Near Death with ( Armor ) Shield Vitality, which takes decreases to his or her vitality instead of his or her vitality. Additionally, the Knight has an ( Armor )% chance to resist the effects of incoming enemy spells, up to a 50% chance.