recursal/Fanatic-Fandom huggingface dataset:
Necromancer

This class is unlocked upon reaching level 8.

## Abilities

You will always start with the base ability unlocked. By spending 300 gold at a merchant you can get the upgraded version. When you upgrade, you still get the benefits from the base ability. Necromancers are unique in that you have your choice of 4 upgrades: Blood, Pain, Bones and Flesh. Flesh replaces your starting cards with new cards.

    Upgrade

## Class Bonus

After beating the game on normal, you can choose to play through on Inferno. You will start at Inferno 1 and upon completion will unlock Inferno 2. Beating the game on Inferno 2 will unlock the first Class Bonus for that class. You will unlock further Class Bonuses upon beating Infernos 5 and 10. Once you have them unlocked, there is no reason to not choose one to use for a run. It will autoselect the last one you used in a run.

to unlock

## Starter Deck

6x Undead Army Fighter

2x Banshee

Flesh Class Upgrade:

6x Mace Skeleton

2x Abominium
Phantom Boots

The **Phantom Boots** Skill is great for determining routing or for helping you get through a tough run (since you can choose to avoid Elites and even pick Treasure Chests or Merchants), however it is not good for speedruns as it adds 10 minutes to the in-game timer.

## Ability

You may ignore paths when choosing the next Room.

Increase timer by 10 minutes.
Goblin Elite

This encounter is found in the **Goblin Secret Event** and consists of the **Goblin Elite**.

Each turn of combat, this enemy will act in a specific way.

## Goblin Elite

### Normal Attack

8

This enemy has no innate ability.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Rarity

Cards in Rogue Adventure have 4 levels of **rarity**: Common, Uncommon, Rare, and Other (generally used for cards that were added by enemies or Skills).

**Common** cards have brown picture borders, generally have the smallest effects, and are the most common type to be able to access (through Treasure Chests, Merchants, or Enemy reward screens).

**Uncommon** cards have silver borders, generally have strong effects, and are semi-common to be able to access (through Treasure Chests, Merchants, or Enemy reward screens).

**Rare** cards have golden borders, generally have very powerful effects, and are the least common to be able to access (through Treasure Chests, Merchants, or Enemy reward screens).

At Merchants, **Common** cards tend to cost between 50-80 gold. **Uncommon** cards tend to cost 100-150 gold. **Rare** cards tend to cost 220-280 gold. Individual cards' prices may vary at each encounter.
Jiu Yue

* Donghua Human Form
* Donghua Fox Form

## Appearance

### Now

Jiu Yue has the appearance of a young person in her 20's. She has a short white bob and allows her tails and fox ears to show in her human form.
In her animal form, she is a small, fluffy white fox with nine tails.

### Childhood

Before learning to transform, Jiu Yue only took the form of a fox.
In high school, her hair reached her mid-back and she wore the standard dark-blue school uniform.

## Powers and abilities

Shapeshifter. As a child, she could only manage to change change her head into a human one, with varying aesthetic results. Since then, she can transform whatever parts of her body into whatever she pleases, except in times of high stress.

## Personality

### Now

Though she's been working on her concentration for 800+ years, she acts like a young adult. She loves instant ramen and hanging out with her friends.

For over 200 years she has been adjusting to life in the imperial city. She struggles to adapt to modern societal change and currently works for a company owned by Maitreya.

### Childhood

In high school she was a Chunnibyou, acting as though she were a world-renowned demon. She used to have a crush on Xiao Tian based on his looks.

## Trivia

* She once drank Guanyin's coffee on accident and temporarily gained an elegant fox form.
* She used to have long hair but cut it after Xiao Yu became obsessed with giving her makeovers.
* Her name Jiu Yue (lit. ninth month) means September, and occasionally her name is translated accordingly.
* She is a fan of Puella Magi Madoka Magica and Studio Ghibli films

1. ↑ https://zh.m.wikipedia.org/zh-hans/%E9%9D%9E%E4%BA%BA%E5%93%89#%E8%A7%92%E8%89%B2%E7%AE%80%E4%BB%8B
"Infobox"

* Normal
* Sparkling
* Illusion

* Use

Can Mutation to File:DecamonName.png at lvl "XX"

Mutated from File:DecamonName.png at lvl "XX"

Cant mutate

* for the Mutations tab

## Information

### Sex

Test

 Fluffy is a bright orange plastic animatronic that has long two section ears. He has a gray metal ring on his darkened plastic area, that has a blue inside. This was put here for no real proper function. His eyes are a light yellow. His design is based of a rabbit/bunny.

 He is a remote controlled robot named Fluffy. He was designed to play the drums. His coding is in the language of JavaScript. He loves playing with kids, and adults alike. His favorite things to do are playing with people, playing drums, and talking to employees. All the animatronics made in this line have no set voice lines, so they can talk in full sentences to people.

 He plays the drums

 Fluffy is considered to be "AL-1-003", and "A-003".

```
"AL" stands for "Animatronics' Line"

```

```
"A" stands for "Animatronic"

```

```
The AL-`1`, the 1 means he is part of the first class line

```
Debuffs

**Debuffs** are negative effects inflicted upon you by enemy abilities. You can tell when an enemy is going to debuff you when the icon over their head is a purple swirl with a number (the number being the length in turns of the coming debuff).

