recursal/Fanatic-Fandom huggingface dataset:
Laku

Laku (lah-KOO) was an IU member island in the northern hemisphere. It was home to the largest land mammals Unda had, which were raised for meat and milk.

## History

There is proven contact between Laku and Helmi from before -800. Afterwards, there were periodic, albeit irregular, voyages between the two.

Animal husbandry had a long history on Laku, with animals being raised for meat and milk.  They also grew crops in the grasslands surrounding the highest mountain.

First contact with the pre-Island Union (IU) coalition of Tekal, Ilona, and Ilesar occurred in -163, with Laku and Helmi joining them in -152. The residents of Laku were excited to explore the world.

In the decades of controversy leading up to the Representation Incident (289—304), Laku played a leading role in objecting to the inequality of IU expeditions. Prior to the Incident, such expeditions were disproportionately composed of crew and scientists from Tekal, Ilona, and Ilesar, which conflicted with traditional Lakuan ideals of equality. Lakuan leaders believed that the central government had become corrupt and had abandoned its ideal of merit-based positions, and protested. The resulting Treaty of 304 recreated the IU as a new system through which government, research, and art would be truly more collaborative between its member nations.

## Government and Economy

Laku had a single elected executive official and an elected legislative body.  High-ranking government positions were largely also elected.

Two major industries dominate the Lakuan economy: agricultural produce, and mining. Of the two, the former has been and continues to be the most important; not only financially, but culturally as well. Of particular repute on Unda is the island's animal produce.

## Culture and Values

The belief that all people should be viewed as equal has long been a Lakuan value. From the earliest recorded texts coming from the island, the ideal that everyone has potential and that none should be hindered in their actions has become a recurring motif. This encompasses gender: men, women, and those who were neither were all considered of equal value to the community.

## Education

Laku had two major institutions of higher education: Universitet Ostrova Laku (University of the Island of Laku) and Laku Technical Institute. Laku Tech was part of a network of technical institutions across the IU, and offered highly theoretical background in engineering as well as practical technical classes.

## Language

Cosprak and Lakuan were the official languages of Laku.  Laku was taught in a few schools, and was falling out of use in daily life, particularly in major cities. IU Sign Language (IUSL) was used by the Lakuan Deaf community.
Diskas

**Diskas** are a Subtype of **Slicers**. Unlike their laser-bladed cousins, Diskas are solidly built, designed to be heaved in to targets. How they always come back to the user is an utter mystery. They possess greater Physical Damage and Weight, but decreased Magical Damage and Accuracy compared to Slicers. They also strike only one Target.

## Attack Range

> *Diskas, unlike slicers, do not bounce between targets. In exchange, they have a longer range, striking targets within 6 tiles.*
>
>

## Skills

* **Power Strike** - 19 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 19 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 23 ENE. Strike three times at 50% damage.
* **Rebounder** - 24 ENE. Strike one target twice with no damage reduction, but no accuracy change either.
* **Spacetoss** - 36 ENE. Fire a rebounding blade which hits any amount of targets within 3 tiles of the first target, but which loses 25% damage.

## Metadata: Diskas

* **Physical Damage:** 1.33x
* **Magical Damage:** 0.33x
* **Accuracy:** 0.4x
* **Weight:** 1.33x
	+ **Buy Price:** 0.67x
	+ **Sell Price:**0.67x
Traits

The system of **Traits** is a new one, being introduced to cover the slot of Original Run's Class Passives, as well as other abilities that the game is intended to have, such as Weapon Masteries. At the start of the game, you will be asked to select 2 Traits. Additional Traits can be gained later.

## Weaponry Traits

These are Traits that boost your abilities with Weapon Types. Every Class has one or two of these built in!

## Ability Traits

These are Traits that grant you abilities to use in Combat. They are mostly Passive abilities.

 **Fancy Feet** | Gain Movement +1.

## Tradeoff Traits

These grant you powerful bonuses in exchange for something or other.

 **Regular Acclaim** | All Damage +30%
 **Deadshot** | Damage/Accuracy+30%
 **Stat Soul** | Boost one Stat by 33%
Scepters

## About the Weapon

**Scepters** are a magically-oriented subtype of **Canes**, which carry the ability to cast a small ball of energy. This explodes on contact, dealing damage to multiple targets near the initial foe.

## Attack Range

> *Scepters can blast any foe within 2 tiles. Additionally, targets within 2 tiles of the initial foe will also be struck, with no other limit on how many can be hit.*
>
>

## Skills

* **Power Strike** - 8 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 8 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 9 ENE. Strike three times at 50% damage.
* **Morningstar** - 12 ENE. Damage & Accuracy +25%.
* **Cleansing Shine** - 24 ENE. Raise your Scepter and cure up to 3 targets within 3 tiles of 1 negative status. Has a 2-tile Radius when used with Scepters, enabling a wider range of cleansing.
* **Healing Shine** - 24 ENE. Raise your Scepter and heal up to 3 targets within 3 tiles moderately. Has a 2-tile Radius when used with Scepters, enabling a wider range of healing.

## Metadata

* **Physical Might:**0.5x
* **Magical Might:**1.25x
* **Weapon Accuracy:**1.3x
* **Weapon Weight:**0.7x
	+ **Buy Modifier:** 1.15x
	+ **Sell Modifier:** 1.15x
Path of Sorcery

The **Path of Sorcery** seeks to understand the world's most basic components, and harness them to cast the most powerful magic possible. Their icons are distinguished by their silly pointed hats.

## Base Stat Bonuses

These are applied to your Race Stats when you make a character.

* **HP** - 5
* **ENE** -25
* **STR** - 1
* **SPR** - 10
* **SKL** - 3
* **ABL** - 5
* **AGI** - 3
* **EVA** - 3
* **TGH** - 3
* **RES** - 7
* **LCK** - 5

## Arcane Pupil

### Equipment

* Wands
* Rods
* Tomes

### Abilities

* **Breath Attack** - Deliver a 3-tile elemental attack from your mouth. Based on Spirit.
* **Barehand Cast** - Can cast Wand spells even if disarmed.

