recursal/Fanatic-Fandom huggingface dataset:
I.D. Reaver

## Iron Division Reaver

Reavers are the special forces of the Iron Division, born from Goblin assassins, rogues and scouts that the precursor nomad tribe would employ to track down caravans and search for ripe lands to pillage.

As they moved through the Green Wall and into the mysterious caverns that would later become Valc, the tribe required competent scouts more than anything. With numerous places to explore and twice as many dangers looming from the dark beneath, the Lancer Council decided that they required a caste of elite scouts to keep them informed of their surroundings and deter any threat before it could get too close.

And thus the Reavers were formed, selected from the strongest of Goblins (also known as "alpha Goblins") who did not only possess uncanny agility but also a degree of strength required to handle combat situations. Initially, Reavers were subordinated to the Bear Warriors due to their inter-connected military purpose, but as their caste developed and proved to be more and more effective, they were given a certain degree of autonomy with which they would answer directly to the Lancers.

In present times, their headquarters are located inside the Grove, in a relatively quiet and secluded corner of Valc where they can train and practice their trade. Their command structure is composed from officers and operators, with the former ones handling the administrative and strategic matters of the caste and the latter ones being active on the field and carrying out missions. Both officers and operators train actively, improving their combat and stealth skills required to fulfill various tasks received from the Lancer Council. This includes scouting, espionage, infiltration, theft or assassination. In some cases, Reavers also work as hunters, providing Valc with fresh game.

In terms of outfits and uniforms, Reavers will almost always be seen wearing dark leather pants and jackets, avoiding loincloth pieces or any other clothing that would get in the way during their missions. Because they are a military oriented caste, they also have faction priority to wear stronger armor amulets, although they come after the Bear Warriors since they don't deal with the same direct exposure to damage. Initially trained to use daggers, short swords, bows and crossbows, Reavers almost immediately turned their attention away from these simple weapons when the first model of Spike Gun was produced. Being tailored to their needs, these expensive weapons become their deadliest asset, and they would only be further improved by the Fixers in time.

Reavers are usually equipped with the latest version of the Spike Gun, which they shoot in burst or automatic fire depending on the situation (they also have a "mag dump" attack when having only several spikes left in the magazine).

### Tactics

With a decent amount of health and a small size able to dodge many attacks, Reavers are competent in directly fighting alongside the player. However, they are a lot more effective when holding their position, able to cover the player with precise, deadly burst fire.
Scroll of Nourish

The scribes of the Iron Division have found ways to infuse the vitality of Earth into plain parchments using the proper enchanted pigments. Although Earth Mothers generally rely on their own magic powers to nourish the weak and wounded, they always carry a handful of these scrolls during campaigns, in case they happen to run out of a mana supply. Zan gets a chance to create Scrolls of Nourish herself, assuming she has the right materials during Map02/Map05.

After using the scroll, the player's wounds will slowly regenerate for as long as the buff remains active.

A maximum of 3 scrolls can be carried at a time.

### Tactics

Scrolls of Nourish can be used before entering a large battle to sustain health regeneration in case the player takes damage and has no healing potions in sight.

The regeneration effect can stack up with the one from the Potion of Might.
Crylance

The Crylance is the deadliest crystal powered weapon to date, being wielded by the legendary Lancers, warrior-mages of the Iron Division and keepers of the mysterious crystal technology.

The lance was designed as a joint project between Lancers and Fixers and went through a preliminary stage before ending up as it is now. It uses depleted power shards (resulted after charging armor amulets), as fully charged ones have proven to be too powerful and unstable, often resulting in the weapon exploding when fired.

Initially it worked with a trigger mechanism, taking the appeal of a battle rifle but further improvements have swayed the design to a less conventional lance broken into two segments. The current version of the lance features a three-piece crystal system that fires when the depleted shard loaded is put into contact with it, forming a straight circuit. A short contact results in focused beam while a held-down contact charges the lance to fire a charged up shot.

The Crylance is the iconic weapon of the I.D. Lancer, and it is notable that the I.D. Sentry is built to fire a similar projectile as the charged up shot but at a much lower power.

Crylances use Depleted Power Shards holding enough power for 25 shots.

### Primary Fire

Primary fire shoots an extremely fast energy beam that's deadly accurate and capable of piercing through enemies.

### Alt Fire

Alt fire charges up the lance briefly before releasing a slow cryball. The ball explodes upon contact doing massive damage and bursting into 12 mini cryballs that bounce around extremely fast, also deal a lot of damage upon impact. This fire mode uses up 20 shots.

### Tactics

Primary fire is great at taking out lined-up enemies, thanks to its piercing capacity.

Primary fire is also best at dealing with flying enemies like the Iron Urchin or Warlock because of how fast, accurate and powerful the shot is.

Using an Elemental Ring or Diving Suit will prevent the Crylance from electrocuting the player while shooting underwater, turning it into a very powerful option against submerged Warlocks.
Dendra's Aide

Since commanding the Parapet base is a difficult task and involves a lot of responsibility, the Lancer Council offered Dendra her own personal Aide to assist with every day matters. Dendra's Aide was also put in possession of one of the keys controlling the Anti-Magic Ward, the other one granted to her superior - this means that both of their consent is required when operating the Ward.