Removing and/or preventing **debuffs** is a vital part of the strategy of succeeding in Rogue Adventure, as an ill-timed **debuff** can leave you defenseless against a massive incoming attack in the enemy's coming turns.

The single most useful card for dealing with **Debuffs** is Seeker of the Light as it removes all current **debuffs** (Healing you for 2 HP for each removed) and, despite being a Magic Card, it is NOT affected by Silence.

## Debuffs

 **Blind** - All enemies' action icons are unable to be seen for the number of turns of the debuff.

 **Block** - Combat Cards have no effect. You can still "play" these cards to try and find Magic Cards in your deck. This debuff is particularly devastating, especially if its effect lasts multiple turns, to a Combat-heavy deck.

 **Curse** - You can only use the inner 2 cards shown in your hand. Unlike Block or Silence, you can't even touch the cards affected by this debuff; you are stuck with only the 2 middle slots in your hand for the length of this debuff.

 **Frail** - You generate only 50% of your normal Shield value (rounded down). This can be one of the most destructive debuffs to be inflicted with and its removal or avoidance (with the Scorpion Claw Skill) is of paramount importance.

 **Silence** - Magic Cards have no effect. You can still "play" these cards to try and find Combat Cards in your deck. This debuff is particularly devastating, especially if its effect lasts multiple turns, to a Magic-heavy deck.

 **Weakness** - You deal 50% less damage (rounded down). It is worth noting that cards that deal X% damage, such as those in the Paladin deck, or that deal damage based on a number outside of the basic game mechanics (such as Necromancy points) are NOT effected by this debuff.

 **Wound** - You suffer 1 point of damage for each card you play. You cannot deflect this damage with Shield, it is applied directly to your health.
Ice Block

The **Ice Block** Skill is useful, but be aware that it only works once per combat. If the first damage in combat would be from a card, **Ice Block** will protect you from that damage. If an enemy's attack hits your Shield and doesn't affect your HP, **Ice Block** will not be used.

## Ability

Prevent the first time you would lose HP in combat.
Forest Lion

This encounter is found in **Enchanted Forest** and consists of **Forest Lion (1)** and **Forest Lion (2)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Forest Lion

### Normal Attack

5

This enemy has no innate ability.

## Forest Lion

### Normal Attack

5

This enemy has no innate ability.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
РНСМ

РНСМ (полн. Распространение Наркотиков Сервера Мишани) - террористическая группировка, в основном похищает людей, производит наркотические вещества и продаёт их. Руководит данной групой Devenit. Было обнаружено несколько нарколабораторий и обнаружено несколько соучастников. Лого можно найти здесь.

## Совершенные преступления, занятия

* Производство наркотических веществ
* Продажа их
* Неудачная попытка покушения на президента
* Удачное похищение моржа
Donghua

The Fei Ren Zai donghua doesn't have an overall plot; it instead is following the manhua, with a few modifications due to the difference of format. It can have a few plots in small arcs, going through a handful of episodes each time.
Each chapters have 24 episodes and are released in two parts, each made of 12 episodes.

Due to the VIP paywall giving early access to the episodes for those who pay for it, the airing dates stated are the one for non-VIP. To know the date of release for the VIP members, just move it to a week earlier.

## Season 1

The episodes' titles are from Guodong Subs for chapters 1 & 2 and Grain subs for chapters 3 and 4.
For Tencent VIPs the two first episodes of each season came out at the same time, allowing them to be a week in advance on the non-VIPs.

### Chapter 3

At this point, the release day moved from Thursdays to Wednesdays.

### Chapter 4

The first part of the chapter started on the 3rd of February 2021 and the second starts on the 21st of July. From the FRZ weibo, this chapter is the last of the season.

## Season 2

Season 2 has been announced on the 13th of July 2022 and the airdate on the 27th of the same month

### Chapter 1

The display of episodes is following the same system as for season 1. It has however not been confirmed if season 2 will use the same system and the display, numbers etc might change as episodes go by.

## Subplots/arcs

SPOILERS!!Stop here! If you continue down this page, you might end up getting spoiled!
In work!This page is under work, please do not touch it!
## References

1. ↑ https://weibo.com/5675300793/LC4B1xVWw
2. ↑ http://weibo.com/5675300793/LEcFrdIww
Map

The **Map** is a Key Item in *Garden Story*. It allows the player to view a map of the Grove, showing all areas that Concord has discovered.

## Description

*"A scroll containing drawings of discovered areas in the Central Grove."*
— In-Game Description
## Notes

* The map screen also displays a time-of-day bar and date along the top, and recent notification events on the right side.
* After Rana shows Concord the Request Board, main story goals are added to the left side of the map screen.

## Gallery

The map screen as it first appearsThe map screen with story goals added
Exile

Exile is a function of certain cards in the game that moves them from the cycle of the draw/hand/discard decks to a separate pile.

Exiled cards are still considered "in the game" for the purposes of tribal effect calculations.

There are a very limited number of cards (mostly Angel cards) that can return Exiled cards to the discard/draw decks.

Exiled cards are returned to the main deck at the end of the current combat to be used in the next battle.