## Mage

### Equipment

* Wands
* Rods
* Tomes

### Armor

* Light
* Small Shields

### Abilities

* **Breath Attack** - Deliver a 3-tile elemental attack from your mouth. Based on Spirit.
* **Barehand Cast** - Can cast Wand spells even if disarmed.

## Archmage

### Equipment

* Wands
* Rods
* Tomes

### Armor

* Light
* Small Shields

### Abilities

* **Breath Attack** - Deliver a 3-tile elemental attack from your mouth. Based on Spirit.
* **Barehand Cast** - Can cast Wand spells even if disarmed.

## Arcane Master

### Equipment

* Wands
* Rods
* Tomes

### Armor

* Light
* Small Shields
* Medium Shields

### Abilities

* **Breath Attack** - Deliver a 3-tile elemental attack from your mouth. Based on Spirit.
* **Barehand Cast** - Can cast Wand spells even if disarmed.
Lunchbox

The **Lunchbox** is a sort of semi-reusable **Consumable** in Raid on Phoenix Hill II. It can be filled with 3 different foods of any type. The end result is always the same - a two-use Health restoring consumable which heals 40% HP to the consumer. After being used once, it will become a **Half Lunchbox,** and when used twice, all that remains is an **Empty Lunchbox**, ready for refilling. Be careful not to put in items that heal more than 40% HP, or you'll effectively waste them!

## Crafting Recipes

### **Empty Lunchbox**

* 2x Hard material - Bone, Bronze, Iron, etc
* 1x Soft Material - Leather, Silk, Cotton, etc

### **Lunchbox**

* 2x Food Item - Apple, Walnut, Candy Cane, etc
* 1x Drink Item - Tomato Juice, Orange Juice, Milk, etc
Savage Bite

**Savage Bite** is a Combat-type **Ability** that causes the user to chomp down on their target with their teeth. Many monsters are capable of using this Ability, as most beasts think to bite when confronted. **Vampires** are naturally capable of this ability, though it is not used to suck blood or heal, sadly.

It deals damage based off of the Stats **Strength** and **Skill**, and it has a base hit of 70%, modified by **Agility**. It is slightly stronger than other Abilities, and though its Accuracy seems good, it can be rather hit-or-miss depending on the user. It has a range of one tile, as is to be expected of a close-range attack like a bite.
Sol (Gott)

Sol ist der grösste aller Götter, Gott aller rechtschaffenen und gutherzigen Kreaturen der Königreiche des Kontinents Dasroa. Er ist Wächter über Sitten und Gesetze – so stehen die beiden konzentrischen Kreise, die ihn symbolisieren, für ein aufgerissenes Auge, das alles sieht. Genau so, wie er sein Kommen und Gehen am Firmament einhält, so erwartet er von seinen Untertanen das Einhalten der Gesetze. Aber Sol ist auch Spender des Lebens, Lichtbringer, Ermöglicher der Fruchtbarkeit, Schmied des Glücks des Tüchtigen und Gönner der Wiedergeburt. Deshalb stehen die beiden konzentrischen Kreise auch für die Sonne und ihren glühenden Kern. Besucht Sol die Erde, so ist er entweder ein strahlender Paladin in glänzender Rüstung, ein König aus einem fernen Land oder ein Bauer in einem Kornfeld, das von der Abendsonne beleuchtet wird. Der als Avatar bezeichnete mystische Held Patrafax von der Sonnenküste wird von einigen Theosophen als Sohn Sols betrachtet und soll eine zentrale Rolle bei der Apotheose gespielt haben.

### Andere Namen

In Nunius kennt man Sol auch als *Candentius*, im Süden als *Ghrian*, selten als *Helion*, bei den Küstenvölkern als *Aurinko* und natürlich bei seinen Übernamen *Der Strahlende*, *Der Überdauernde*, *Das Licht*, *Der Rote Horizont*, *Der Herr des Morgens*.

### Literarisches

Das bekannteste solische Gebet ist der «Gesang Sols». Er wurde vom Theologen Solophil Jubel aufgezeichnet und soll aus dem ersten Jahrhundert n.d.A. stammen.

*Gesang Sols*

*Bleibe nicht am Boden heften,

Frisch gewagt und frisch hinaus!

Kopf und Arm mit heiteren Kräften,

Überall sind sie zu Haus;*

*Wo wir uns Sol erfreuen,

Sind wir jede Sorge los;

Dass wir uns in ihm zerstreuen,

Darum ist die Welt so gross.*
Saxophones

## About the Weapon

**Saxophones** are the primary damage Instrument. They are used to output high single-target Magic damage to targets within 5 tiles.

## Attack Range

> *As mentioned, Saxophones have a range of 5 tiles; however, this is a radius around the user, not a straight line necessarily.*
>
>

## Skills

* **Power Strike** - 25 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 25 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 30 ENE. Strike three times at 50% damage.
* **Alto Assault** - 50 ENE. Strike 5 times at -75% damage each.
* **Kickback** - 25 ENE. Distract an opponent with playing, then knock them around with some kickboxing. Deals physical damage and hits twice. Range: 1 tile.

## Metadata

* **Physical Damage:**0.0x
* **Magical Damage:** 2.5x
* **Weapon Accuracy:** 0.5x
* **Weapon Weight:** 1.5x
	+ **Buy Modifier:** 2.5x
	+ **Sell Modifier:** 2.5x
Abilities

**Abilities** are like Skills that don't require any Energy expenditure in order to be used. They come in several forms, but for the most part, they can be broken down in to four types - *Combat*, *Weaponized, Passive,* and *Support.* However, since they don't require Energy, Abilities cannot roll any Critical Hits.

Units can also learn **Personal Abilities**, which may be any of the four mentioned types, or they could be something else entirely. Personal Abilities are, naturally, unique to the character who owns it - they may not be learned by another without the express permission of the Ability's owner.

## Combat Abilities

These Abilities are used to deal damage to enemies. They do not use your equipped Weaponry, and have fixed hit rates, though they deal damage based on your Stats.

