recursal/Fanatic-Fandom huggingface dataset:
Items ( Accessories )

Ring of Mila - 7g - +8 Max HP; Restores 6 HP on bearer upon killing a unit.

Ring of The Island Sorceror - 25g - +15 Max MP; Can be used once per encounter to recover 15 MP.

Ring of the Understudy - 6g - +5 Spell Effect; +5% Overcast Chance

Ring of the Realm - 30g - +20 Max HP, +4 Armor

Pendant of the Sweltering Sun - 7g - +9 Spell Effect

Gauntlets of the Shaper - 11g - +6 Max HP, +6 Attack Damage; Attacks deplete +1% of the target's Max HP on attack.

Black Crusader's Helm - 10g - +8 Max HP, +1 Armor; Attacks have +5% Critical Hit Chance.

Black Crusader's Pauldrons - 6g - +4 Max HP, + 1 Armor

Black Crusader's Gauntlets - 12g - +8 Max HP, +4 Attack Damage

Battlecast Gauntlets - 10g - +10 Max HP

Locket of Hope - 6g - +3 Max HP; Whenever you complete an encounter, Locket of Hope gains a Hope Charge. Each Charge grants you +1 Max HP.

Amulet of the Deceiver - 20g - +75% Critical Hit Damage; Attacks have +10% Manasteal; Critical Hits have an additional +15% Manasteal ( Manasteal converts damage dealt into restored MP on self )

Ring of the Virulent Wizard - 4g - +5 Spell Effect; Whenever you cast a spell, you and all enemies within ( Spell Effect )m lose 1 HP.

Ring of Barabbas - 15g - +10 Max HP, +1 HP Regeneration while under 50% HP.
Class: Rogue

Rogues are versatile classes who can build any stat to great benefit, but are strongest by building Strength and Agility. Rogues need Deception, Torture, or Fashion. Rogues may begin with Sunder, Silence, Afflict, Stealth, Vault, or False Demise.

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Class Special: Snuff Out - Upon use, the Rogue kills target unit below 50% of its Max Hit Points. The Rogue then recovers Mana Points equal to the Hit Points removed in this way. Any amount of Mana Points restored over Maximum Mana Points become bonus Attack Damage until end of turn instead. One use per day.

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Level 0: Lurking - After a turn without non-movement actions, you enter stealth until you perform a non-movement action. While stealthed, you have +10 Movement and +10 Mana Regeneration.

Level 1: Surprise! - Whenever you attack an enemy from behind, that attack becomes a Critical Hit.

Level 1: Short - 25 MP - The Rogue stuns any unit, trap, or thing capable of dealing triggered damage within attack range. If Overcast, the Rogue knocks the target unconscious, if possible.

Level 2: Make Face - Whenever the Rogue knocks a unit unconscious or kills it, the Rogue may take that unit's form until he or she attacks next and recover Hit Points equal to 25% of that unit's Max Hit Points.

Level 4: Field of Cloaking - 20 MP - The Rogue sets up a 5m x 5m square Field of Cloaking within 10m. Field lasts until you choose to destroy it. Allies in the area are stealthed from enemies outside the field. 10 Mana Per Turn upkeep, unless you Overcast the field.

Level 6: Astounding Strike - 60 MP - The Rogue attacks a unit within attack range, then stuns that unit. If Attacking out of stealth, stuns target and all other enemies within ( Movement )m of the attack target instead. Can Crit and Bonus Hit on attack, but cannot Overcast.

Level 8: Guard Down - 10 MP - Cast only on a unit you've been within 10m of and cloaked for your past two turns. Sunders your target completely. Overcast also cripples target and purges all buffs on them.

Level 10: Go For the Vitals - 40 MP - The Rogue deals [ ( Attack Damage x 0.1 ) x ( 1d20 ) ] Physical Damage to an enemy within Attack Range. If target is stunned, deals [ ( Attack Damage x 0.2 ) x ( 1d20 ) ] Damage instead. Can Crit and Bonus Hit, not Overcast.
Lore: Reygvauld

With the cursed Explorer's House behind them, the party sets out into the town of Reygvauld. Haunted by the events of earlier in the night, and eager to find a place to rest, the party walks off into the dark night. Many shades are out, enjoying the darkness, as it serves as more of a blessing than a bane to the dark beings. There is no king of the town as it would appear, but after a bit of conversation, the party uncovers that the only alternative path out of the town, other than taking a water route or going backwards, is to the North. Upon closer inspection, however, the party uncovers that the path is blocked by a massive rockslide.

Sallaber suggests that the party asks around to see if anyone has a means of clearing the debris.

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After the party searches for three hours, at one in the morning...

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A loud blast sounds, and a resounding clatter of rubble sounds from the North of the town. The earth trembles, as a tremendous battle cry sounds. Heroes from the town, outside of the party gather with the party to repel the attack.

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FIGHT!

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After the first wave of attackers are repelled, a loud blast is heard from the sky, as what appears to be a comet rushes towards the earth. The comet strikes the earth, and it is revealed to be a Sinewkin Wizard. It is Kain Ullenhauve. He immediately begins to kill off the non-party heroes, until only the party is left. When he is about to fight the party, a tremendous earthquake occurs. The waters to the side of the town are offset, and are sent crashing towards the town. Kain chuckles, and sends himself rushing into the sky with the spell he came in on. The party is forced to retreat into the cave in the back of the town.