See also Remove.
Apprentice Witch

The **Apprentice Witch** is a Magic Card that lets you select a card from your draw pile, allowing you to choose a card that is most helpful to your current situation in that turn. It does not give Mana, however, so you need to make sure you play it with more than 1 Mana left if you want to use the card you choose.

NOTE: You can't use this card if you currently have 0 cards in your draw pile. It brings up an empty window and, since you can't select anything, you can't continue with the use of this card.

## Ability

Put a card from your draw pile into your hand.

Deal 4 damage to a random enemy.
Lost World

This is one of the Worlds you will see in Classic, Hell, or Tournament Modes.

You can run into a varying number of Normal or Elite enemies, based on the Maps, but you will only ever run into 1 Boss enemy. The enemies you will run into here are:

* All Lost World Enemies

## Normal

* Giant Bats
* Pterodactyls
* Scysr
* Horn Lizards
* Raptors

## Elite

* Mutant Insect
* Turan the Tiger King and Saber Tooths
* Scavengers

## Boss

* Demon Saurus
* Saurus King and T-rexes
Fairy Warrior

The **Fairy Warrior** is a Fairy Combat Card that is most useful in a Fairy-heavy deck. Because of its scaling, if you have many Fairy cards in your deck, it can be very strong, but if you only have a couple of Fairy cards in your deck, it's only an okay card and probably not worth your time.

## Ability

Deal 2 damage for each Fairy card in game.

Gain 1 Shield for each Fairy card in game.
Greater Void Essences

This encounter is found in **The Void** and consists of 1 **Greater Void Essence**, which evokes 1 **Lesser Void Essence** to the left of its place every time it takes damages.

## Greater Void Essence

### Normal Attack

4

This ennemy has an innate ability, Void Pawn, that will spawn a **Lesser Void Essence** each time it takes damage.

## Lesser Void Essence

### Normal Attack

3

This ennemy has no innate ability
Evil Forest Guardian and Fauns

This encounter is found in **Enchanted Forest** and consists of **Night Faun**, **Night Faun**, and **Evil Forest Guardian** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Evil Forest Guardian

### Normal Attack

n/a

This enemy has an innate ability, **Evil Berries**, that adds 1 **Evil Berries** into your discard pile at the end of the enemy turn.

## Night Faun

### Normal Attack

4

This enemy has no innate ability.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Lieutenant Armstrong

**Lieutenant Armstrong** is a Demon Combat Card. Even with a small deck, this card could do more damage than many other cards. It does depend partially on luck, however, as you want to draw it when you have more cards in your discard pile. Especially with larger decks, this card can do massive amounts of damage. Pair it with a **Commander Armstrong** and, depending on when you draw those cards, you can slaughter enemies.

## Ability

Deal 2 damage for each card in the discard pile.
Blind

While this effect is active, you cannot see the intent of any enemies (whether they are going to attack, add shield, add Debuffs, summon, heal, or wait).

This debuff can be particularly devastating to newer players, but the enemy attack patterns are fixed, so after having played through the game a number of times and encountered most enemies, this debuff is not as harmful, as you will know what is coming from having faced the fights before.
Fire Cat

The **Fire Cat** is a Beastman Combat Card that is decent, especially in a Beastman-heavy deck. **Fire Cat** is generally a bit worse than its counterpart **Poison Cat** as Burn is generally not as good as Poison except for the cards that need Burn for Quests: **Red Drake** and **Succubus**.

## Ability

Deal 3 damage.

Apply 3 Burn.
Dark Shielded Knight

The **Dark Shielded Knight** is a Combat Card that is semi-useful in a Combat-heavy deck, but if you have 4 Combat Cards in your hand (including **Dark Shielded Knight**), it only gives you 16 Shield unless you have Resistance, which isn't much at higher Inferno levels.

## Ability

Gain 4 Shield for each Combat Card in your hand.
Corrupted Knight of the Earth

This encounter is found in the **Lost Cathedral** and consists of the **Corrupted Knight of the Earth**.

Each turn of combat, this enemy will act in a specific way.

## Corrupted Knight of the Earth

### Normal Attack

18

This enemy has an innate ability, **Earth Power**, that gives it 20 Shield and Heals for unblocked damage every time it attacks.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Guardians of the Void

This encounter is found in **The Void** and consists of 3 **Slashing Void Guardian**. Once the 3 **Slashing Void Guardian** are dead, 1 **Evil Fusion** will spawn.

## Guardian of the Void

### Normal Attack

6

This enemy has an innate ability, **Evil Fusion**, that will spawn 1 **Evil Fusion** once the 3 **Slashing Void Guardian** are dead.

## Evil Fusion

### Normal Attack

6

This ennemy has an innate ability, **triple blow**, that will make it attack 3 times in a row each turn.
GorillaTron

The **GorillaTron** is a Robot Combat Card. If you have or plan to get a Skill or card that adds Blind (or a random debuff which could be Blind), this can be useful to determine whether a specific enemy plans to attack on their coming turn. It is also nice in that it adds a decent amount of Shield only if the enemy you use it on plans to attack and, otherwise, it does a decent amount of damage. Unfortunately, the card does not scale except with Strength and Resistance.