Known Combat Abilities are as follows:

* **Straight Punch** - Learned by Origin. Deliver a powerful punch with slightly low accuracy to one target.
* **Bodyslam** - Learned by Wilders. Deliver a Weight-based bodyblow to one target. Allows movement up to +3 tiles.

## Support Abilities

These Abilities are used to assist yourself or your allies. They can heal HP, rescue the Dying, or fling the user across the map, bringing them to the aid of an ally in need, among other possibilities.

Known Support Abilities are as follows.

## Personal Abilities

These Abilities are requested and developed between individual players & a Gamerunner.

Known personal abilities are as follows.

* **Elemental Blade** - Belongs to Tempest's **Helm**. A **Weaponized** Ability, it interacts with an equipped weapon to slash one target for Magic damage.
Rods

**Rods** are the powerful upgrade to **Wands**. Unsuited to melee combat due to their absurd length, they instead sport increased Magic Damage...and decreased Accuracy, to compensate for the huge increase they received to damage.

## Attack Data

Rods possess a **Rod Shot**, a blast of pure magic that seeks out targets with moderate speed. It cannot travel far, but it is quite powerful.

## Attack Range

> *A Rod Shot travels a mere 4 tiles.*
>
>

## Skills

### Tier I

* **Power Strike** - 19 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 19 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 23 ENE. Strike three times at 50% damage.
* **Thwack** - 9 ENE. Hit your target with your Rod. Deals damage based on Strength instead of Spirit, hits based on Agility, and gains +15% to Hit Stat and Base Accuracy.
* **Defiant Stance** - 24 ENE. Increase your Toughness and Resistance by 30% for 2 turns.

## Behind the Scenes: Rods

There's no real story here, honestly. Magic Staves are a standard fantasy-esque upgrade for wizards and mages in any story you can hope to read or write. It never crossed my mind to remove them. I changed their name to Rods simply because it gets a little bulky writing "Magic Staff" all the time.

## Metadata: Rods

The exact stats of Rods are as follows:

* **Physical Might:** 0.33x
* **Magical Might:** 1.33x
* **Weapon Accuracy:** 1.33x
* **Weapon Weight:** 1.33x
	+ **Buy Mod:** 1.5x
	+ **Sell Mod:** 1.5x
Hellhound

The **Hellhound** is a type of enemy in **Raid on Phoenix Hill II**. They fall under the category of **Monsters**, and they usually spawn in pairs. They often appear accompanied by a handler, especially those that serve the **House of Blood**. They attack primarily with their knife-like claws, occasionally biting and spewing flames from their mouths as well. Hellhounds are always **Flame** element.

## Guaranteed Skills & Abilities

### Abilities

* **Savage Bite**
* **Breath Attack {Flame}**
Warhammers

## About the Weapon

**Warhammers** are a Melee weapon type in Raid on Phoenix Hill II with incredibly high Physical attack...and the weight to match. They are intended as the single strongest weapon type in the game for Melee-oriented units. Their inaccurate Magic counterpart is the **Tome**, and the Ranged variant is the **Battlecannon**.

## Attack Range

> *Warhammers may be powerful, but their range is limited. They strike only 1 tile at a time.*
>
>

## Behind the Scenes: Warhammer

I wanted an excuse for someone to roleplay as Reinhardt in my game. Also, I liked hammers and I regret having had to remove them and Axes from the game in the past.

## Skills

* **Power Strike** - 25 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 25 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 30 ENE. Strike three times at 50% damage.
* **Gutsy Swing** - 45 ENE. Send out a 3-tile shockwave to attack a distant foe. Gains +15% Accuracy.
* **Mondo Slam** - 60 ENE. Knock one target back until they hit a wall. Deals +15% Damage.

## Metadata: Warhammer

* **Physical Damage:** 2x
* **Magical Damage:** 0.0x
* **Accuracy:** 0.5x
* **Weight:** 2x
	+ **Buy Price:** 2x
	+ **Sell Price:** 2x
Spears

## About the Weapon: Spears

**Spears** are the weapon of choice for most **Knights** in the Raid on Phoenix Hill universe, as they pierce enemy armor by 25%, allowing Knights to further take advantage of their superior Strength.

## Attack Data

These represent the damage modifications, the accuracy roll mods, and the Energy cost of the three attack types.

## Attack Range

> *Spears penetrate three tiles in front of the user, making them useful for skewering foes in a chokepoint. This is just in addition to their armor-piercing properties.*
>
>

## Skills

* **Power Strike** - 16 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 16 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 18 ENE. Strike three times at 50% damage.
* **Cutwo** - 6 ENE. Targeting two, deliver two sweeping cuts with the tip of your polearm - one to each target. Deals 35% less damage and doesn't pierce armor. Range: 1 Tile.
* **Piercing Pounce** - 30 ENE. Run up to 7 tiles before attacking. Pierces an additional 25% of Physical Armor. Range of actual attack: 1x1.

* **Sixfold Thrust** - For 36 ENE, deliver countless stabs with your Spear of choice! And by "countless", we mean "six hits at half damage each." Prose it however you want, though! Range: Normal.

## Behind the Scenes: Spears

I initially named them "Polearms" to account for the various *types* of spear that exist in the real world. Realizing that I'm never going to name weapons anything other than "Material" + "Weapontype", I changed the name to Spears.

## Metadata: Spears

Spears are a balanced upgrade to Sabers - less bulky than Greatswords, not as strong as Warhammers. But they come with the ability to pierce armor.

The exact stat mods of all Spears are as follows:

* **Physical Might:** 1.15x
* **Magical Might:** 1.15x
* **Weapon Accuracy:** 1.15x
* **Weapon Weight:** 1.15x
	+ **Buy Modifier:** 1.15x
	+ **Sell Modifier:** 1.15x
Path of Monkhood

The **Path of Monkhood** seeks peace and balance for all beings. It is the most adept and disabling and sparing foes, but if necessary, it will execute targets without hesitation or mercy. It fights primarily with **Wargloves** and **Battlestaves,** usually prioritizing one over the other. Their icon is distinguished by holding no weapon at all.

## Base Stat Bonuses

These are applied to your Race Stats when you make a character.

