recursal/Fanatic-Fandom huggingface dataset:
Ermus

Also known as Lord Ermus. He is the owner of a fief in the Kingdom of Ardent which have the villages Benston and Pirn under its jurisdiction. He knighted the Knight and sent him on a mission to investigate the series of disappearances happening within his fief. He is friends with the farmer Derrin who worked on his father's orchards when they were little. When Ermus succeeded his Father as the lord of his family's fief, he still meets with Derrin in secret to know about matters on the ground and exchanges this information with books for Derrin.
Madoc Evans

Bare Mettle Entertainment

*Madoc Evans* is the main and only developer for Bare Mettle, and project lead for Sui Generis. Dissatisfied with the current state of the RPG genre, he learned programming for the sole purpose of realizing this game, but he quickly became an industry professional pushing the boundaries of 3D technology, eventually turning down career opportunities to put his life's best work into the game.  Currently, every single line of code is written by Madoc himself; Sui Generis uses no third-party engines or technology, except for OpenAL Soft to resolve sound card driver issues certain users were experiencing.

1. ↑ *Kickstarter project page, 'The Team' section*
2. ↑ *Kickstarter pitch video, timestamp 6:07*, Madoc Evans: *"You might take a lot of what you see for granted, but consider that I programmed everything myself. There's no third-party technology. Graphics, physics, audio, user interface, all the back-end; I wrote every single line of code."*
Skill

Skills are one of the primary characteristics that determine the abilities of the player character. Skill levels provide no restrictions on what equipment can be used by a character, but some determine how effectively a character can use various types of equipment. There are six skills, each with eight techniques, which focus mainly on combat, while some skills improve the effectiveness of Thaumaturgy.

The skill trees are:

* Close Combat
* Ranged Weapons
* Shields
* Armour
* Insight
* Concentration

Prior to Exanima, the *Light* and *Heavy Weapons* skills were merged into Close Combat, while Meditation was merged with Insight and Concentration later in Exanima's development.

Depending on the number of learned techniques, a given skill's level of expertise can be considered as:

* Inept
* Aspirant
* Novice
* Adept
* Expert
* Master

There are also a number of secondary skills planned that are learned separate from the primary skills. These skills are most likely all non-combat and involve interaction with the environment and/or objects.

The following may contain inaccuracies:

* Alchemy
* Armorer/Weaponsmith (Players will be able to enhance their equipment, but it is not yet known if secondary skills will play a role in this.)
* Cartography
* Musicianship

## Advancement

Characters gain experience through various action such as exploration, reading, inspection, and combat. All acquired experience goes to training a selected technique. A technique cannot be used until it is fully trained, which in itself takes some time as characters need to absorb what they have learned. Time to train increases with each technique learned.

There is a cap of fifteen techniques, preventing mastery of all skills simultaneously. One may also redistribute skill levels by "forgetting" techniques, but all experience used to train a technique will be lost. Players may forget techniques at any given time. This makes it relatively convenient to attain different milestones.

## User Interface

This was the initial design of the skill UI. The skill panels scroll and can be minimized individually which is why only five skills are visible. The segments in the skill bars represent major expertise levels, the slots below are for milestones that are trained or being trained. The small buttons to the right of the bars are toggles for training and forgetting the skills or keeping them at their current level. The bar at the top represents the global skill cap, when full, the player will no longer be able to train any of his skills.
Jackets

Jackets are an inept-tier chest-piece slot item, competing with the doublet, vests and inept-tier waistcoats. They sit above shirts, mail shirts and coat-slot items (coats, tunics).

Coming in one of two varieties, jackets vary wildly in terms of resistances and coverage; see pictures at the side for a comprehensive idea.

Jackets are replaced as follows:

Jacket [Inept] < Waistcoat [Aspirant]
Polearms

Polearms are a category of procedural weapon in Exanima. Polearms have a metal weapon affixed to the end of a long shaft. The main advantage of polearms are the reach they give you. As well as reach, the length of the shaft gives the weapon great leverage making it easy to strike devistating blows. For this reason, they are the best weapons against armored opponants in Exanima. Polearms can deal large amounts of impact, slash, crush, and thrust damage. This category includes the following weapon types:

* Pitchforks
* Pole Sickle
* Pole Hammers
* Pole Axes
* Guisarme
* Short Spears
* Spears
* Halberds
* Two-Handed Battle Axes
* Two-Handed War Hammers
* Voulges

### Stats

These statistical ranges are incomplete and generated solely by information provided in game. These are not the definitive ranges of values for these weapons according to the games code, but rather more of an idea of how stats break down over the different types of weapons in this category. If you find a weapon with stats above or below the stats listed here, please update the list and include a screenshot of the weapon as we'd all love to see the extreme ends of the procedural weapons.

## Non-Procedural Polearms

There are a small amount of non-procedural weapons left in game. The developers have stated they plan to have these on the procedural system, but they are not as of yet. Some of these items are more props than weapons and will likely remain non-procedural.
Vests

Vests are an inept chest-piece slot clothing (competing with doublets, jackets, and inept waistcoats), sitting above coat-likes, mail shirts and shirts. They cover the torso and the upper arm, providing minimal resistance and less-than-desirable coverage; stats can be seen in the picture on the side.

Vests are quite possibly the worst inept equipment which can occupy the slot it resides in, with the aforementioned equipment being of far greater use.