As an Earth Mother, she also acted as a healer for the base, and used her powers to steadily grow the local food supply inside an underground cave which she filled with Cyan Crystals.

When the player reaches her house, they find a journal which express her concerns towards Lith's arrival with an order to lower the Ward:

*"It's been six days since that Witch, Lith, came here with a Ward deactivation order. I can't help but wonder what they are doing... the order was indeed signed by their chieftain, Zura, and had the Council's approvement seal on it, but she refused to give any information about what ritual was being performed. Clearly it has to be something strong since we need to lower the Ward so it doesn't tamper with their magic. Dendra didn't seem to care much. I believe she's going through a hard time keeping the base together, and now she's about to set off to the Dwarven fortress."*

*...perhaps I'm being too judgemental about Witches. After all, nothing bad has happened so far? The deactivation order expires tomorrow, so I'll have to go turn on the Crystal Ward by myself, and then I'll probably have some time to help the Reavers find out whoever stole Dendra's bag."*

After Dendra left the base to travel to Icepeak Fortress, her Aide was left in charge of the base. Unfortunately, the Cultists invaded soon after, and the Earth Mother fell while defending it, slain by the Shadow Warlock.
Goblin Maid

No fighting force ever marches on an empty stomach, and the Iron Division command is no stranger to this truth, taking care to bring proper staff along with the advancing army to assure their warriors' nourishment and comfort. When the Demons defeat the Iron Division's siege, the Goblin Maid finds herself behind the front line, tending to the wounded. Being relatively away from the heat of battle allows her to join the retreating survivors who eventually settle into the new remnant camp.

With Lady Ingrim wishing to make herself useful and handling cooking, the Maid gets tasked with keeping the camp clean.

*"Dust everywhere. And I told the Earth Mothers to be more careful when quaking up the caves.*

*What a mess... if only they were as good at cleaning after themselves as they are at drinking."*

After Tiati and Zan arrive at the camp, Breaza orders her to prepare a room for them to stay and she won't let Zan inside until she's done sweeping.

*"Your room isn't ready Zan, I still have plenty of cleaning to do.*

*If you don't mind, I'm working as hard as I can, I don't have time to chat!*

*Look, honey, this will take a while, can't you like go for a walk or something?"*

Once she is done, she moves into the tavern and talking to her will reveal that she has lost her goggles. If Zan buys the Fixer Goggles from the Shady Fixer in the basement and brings them to her, she will recognize them as her own and allow the Half-Orc to keep them.

*"Oh, you found my goggles? Hmm, know what? Why don't you keep them? The cellar can wait a while longer."*

As a non-combatant, she stays behind while the remnants assault the Demon Port Town. Although Grund refuses to waste precious space to take her aboard the ship that sails across the Sea of Fire, Lady Ingrim insists that her presence will be important to the warriors' morale and brings her along regardless. Once they arrived at the Core of Hell, she helps clean up the aftermath of the orcs butchering the small Cult camp by the ship's landing position, as well as remove the hellish ashes from the buildings to make them more habitable.

*"This place is a nightmare. The ashes make me miss brooming some good ol' dust.*

*I don't even know why they dragged me here. Lady Ingrim said my presence lifts the spirits. Hah.*

*These cultist animals always make a mess! They don't give a praak's ass about keeping things tidy."*

After Zan slays the Blue Baron, she returns with the rest of the troops to Valc, where she takes back her previous job as a barmaid and cook at the Plaza tavern.
Dwarf Locksmith

The Dwarf Locksmith is a member of the Carpenter Guild, having joined the Iron Division's campaign as a siege engineer tasked with maintaining and repairing the siege machines. He maintained this role after the campaign's initial defeat, helping the Workshop Boss with repairs around the remnants' camp, although he resents not being able to pursue his true passion.

*"I trained as a locksmith, putting locks on chests and cabinets before this war. \*Sighs\* Ya have to adapt, lass. Today you're tinkering with locks, tomorrow you're making a catapult."*

Before the war with the Demons intensified, he used to work as a carpenter in Icepeak, being especially proficient with crafting intricate locks for chests and cabinets. Working with locks has also taught him how to work around them without using a proper key.

Zan can bring him the Dwarven Lockbox found in a secret area in Map14 and upon unlocking it, he will give you all of its contents (unlike the Shady Fixer who keeps the gold), asking only to keep the box as payment for his work.

Due to his proficiency with siege weapons, he is selected to join the Iron Division's elite as they deploy at the Core of Hell, where Zan can find him drinking at the camp's tavern.

*"Hic!... are you lost? If you can't find it in a cupboard, look it up in a book! Hic!"*
Grobbog

Grobbog are slimy annelids that can be usually encountered in dark, fetid places. They also heavily populate the fungal caverns in the lower levels of the Underworld.

Although they generally burrow into the soil in search of nutrients, they can also be found slithering around fungi or decaying corpses. Their presence is given away by a particular slimy sound, but they do not writhe away or react in any particular way when approached by the player.