* **HP** - 15
* **ENE** -15
* **STR** - 5
* **SPR** - 5
* **SKL** - 5
* **ABL** - 5
* **AGI** - 5
* **EVA** - 5
* **TGH** - 5
* **RES** - 5
* **LCK** - 5

## Postulant

### Equipment

* Wargloves/Claws
* Battlestaves/Doublesabers
* Whips/Yo-yo's

### Abilities

* **Spirit Punch** - Combine Strength and Spirit for a powerful blow.
* **Meditate** - Restore HP & ENE based on your Spirit stat.

## Oblate

### Equipment

* Wargloves/Claws
* Battlestaves/Doublesabers
* Whips/Yo-yo's

### Abilities

* **Spirit Punch** - Combine Strength and Spirit for a powerful blow.
* **Meditate** - Restore HP & ENE based on your Spirit stat.

## Monk

### Equipment

* Wargloves/Claws
* Battlestaves/Doublesabers
* Whips/Yo-yo's

### Abilities

* **Spirit Punch** - Combine Strength and Spirit for a powerful blow.
* **Meditate** - Restore HP & ENE based on your Spirit stat.

## Master

### Equipment

* Wargloves/Claws
* Battlestaves/Doublesabers
* Whips/Yo-yo's

### Armor

* Light
* Medium

### Abilities

* **Spirit Punch** - Combine Strength and Spirit for a powerful blow.
* **Meditate** - Restore HP & ENE based on your Spirit stat.
Character Hub

This page exists solely to redirect you to useful info for your Character.

## Creation

These links are useful for *creating* your character. If you're joining in and aren't sure what you wanna do, check these out!

* **Creation Guide** - A guide written specifically to assist you in creating your character! Contains some of the same links as on this page, but still useful!
* **Races** - First things first, choose a Race. It decides your base stats and your Growths, as well as granting initial Abilities.
* **Class Paths** - Choose a Class Path. It adds more stats and determines your main Equipment options & your some of your Abilities.
* **Traits** - Then you select your Traits.

## Management

Once you've created your character, *Managing* it is another ordeal. These pages will likely be about maintaining and upgrading your equipment, mostly, though some strategy pages will eventually be added.

* **Campground** - The hosting point of the Raiding Parties! Find out what's available during Rest Waves.
* **Weaponry Hub** - If you didn't click on it before, you definitely should now.

## Future Planning

Character created - check! Smoothly managing them - check! Now you just need to plan ahead.

* **Level Data** - EXP requirements and Class Point gain!
Cards

## Lys says...

> *"**Cards.** They're cool, I guess. You can **Throw** them at things even though they're **Magic** oriented, which makes them deal damage based on your Strength. A Card is also called a **Talis**, I hear, but I don't know how to say it when I see a lot of those. **Talises**? Is... that it? ...CATO! HEY, CATO, HELP ME OUT!"*
>
>

This page is a legacy page. I can't bring myself to delete it. Follow the blue link for correct and up-to-date data on **Talises**.
Path of Piety

The **Piety Path** is a Class Path in RoPH II. It focuses *entirely* on supportive actions, granting both healing and buffs to its allies. Like the Soldier, it changes very little as it promotes.

A Piety Pather's icon is distinguished by their noncombative pose, with arms at their sides, as well as their mage's robes.

## Base Stat Bonuses

* **HP** - 3
* **ENE**-25
* **STR -**1
* **SPR -**15
* **SKL -**5
* **ABL -**12
* **AGI -**5
* **EVA -** 4
* **TGH -**2
* **RES -**8
* **LCK** - 7

## Apostle

### Armor

* Light
* Small Shields

### Abilities

* **Lifestream** - Cure an adjacent ally who is Dying.
* **Divine Grace** - Heal one ally within 10 tiles based on Spirit and Ability.
* **Prayer** - Heal yourself based on Spirit alone.

## Believer

### Equipment

* Wands
* Guitars

### Armor

* Light
* Small Shields

### Abilities

* **Lifestream** - Cure an adjacent ally who is Dying.
* **Divine Grace** - Heal one ally within 10 tiles based on Spirit and Ability.
* **Prayer** - Heal yourself based on Spirit alone.

## Acolight

### Equipment

* Wands
* Guitars

### Armor

* Light
* Small Shields
* Medium Shields

### Abilities

* **Lifestream** - Cure an adjacent ally who is Dying.
* **Divine Grace** - Heal one ally within 10 tiles based on Spirit and Ability.
* **Prayer** - Heal yourself based on Spirit alone.

## Staraiser

### Equipment

* Wands
* Guitars
* Rods

### Armor

* Light
* Small Shields
* Medium Shields

### Abilities

* **Lifestream** - Cure an adjacent ally who is Dying.
* **Divine Grace** - Heal one ally within 10 tiles based on Spirit and Ability.
* **Prayer** - Heal yourself based on Spirit alone.
Path of Loyalty

The **Loyalty Path** is one of the Class Paths in RoPH II. It focuses on dealing large amounts of Physical damage while minimizing risk to the user itself. It is something of a fusion of the Knight and Gunner Classes. However, they change little over time.

A Loyalty Pather's icon is distinguished by a dark green cap with black goggles.

## Base Stat Bonuses

These stats are added to your Race Stats upon taking this Class.

* **HP** - 12
* **ENE**-8
* **STR -**5
* **SPR -**1
* **SKL -**10
* **ABL -**10
* **AGI -**4
* **EVA -** 2
* **TGH -**7
* **RES -**3
* **LCK** - 5

## Soldier

### Equipment

* Rifles
* Spears
* Battlecannons

### Armor

* Light
* Medium

### Abilities

* **All Terrain March** - Ignores Terrain's negative effects on Movement.
* **Takedown** - Tackle an adjacent foe, dealing damage based on Weight. Then, based on Strength, attempt to restrict their movement.

## Captain

### Equipment

* Rifles
* Spears
* Battlecannons

### Armor

* Light
* Medium

### Abilities

* **All Terrain March** - Ignores Terrain's negative effects on Movement.
* **Takedown** - Tackle an adjacent foe, dealing damage based on Weight. Then, based on Strength, attempt to restrict their movement.