Replacement goes as follows:

Vest [Inept] < Waistcoat [Aspirant]
Foundry (IB1)

**·** (IB2)This page pertains to an item in *Infinity Blade I*. For the
same item in *Infinity Blade II*, see Foundry (IB2).

 Type
 Shield stat
 XP to master
 Found in

**Foundry** is a shield in *Infinity Blade I*. It can be purchased in the store for 750,000. It grants 20 points to the Attack stat and 70 points to the Shield stat.
Zeth's Coffee Diary 18/2/2019

Hey Exanimates,

Short dev meeting today,

-The zone tool now allows for multiple travel points between levels.

-Focus is being put towards getting the dialogue insider-ready, introduced new mechanics for generic dialogues between player and nearby NPCs, and working out dialogue priorities (i.e. between urgent and casual dialogues.)

-Continued environment work on next levels (snap to grid railings, curved connection points, and more).

Not a lot to discuss, just need to buckle down and get to work 💪

Have a great week!
-Zeth
Hammers

Hammers are a category of procedural weapon in Exanima. Hammers have heavy heads attached to handles used for impact and crushing damage. This category includes the following weapon types:

* Tool Hammers
* Pole Hammers
* Horseman's Hammers
* War Hammers
* Two-Handed War Hammers
* Mallets
* Two-Handed Mallets
* Mauls

### Stats

These statistical ranges are incomplete and generated solely by information provided in game. These are not the definitive ranges of values for these weapons according to the games code, but rather more of an idea of how stats break down over the different types of weapons in this category. If you find a weapon with stats above or below the stats listed here, please update the list and include a screenshot of the weapon as we'd all love to see the extreme ends of the procedural weapons.

## Non-Procedural Hammers

There are a small amount of non-procedural weapons left in game. The developers have stated they plan to have these on the procedural system, but they are not as of yet. Some of these items are more props than weapons and will likely remain non-procedural.
Bill

"A rudimentary polearm."

Impact: 2.5

Balance: 3

Slash: 2

One of the first bladed 2 handed weapons available to the player in story mode of Exanima. Very useful for the hacking down zombies in the first few levels.

## Known Locations

* Level 1
	+ On top of a dresser in the locked room immediately south (left) of spawn
	+ Held by a zombie in the second room after exiting North from the caves containing the ornate dagger
Displacement

Displacement is one of the six forms of Thaumaturgy. It's possible uses are: teleporting the character, objects and or other creatures/NPCs, and displacing to avoid being hit.

## Lore

According to the 'UNKNOWN' Thaumaturgist in Exanima, portals (a possible manifestation of displacement Thaumaturgy) are theorized to work by creating an identical field of space that exists within different realities that results in a convergence which results in the displacement of all the parallel spaces into another area for an instant. By repeating this in quick succession, the displaced field can be accessed in the physical plane which results in displacement in what can be perceived in reality as "teleportation".
Up until after the events of Exanima, persistent portals were considered a theoretical field of Thaumaturgy that could only be studied from "ancient forbidden texts" according to the 'UNKNOWN' main character of Exanima. One such example of a portal can be found on the third floor of Exanima's dungeon. It is unknown if displacement Thaumaturgy works by the same theoretical principle as that of portals.

## Powers

* Open Void - A power used to store items in a container which is only accessible to the character casting the spell.
* Displace Self - A power used to displace oneself to a location they can see (name unconfirmed). Appears in the Sui Generis - Pre-Alpha Gameplay Video.
* Displace Other - A power used to displace another being to a location the player can see (name unconfirmed). Appears in the Sui Generis - Pre-Alpha Gameplay Video.
Consumables

Various consumable items can be found throughout multiple levels in Exanima. Consumables vary from one time uses to recharging over time, depending on the consumable.

## Heal Jars

"The thick substance in this jar emits a faint glow and has a pungent but somehow inviting odour."

A Heal Jar can be found on each level for at least the first five levels. Levels 1 and 2 have static locations within the level, outside of containers. Others are found in a random container within their respective level. Heal Jars restore a large portion of missing health over a period of time. They are used by double clicking the item within your inventory, then clicking the character you wish to heal. This can be either your character or a friendly NPC in your party.

These items emit a visible blue glow when placed on the ground, and lose their vibrant glow upon use.

## Spheres

"A sphere with a strange pattern within. Its surface seems to shift when you press against it."

Spheres are currently found in any level. Spheres can be found within various containers. Spheres are used to improve the conditions of armour and weapons. They are used by double clicking the item within your inventory, then clicking the piece of gear in your inventory you wish to improve the condition of. Larger items that are in poor condition may require multiple consumables to restore.

These items emit a visible purple glow when placed on the ground, and lose their vibrant glow upon use.

It seems that they can be broken (destroyed) if you hit them.

## Crystals

Crystals are found throughout levels 5, 6, and 7. They can only be utilized by items with a Socket, in which the Crystal is placed inside the Socket from the players inventory by dragging the crystal directly over the empty slot. Crystals can also be removed by dragging the crystal out from the slot. When in use, Crystals are slowly drained of their energy and slowly lose their colour, becoming black to represent that they have been spent.

### Blue Crystals

"A crystal emitting an intense blue glow."

Blue Crystals, the Encased Blue Crystal and the Large Encased Blue Crystal are all found on Level 6.

Blue Crystals can be socketed into the Flanged Mace found on Level 6, and in the Golem Suit also found on Level 6. Unlike other consumables, Encased Blue Crystals recharge when not in use.

The Large Encased Blue Crystal is dropped by the Golem President, and has no current use.