## Ability

If the enemy intends to attack, gain 7 Shield. Otherwise deal 7 damage.
Centaur Fighter

The **Centaur Fighter** is a Beastman Combat Card that, unlike other AoE cards does *more* damage to the non-selected enemies. This card is only minorly useful even in multi-enemy combats and is basically useless in single enemy combats.

## Ability

Deal 2 damage to target enemy and 6 damage to ALL OTHER enemies.
Berserk

This is the main Barbarian class ability.

While your HP is at or below 50%, you have 2 additional Strength. While your HP is at or below 25%, you have 4 additional Strength instead. The upgrade also add Double Damage when your HP is at or below 25%.

The 2nd Class Bonus (unlocked after beating Inferno 5 with Barbarian) activates Berserk at 75% health (instead of 50%).

This means that you actually want to take damage as a Barbarian so that you can kill most enemies in 1-2 hits.
Giant Bats

This encounter is found in the **Lost World** and consists of **Giant Bat (1)**, **Giant Bat (2)**, and **Giant Bat (3)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Giant Bat

### Normal Attack

7

This enemy has an innate ability, **Flying**, that means it takes 33% less damage from attacks (though Poison and Burn still do full damage).

## Giant Bat

### Normal Attack

7

This enemy has an innate ability, **Flying**, that means it takes 33% less damage from attacks (though Poison and Burn still do full damage).

## Giant Bat

### Normal Attack

7

This enemy has an innate ability, **Flying**, that means it takes 33% less damage from attacks (though Poison and Burn still do full damage).

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Necronomicon

The **Necronomicon** Skill is especially useful in lower Inferno levels or for experienced players as halving your HP can be very dangerous when enemies are doing 60+ damage per hit.

If available early game, it is better to take then as you will still be able to get +3 Max HP at every Merchant, bringing your Max HP back up towards where it started. If you get it in the later game, you will lose about half of the Max HP you paid for.

## Ability

Gain 1 Max Mana.

Permanently halve your HP.
Horn Dragon

This encounter is found in the **Land of Dragons** and consists of the **Horn Dragon**.

Each turn of combat, this enemy will act in a specific way.

## Horn Dragon

### Normal Attack

10

This enemy has an innate ability, **Shield Breaker**, that applies 3 Frail if you take unblocked damage from it.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Cards

## Details

There are two types of cards in Rogue Adventure, **Combat** and **Magic**.

**Combat Cards** have a white sword in a brown circle.

**Magic Cards** have a white lightning bolt in a blue circle.

There are also varying levels of **Rarity** for cards, which can be seen by looking at the border, brown, silver, gold, or blueish grey.

And finally, some of the cards belong to a **Race**. These cards will have the race in brackets after the name of the card. The races are Fairy, Beastman, Robot, Angel, Ancient and Demon. Every card with a **race** will count if the card is in your draw pile, your hand, your discard pile, or your Exile pile. It will no longer count if it was Removed. If the card doesn't have a race it is a Neutral card and will not add to any **race** count.

## Effects

Some cards have special effects upon playing them:

**Duplicate**: Adds another copy of this card to your discard pile.

**Exile**: Sends the card to your exile pile, making it not playable again unless you have a way to get cards out of your exile pile.

**Remove**: Removes from all piles and from any race counters.

**Upgrade**: This card has a specific Quest that will upgrade its abilities 1-2 times.

## Cards by Category

To find specific cards, look at one of the following categories:

* **All cards**: Cards
* **By type**: Magic | Combat
* **By rarity**: Common | Uncommon | Rare
Nephil

The **Nephil** is an Angel Combat Card. Losing 6 HP can be a big hit, but the fact that this card isn't Exiled and that once you drop below 50% HP it Heals definitely balances this card out, especially since it does 16 damage to all enemies currently in combat.

## Ability

Deal 16 damage to ALL enemies.

If your HP is below 50% Heal 6, otherwise lose 6 HP.
Earth Elemental and Stone Essences

This encounter is found in **The Desert** and consists of **Stone Essence (1)**, **Earth Elemental**, and **Stone Essence (2)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Stone Essence

### Normal Attack

8

This enemy has an innate ability, **Armored**, that means its Shield is not removed at the end of its turn.

## Earth Elemental

### Normal Attack

8

This enemy has no innate ability.

## Stone Essence

### Normal Attack

8

This enemy has an innate ability, **Armored**, that means its Shield is not removed at the end of its turn.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Forgotten Priestess

The **Forgotten Priestess** is a Magic Card that is generically useful. While it can be blocked with Silence, it can be used to remove all other debuffs on yourself *and* it adds some Weak to all of your enemies, making them hit you for less damage for a couple turns.

## Ability

Remove all non-permanent debuffs from yourself.

Apply 2 Weak to ALL enemies.
Fairy Doll

The **Fairy Doll** is a Fairy Magic Card evoked by the Skill Pink Magic. It counts as 3 Fairy cards in your deck whether or not you have played it, but using it to get it into your Exile pile may be the best bet to remove clutter from your drawn cards.

## Ability

Just a cute doll.

Count as 3 to its race counter (Fairy).