Grobbogs can be killed in numerous ways, including burning or squashing if the player steps on them.
Mind Master

The Mind Master is the youngest of the three siblings vying for ownership over the Cult Mansion. Unlike the Body Master, he is much more aloof and disinterested in worldly matters, acting mostly out of spite for his brothers. Studying the realm of the Mind, he possesses an impressive knowledge in the field of psionics, which he imparts to his own Mentalist apprentices. He uses his powers to read his brother's thoughts and acquire some of the unholy tomes used by the Demons to protect the mansion from the Iron Division siege, in hopes to gain full control over the property.

He appears to be particularly fascinated by the corrupt Crawlers and Golems, and Nithriel allows him to study their minds in order to learn how to train them, or at least keep them under control.

*"Day 14, 3rd Quarter, Anum 1106*

*I have noticed my brother having quite an anxious grin at the dinner table today. Must be something in regard to the elven temple he's taken an archeological interest in. Perhaps it's time for me to scry the outcome of his discovery...*

*Day 19, 3rd Quarter, Anum 1106*

*Why, who comes knocking at our gates today? The orcs? A mere day after we welcomed our demonic allies with a feast! Their unholy tomes have proven their power already. One could not even touch them without demon blood boiling in their veins. Luckily for me, I have honed my telekinetic skills quite well. I shall see how my siblings will react soon...*

*[...]*

*Day 54, 3rd Quarter, Anum 1106*

*Mistress Nithriel! What a pleasant visit it was. We had a conversation about the Crawlers and Golems we've received some weeks ago. The training goes well... they have such interesting minds! Sadly she seemed rather preocupied with my sister.  At least my idiotic brother is still trapped away, unable to distract us. I have many questions for her..."*

As soon as he finds out about his brother's interest in the nearby elven ruins, he seizes the opportunity to get him out of the way and sends one of his loyal servants to entrap the Body Master inside the temple's vault. He then captures the vault's crystal key, moving it to the family's chapel, where he protects it with the aid of a psionic force field.

*"What a peculiar intruder... I'd love to split your head open!"*

Zan uses the Psi Crown to pass through and claim the crystal, slaying the Mind Master and his minions as they attempt to defend themselves.

1. ↑ Excerpt from the Mind Master's journal.
I.D. Lancer

## Iron Division Lancer

Lancers are the Iron Division's leading caste, composed from the most worthy and powerful of Orcs - the very first shamans and elders who led the nomad tribe before the discovery of Crystal Technology. Their wisdom and prowess in both physical and magical fields inspired their war like society to look up to them and follow their lead. This certainly did not change once they unearthed the data from the Disk Artifact found inside the Crystal Heart, marking the birth of their caste, and the foundation of the Iron Division.

Settling into the freshly discovered ancient temple (which would later become known as the "Lancer Temple") at the heart of the mountain, they formed a Council tasked with deciding the future of the faction - starting with the creation of the other five castes and the building of their new stronghold, Valc.

On one front, the Lancer Council manages Valc on both internal (administrative) and external (diplomatic) levels, and on the other, they keep the secrets and knowledge of Crystal Technology, preserving its power and harnessing it to the benefit of the Division. Although Lancers treat each other equally, they do have certain specialized functions, such as the Council elders or the Crystal Curator. The ones that do not live in Valc, such as Lancer Dendra, represent the faction on the Overworld and lead smaller outposts designated for trading and interacting with other factions.

In combat, Lancers would traditionally use staves or spears, complementing their physical strength with powerful elemental magic. They are masters of the elements in the Iron Division, only paralleled by the Earth Mothers. Shortly after the discovery of the Disk Artifact, the Lancers used Crystals for the first time to create a new weapon - the Force Pike. Seeing the power that this elegant weapon could posses, they began to collaborate with the Fixers in order to research new weapons based on this technology, which later on led to the apparition of the Crylance - a fearsome energy weapon which earned a its reputation in the battle against Demons and the Cult.

In terms of outfits and protection, Lancers usually wear elegant orcish garments and are rarely seen making use of armor, instead relying on a set of protective Crystals which they grow on their own bodies, usually around their neck and shoulders. Their affinity to magic and Crystals can also be noticed within their brightly glowing irises and pale, almost gleaming hair.

Lancers are also resistant to elemental damage and magic and vulnerable to mind damage.

In combat, they carry Crylances and can cast icicles and a force pull spell that has the same effect as the Force Pike's alt fire. In melee range, they cast a spark spell that blasts anything in front with lightning damage.

### Tactics

Although they have slightly less health than Bear Warriors, Lancers are extremely powerful on the offensive and take less than half damage from elemental or magic attacks. Combined with their ability to pull enemies close and disrupt their ranks, they are tremendously useful when following the player into battle.
Storm Staff

Mages have always sought ways to store their arcane powers inside various artifacts with the intent of using these enchanted relics during times of need to cast without taxing their energy and mana. Rumored to have been created by the Ancient Elves, the Storm Staves are studded with iron and made of strong, unbending wood, with crystalized runes on the metallic ends visible upon closer inspection. The runes generally appear dull and grey, but through them the weapon may consume the life essence of its user's foe, converting it into pure mana. Although the staff can be charged through less violent means, such as tapping motes of mana, it was clearly designed to feed off pain and cause even more in return.