### Green Crystals

"A crystal emitting an intense green glow."

Green Crystals are found throughout Level 6, and have two current uses. They can be socketed into the Strange Mask, found on Level 6, and the Bone Blade, found Level 5.5.

### Amber Crystals

"A crystal emitting an intense amber glow."

Amber crystals can be socketed into the Decorated Greatsword found in Level 7.

## Trivia

* Blue Crystals likely have some relation to Electricity, suggested by their colour and the effects with the Flanged Mace.
* Green Crystals were likely used for medical purposes, showcased by their effects with the Strange Mask and the Bone Blade.
* Blue Crystals are dropped by the Golems on Level 6.
Death

Death in Sui Generis is important both in terms of Thaumaturgy and in terms of the player character.

## Death and the Player Character

In Sui Generis, the same mechanics apply to all characters equally, the player character isn't treated specially or focused upon by the world in any way. This also applies to other characters, a story character is no more important than a blacksmith. This is true for all mechanics, apart from death. This is what makes the character unique. In the event of death, the player will return to life in a fresh body in one of several locations around the world. The characters previous body will remain where the character died and will become like any other body. This means it can be looted by anyone and you may lose your items because of this. Items that have been looted will always remain as part of the game, they will be somewhere. No significant amount of time passes between a death and waking up again but distance may prevent the player from intervening with what transpired at their death.

## Thaumaturgy

For Thaumaturges, death is hugely important. When the moment of death occurs for any living creature, nearby Thaumaturges have a chance of gaining some Thaumaturgic power. This is because they are able to absorb some of the transcended mind of the creature when they witness the death. You will also lose some Thaumaturgic power when you die. When a Thaumaturge witnesses the death of another Thaumaturge they may also absorb some Thaumaturgic knowledge as well as power.
Fury

Fury combos are special attacks titans use when enraged. Some of the strikes in the combos cannot be blocked or parried. There are short moments in these combos where the titans leave themselves vulnerable and Siris can stab them, ending the combo and opening up a chance for Siris to attack.

Fury combos happen more often when the titan loses a certain amount of health, specifically 2/3 or 1/3 of health left.
Strange Mask

The Strange Mask is a wearable item found on Level 6, behind a door that has been barricaded with a bench from the outside. Inside the room will be an Ancient Undead wearing the mask and Rusty Plate Armour from Level 6. The Strange Mask has a socket which can be filled with a green Magic Crystal. When socketed with a Green Crystal, the Strange Mask will slowly heal any permanent (Red) damage done to the player until it the Green Crystal is drained of its energy or until all permanent damage done to the player is healed. The Strange Mask will not consume the energy of a Crystal whilst it is not healing the player.

## Trivia

* Derrin can wear the Strange Mask and can also benefit from the masks healing properties if the player sockets it with a Green Crystal beforehand.
Gargap

Type
 Found in

**Gargap** is a monstrosity found in *Infinity Blade II*. As the player completes multiple rebirths, time will pass and a tree will begin to grow in the Arena. When it is fully grown, Siris can climb it and find Gargap's nest there. There is no flashing icon to fight it, so you must collect most of the gold bags in his area. Gargap will then awaken and will probably be pissed at you because it is his money you're stealing.  Gargap has a bit of a fit, and then initiates the fight.  The first time you fight it, Gargap is level 200 and will scale 50 levels each time you defeat it, and it will drop The Vile Armor. After this it will drop random loot, normally sums of gold greater than 10,000.  As a monstrosity, it has several fury combos, none of which are special to Gargap himself.  Gain experience in dodging and blocking attacks from monstrosities, and you will have no problem defeating it.  It is recommended that you equip a dual weapon, as to enable the central duck button, as blocking using a light or heavy weapon will wear down the shield very quickly, and a ring with healing or holy properties, like Thorne, Kward, or the Holy Band, the last of which is impossible to get unless you have defeated Gargap already.
Galath

**Warning**: Spoilers/plot details for *Infinity Blade II* follow.

 Type
 Voiced by
 Found in

**Galath**, called the **Worker of Secrets**, is the creator of the Infinity Blade and the main Deathless antagonist in the series. It is said that Galath was imprisoned in the Vault of Tears by Ausar, or Siris before his memory was wiped. Siris later freed Galath, hoping that he could help him end the Deathless's tyranny. However, Galath betrayed Siris, locked him in the Vault of Tears with Raidriar, and escaped.

## History

Siris learns of the Infinity Blade's creator, the Worker, and decides to free him and seek his aid against the Deathless. After defeating the Blood Sentinels and Thane - High Lord of House Ix, he enters the Worker's prison. Upon approaching the Worker, Thane, somehow still alive, attacks Siris and they fight again. At about 1/3 health left, the Worker touches Thane, revealing that he studied their Quantum Identity Patterns and has disabled them, permanently killing Thane. He accepts Siris' help, but asks that the God King be beaten in battle, yet not killed, and brought to the dungeon to take the Worker's place as prisoner. After Siris returned with Raidriar unconscious, the Worker and Siris prepare to leave the Worker's prison. However, the Worker uses the Infinity Blade's energy against Siris and reveals his true motivations; to make every Deathless subservient to him by threatening them with the loss of immortality. The Worker of Secrets also reveals before leaving that Siris (during his life as Ausar), not Raidriar, was responsible for his imprisonment.