Exile.
Wiki Sofía Grajales

**Cundikaima:**

Este proyecto colombiano es una biblioteca publica que se encuentra en Cundinamarca, que fue establecida por **Vilma Guzman** con el proposito de relacionar su negocio con un plan de promoción y mercadeo con el fin de apoyar a aquellas personas que quieran desconectarse por un corto o largo periodo de tiempo de todo ese mundo cibernetico y tomarse un momento para asi buscar otras fuentes de informacion para asi llevar una educacion mas apta y sana. Sin embargo, la biblioteca no solo cuenta con su principal fuente de ingresos como lo son los libros sino tambien con un sistema de computacion y en ciertas épocas del año llevan acabos eventos como lo es "LITERATURA FACATITAVEÑA" que su objetivo principal es exponer ciertos cuentos, articulos, libros de autores provenientes de la región.

Ademas, cuenta con ciertas paginas oficiales para aquellas personas que quieren saber mas de este proyecto e incluso ser parte de ello como lo es Facebbok que es la fuente de comunicacion que tienen estos mismos personajes.

Finalmente, este proyecto cuenta con la licencia de CREATIVE COMMONS: Atribucion- No comercial-Compartir igual o mas conocida como BY-NC-SA. Si quieres saber mas de este proyecto ingresa al siguiente enlace:

https://cundikaima.blogspot.com/
Grey Drakes

This encounter is found in the **Land of Dragons** and consists of **Grey Drake (1)** and **Grey Drake (2)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Grey Drake

### Normal Attack

7

This enemy has an innate ability, **Bite**, that applies 1 Wound to you if you take unblocked damage from it.

## Grey Drake

### Normal Attack

7

This enemy has an innate ability, **Bite**, that applies 1 Wound to you if you take unblocked damage from it.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Giant Butterfly and Cocoons

This encounter is found in **Enchanted Forest** and consists of **Buttergly Cocoon (1)**, **Giant Butterfly**, and **Butterfly Cocoon (2)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Giant Butterfly

### Normal Attack

8

This enemy has no innate ability.

## Butterfly Cocoon

### Normal Attack

2

This enemy has no innate ability.

## Butterfly Cocoon

### Normal Attack

2

This enemy has no innate ability.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Master of Toxins

The **Master of Toxins** Skill is a gamble to add to your run. If you always have enemies Poisoned and Weak through Skills and Cards, it's okay, but if all enemies complete their turn without Poison OR Weak and you aren't able to add it back to them, all of your Strength and Resistance are removed.

This removes all Strength and Resistance, regardless of its original source.

## Ability

At the end of your turn, if there is at least one enemy with Poison and Weak, gain 1 Strength and 1 Resistance.

Otherwise, remove all of your Strength and Resistance.
Penguin

The **Penguin** is a Combat Card evoked by the Skill **Ice King Sword**. It's very good for filling your deck full of low damage free cards (since it gives you 1 Mana) if you have cards like **Lieutenant Armstrong** or **Commander Armstrong** in your deck.

## Ability

Deal 2 damage.

Add a copy of this card into your discard pile for every 5 cards in your draw pile.

Gain 1 Mana.

Exile.
Angel Archer

The **Angel Archer** is an Angel Combat Card. It is especially useful in a deck with many other **Angel Archers** and **Angel Priestesses** as the Archers will boost your damage with each Angel card in your deck and the Priestesses will boost healing with each one.

## Ability

Deal 2 damage for each Angel card in game.

Heal 2.
Beast Guard

The **Beast Guard** is a Beastman Combat Card that does best in a Beastman-heavy deck. It does 10 base damage (because it counts itself as in your hand when you play it) which isn't bad, but if you have enough Beastman cards in your deck to have 2, 3, or even 4 Beastman cards in your hand at the time, it does significant damage.

## Ability

Deal 10 damage for each Beastman card in hand.
Kunai Attack

The **Kunai Attack** Skill is most useful in a Combat-heavy deck. There is a number (starting at 0 each turn) next to this Skill icon that indicates how many Combat Cards you've played that turn. It works for more than 4 cards, as well, so you gain +1 Resistance after playing 4, 8, 12, etc. Combat Cards in a turn.

The Resistance remains for the rest of that combat.

## Ability

Every time you play 4 Combat Cards in a single turn, gain 1 Resistance.
Burning Wall

The **Toxic Wall** is a Skill that is generically useful, though it isn't as effective for enemies that evoke others or even for decks that take many turns to kill enemies as the Burn wears off after 4 turns. It is also not as useful as Toxic Wall since Burn goes after the enemy turn and is blocked by Shield.

## Ability

At the start of each combat, apply 4 Burn to ALL enemies.
B0-P1

The **B0-P1** is a Robot Magic Card that is most useful with decks that apply a lot of Burn, especially with **Flamethrower**, which adds a lot of Burn if you have a lot of Robot cards. Poison is generally considered better than Burn, as well (Poison goes at the beginning of a turn and goes through Shield, unlike Burn), so being able to switch it out *and* apply it to all enemies is very useful.

## Ability

Remove Burn from target enemy. Apply Poison to ALL enemies equal to the Burn removed.

Exile.
Dark Joker and Ghosts

This encounter is found in the **Statue Secret Event** and consists of the **Dark Joker** and **Dark Ghosts**. The **Dark Joker** evokes **Dark Ghosts** to the left of its place if there are less than 2 on its turn.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. Evoked enemies begin on the overall turn number, not at Turn 1. See each individual for its unique pattern.