In combat, staves are good all-rounders, allowing not only for fast attacks, but also providing reliable defense. Although one would expect this to be a mage's weapon, the Storm Staff is far more effective in the hands of a warrior, as it can be charged up much faster by skillfully bashing the opponent. Once charged-up and unleashed, the magic spells can wipe out an entire battle group by either washing them away with crashing tidal waves, or summon clouds that rain fierce hail down upon them. Some say that the "Storm Staff" name stems from the nature of these spells, but others claim that the name draws from how effective they are when storming entrenched enemy positions.

The player can only find this weapon on the Bearzerk difficulty.

### Primary Fire

Primary unleashes a flurry of bashes. When fully charged, it releases a crashing wave that deals massive damage and grows wider as it travels further.

### Alt Fire

Alt fire thrusts the staff, providing extra reach and kickback at the cost of attack speed. When fully charged, it launches forth a stack of four icy clouds that can autonomously fire hailstones at the opponents until they wear off or are destroyed. The clouds also deal heavy ice damage on contact.

### Tactics

The staff grants a passive melee damage protection, similar to the one from the Hatchet and Shield. In combination with the Potion of Stoneskin, it renders the player completely immune to melee damage.

Both bashes and thrusts force the enemies to enter their pain state, and in combination with the fast attack speed, this allows the player to stunlock and farm mana balls off of mid to high tier enemies.

Although the hail clouds created by the charged alt fire deal heavy ice damage on direct contact, they are often times much more effective when aimed upwards, so they can fly and shoot hailstones from above the battlefield like an autonomous turret.

Although the charged alt fire provides an excellent way to deal ice damage to demons, keep in mind that a Pit Lord's fire shard attack can easily destroy the airborne clouds.

Monsters tend to generate more mana balls when killed than they do when hit.

Stronger monsters generate more mana balls per hit/death than weaker ones.

The Bag of Holding increases the maximum amount of mana that the staff can be charged with, allowing the player to top the spell's mana requirement off when going on a rampage.
Force Pike

Spears have always been common weapons due to their effectiveness and ease of use, being employed by every military force across the planet and beneath. The Iron Division Orcs have a significant history with this weapon, as ornate spears would often be wielded by the elders and shamans of the nomad tribes, leading the warriors into battle. Most of them would be enchanted with the power of Air, allowing thrusts to channel the magic into an extended reach, thus earning them the "Force Pike" name.

After discovering the Crystals, the Lancers still held onto their Force Pikes for centuries before slowly transitioning to the much more advanced Crylances. Still, the Force Pike is a fearsome weapon thanks to its extended reach and piercing power, as well as their magical ability to snatch away a target and pull it towards the wielder.

The player can only use this weapon on the Bearzerk difficulty.

### Primary Fire

Primary fire causes a series of jabs that pierce through soft enemies that are closer than the weapon's full reach.

### Alt Fire

Alt fire causes the targeted monster (or monsters if they are bunched up) to be quickly pulled towards the player.

### Tactics

Primary fire can pierce through multiple lined up enemies assuming they are close enough to be fully impaled.

The alt fire can be used to pull enemies from tall ledges, into deep water or other hazards to kill them without much effort.

Primary fire forces enemies to enter their pain state - in combination with the long reach, this makes the Force Pike effective against bosses and large enemies like the Pit Lord.

Primary fire is perfect for poking away Iron Urchins and turn them into projectiles.

The alt fire can also instantly kill Iron Urchins, although the player should be careful to have enough space to dodge them as they are pulled in.

The alt fire can be used to stun-lock enemies, allowing nearby Friendlies to kill them easily.

While using the Amulet of Shadows, enemies are pulled into offset directions from the player.
Paingun

Although the Demons have always been aware of the destructive potential of hell powder, it was rarely employed in the production of portable firearms, being primarily reserved for heavy duty cannons and artillery pieces. The Paingun was an attempt to revolutionize how Demons approached combat, combining their own engineering with the Iron Division's crystal technology. This resulted in a heavy belt-fed machine gun with three water cooled barrels powered by a crystal core engine, allowing the weapon to achieve an impressive rate of fire.

The staggering firepower impressed the lords of hell, but also revived age-long debates of whether hell powder could ever replace the usefulness and availability of magic for the demonic army. Ironically enough, the unwieldy weight of the Paingun has turned out to be its saving grace, convincing many of the lords who had lobbied against portable fire arms that their human slaves would not be able to employ them effectively in case of a revolt. And so, the Paingun entered mass production at the Minotaur Town Factory, under the direct supervision of Lord Efri.

While still experimental in nature, Painguns were assigned to Hellions in an attempt to prove that even less war-like demons (such as succubi) could easily employ the devastating power of this weapon to its fullest.

Unlike most other ranged weapons, Painguns do not use magazines, being able to fire for as long as there are fresh bullets to feed on.