As the last update Skycages has come, the destiny of Siris and Raidriar as well as the Worker's are still unknown. If the Worker fulfills his plans to enslave the rest of the Deathless or if somehow Ausar and Raidriar unite against him is yet to be known.

## Trivia

* He is voiced by Simon Templeman, who is widely known as the voice of the Vampire Kain from the *Legacy of Kain* series and Loghain from the *Dragon Age* series.
* He wears armor similar to Raidriar's.
* Playing *Infinity Blade: Dungeons* was supposed to lead to the creation of the Infinity Blade. Given this, it is possible that the player character in *Dungeons* was going to be Galath.
Ellorium (IB2)

**·** (IB1)This page pertains to an item in *Infinity Blade II*. For the
same item in *Infinity Blade I*, see Ellorium (IB1).

 Type
 XP to master
 Found in

**Ellorium** is a dual weapon found in *Infinity Blade II*. It is dropped by Titans or obtained through Prize Wheels. It has an attack stat of +60 and a Triangle gem slot. It takes 4250 Experience to master.
Black Rose

Type
 Shield spell
 Crystal spell
 Found in

The **Black Rose Ring** is a locked ring found in *Infinity Blade II*. It can be obtained from rare prize wheels. The Black Rose allows you to use the level 6 Crystal and level 5 Shield spells. It takes 25,000 XP to master.

## Bugs and glitches

In the  Vault of Tears update, a bug was present in which the Black Rose Ring could not be obtained or seen in the inventory. This was fixed in the Skycages update.

## References

1. ↑ Flak. "Black Rose Ring." Epic Games Forums. N.p., 24 May 2012. Web. 25 Jun 2012. <http://forums.epicgames.com/threads/910888-Black-Rose-Ring>.
Executioner

Type

The **Executioner** is a giant enemy similar to the feral troll. It wears the Raulum helmet and uses Wormwood. As with all other large enemies, it has no shield.

### **Infinity Blade I**

It can appear in the hallway after the first gate, in the Prison, at the second gate, and on the elevator. It is a slow, heavy-hitting enemy and shares many of its attacks with the Warden and the Feral Troll.
Endings

There are three endings you can get in *Infinity Blade I*.

## Ending 1: Kill the God King

Killing the God King will get you ending one. In this one, the God King warns you that "they" will come after you. Then the God King dies. You look around the great hall before the credits begin. After the credits end, you are still in the great hall, and you activate a mechanism in the God King's throne which then lowers what seems to be a holographic map of the world.

Although you kill the God King and get revenge on him killing your son, 20 years later the next generation still comes back to get revenge on the God King, who is now 50 levels higher than when you last saw him.

Because you kill the God King, and you remain in the hall afterward, it has been speculated that this character becomes the new, stronger God King , but this is not confirmed.

## Ending 2: Join the God King

While fighting the God King, during cutscene one of the battle, you have the choice to join him. If you say yes, he sits back down in his throne and says that the two of you will be unstoppable. Doing this causes you to get a secret achievement.
After this ending, it resets to before the battle. The God King's level does not change.

## Ending 3: Defeat Zero Mech and Archarin

Unlike Ending 1, you won't see credits and you will not earn any XP or cash for defeating Archarin—but it brings the game to a true ending. After the final fight, you get a **secret achievment** and Archarin says that "he" (the God King?) will be coming for what's his (the Infinity Blade), and that he will be unstoppable once he gets it. After the cutscene, a screen displaying "THE END?" appears with two options:

1. Play NewGame+
2. Play Next Bloodline

if you choose NewGame+ you will restart from the beginning of the game with no money or gear, but keeping your level and stats, allowing you to master all items again and continue leveling. There will be 2 more weapons in the store: Obsidian and X-SC2 ( X-SC2 is the Zero Mech's Sword, which is the second most powerful elemental weapon). You will also find other nice new items such as the Tempest, the Fusion Helmet and the Omega Armor XOS-7, all formerly worn by Zero Mech.

If you choose instead to play the next bloodline, the game continues as if you'd defeated the God King, and you retain all your gear and money. Zero-Mech is still there and you will have to fight him again in order to get to NewGame+. This provides no benefits because you won't get XP or cash for defeating Zero Mech or Archarin.
Bone Saw

Type
 Bonus
 XP to master
 Found in

The **Bone Saw** is a dual weapon ued by the Horned Witch and found in *Infinity Blade II*. It is available to purchase in the store for 3,000. It has an attack stat of seven and a fire attack of two. It is configurable with one circle gem and takes 750 xp to master.

## Gallery

* When used, the Bone Saw gives off a blue glow in addition to its fire effects.
Sir

Sir (as named by the community) is a monster located on Level 4. Sir currently does not provide loot, therefore trapping them inside a bathroom or similar isolated room could prove useful. However, due to their large health pool, killing Sir provides more experience than many other enemies. Fighting Sir is not recommended until the player has acquired a near full suit of the Brass Plate Armour found throughout Level 4. Sir is also strangely adept in locating the player, sometimes detecting them from an adjacent room and through doors, though this may be a bug.

Sir is hostile to the other enemies found on Level 4, and will attack them on sight. When unoccupied, Sir will roam throughout most of Level 4.

Companion NPCs, such as Derrin or enemies being controlled with the mind thaumaturgy spells loyalty or trust, are likely to run away from Sir soon after they spot it.

As evidenced by one of the notes in the council office, Sir is immune to mind thaumaturgy.