## Dark Joker

### Normal Attack

5

This enemy has an innate ability, **Ethereal**, that makes it immune to direct damage (including from Poison and Burn). Any damage a **Dark Ghost** takes will be done to the **Dark Joker** as well (including from Poison and Burn).

## Dark Ghost

### Normal Attack

7

This enemy has an innate ability, **Minion**, that means it abandons combat if their leader (the **Dark Joker**) dies.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Chaos Nest and Wasps

This encounter is found in **Volcano** and consists of 1 **Chaos Nest**, which will evoke 1 **Blood Wasp** on its left everytime it takes damages.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. Evoked enemies begin on the overall turn number, not at Turn 1. See each individual for its unique pattern.

## Chaos Nest

### Normal Attack

5

This ennemy has an innate ability, **Chaos Nest**. Everytime it takes damages, it will evoke a **Blood Wasp** on its left. Also, every 5 **souls** it collects *(see below)*, it will inflict 1 **Curse** effect onto the player.

## Blood Wasp

### Normal Attack

10

This ennemy has an innate ability, **Hivemind**. When this creature dies, inflicts 20 damages to the Chaos Nest, and adds 1 **soul** to the **Chaos Nest** counter.
Assassin

This class is unlocked upon reaching level 4.

## Abilities

You will always start with the base ability unlocked. By spending 300 gold at a merchant you can get the upgraded version. When you upgrade, you still get the benefits from the base ability.

After 3 stacks, your next Combat Card will trigger the Mark of the Assassin dealing
    Upgrade
on the attacker and you will gain Double Damage until the end of your next turn.

## Class Bonus

After beating the game on normal, you can choose to play through on Inferno. You will start at Inferno 1 and upon completion will unlock Inferno 2. Beating the game on Inferno 2 will unlock the first Class Bonus for that class. You will unlock further Class Bonuses upon beating Infernos 5 and 10. Once you have them unlocked, there is no reason to not choose one to use for a run. It will autoselect the last one you used in a run.

(instead of 10%).
to unlock

## Starter Deck

4x Hitman

4x Black Widow
King Neptune

* \*
* \*\*

**King Neptune** is an upgradeable Combat Card. Its Stage 1 ability isn't great, so you really only want to add this card to your deck if you know you gain Strength regularly.\

Strength gained from Skills and even Strength that lasts only 1 turn count for the Quest on this card.

## Ability

**Stage 1:**

Deal 6 damage.

(Gain 30 Strength to Upgrade.)

**Stage 2:**

Deal 20 damage to ALL enemies.

Gain 2 Strength.

Exile.
Dark Lotus Witch

The **Dark Lotus Witch** is a Magic Card that has general use, though you have to use 1 Mana to play this card and then 1 Mana (per card) to play any of the Beasts.

## Ability

Discard your hand and evoke 4 Evil Beasts.

Exile.

The 4 Evil Beasts evoked are:

* Toxic Plant
* Burning Plant
* Toxic Thorn Beast
* Fire Thorn Beast
Caterpillar

This encounter is found in **Enchanted Forest** and consists of 2 **Caterpillars**.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. All act using the same pattern.

## Caterpillar

### Normal Attack

5

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Medusa

* \*
* \*\*

The **Medusa** is an upgradeable Beastman Magic Card. If you are building a Beastman deck or have several cards, Skills, and/or Class abilities that Poison, this can be a helpful card. However, the **Earth Seed** is another upgradeable card that Dazes all enemies and it also does damage and uses Shield to Upgrade, which just about any deck can do fairly easily.

## Ability

**Stage 1:**

Daze target enemy.

Exile.

(Apply 100 Poison in combat to Upgrade.)

**Stage 2:**

Daze ALL enemies.
Goblin Assassin

This encounter is found in the **Goblin Secret Event** and consists of 2 **Goblin Assassins**.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. All act using the same pattern.

## Goblin Assassin

### Normal Attack

4

This enemy has an innate ability, **Hidden Weapon**, that deals damage equal to an extra attack if its attack is fully blocked. If the main attack does unblocked damage, it remains at the standard amount and does not attack a second time.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Combat Card

**Combat Cards** are one of the two basic card types available in Rogue Adventure (the other being Magic Cards). **Combat Cards** are depicted by the sword icon in a brown window beneath the card's picture.

**Combat Cards** are almost universally for dealing direct damage or generating Shield though they can also add Status Effects, Strength, and Resistance.

**Combat Cards** are countered by the enemies' use of the Block debuff.

You can find all Combat Cards **here**.
Block

**Block** is a debuff that enemies can inflict you with (and can occasionally be generated by your own cards). Block is depicted with a ball & chain icon in the buff/debuff section of your display.

After playing a card, the card slot is affected by **Block** and it will display a dark chain on the corresponding card slot. You will deal no damage, generate no Shield, inflict no Status Effects on enemies, and no other special effects (mana generation, Overcharge, etc) will occur. Exception to this would be cards that have a specific ability of being immune to **Block,** these cards will be displayed with a white chain overlay signifying that they can be played

Changes:

Version 1.0 - When the character is affected by **Block**, the effects of all Combat Cards you play are negated entirely. You will deal no damage, generate no Shield, inflict no Status Effects on enemies, and no other special effects (mana generation, Overcharge, etc) will occur.