### Primary Fire

Primary fire unleashes a deadly spray of bullets following a short barrel wind-up time.

### Alt Fire

Alt fire sacrifices firing speed to gain better accuracy and a shorter barrel wind-up time.

### Reload

Using the reload function will cause the Paingun's barrels to spin, priming it for firing without the usual delay.

### Tactics

The primary fire can mow down entire groups of enemies at close-to medium range, but it chews through ammunition incredibly fast.

Due to the high rate of fire and bullet speed and spread, the Paingun is especially effective against fast, low health targets such as the Iron Urchin, Golem or Genius,

The high rate of fire will cause Psi Demons to produce a lot of mirror images in an attempt to avoid it, making it a less than ideal weapon when used against them in open areas.

Bullets shot from alt fire do slightly more damage than those shot by primary fire. Although this does little to challenge the superior primary fire damage output, it does make alt fire the definitive cost effective choice.

The Potion of Haste has no effect on the primary firing speed, but it does lower the wind-up time and raise the secondary firing rate, making it very effective at taking out evasive targets such as the Genius, Golem or Warlock at longer ranges.

Holding down reload to spin the barrels and fire without delay is useful in large battles and situations that require quick reaction speed.

The Paingun's bullets aren't strong enough the penetrate the Iron Maiden's shield, turning them into an obstacle to avoid when spraying large groups of enemies.
Conscript

Conscripts are former Humans enslaved by the Cultists (faction) to worship the Demons. Their weak, contorted body reflects the pain and torment that their service involves - although unlike Cultists (monster), Conscripts are deemed yet unworthy of service, being used only as canon fodder in battle. They have blank, dark eyes and a dark Demonic symbol etched onto their forehead. Their equipment consists of a dark rag wrapped around their legs and a large, bloodied spike that they use for stabbing the enemy... or themselves.

### Traits

Conscripts have a stab melee attack dealing physical damage.

Conscripts never infight.

### Tactics

Because they are slow melee enemies, Conscripts can always be easily avoided and make for low threat targets in open areas. They can, however, sneak up on the player from the side and their stabs are capable of dishing out significant damage, so a degree of awareness is needed.
Crushbow

A relatively simple and straightforward weapon, the Crushbow is a massive crossbow (or even mini-ballista) widely used among the ranks of the Orcs. Unlike regular crossbows, it is capable of using magazines for a much faster rate of fire and loading. They are the primary weapon used by the I.D. Bear Warrior, although they use regular bolts instead of explosive ones.

This fearsome weapon represents the might of the Orcs in battle. Both the towering size and the crude trinkets often adorning it (bones, straps, spiked iron) strike fear in the heart of the enemies of the Iron Division.

It is notable that the Orcs had an attempt at combining the Axe with the Crushbow by essentially attaching axe blades to the limbs in order to be able to use it as a melee weapon. However, this proved to be unreliable in the end. The current design of the Crushbow features a magazine and a sliding handle attached to a thick rope-string.

Crushbows also benefit from magic enchantments performed by the Earth Mothers and Lancers skilled in Air Magic. These enchantments usually affect the fired bolts, increasing their speed and flattening their trajectory. There are different bolt types, but the deadliest ones are fitted with overclocked red crystal tips and fragmentation, capable of clearing out large areas.

The Crushbow uses Boltmags containing 6 shots.

### Primary Fire

Primary fire shoots a high explosive red-crystal tipped bolt that deals high area of effect damage with both fire and fragmentation.

### Alt Fire

Secondary fire shoots a much faster and straighter impact bolt that rips through weaker enemies and causes much more direct damage at the expense of explosion radius.

### Tactics

Because the alt fire deals little area of effect damage, it is often ideal at shooting enemies who get too close in order to avoid self damage while also not having to switch weapons.

Using the Potion of Stoneskin also greatly reduces the radius damage taken by the player, allowing them to shoot the primary fire up close or perform less health expensive rocket jumps.

The alt fire can break apart the Iron Maiden, even while she is shield blocking.

Since they deal a percentage of fire damage, both the primary and alt fire can ignite toxic clouds created with the Potion Launcher.

Although the primary fire is almost useless underwater, the alt fire is fairly reliable and strong thanks to the magic enchantment speeding up the bolt.

Alt fire can reliably overkill the Cerberus, guaranteeing a drop of two half-full Fragfire Cans.
Crawler

Crawlers are mysterious worm creatures that seem to cause numerous cave ins as they tunnel through the Crystal Mine. Zan eventually discovers that the Crawlers have a dark origin, being artificially created by Witch Chieftain-Adjunct Lith's corruption successfully incubating inside Dwarves and Goblins.

They are almost as large as a humanoid and have sloppy purple skin peppered with glowing cyan spots (a look that resembles the Stalasite organisms seen around cave areas). A single orifice serves as a mouth with sharp fangs growing in circular patterns inside. They primarily feed with flesh, producing an extremely cold slime that they spit at their prey to numb it down before they slowly consume it.