## Attacks

* Swipe: Sir will swipe at the player with both arms, always going from right to left or vice versa. Guaranteed to throw the player off balance.
* Slam: Sir will raise both of their hands and slam them down on the player. This attack can potentially be fatal. Sir only uses this attack if the player is crouching or lying on the ground.

## Weaknesses

Sir is unable to open doors, and can trip on objects due to his large size. Additionally, Sir can be lured into the pit covered in wooden boards and fall to their death. If Sir falls into the pit the player will not be awarded any experience for the kill.

Sir's large size is not conducive to fighting in close quarters. It can become stuck when trying to maneuver in tight spaces. Also, Sir lacks any sort of armour, making it easy pickings for long swords and other slash based weapons. The special Flanged Mace can momentarily stun Sir, like it does with all other enemies. This can be combined with the Dual Wield skill and a slash weapon to land easy hits on Sir.

Take care not to get too close to Sir either. While it has difficulty fighting in close quarters and prefers to stay at a distance where they can attack with their claws, it is still heavy enough to knock the player over by bumping into them, allowing Sir to crush them with a series of Slams.
Dark Tempest

Type
 Shield stat
 XP to master
 Found in

The **Dark Tempest** is a shield found in *Infinity Blade I*. It can be obtained by going into the negative bloodlines, but is lost when the negative bloodline sequence is finished. It can then be re-obtained by purchasing it in the NewGame+ store. It is a dark version of the Tempest.
Splint Cuisses

Splint cuisses are adept-tier armour which cover the upper legs and knee caps, providing a large amount of resistances at the cost of notable encumbrance and a hefty amount of equipment points, replacing the leather greaves and leather leggings. They fit over pants, such as inept- and aspirant-tier trousers, cloth leggings, and mail leggings.

Approximate stats can be seen in the picture to the right.

Due to their large equipment point cost, their use may be ill-advised until reaching expert-tier (at least in arena mode).
Forge (IB1)

**·** (IB2)This page pertains to an item in *Infinity Blade I*. For the
same item in *Infinity Blade II*, see Forge (IB2).

 Type
 Bonus
 XP to master
 Equipped by

**Forge** is a weapon found in *Infinity Blade I*. It is wielded by Wardens. It can be purchased in the Store for 122,050. It has +34 Attack and +6 Dark. It takes 8,900 XP to master.

Forge's most notable feature is its tendency to adapt the appearance of whatever shield it is used with. Examples of this are in the gallery below.

## Gallery

* Forge with Hailstone
* Forge with Ruby Shield
* Forge with Terrapin
Circle gem

**Circle gems** or **stat gems** are used to increase certain stats. Circle gems can increase **magic**, **attack**, **shield**, or **health**. They can be purchased in the store, dropped by titans, or found in chests/prize wheels.

## Circle Gems

 - Attack stat gem - cap +200, rare +250 ~ indefinite

 - Magic stat gem - cap +200, rare +250 ~ indefinite

 - Health stat gem - cap +50, rare +60 ~ indefinite

 - Shield stat gem - cap +60, rare +75 ~ indefinite

## Leveling

Forging three capped standard gems together (ex. +200 attack) yields a **rare stat gem**. Forging a rare stat gem together with two **non-capped standard gems** yields a higher-level rare stat gem. The two non-rare gems must not be capped, but they should be relatively high in level. For example, an attack stat gem must be more than +100. This process can be repeated indefinitely.

When this process is used, different kinds of gems level differently.

* An attack stat gem levels by 50.
* A magic stat gem levels by 25.
* A shield stat gem levels by 25.
* A health stat gem levels by 10.

This process can also be used with square gems.

## Attack Stat Gem Recipes

**Attack stat gems** are frequently used to increase a player's attack. When forging **three** +200 Attack gems, an attack stat gem of 250 points is the gem forging result. They can be forged in two ways:

* Forging three attack stat gems together.
* Forging a shield, health, and shield gem together (in that order) usually works.
Dark Mech

The **Dark Mech** is a set of dark versions of those in the Omega set. These items can only be obtained by entering the negative bloodlines of *Infinity Blade I*. The gear remains equipped throughout the negative bloodlines. Each item in the set boosts the Attack stat; combined, the set adds 349 Attack, plus an additional 301 points of Dark elemental damage. There are 5 items in the Dark Mech set:

* Dark X-SC2 (weapon)
* Dark Tempest (shield)
* Dark Fusion (helmet)
* Dark Omega XOS-7 (armor)
* Dark Halo (ring)

### Dark X-SC2

Dark X-SC2 is the Dark Mech version of X-SC2. It has +199 attack and +301 Dark, making it the most powerful elemental weapon in the game and the second most powerful in terms of raw power, after the Infinity Blade.

### Dark Tempest

Dark Tempest is the Dark Mech version of the Tempest. It has +25 Attack and +25 Shield.

### Dark Fusion

Dark Fusion is the Dark Mech version of the Fusion Helmet. It has +25 Attack and Life Drop++.

### Dark Omega XOS-7

Dark Omega XOS-7 is the Dark Mech version of Omega Armor XOS-7. It has +50 health (3,000 HP), +50 attack, and XP Gain+++.

### Dark Halo

Dark Halo is the Dark Mech version of the Cog. It has +50 Attack and unlocks the Level 5 Shield spell. You must use your own magic points in order to recharge this ring because it has no magic bonus, only +50 attack.