## Major

### Equipment

* Rifles
* Spears
* Battlecannons

### Armor

* Light
* Medium

### Abilities

* **All Terrain March** - Ignores Terrain's negative effects on Movement.
* **Takedown** - Tackle an adjacent foe, dealing damage based on Weight. Then, based on Strength, attempt to restrict their movement.

## General

### Equipment

* Rifles
* Spears
* Battlecannons

### Armor

* Light
* Medium
* Heavy

### Abilities

* **All Terrain March** - Ignores Terrain's negative effects on Movement.
* **Takedown** - Tackle an adjacent foe, dealing damage based on Weight. Then, based on Strength, attempt to restrict their movement.
Uniques

A **Unique** is a piece of equipment that has been upgraded to the limit, and then further modified with additional abilities and boosts. They are essentially unique to the unit that wields it - and to reflect this, a name is given to each Unique by its wielder.

This is not to say that two Uniques with identical abilities cannot exist - it would be unfair to limit them like that. However, it's unlikely that two people will have the exact same desires for their kit, and as such their chosen abilities will likely differ.
Battlecannons

## About the Weapon

**Battlecannons** are absurdly large Firearms which fire explosive rounds, detonating on multiple targets with every blast. Their power is unmatched, but their Weight is truly absurd, making them hard to aim sometimes. Unlike other weapons, Battlecannons cannot have an Element. Battlecannons carry the special ability **Limitless**, wherein they are capable of striking any amount of targets, so long as they're within range.

## Attack Range

> *Battlecannons have an attack range of 7 tiles, and an explosion that can hit any target within 2 tiles of the target. Battlecannons have no target limit.*
>
>

## Skills

* **Power Strike** - 38 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 38 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 45 ENE. Strike three times at 50% damage.
* **Big Bomb** - 60 ENE. Fire one large bomb that has a Radius of 5 tiles, hitting any target within 5 tiles of your initial mark.
* **Dampener** - 45 ENE. Fire a blast that, instead of dealing damage itself, lowers your target's Defense and Resistance by 25%. Can also affect targets within 2 tiles of main target.
* **Rodeo Raid** - 42 ENE. Mount your Battlecannon and ride the explosive force in to a target. Adds half of your Weight to damage dealt. Travels up to 7 tiles.

## Metadata

* **Physical Damage:** 2x
* **Magical Damage:** 0.0x
* **Accuracy:** 0.75x
* **Weight:** 2x
	+ **Buy Modifier:** 2.5x
	+ **Sell Modifier:** 2.5x
Living with Gemma

***Living with Gemma*** is a Caalgen sitcom television series that first premiered on ZEST!, an IU commercial broadcast television network.  Developed by Dolara Goodwitt under the title *A Girl’s World*, the series is centered around a quirky cheerleader named Gemma (Gemma Terras) who skips, flips, and leaps through her time at Crescent High School with the help of her best friend Mina (Lorilee Mondee), her brother Willian (Fallon Thoward) and of course her adorkable boyfriend Shad (Brion Yannick); Gemma’s mother (Mallara Evercreech) and father (Mani Andez) also make frequent appearances. The show combines sitcom and drama elements as the young protagonists deal with budding relationships and the realities of growing up.

Episodes are mainly anchored around Gemma’s wild adventures and misdoings that often arise from her caring nature and reluctance to say no to a friend in need.  The pilot episode featured Gemma’s struggles with trying to make 1000 chocolate chip cookies for the Crescent High bake sale! Similar antics follow her throughout the eight seasons like the time she told Shad she’d go on a date with him the same time she promised Mina she’d attend her book club (AKA my favorite episode).

Gemma Terras was considered the show’s breakout star in season 1, going on to have an illustrious film career. Despite criticism by totally lame old people, *Living with Gemma* received 4 Indigo Awards, proving that the show is obviously the best of all time.
Greatswords

## About the Weapon: Greatswords

**Greatswords** are large, two-handed weapons of immense power which strike multiple targets. However, they are not very accurate.

## Classes that can equip Greatswords

* **Knight** - Path of the Paladin, first promotion.

## Attack Range

> *Greatswords have a Range of 1, but also a Radius of 1 - meaning they can strike any target 1 tile away, but any additional targets within 1 tile are also fair game. This caps out at roughly four targets, in a broken plus shape - wherein the attacker is one of the sticks of the plus.*
>
>

## Skills

* **Power Strike** - 19 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 19 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 23 ENE. Strike three times at 50% damage.
* **Grandestine** - 45 ENE. Deliver an attack that deals 150% damage. No accuracy change.
* **Spin Cycle** - 36 ENE. Strike one foe three times for normal damage by leaping in to the air and rotating in a vicious tire spin.

## Behind the Scenes: Greatswords

Same deal as Sabers - they're a standard weapon type in RPGs of all varieties.

## Metadata: Greatswords

* **Physical Might:**1.67x
* **Magical Might:**1.67x
* **Weapon Accuracy:**0.67x
* **Weapon Weight:**1.4x
	+ **Buy Modifier:** 1.67x
	+ **Sell Modifier:** 1.67x
Path of Healing

The **Path of Healing** follows one simple law - "First, do no harm...Unless you are threatened, anyway." I would never willingly create a class that cannot fight. That'd be mean. Instead, you get **Canes** - a magic tool which deals damage off of a mix of Strength and Spirit.

Their icon is distinguished by the hand resting on the head of a Cane.

## Base Stat Bonuses

These are applied to your Race Stats when you make a character.

* **HP** - 10
* **ENE** -20
* **STR** - 5
* **SPR** - 10
* **SKL** - 1
* **ABL** - 7
* **AGI** - 7
* **EVA** - 4
* **TGH** - 2
* **RES** - 7
* **LCK** - 5

## Combat Nurse

### Armor

* Light
* Small Shields

### Abilities

* **Healing Field** - With yourself as the center, send out a 7-tile radius healing spell.
* **Patchjob** - Heal an adjacent unit and cure them of a random negative status.