Version 3.0 - Current version
Armored

**Armored** is a buff that is applied to the player from cards and skills.

While the player is **Armored**, any Shield that survives the enemies' attacks on their turn is carried over to the player's next turn, rather than decaying to zero.

**Armored** is depicted on your character by a dark orange icon with a silver-blue helmet. The number in the lower right corner of the icon shows how many turns of the buff remain.
Frail

**Frail** is one of the Debuffs that enemies can apply to the character.

While **Frail**, the player only generates 50% of their normal amount of Shield (rounded down).

**Frail** is depicted on your character by a purple icon with a ghostly outline within it. The number in the lower right corner shows how many turns remain on the debuff.

Due to the near constant nature of incoming damage, the **Frail** debuff is one of the most dangerous in the game, and every effort should be made to remove it (by certain cards) or negate it being applied (by the Scorpion Claw skill).
General Wukong

**General Wukong** is a Beastman Combat Card that is mostly useful in early game or if you happen to get multiple copies of it through Merchants, Treasure Chests, or combat rewards, but since it is a Rare card, this is much less likely than getting access to multiple copies of **Robo Wasp** for example.

It Duplicates itself, so if you have a longer combat (and a small deck), it will eventually do a decent amount of damage, but as part of a Beastman-heavy deck, it generally isn't great.

## Ability

Deal 2 damage to ALL enemies for each copy of this card in game.

Duplicate.
Corrupted Knights of the Ice and Flame

This encounter is found in the **Lost Cathedral** and consists of **Corrupted Knight of the Ice** and **Corrupted Knight of the Flame** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

Due to its innate ability, taking out the Flame Knight first is generally how you want to do this since it increases all enemies' attacks every 2 turns. However, you also have to do damage to the Ice Knight on the turns it isn't Immune, though you can always gain Shield and add Status Effects even when it is Immune.

## Corrupted Knight of the Ice

### Normal Attack

6

This enemy has an innate ability, **Ice Power**, that makes it immune to Daze. It also gains Immune every 3 turns from the start of the enemy turn (before Poison acts) until its next turn.

## Corrupted Knight of the Flame

### Normal Attack

9

This enemy has an innate ability, **Flame Power**, that gives ALL enemies +3 damage every 2 turns (at the start of its turn).

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Enemies

### Enemy Types

**Normal** - On the map, these are indicated with a simple skull. These tend to be the easiest enemies (lower HP, less harmful abilities, lower attack damage).

**Elite** - These are indicated with a skull with a crown on it and fire in the eyes. These enemies are tougher than Normal enemies, often with abilities that are harder to get around. The rewards are slightly better than from a Normal enemy.

**Boss** - Each World has a single Boss at the end of that map, indicated by a skull on top of a ragged banner. These are 1 of 2 options per world and are generally much harder to defeat. Defeating a Boss offers a Gold card every time and then you will start at the beginning (bottom) of the next world.

"Allan, please add details on the boss png"

"k..."
Enemy

**Enemy** is the generic term for the hordes of monsters you will encounter and (hopefully) defeat in Rogue Adventure. Every encounter will have 1-3 enemies in it.

Regardless of Mode or Class, each enemy will always follow the same pattern when encountered (see each enemies' page for more details). The only things that will change are the numbers for HP, Attack, Shield, and Healing, depending on the Inferno level you are playing on.

## Types

Enemies come in 3 types: **Normal**, **Elite**, and **Boss**.

**Normal** enemies are depicted on the map screen by skulls, **Elites** by crowned skulls, and **Bosses** appear at the top of each map with a horned skull in front of a dark red banner.

## Rewards (for Classic, Void, and Tournament modes)

Defeating a **Normal** encounter will reward you with Gold and a choice of 1 of 3 new cards. Rarely, you will get a choice of a Rare card, though they are normally Common or Uncommon. In Classic mode, you can choose 1 Gem instead. In Hell mode, you can select no reward instead.

Defeating an **Elite** encounter will reward you with Gold and 1-2 Gems, along with the choice of 1 of 3 new cards (and either a Gem instead or no reward, depending on the mode you're playing in). Generally the cards available from defeating an **Elite** encounter are of higher Rarity than those in **Normal** enemy encounters.

Defeating a **Boss** encounter will reward you with more Gold and Gems and your choice of cards are almost always Rare. In Classic mode, you still only receive 1 Gem if you choose that option instead of the card.

## Enemy intent

Enemies have 6 "moves" available to them:

* Attack (depicted by the crossed swords over their head)
* Shield (depicted by the shield over their head)
* Debuff (depicted by the purple swirl over their head)
* Evoke (depicted by a red pentagram over their head)
* Heal (depicted by a red cross over their head)
* Wait (depicted by the clock over their head)

For more details and the variations, see the Enemy intent page.
Armored Void Essences

This encounter is found in **The Void** and consists of **Armored Void Essence (1)**, **Armored Void Essence (2)** and **Armored Void Essence (3)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

## Armored Void essence (1)

This ennemy has an innate ability, Armored. Its shield does not fade away at this end of its turn. This ennemy also starts the fight with 9 shield.

## Armored Void essence (2)

This ennemy has an innate ability, Armored. Its shield does not fade away at this end of its turn. This ennemy also starts the fight with 9 shield.