## Benefits

When combined and used on an enemy without Dark immunity, a full set of Dark Mech hits for 650 damage without skill points in the Attack category. On an enemy with Light immunity but not Dark immunity, it hits for 800 damage without skill points in the Attack category. This makes it possible to kill weaker enemies with one hit.
Gem Circle

Type
 Found in

The **Gem Circle** is part of the Gem set, found in *Infinity Blade II*. It can only be obtained in the negative rebirths. It has two circle gem slots, one hexagon gem slot, and one triangle gem slot. It takes 250,000 XP to master.

Unlike the other items of the set, the Gem Circle is not a dark replica of any normal item.
Forge (IB2)

**·** (IB1)This page pertains to an item in *Infinity Blade II*. For the
same item in *Infinity Blade I*, see Forge (IB1).

 Type
 Bonus
 XP to master
 Equipped by

**Forge** is a heavy weapon found in *Infinity Blade II*. It is available in the store for 16,250. It has an attack stat of 110, and a dark stat of 50. It is configurable with one triangle gem. It takes 7,200 XP to master.
Dragoor Scale

The **Dragoor Scale** is the ring component of the Dragoor set, found in *Infinity Blade I*. It can be obtained by defeating Kuero. It provides a bonus of 16 to magic, allows the player to replenish health with level 4 Heal, and also comes with an offensive Fire level 4 attack spell.

 The **Dragoor Scale** is a ring found in *Infinity Blade II*. It unlocks the level 7 heal and fire spells, and boosts the magic stat by 60 points. It was added in the Skycages update.

## Gallery

* *Infinity Blade I*
* *Infinity Blade II*
Zeth's Coffee Diary 15/4/2019

## Coffee Diary 15/4/19

Hey Exanimates,

As the insider update is being tested, Madoc has been fixing bugs. These are only from the last two insider patches, more fixes are on the way!

-Fixed many corrupted dialogue triggers
-Fixed new {spoiler} falling just because they try to {spoiler}
-Improved {spoiler} of new {spoiler}
-Fixed some pathfinding issues with the new level
-(Old) Fixed health not saving correctly
-(Old) Fixed healing salve effect not persisting after exit
-(Old) Fixed continue screen sometimes loading checkpoint instead leading to various issues
-Fixed a crash caused by AI processing
-Many additions, improvements and fixes to the new area
-Fixed some boxes destroying items
-Fixed many incorrect item description windows
-Fixed golem tokens not working
-Fixed more causes of missing dialogue
-Fixed non critical topics being repeated if no reply is given
-Fixed idle conversation being initiated during heightened emotional states
-Fixed relationships evolving much more slowly than intended
-Fixed relational values not progressing beyond a certain point
-Fixed NPCs being able to trigger checkpoints for the player
-Fixed characters appearing at wrong elevation when entering a new zone
-Fixed characters sometimes falling over after appearing in a new zone
-Fixed continue screen not loading properly immediately after exit
-Fixed "Golem President" not activating as intended
-Improved triggering conditions for some dialogue
-Many content fixes and improvements
-Fixed more item descriptions

A lightweight refraction shader to emulate transparency has been added to glass & glass-like objects. Here are some examples:

https://cdn.discordapp.com/attachments/266582929881169921/567098660706320384/FakeTrans6.jpg
https://media.discordapp.net/attachments/266582929881169921/567098758894977025/FakeTrans4.jpg
https://media.discordapp.net/attachments/266582929881169921/567102733522436098/BottleIconN01.jpg

Lastly, here are my notes on today's meeting:

-I should make a new encounter.
-Talked about multiplayer & procedural weapons.
-As there are no more major engine features in the foreseeable future to develop, more time can be dedicated to smaller features, with less downtime between updates. We've said this before, but this time it's for realz.
-Talked about giving the Bare Mettle engine a name.
-Madoc says bugs are almost all fixed, and that we are waiting on a few things to be finished.
-I'm trying to finish some environment assets before the public Steam update.

Have a great week!
-Zeth
Echo (IB2)

**·** (IB1)This page pertains to an item in *Infinity Blade II*. For the
same item in *Infinity Blade I*, see Echo (IB1).

 Type
 XP to master
 Found in

Echo is a Heavy weapon in *Infinity Blade II*. It is available in the store for 26,995. It has an attack stat of 220 and is configurable with one square gem. It takes 4,250 XP to master.
ClashMob

**ClashMob**, sometimes referred to by its acronym **CM**, is a collaborative game mode found in *Infinity Blade II* that allows multiple players from around the world to fight together towards a variety of goals. If a goal is reached, all qualifying participants receive a reward.

You can add other players to your Mob and accept their own invitations. Having other players in your Mob unlocks extra rewards for each event. At the end of one round of an event, you can also re-Tweet (using Twitter), like, or comment (using Facebook) on the event to gain bonuses (pictured).

There are some items that can be won in ClashMob events only:

* Vim
* Cryo Loop
* Illuminatus
* Clashmob Prize Wheel

## The loss of claimed ClashMob rewards

Some players have reported that after claiming a reward from a successful ClashMob event, it fails to appear in their inventory. To prevent this from occurring, perform the following actions before you claim your ClashMob reward:[src]

1. Make sure you're connected to the Internet using a stable connection.
2. First open the ClashMob menu. Give it a couple of seconds to load, and then quit it. Don't enter any ClashMob events yet.
3. Open it again and wait a bit longer. Eventually you should see your Mob size and Facebook profile picture update correctly.
4. When everything is loaded, you are most likely safe from ClashMob reward loss. Claim your reward and head back to the main game.