## Field Medic

### Armor

* Light
* Medium
* Small Shields

### Abilities

* **Healing Field** - With yourself as the center, send out a 7-tile radius healing spell.
* **Patchjob** - Heal an adjacent unit and cure them of a random negative status.

## Battle Surgeon

### Equipment

* Canes/Scepters
* Sabers/Handaxes

### Armor

* Light
* Medium
* Small Shields
* Medium Shields

### Abilities

* **Healing Field** - With yourself as the center, send out a 7-tile radius healing spell.
* **Patchjob** - Heal an adjacent unit and cure them of a random negative status.

## Harmacist

### Equipment

* Canes/Scepters
* Sabers/Handaxes

### Armor

* Light
* Medium
* Heavy
* Small Shields
* Medium Shields

### Abilities

* **Healing Field** - With yourself as the center, send out a 7-tile radius healing spell.
* **Patchjob** - Heal an adjacent unit and cure them of a random negative status.
Path of Gunplay

The **Path of Gunplay** will offer you a variety of firearms over time with which to lay waste to the battlefield. Their icon is distinguished by a Pistol.

## Stat Growth Bonuses

These are applied to your per-level Stat Growths.

* **HP:** +10%. Weak.
* **ENE:** +15%. Normal.
* **STR:** +10%. Weak.
* **SPR:** +5%. Bane.
* **SKL:** +25%. Boon.
* **ABL:** +25%. Boon.
* **AGI:** +15%. Normal.
* **EVA:** +10%. Weak.
* **TGH:** +10%. Weak.
* **RES:** +10%. Weak.
* **LCK:** +15%. Normal.

## Hotshot

### Equipment

* Pistols/Twinguns
* Mechguns/SMGs
* Knives

### Abilities

* **Reload** - Restore 15% ENE, plus your Level times three, to yourself.

## Hairtrigger

### Equipment

* Pistols/Twinguns
* Mechguns/SMGs
* Knives

### Armor

* Light Armor
* Small Shields

### Abilities

* **Reload** - Restore 15% ENE, plus your Level times three, to yourself.
* **Additional Bullet** - Execute an energy-free shot with your current weapon.

## Bulletstorm

### Equipment

* Pistols/Twinguns
* Mechguns/SMGs
* Knives

### Armor

* Light Armor
* Medium Armor
* Small Shields

### Abilities

* **Reload** - Restore 15% ENE, plus your Level times three, to yourself.
* **Additional Bullet** - Execute an energy-free shot with your current weapon.
* **Tactical Strike** - Fire a single-shot attack with your current weapon. Crit Chance +20%.

## Arsenal

### Equipment

* Pistols/Twinguns
* Mechguns/SMGs
* Knives

### Armor

* Light Armor
* Medium Armor
* Small Shields

### Abilities

* **Reload** - Restore 15% ENE, plus your Level times three, to yourself.
* **Additional Bullet** - Execute an energy-free shot with your current weapon.
* **Tactical Strike** - Fire a single shot with your current weapon. Crit Chance +20%.
* ???? - I don't know. I need a fourth here.
The Acumen

The *Acumen* is an onboard newspaper started by Florian Fenn, a journalist, and Armande Fion, the B-watch Comms Officer. Unlike the onboard tabloid, the Word, the *Acumen* requires that anything one wishes to publish must first be approved by all other members of the paper.

### Contributors

Regular contributors of the *Acumen* are listed below:

* Florian Fenn, a journalist who writes a column for the *Acumen,* among other articles
* Armande Fion, a crew member who writes an assortment of pieces, primarily interviews
* Aldarán Callos, a scientist who occasionally publishes pieces of short fiction
* Ora Calder, an artist who creates depictions of scientific data
* Idela Lark, a tourist and up and coming reporter.
Melodicas

## About the Weapon

**Melodicas** are a subtype of **Saxophone**, which deal damage based off of **Skill** instead of **Spirit**.

## Attack Range

> *Just like Saxophones, Melodicas have a Radius-type range of 5 tiles.*
>
>

## Skills

* **Power Strike** - 25 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 25 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 30 ENE. Strike three times at 50% damage.
* **Alto Assault** - 50 ENE. Strike 5 times at -75% damage each.
* **Kickback** - 25 ENE. Distract an opponent with playing, then knock them around with some kickboxing. Deals physical damage and hits twice. Range: 1 tile.

## Metadata

* **Physical Damage:**0.0x
* **Magical Damage:** 2.5x
* **Weapon Accuracy:** 0.5x
* **Weapon Weight:** 1.5x
	+ **Buy Modifier:** 2.5x
	+ **Sell Modifier:** 2.5x
Guitars

## About the Weapon: Guitars

**Guitars** are one of the Instruments in ***Raid on Phoenix Hill II***. As heavy as they are, their primary method of attacking is not sick guitar riffs, but to simply smack foes with them. The sick guitar riffs are reserved for Skill use - and on that topic, you'll notice that most of Guitar's Skills are aimed at buffing. This is Guitar's niche.

## Skills

* **Power Strike** - 13 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 13 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 15 ENE. Strike three times at 50% damage.
* **Sick Riff** - 10 ENE. Target 3 foes for Normal attack damage and accuracy. However, deals Magic damage.
* **Heroic Chord** - 15 ENE. Targeting one within 3 tiles, choose a status to boost by 20% for a few turns. Can target allies adjacent to target as well.
* **Chord of Power** - 30 ENE. Boost the Strength, Spirit, and Skill of a target within 2 tiles by 35% each. Can target allies within 2 tiles of Target as well. However, it only lasts for 1 turn.
* **Chord of Fortitude** - 30 ENE. Boost the Evasion, Toughness, and Resistance of a target within 2 tiles by 35% each. Can target allies within 2 tiles of Target as well. However, it only lasts for 1 turn.

## Behind the Scenes

Some of my favorite games had guitars as weapons you could smack people with. I was always gonna do it.

## Metadata: Guitars

* **Physical Damage:**1.25x
* **Magical Damage:** 0.33x
* **Weapon Accuracy:** 0.85x
* **Weapon Weight:** 1.33x
	+ **Buy Modifier:** 1.4x
	+ **Sell Modifier:** 1.4x
Class Paths

In **Raid on Phoenix Hill II: Raider's Return!**, there are currently eleven Class Paths, each containing a starter class with three promotions. Which class you pick will decide which **Weapons** you are capable of using Skills with...and it'll add some stats on to the base stats of your **Race**.