They seem to be intelligent enough to tell ally from foe apart and appear to be quite tame towards Cultists and Demons. Nonetheless, they do have a short temper and will attack anyone when provoked.

### Traits

Crawlers have a bite melee attack dealing physical damage and a slime ranged attack dealing ice damage.

Crawlers are immune to toxic damage, have a small resistance to ice damage and a small vulnerability to acid damage.

Crawlers have a narrow field of view.

Crawlers cannot operate switches or open doors.

Crawlers infight with any monster (including their own species on the Brutalizing difficulty).

### Tactics

Crawlers have a relatively low height, allowing the player to directly jump over them or on top of them.

Crawlers are quick to infight with other monsters, and their moderate speed does allow them to get struck by stray projectiles quite often, an aspect that can be used to the player's advantage in the heat of battle.

Crawlers are immune to the Potion Launcher's toxic cloud, able to pass through it unhindered.
Iron Maiden

Bearing the name of the torture device they spend most of their early training time inside of, Iron Maidens are the strongest warriors the Cultists have to offer, being able to withstand tremendous amounts of pain and survive significant bodily harm. Their lack of heavy armor allows them to quickly navigate the battlefield and support their Cultist brethren with their sturdy tower shields.

Their large shields also allow them to fight in wall formations and defend tight passages.

### Traits

Iron Maidens have a stab melee attack dealing physical damage, and the ability to block with their shields.

Iron Maidens have a slight vulnerability to fire.

Iron Maidens do not infight.

Iron Maidens have a "Shield Wall" variant that doesn't move unless prompted to or heavily damaged.

### Tactics

Iron Maidens can use their shield to block fast projectiles and reflect slower ones (like thrown Axes, Fire Hammers or the Crushbow's primary fire).

If the player has Friendlies around, they can work with them to outflank defending Maidens.

The Crushbow's alt fire can rip through the shield, being one of the most effective weapons when dealing with single Iron Maidens.

The Acid Potion Launcher can also deliver considerable damage past the shield, being very effective even against grouped up Iron Maidens.

The Fragfire Gun's alt fire is another way to bypass the Iron Maiden's shield block, providing a slow but effective way to kill them.

The Crylance's primary fire pierces through the shield, making for another reliable way to take out defending Maidens.

While using a Bracer of the Revenant, the Axe's alt fire can be fairly effective at taking out Iron Maidens.

Kicks and weapons like the Axe, Great Axe can deal a portion of damage even while the Iron Maiden is actively blocking.
Bear Warriors Udra & Griva

The Parapet was one of the Iron Division's locations that retained most of its inhabitants when the campaign took off. Because of the strategic importance, the Lancer Council only recruited few of the members to come along, leaving the rest to defend it.

This proved to be useful later on, during the Cultist invasion, as the Parapet defenders put up one of the fiercest fights before falling.

The garrison had several Bear Warriors in it, including Udra and Griva.

The player reads about them in few places, including Griva's journal inside the barracks in which she complains about Udra:

*"That swine, Udra, has cheated on the card game again yesterday. She thinks that just because she's stronger, she can push everyone around like that. I've bought a Potion of Might, which I'll keep in the hiding spot. Let's see how tough she'll be after I slip some of it into my drink before tonight's rematch. I don't care if Dendra puts the whip on us, Udra simply has to be put in place."*

Fed up with being pushed around by the stronger Orc, Griva decided to stash a Potion of Might and drink from it before playing a rematch card game, and make use of the strength boost to rough Griva up. The brawl resulted in the two of them cracking one of the reinforced glass panels, drawing the wrath of their commander, Lancer Dendra, who mentions them in her own journal:

*"Lancer Dendra's Log, Rotation 509, Day 238*

*Seems like I can hardly have any silence around the base this week.  Just as I was about to set off to the Dwarven Fortress to negotiate the further trades, I have to deal with Udra stirring another fight, this time with Griva. They've managed to crack up one of the windows inside the barracks but as I went to lay discipline, I've discovered something far more worrying - a note. [...]"*

Another note written by Dendra calls for the replacement of the window. The player will later need to break it in order to reach around and obtain a shovel.

*"Our two troublemakers have gotten into a fight again. This time, they've managed to crack one of the windows in the barracks...   The crystal glass may stand up to its reputation, but we will still have to replace it.[...]"*

Both Udra and Griva died during the invasion, but not without taking many of the Cultists along with them.
Forge Elemental

Force Elementals are large sentient balls of fire and iron. Nobody is sure how they are born, but it is clear that they are the work of the Elemental Gods - namely Fire and Iron.

Being slow and bulky, they rely on spawning Iron Urchins to aid them in navigation and maintenance.

By attaining the favor of the Gods, the Iron Division could tame the Forge Elements and use their aid in maintaining Valc, particularly in the Great Forge area, where the element of fire is at its strongest. The Orcs and their allies also relied on them when launching the invasion against Demons, but much to their despair, the enemy managed to corrupt them, turning them against the Division and significantly disrupting the Campaign's efforts and advance.

Their identifying features include large spikes, a pair of fiery eyes and a large serrated jaw which they open widely when launching an attack or releasing an Iron Urchin. They are able to float and launch bolts of flame as well as balls of explosive magma at the enemy.