It is recommended that you equip and master your claimed reward item as soon as possible after you claimed it successfully.
Dorn

**Dorn** is a shield found in *Infinity Blade I*. It can be purchased in the store for 9,700. It boosts the Shield stat by 15 and grants immunity to Poison attacks.

 **Dorn** is a shield in *Infinity Blade II*. It is available in the store for 5,900. It has a defense stat of 15, has a defense from Poison. It Takes 4,200 xp to master.

## Gallery

* *Infinity Blade I*
* *Infinity Blade II*
Armor

**Armor** is a piece of equipment found in *Infinity Blade I* and *II*, changing the appearance of every part the player's body except for the head. Instead of reducing the damage taken from attacks, armor items increase the character's health stat.

Items in gray cells are not immediately available in the OG store (hidden).

## *Infinity Blade I*

There are 9 armor items in *Infinity Blade I* (2 hidden).

## *Infinity Blade II*

There are 23 armor items in *Infinity Blade II* (9 hidden).
Dual weapons

**Dual weapons** are a class of dual-wielded weapons in *Infinity Blade II*. They attack quickly, but generally deal less damage than light and heavy weapons. Any light weapon combo can be used with dual weapons. However, a dual weapon can repeat the final strike of the combo in rapid succession, dealing a large amount of damage. The standard combo causes 200% damage (**right**, **left**, **right** or equivalent). The combo will then continue regardless of which direction you swing.

Dual weapons do not allow for the use of shields. Instead, the player must dodge or parry attacks. The number of times a player may dodge is decided by the equipped armor item. The dodge meter will slowly replenish when the player is not dodging. If the player attempts to dodge while the meter is empty, an "exhausted dodge" will occur, damaging the player. If the dodge itself also fails, an "exhausted failed dodge" occurs, dealing both exhaustion damage and enemy attack damage. Side-swiping attacks can be avoided by using the central dodge button (duck). Some attacks will be (almost and sometimes definitely) unavoidable using dual weaponry (e.g. monstrosity arm shockwaves, triple kick revolutions from Plated Guards and MX-Stealth titans).

**Stabbing** is also an entirely different process when using dual weapons. After a super attack or some titan breaks, an icon appears somewhere on the enemy's body. After it is tapped, another appears, and so forth. Each time one of these icons is tapped, the enemy is stabbed. These stabs deal little damage compared to light weapon stabs and heavy weapon slashes.

## Ultra Hits

**Ultra hits**, which cause **300%** damage, can be performed by doing a sequence of combo hits (**not** normal hits). Ultra hits end the combo chain. There are two sequences which lead to an ultra hit:

* Begin the combo sequence by striking in one direction, then the opposite, and then the original direction again. Next, strike in the direction opposite of that, and the original once more. Finally, strike in a direction not used previously in the same chain.
	+ Example (huge hits are bolded): left, right, **left**, **right**, **left**, **up**
* Begin the combo sequence by striking in one direction, then the opposite, and then the original direction again. Next, strike in the direction opposite of that, and then in a direction not used previously in the same chain. Next, hit in the direction opposite of that, and finally in a direction on the other axis.
	+ Example (huge hits are bolded): left, right, **left**, **right**, **up**, **down**, **left**

## Notes

* Occasionally, multiple tap icons will appear on an enemy instead of just one at a time. These icons can be tapped in rapid succession for a large amount of stabs, dealing much more damage than usual.
* When the Fire element is used with dual weapons, the weapons give off a blue and red glow.
Feral Troll

Type
 Attack
 Chain
 Speed

The **Feral Troll** is a giant enemy that wields Brunt.

## *Infinity Blade I*

He appears after the first gate, in the castle elevator, in the door that leads you to the castle (Can be avoided), and inside the Prison in the dungeon. He is purchasable after the Horned Guardian as a playable titan.

* When he jumps back, get ready to dodge. You cannot block his attack, but if you dodge, you will get an opportunity to stab.

* When he swings his club with both hands (hitting you with the butt of the weapon) you cannot parry it. Block.

* Like all giant enemies, he will try to *headbutt* you. Make sure to either block or dodge, because it does a considerable amount of damage.
Enemies

*See also: List of Enemies*
**Enemies** or **titans** are opponents faced by Siris in *Infinity Blade I* and *II*. Their attacks vary greatly, as do their appearances. There are four enemy sizes or "classes", one of which is exclusive to *Infinity Blade II*.

## Regular enemies

**Regular enemies** are found in both games. They are the smallest enemies encountered. They fight using the Aegis forms. While most of them use Light weapons, the Plated Guard and the Exo-Pilot use an exclusive fighting style with a two-handed sword. An example of a regular enemy is Raidriar.

Regular enemies are similar in size to Siris, the main character (hence the name "regular").

## Large enemies

**Large enemies** are found in both games. They are larger than regular enemies, but smaller than giant enemies and monstrosities. They fight using the Aegis forms. An example of a large enemy is the Dark Fiend.

## Giant enemies

**Giant enemies** are very large, and appear as robotic or humanoid. They are larger than small and large enemies, but much smaller than monstrosities. Like normal enemies, they fight using the Aegis forms. An example of a giant enemy is the Iron Golem.

Information in *Infinity Blade: Awakening* supports the idea that large enemies are referred to as *daerils*, though this has not been proven.

## Monstrosities

*Main article: Monstrosities*
**Monstrosities** are massive enemies encountered in *Infinity Blade II*. Instead of attacking with weapons, they attack the player with limb bashes and bites.