## The Classes

* Vagabond - The Path of Wandering
* Thief - The Path of Lawlessness
* Guard - The Path of the Paladin
* Songsmith - The Path of Song
* Hotshot - The Path of Gunplay
* Archer - The Path of Archery
* Postulant - The Path of Monkhood
* Combat Nurse - The Path of Healing
* Arcane Pupil - The Path of Sorcery
* Soldier - The Path of Loyalty
* Apostle - The Path of Piety
Handax

**Handaxes** are a Subtype of **Sabers** - they are stronger, but less accurate. Other than this, they remain identical to Sabers in every way; they use the same Skills, cost the same Energy to swing, and their Traits offer the same amount in buffs - though they do have separate Traits, mind you.

## Attack Range

> *Handaxes have a chopping range of one tile.*
>
>

 Skills

* **Power Strike** - 15 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 15 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 18 ENE. Strike three times at 50% damage.
* **Parry** - 30 ENE. For the current turn, increase your Strength, Skill, and Evasion by 25%.
* **Leaping Slash** - 24 ENE. Jump forward 3 tiles and strike one target. Gains +15% damage.

## Metadata

* **Physical Might:** 1.2x
* **Magical Might:** 1x
* **Weapon Accuracy:** 0.8x
* **Weapon Weight:** 1.15x
	+ **Buy Modifier:** 1x
	+ **Sell Modifier:** 1x
Knives

**Knives** are a fast, Bladed Melee weapon in **Raid on Phoenix Hill II.** They deal damage based on **Skill** and tend to deal less damage than **Sabers**, but they make up for it with astoundingly low Energy costs and the ability to inflict **Bleed** on targets with regular attacks.

## Attack Range

> *Knives attack one tile directly adjacent to the wielder, and nothing more. They can only target one foe, as they are among the most basic weapons. However, they are incredibly accurate.*
>
>

## Skills

* **Power Strike** - 6 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 6 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 8 ENE. Strike three times at 50% damage.
* **Shadowslash** - 20 ENE. With low accuracy, slash through your target's armor. Deals slightly increased damage as well.

## Behind the Scene: Knives

It's a knife. I wanted to do something cool so I gave it the ability to inflict Bleed.

## Metadata: Knives

* **Physical Might:** 0.65x
* **Magical Might:** 0.65x
* **Weapon Accuracy:** 1.25x
* **Weapon Weight:** 0.25x
	+ **Buy Modifier:** 0.33x
	+ **Sell Modifier:** 0.33x
Flails

## About the Weapon

**Flails** are slightly powerful one-handed weapons, like a small Warhammer...without actually being a true Hammer. Flails have the interesting effect of negating a portion of enemy Toughness on swing.

## Skills

* **Power Strike** - 15 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 15 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 18 ENE. Strike three times at 50% damage.
* **Gutbuster** - 21 ENE. Hit your opponent in the gut, bypassing an additional 25% TGH.

## Behind the Scenes: Flails

Flails are included in the game for one reason: The Sixth Knight is an ally choice. She was unable to wield her predecessor's **Saber**, as she was judged "unworthy" of it and of the previous Six's ideals. In fury and spite, she took to learning the flail, so that she might crush any opponent that ever denies her victory.

## Metadata: Flails

* **Physical Might:** 1.15x
* **Magical Might:** 0.85x
* **Weapon Accuracy:** 0.85x
* **Weapon Weight:**1.15x
	+ **Buy Modifier:** 1.15x
	+ **Sell Modifier:** 1.15x
Ixesha

Ixesha ist die Gottheit der Zeit. So heisst es, dass am Anfang aller Dinge Ixesha eine Münze in den Ozean warf, dessen kleine Wellen begannen in die Zeit zu fliessen. Somit erschuf Ixesha den Anbeginn und initiierte den Lauf der Zeit. Nach diesem Akt zog sich Ixesha zurück und es ward niemehr davon gehört - bis ans Ende der Zeit, dann, wenn klar wird, welche Seite der Münze im Ozean der Zeit oben liegt. Gläubige von Ixesha gibt es wenige - alle wissen, dass Ixesha existiert, doch die meisten glauben, dass sich das Anbeten dieser Gottheit nicht lohnt, weil sie nicht mehr ins Weltgeschehen eingreift. Ixesha-Gläubige sind ewige Suchende, die hoffen, von Ixesha eine Antwort auf das Schicksal des Universums zu erhalten - und ob es ein solches wirklich gibt.
Sabers

The **Saber**, previously known as the **Single Sword**, is a type of Weapon in RoPH II. It is a balanced weapon with decent Accuracy, Damage, and Energy Costs. They have an alternate **Subtype**, the **Handax**, which is more powerful but less accurate.

## Attack Range

> *Sabers, like **Knives**, attack only a single tile directly adjacent to the user. They are still highly versatile weapons, as some of their Skills may change their Range, or move the user around.*
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>

## Skills

* **Power Strike** - 10 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 10 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 12 ENE. Strike three times at 50% damage.
* **Parry** - 20 ENE. For the current turn, increase your Strength, Skill, and Evasion by 25%.
* **Leaping Slash** - 16 ENE. Jump forward 3 tiles and strike one target. Gains +15% damage.

## Behind the Scenes: Sabers

What can I even say here? It's your standard one-handed sword.

## Metadata: Sabers

Here you go, some metadata for you!