### Traits

Forge Elementals have a flame bolt ranged attack dealing fire damage, a magma ball ranged attack dealing physical and fire damage and the ability to spawn Iron Urchins.

Forge Elementals explode when killed (unless killed by ice or acid damage), dealing fire and blast damage.

Forge Elementals are immune to fire, lava, mind and toxic damage, resistant to nature damage, vulnerable to acid and ice damage and have a small vulnerability to Crylance damage.

Forge Elementals can block all ripper projectiles.

Forge Elementals cannot operate switches or open doors.

Forge Elementals are fearless.

Forge Elementals cannot be drained.

### Tactics

Forge Elementals may spawn 1-2 Iron Urchins upon death. However, they never spawn any Urchin when killed by acid or ice damage, making the Acid Potion Launcher and Bracer of the Revenant empowered Axe great weapons at dealing with them.

Much like Iron Urchins, they are immune to the Potion Launcher's toxic cloud, able to pass through it unhindered. However, if they die nearby (from a non acid or ice damage source), the fire from the explosion will ignite the cloud.

Magma Ball projectiles can be shot and destroyed mid air.

The Crylance is effective at staggering them, making it a good choice when engaging both up close and at long range.
Key

Much like the classic FPS games it takes inspiration from, Hedon's world is littered with locked doors and switches that require specific keys in order for the player to progress.

While playing on the Greenhorn difficulty, keys appear on the automap, making it easier to find and pick them up.

Much like Quest Items, keys emit bright golden sparkles, making them easier to spot.

Locked doors and switches have a particular texture symbol reflecting the required keys and also show a corresponding key marker on the automap once discovered.

There are twelve different types of keys: Iron, Stone, Vine, Axe, Earth, Crystal, Withered Vine, Copper, Golden, Bloody Axe, Dark and Blood.

There are few doors that require a key but are not vital to progress, and are thus are not marked on the map, such as the door to Zan's apartment in Map03 or the Forgotten One's maze in Map04.
Scrawn

Once the apprentice of a sculptor from one of the few independent human settlements in the Underworld, Scrawn's real name was lost after being conscripted into the Cult. Much like the regular Conscripts and Cultists, he is put through an intense trial of worship, torture and mutilation which renders him mute and malformed.

After the Baron starts demanding more slaves to work on the salt mine inside the Core of Hell, he is sent there, being put to the usual grueling work that often times resulted in death by exhaustion. Seeing his uncanny ability to carve cleanly-shaped salt blocks, Abedun decides to put him in charge of the salt cutters, which allows him to practice his talent for a few years to come without being worked to death. As he starts spending his little spare time carving salt statuettes, he ends up trading them off to the Demons for extra food rations, thus providing himself a degree of comfort. This helped preserve both his physical and mental health while the Baron demands for the slaves to be even further overworked in order to speed up the gathering of rare salts for the upcoming ritual at his citadel.

Seeing the insanity of the situation eventually pushes him to follow Abedun's rebellion and escape from certain death, ending up among the only three survivors that make it to the abandoned temple hideout, along with the Old Orc. Once arrived, he contributes greatly to the group's moral revelation and desire to return to the Old Gods by repairing the shrine's angelic statues of Air. The act of sculpting strongly reaffirms his belief in the old ways, and provides the group with a symbol of long lost beauty that eases their captivity after Yzbeth discovers their hideout and seals them inside.

After Zan unlocks the hideout, Scrawn offers to carve a statue of her, and gives her a rough sketch of the location where he had buried his precious mithril chisel before arriving at the mine. Once Zan brings him the chisel and seven blocks of crimson salt, he sculpts a masterful statue of her, which she can offer to Primarch Gaun to receive his taint.

*"\*Brings his palms together and bows his head in gratitude\*"*

*"\*Wipes his forehead, glancing at his work of art with satisfaction\*"*

*"\*Mumbles\*"*

After the fall of the Blue Baron, he moves out of the Core of Hell along with Abedun and Scrawn, journeying to the ancient human temple complex that was assimilated by the Cult Town he once called home, hoping to restore it to its past glory, in the name of Air and the Elemental Gods. The Iron Division's recovery of the Disk helps the underground vegetation recover and allows them to start farming and sustaining themselves, finally free from the grasp of the Cult.
Earth Mother Ward

With Zan consistently ending up in more danger than expected during her missions, Grand Earth Mother Breaza decides to assign her a powerful companion. Despite their critical role in the defense and survival of the base, she assigns one of the Earth Mothers charged with maintaining the camp's grove to join the Halfblood on her quest to investigate the Dwarf Town.

*"Zan... Breaza is worried for your safety. She asked me to aid you, let us travel together."*

Once recruited, the Earth Mother Ward will follow Zan all over the level hub, including the Minotaur Town and the underwater section of the Dwarf Town. Aside from helping in battle, she also gives her insight and helps with the Halfblood's investigation, giving a few hints.