## References

1. ↑ Sanderson, Brandon. Infinity Blade: Awakening. 1st edition. Salt Lake City, Utah: Chair Entertainment Group, LLC, 2011. eBook.
Deathless Houses

The **Deathless houses** are coalitions formed by groups of Deathless. Currently, three houses are known: House Ix, House Burke and House Kor.

## References

1. ↑ Mustard, Donald, Will Kinsler, and Natalie Brickell, "Infinity Blade Fiction Podcast." N.p., n.d. web. 6 Jul 2012. <http://epicgames.com/community/2012/07/epic-games-podcast-episode-4-with-donald-mustard/>.
Bobi (IB1)

**·** (IB2)This page pertains to an item in *Infinity Blade I*. For the
same item in *Infinity Blade II*, see Bobi (IB2).

 Type
 Bonus
 XP to master
 Found in

**Bobi** is a weapon found in *Infinity Blade I*. It can be purchased in the Store for 265,000. It has +42 Attack and +8 Light. It takes 9,800 XP to master. It is the only weapon in the game with Light elemental attack.

## Trivia

This weapon looks unusually similar to the Infinity Blade itself.
Circle of Life

The **Circle of Life** is a ring available in *Infinity Blade I*. It provides a bonus of 16 points to Magic and enables the Level 2 Shield spell as well as the Level 3 Heal spell. It costs 38,800 in the shop and takes 8,350 XP to master.

 The **Circle of Life** is a hidden ring found in *Infinity Blade II*. It can be obtained from chests and enemy drops.
Gem forge

The **gem forge** is a feature found in *Infinity Blade II*, introduced in version 1.1. The gem forge allows players to forge new gems using three old ones. Each forge takes a certain amount of time to finish, ranging from half of an hour to several days. Each "real-life" amount of time also translates into in-game time, in months. However, players have the option to skip this process by paying 2,500 for each month remaining in the forge.

Some gems created in the gem forge can be purchased or found; other special gems can only be created in the forge. Additionally, each forged gem has a "memory"; the forge history of each gem is saved and factored into future forges and gem sale price. For example, two gems that produce the same effect (such as two "Attack +126 circle gems) can be sold for vastly different prices, and can produce totally different gems when placed into the same forge.

## Leveling square and circle gems

Forging three capped (+400) square gems together yields a **rare square gem** (+500) and, similarly forging three capped (+400) circle gems together yields a **rare circle gem** (+500). Forging a rare square gem together with two **non-capped square gems** yields a higher-level rare square gem (similarly for circle gems). The two non-rare gems cannot be capped, and must be at least +200 for square gems or +100 for circle gems. This process can be repeated indefinitely.

When this process is used, different kinds of gems level differently.

* An attack stat gem levels by 50.
* A magic stat gem levels by 25.
* A shield stat gem levels by 25.
* A health stat gem levels by 10.

## Other recipes

* Rare Spectrum Gem
* Rare Darkfire Gem
* Rare Defense Gem
* Rare XP Gem
Bloody Map

Type

The **Bloody Map** is a map added to *Infinity Blade II* in the Skycages update. It shows where to find the Stump Maker, which cannot be obtained unless the player possesses the map.

The location shown in the map is a guillotine in the skycages area. You must first defeat the Headsman or Butcher standing there.
Aegis Armor

**Aegis Armor** is an armor item found in *Infinity Blade II*. It can be found in a cell in the Shrine - the Infinity Blade is needed to obtain it. It boosts health by 100 stat points (5,000 HP) and dodge by 5 points (7 when wielding dual weapons). It has one circle gem slot and one diamond gem slot. It requires 75,000 XP to master.
Blood sentinels

The **blood sentinels**, encountered in *Infinity Blade II*, are enemies that must be defeated in order to advance the storyline. To fight all of them successfully requires knowledge of fighting three of four enemy types (regular, giant, and monstrosity).  When all three blood sentinels are killed and their seals are unlocked, the path to the Vault of Tears is opened.

There are three blood sentinels:

* Archivist (blood sentinel 1, level 50 on first encounter)
* Stone Demon (blood sentinel 2, level 75 on first encounter)
* MX-Goliath (blood sentinel 3, level 100 on first encounter)

If a blood sentinel defeats Siris, that rebirth is ended and a new one begins. This can be avoided by closing *Infinity Blade II* from the task bar. If a blood sentinel is defeated, Siris places his arm in the seal that the sentinel guarded, unlocking it. This process also kills Siris and begins a new Rebirth.
Cuauag

Type
 Fire spell
 Shock spell
 Wind spell
 Found in

**Cuauag** is a ring found in *Infinity Blade II*. It unlocks the level 1 Shock, Fire, and Wind spells. It can be purchased in the store for 3,500.

Cuauag is a reference to the chemical symbols of copper, gold, and silver (all of which appear to be a part of the ring's tiered design). The first part of the ring's name is **Cu** which corresponds to copper, followed by **au** to gold, and lastly **ag** to silver.
Adamantine (IB1)

**·** (IB2)This page pertains to an item in *Infinity Blade I*. For the
same item in *Infinity Blade II*, see Adamantine (IB2).

 Type
 Attack stat
 Bonus
 XP to master
 Found in

The **Adamantine** is a helmet found in *Infinity Blade I*. It can be purchased in the store for 28,200. It increases the Health stat by 6, the attack stat by 4, and grants XP++. It requires 9,999 XP to master.