* **Physical Might:** 1.0x
* **Magical Might:** 1.0x
* **Weapon Accuracy:** 1.0x
* **Weapon Weight:** 1.0x
	+ **Buy Modifier:** 1.0x
	+ **Sell Modifier:** 1.0x
Bows

## Lys says...

> *"Oh man, the **Bow & Arrow.** It's long-distance, but real versatile, so you can always catch enemies out there one way or another! Since the Bow relies mostly on **Strength** instead of **Skill** to cause righteous pain, it's TOTALLY useful to beefcake barbarians and life-long archers alike! Not to mention the trapping Skills it can obtain, and the way you can arc shots to bypass cover...Look'it that...all that variety in one beautiful, deadly package. Sounds like a killer deal to me."*
>
>

## Attack Range

> *Bows can attack anything within 6 tiles. They pierce some Toughness, but they struggle slightly with Armor.*
>
>

## Skills

* **Power Strike** - 13 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 13 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 15 ENE. Strike three times at 50% damage.
* **Longshot** - 20 ENE. Fire an arrow that can hit up to 12 tiles away!
* **Venom Arrow** - 20 ENE. Fire an arrow that deals no damage, but which has a 100% chance to inflict both the **Poison** status.

## Behind the Scenes: Bow & Arrow

Bows are one of the oldest and most traditional weapon types in Raid on Phoenix Hill. They've been around since the initial inception of "AtoLite", the unreleased game that never came to fruition; I didn't want to encroach too hard on Jason's territory, so I began heavily customizing my concept. However, through all of that, B&A has been a constant. It's one of the default weapons, right up there with Swords and Knives.

## Metadata: Bow & Arrow.

Bows are an Offense-oriented weapon type which deals increased Physical and Magical damage both, but which has a slight drop in Accuracy to compensate. To make this fair, they also have a slight drop in Weight. The current stats are as follows:

* **Physical Damage:** 1.15x
* **Magical Damage:** 1.15x
* **Accuracy:** 1.15x
* **Weight:** 1.15x
	+ **Buy Modifier:** 1.15x
	+ **Sell Modifier:** 1.15x
Shuakauston

Shuakauston ist der Gott des Todes und der Wiederauferstehung - das soll nicht falsch verstanden werden. Schuakauston ist nicht ein Gott des natürlichen Todes. Schuakauston ist der Gott des Mordens und der Nekormantie. Das Natürliche widert ihn an - er will es aus seiner Welt und aus seinem Verständnis verbannen. Deshalb verlangt er von seinen Anhängern Opfer . Diese werden ihm meist durch Verbrennungs- und Erstickungsrituale geopfert. Entgegen populärer Meinungen erfreut sich Shuakauston nicht am Leid anderer. Die Auslöschung allen Lebens ist schlicht sein einziges Ziel. Wie das geschieht, ist ihm egal. Seine Anhänger gleichen ihm - sie fürchten vor dem Ende oder dem Leben mit den Göttern. Sie ziehen es vor nach Unsterblichkeit zu streben und nach ihrem Tod als Hüllen weiterzuleben.

### Andere Namen

Shuakauston hat mehrere Beinamen. So nennt man ihn Das Ende, Der Verbrannte und Das Unheil. Auf Altsol heisst er Holor, bei den Zwergen Tyhjo und in Kahju Vakuo.
Microphones

## About the Weapon: Microphones

**Microphones**, often shorthanded as **Mics**, are one of the Instruments in **Raid on Phoenix Hill II**. They function as a weapon type for **Singers**, boasting multitarget capabilities, high accuracy, and a wide range of attack in exchange for low damage output.

## Attack Data

Microphones attack by the wielder breaking out in to Scatman. This is canon now. Whether you deal damage because you're good or bad is up to you.

## Attack Range

> *Microphone Attacks can hit anything within 7 tiles. While Mics can only distribute their damage to 3 targets at a time for balance purposes, it's easy to pick your targets with this kind of range!*
>
>

## Skills

* **Power Strike** - 15 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 15 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 18 ENE. Strike three times at 50% damage.
* **Roast Session** - 15 ENE. Targeting 1, point out their flaws. Functionally, allows you to target an enemy's stat and lower it by 35%.
* **Soothing Lullaby**- 36 ENE. Restores 30% HP to all allies within 3 tiles of you.

## Metadata

* **Physical Damage:**0x
* **Magical Damage:** 0x
* **Weapon Accuracy:** 1.75x
* **Weapon Weight:** 0.25x
	+ **Buy Modifier:** 1.75x
	+ **Sell Modifier:** 1.75x
Yo-Yo's

**Yo-Yo's** are the physical counterpart to the magically-aligned **Whip.** They are sturdier and heavier, but just as inaccurate. However, Yo-yo's do not possess any difficulty against Armor.

## Attack Data

 Skills

* **Power Strike** - 10 ENE. Hit for +25% damage, -25% accuracy.
* **Pinpoint** - 10 ENE. Hit for -25% damage, +25% accuracy.
* **Triple Blow** - 12 ENE. Strike three times at 50% damage.
* **Wide Lash** - 16 ENE. Adds a 1-tile Radius to your Whip strike and allows you to strike up to 3 targets at once.
* **Long Lash** - 12 ENE. Strike a single foe up to 3 tiles away.

 Metadata: Yoyos

* **Physical Might:** 1.33x
* **Magical Might:** 0.67x
* **Weapon Accuracy:** 0.67x
* **Weapon Weight:** 1.15x
	+ **Buy Price:** 1.4x
	+ **Sell Price:** 1.4x
Prefixed Equipment

## Cato explains Elemental Prefixes

> *"During your travels within Phoenix Hill - and surrounding territories - you will sometimes encounter weapons that have names floating above them. While this is odd enough in and of itself, those names **are** useful, as sometimes you will get an **Iron Shortsword**, and other times you will get a **Blazing Iron Shortsword**. The only difference between the former and the latter? Well, the latter can set itself on fire and burn foes as you cut them down, of course. There are a lot of Prefixes out there..."*
>
>

 Stony
 Breezy
 Electric
 Icy

## Weapon Prefixes according to Nine

> *"These things are like...the bread and butter of enchantments...er, Prefixes. Prefixes, sorry! They're the most common kind, so when most people think of ench--PREFIXED equipment, they think of stuff like, "Lightning Spear" and "Breezy Leather Tunic."*
>
>

## Ragnus weighs in on Armor Prefixes

> *"One should not assume that there are no other Prefixes besides the Elemental and the Weapon in one's universe. In truth, many others exist for your acquisition...and for your protection."*
>
>