## Armored Void essence (3)

This ennemy has an innate ability, Armored. Its shield does not fade away at this end of its turn. This ennemy also starts the fight with 9 shield.
Enchanted Forest

This is one of the Worlds you will see in Classic, Hell, or Tournament Modes. You always start in the **Enchanted Forest**.

You can run into a varying number of Normal or Elite enemies, based on the Maps, but you will only ever run into 1 Boss enemy. The enemies you will run into here are:

* All Enchanted Forest Enemies

## Normal

* Forest Sprite
* Caterpillar
* Giant Butterfly and Cocoons
* Paralyzing Spider
* Forest Lion

## Elite

* Lycanthrope and Grey Wolves
* Giant Wasp
* Strange Mushrooms

## Boss

* Gorilla King
* Evil Forest Guardian and Fauns

## Special

* Goblin Secret Event Enemies
* Statue Secret Event Enemies
Lady of the Knight

The **Lady of the Knight** is a Magic Card that is especially useful in Combat-heavy decks, though since it is a Magic Card, it may mess up other card synergies. Because it is a Magic Card it also doesn't add to the count of Combat Cards in your hand, meaning you can get 3 Mana at max from this card.

## Ability

Gain 1 Mana for each Combat Card in your hand.

Gain Overcharged until the end of this turn.
Land of Dragons

This is one of the Worlds you will see in Classic, Hell, or Tournament Modes.

You can run into a varying number of Normal or Elite enemies, based on the Maps, but you will only ever run into 1 Boss enemy. The enemies you will run into here are:

* All Land of Dragon Enemies

## Normal

* Grey Drakes
* Black Fury
* Emerald Drake
* Metallic Drakes
* Sapphire Drake

## Elite

* Ghost Dragon
* Horn Dragon
* Sea Dragon

## Boss

* Terror of the Depths
* Elder Dragon and Young
Beastman

**Beastman** are one of the races available in cards.

**Beastman** cards specialize in damage and Shield Combat Cards.

There are 19 **Beastman** cards total.

* All Beastman Cards

## Common

* Lion Fighter
* Lizard Fighter
* Lizard Guard
* Poison Cat
* Fire Cat
* Young Fox
* Centaur Fighter
* Spider Queen\*

## Uncommon

* Medusa\*
* Ant Warrior
* Ant Wizard
* Snake Emperor
* Beast Guard
* Desert Cat
* Lullyp

## Rare

* Medusa\*\*
* Spider Queen\*\*
* General Wukong
* Beast Emperor
* Beast Champion
Guardian of Heavens

The **Guardian of Heavens** is an Angel Magic Card. It can be useful if you have a deck with a lot of Exile cards in it as this card lets you choose one card to use a second time in the same combat.

NOTE: You can't use this card if you currently have 0 cards in your Exile pile. It brings up an empty window and, since you can't select anything, you can't continue with the use of this card.

## Ability

Put a card from your Exile pile into your hand.

Exile.
Lava Boulder

The **Lava Boulder** is a Combat Card that is best in a deck that adds a lot of Burn to enemies. Engineer's **Cannon Unit** and **Red Drake** match up well with this card since **Cannon Unit** adds 5 Burn to all enemies for every use while **Red Drake** adds Burn to enemies (how much is based on its current Stage).

## Ability

Apply 3 Burn.

Deal damage to target enemy equal to its Burn value.
Giant Wasp

This encounter is found in **Enchanted Forest** and consists of **Giant Wasp (1)**, **Giant Wasp (2)**, and **Giant Wasp (3)** from left to right.

Each turn of combat, these enemies will act in a specific way, starting from the leftmost enemy and moving to the right. See each individual for its unique pattern.

NOTE: Giant Wasp (2) has a different attack stat from 1 or 3.

## Giant Wasp

### Normal Attack

3

This enemy has no innate ability.

## Giant Wasp

### Normal Attack

5

This enemy has no innate ability.

## Giant Wasp

### Normal Attack

3

This enemy has no innate ability.

NOTE: If you are playing at Inferno 1 or higher, you can determiner HP, Attack, Shield (if it has any), and Healing (if it has any) by using the calculations on the Inferno Scaling page.
Mark of the Assassin

This is part of the Assassin class abilities.

Every time you deal unblocked damage using Combat cards, you add a stack of Mark of the Assassin, up to a max of 3 per enemy. After 3 stacks, the next unblocked damage using a Combat card triggers damage to that enemy equal to 10% of the enemy's max HP.

When the Assassin class ability is upgraded, you have a 33% chance to dodge attacks and when you dodge an attack, that enemy triggers a Mark of the Assassin on itself.

The 3rd Class Bonus (unlocked after beating Inferno 10 with Assassin) increases the damage on the final trigger from 10% of the enemy's max HP to 20%.
BangBot

The **BangBot** is a Robot Combat Card. Every time you play this card, it gets Exiled, but another copy goes into your discard pile. That is especially useful in Robot-focused decks that use cards like **Self-Destruction Bot**, **Flamethrower**, and **Iron Colossus** which all scale based on how many Robot cards you have in your deck at the time.

## Ability

Deal 6 damage.

Duplicate.

Exile.