*"What a peculiar object... perhaps High Priest Jaromir can tell us something about it."*

*"That looks like a diving suit... but it's way too small to fit your size."*

If she survives the dangerous encounter with the Baron's Psi Demons, she remains in Zan's party during her next mission to sabotage the Demon Port Town's gate, and transitions over to the next level.

*"Worry not, Breaza. We shall see this mission through. Earth protect you!"*

If she survives on through the brutal fights of the Port Town, she will transition further to the next level, although she will remain stationary on the boat chasing after the Baron's fleet.

After Zan manages to regroup with her allies at the Core of Hell, she will encounter the Earth Mother Ward at the new camp's apothecary corner, curating herbs to heal the wounded. She will not join her anymore, though.
Spike Gun

Spike Guns are the epitome of crystal-based weaponry and I.D. Fixer tinkering. They are also referred to by their nickname, "Praak", inspired by the porcupine rat-like critters populating the underground world of Hedon.

Their production is costly and requires a lot of time and effort, with a design that has undergone three different versions culminating with the one currently available in the game. The weapon evolved from a weak nail gun used in recon missions to a bulkier rifle capable of shooting larger spikes.

   The final version also comes with a crystal powered heater and because of that the gun's case and key components are made from dark iron, preventing heat transmission that would normally burn the wielder's hands. It also features a stronger, fixed stock, as many Reavers have reported their stocks breaking or being hard to fold properly.

The gun operates as a crystal-powered Gauss rifle. Earlier versions had no conventional chambers, the trigger being coupled with a magazine lid that opened when pulled, feeding the spikes right into the coil system propelling them away. Because of this, the rate of fire was often ridiculously high, leading to several problems in the field.

The last version comes with a much lower rate of fire, the power of the coils being interrupted for a brief moment which also allows for the spike to be heated in the chamber before being shot. The Spike Gun is still known to heat up, especially during sustained fire but aside from steaming up briefly, it does not affect its combat capability.

Because they are expensive to make, only few of them are in use (under 800), and each rifle has a number painted to it to keep track of the series. Even with the added bulk on the latest version, it is still the primary weapon of choice for the I.D. Reaver due to its versatility and power at longer ranges.

The Spike Gun uses Spike Mags containing 36 shots. It can also be reloaded with bundles of 8 spikes usually found around workshop areas or dropped by the Cultist upon death.

### Primary Fire

Primary fire unleashes a fully automatic stream of spikes at a decently high rate of fire and with very good accuracy and low recoil, making it a trusty all rounder.

### Alt Fire

Using the alternate fire causes an aim down sights (with a small zoom) and removes the crosshairs. While aiming down sights, firing sends out fast, powerful bursts of three shots that deal maximum damage with pinpoint accuracy.

### Tactics

The Spike Gun is the most reliable weapon to use at range, and the alt fire bursts are ideal for taking out low to mid tier enemies like the Initiate as fast as possible and without any waste of ammo.

The Spike Gun is also the most reliable weapon for shooting underwater (although due to an engine limitation, spikes sometimes take weird angles and trajectories). The spikes also move slightly slower, and do less damage (also pointed out by their decals losing heat much faster than normally).

Using it in combination with the Potion of Haste makes it shoot and reload extremely fast, turning it into a really powerful pseudo machine gun.
Genius

Genii are small flying Demons who enjoy causing trouble and mischief. Unlike their more developed kin, who feed upon the misery of the Overworld, Genii are known for tapping into the residual energies of the Underworld, not caring for overarching politics or plans of world domination. Some of them serve the houses of various demon lords, while the more aggressive ones join the warring hordes of chaos as scouts.

The average Genius, however, is content with finding a location of power and leeching off the spirit of the place by taking the form of a stone statue, which allows them to feed in peace and quiet - at least until a foolish traveler happens to pass by.

### Traits

Genii have a lightning bolt ranged attack dealing electric damage and a claw melee attack that deals physical damage.

While in stone form, Genii are invulnerable.

Genii are highly resistant to electric damage, resistant to fire, lava, toxic, nature and magic damage, slightly vulnerable to ice damage and vulnerable to mind damage.

Genii can stay underwater indefinitely.

Genii infight with any other monster.

### Tactics

The Paingun is ideal for countering the Genius' fast speed and chewing though their relatively low amount of hit points,

When hitting bodies of deep water, the lightning bolt projectiles deal a considerable amount of area of effect damage.

Genii can't cast lightning bolts while submerged.
Chance Perdomo

**Chance Perdomo** is an English actor who portrays Ambrose Spellman on *A Tale of Two Warlocks*.

## Early History

Chance Perdomo is an actor, known for Shakespeare & Hathaway: Private Investigators (2018) and Midsomer Murders (2018).

## Filmography

* *Chilling Adventures of Sabrina* (2018-2019)
* *Midsomer Murders* (2018)
* *Killed by My Debt* (2018)
* *Shakespeare & Hathaway: Private Investigators* (2018)
* *The Art of Trying* (2017)
* *The Importance of Skin* (2017)
* *Hetty Feather* (2017)
* *Longfield Drive* (2016)

## External Links

* Wikipedia
* IMDb
* Instagram
* Twitter