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Kain is a member of the Onerous Elite, the leaders of the Onerous Enclave. Led by Wretcher Lairn, the Enclave is seeking to enshadow all the earth in Demonic Magic, and make all other beliefs irrelevant.

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At the exit of the dungeon, the party finds the Wagon salesman from the town, with a wagon that he is willing to give to the party for fighting against the Onerous Enclave.
Skill: Fashion

Fashion is designing clothing that people find attractive, or otherwise making parts of clothing that fits into armor, or fitting shields. Fashionistas in combat are skilled at discerning the weak points of an enemy's armor. Fashion is leveled by creating clothing, at a rate of how appreciated the clothing is by the user.

Sewing Needle - 4g - Used to perform basic sewing patterns, yielding up to +3 Fashion Levels per clothing item.

Thimble - 8g - Increases the handling of clothes while they are being sewn. Yields up to +2 Fashion Levels per clothing item.

Sewing Basin - 45g - The ideal workspace for the sewer. Yields up to +10 Fashion Levels per clothing item.

Golden Thread - 100g - The "Special Ingredient" for most sewers. Yields up to +25 Fashion Levels per clothing item.

Sewing Contraption - 300g - The Mastercraft of Sewing experts worldwide, this machine yields up to +100 Fashion Levels per clothing item, and makes your goods sell for an exceptionally increased price.

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Level 10: Pinprick Precision - You have +5% Critical Hit Chance on attack.

Level 50: Invoke Distaste - Minor Spell - Ridicule your target's fashion sense, gaining a chance to cause your target to become embarrassed. Embarrassed targets are worse fighters, and are worse at arguing, among other things.

Level 230: Armor Distaste - Because of the fashionlessness of the enemies, you spot flaws in their armor, giving you and your party +25% Armor Penetration on attacks.

Level 300: Well Fitted - You rework your party's under armor clothing, giving everyone in your party a significant move speed increase as well as a +5% Bonus Attack Chance.

Level 400: Invoke Praise - Minor Spell - Praise how well dressed a target is, gaining a chance to gain favor, and, if they are of the opposite sex, woo them, based on Charisma.

Level 670: Patch Up - Use only once per encounter. You set to work on a wounded ally, restoring 10% of their Max HP per turn that you work on them. You cannot do other actions while patching up an ally, and disables will stop the ability.

Level 800: Fast Patch - Minor Spell - Using a small amount of magic, you fix any flaws in your target's attire. Can be used to gain favor, and also to be payed in exchange for services rendered.

Level 975: Rare Skill Set - The Fashionable One sees all flaws in the clothing and equipment of his enemies, revealing invisible units within 25m, reducing armor bonuses on enemies by 25%, and giving allies +100% Critical Hit Damage.
Techniques

You can change your current technique at any point during battle, but only one technique can be active at any given time. You can only use learned techniques.

1.) Unyielding Strike - Deal +25% and receive +10% attack damage.

2.) Great Reserve - Deal -10% and receive -25% attack damage.

3.) Fighter's Stance - Deal +15% attack damage.

4.) Impact Brace - Receive -15% attack damage.

5.) Lucky Fighter - +15% Critical Hit Chance.

6.) Perseverance's Reward - Critical Hit Bonus damage % is multiplied by x 1.5.

7.) Righteous Strike - You have +5% Lifesteal.

8.) Magina's Strike- Your attacks burn 75% of the damage dealt as mana lost on target.

9.) Breaking Blow - Your attacks deplete 3% of target's current HP.

10.) Spellsword - Your attacks deal magic damage instead of physical damage.

11.) Barrel-down Technique - You deal bonus damage equal to 5% of your current HP.

12.) Manastrike - You can expend up to 5% of your MP on attack to deal that much bonus magic damage on attack.

13.) Spellblade - You deal bonus magic damage on attack equal to ( Spell Effect x 0.1 ).

14.) Windstorm's Fury - Each attack while active grants you +1 Attack Damage until end of encounter.

15.) Second Wind - When you would die for the first time this encounter, you are revived with 30% Max HP.

16.) Sunderstrike - Your attacks have a 30% chance to ignore armor.

17.) Fiendish Blow - Your attacks instantly kill units below 15% HP.

18.) Hardstrike - Your attacks have a 10% chance to stun.

19.) Rebounding Strikes - You have a +15% Chance to attack again on each attack.

20.) Conversion Strike - Your attacks drain 5% of your target's MP, and restore that much HP for yourself.
Conditions ( Common Debuffs )

There are several Debuffs that players will encounter and afflict over the course of the game.

Stun - For the duration of the stun ( If unlisted, lasts one of the target's turns ), the target cannot move, attack, use items, cast spells, or act. Base Duration one turn.

Root - For the duration of the root, the target cannot move. The target can still cast spells and attack, as well as access any items not entrapped by the rooting. Base Duration one turn.

Disarm - For the duration of the Disarmament, the target cannot attack. Base Duration one turn.

Silence - For the duration of the Silence, the target cannot cast spells. Base Duration one turn.

Poison - For the duration of the Poison, the target loses 5% current HPT. Base Duration infinite turns.

Curse - For the duration of the Curse, the target cannot be healed or targeted by allies, and they take +25% damage from all sources. Base Duration Infinite Turns.

Sunder - For the duration of the Sunder ( If unlisted, lasts one of your turns ), the target loses a large amount or all of their armor and/ or spell resistance. Base Duration One Turn.

Charm - The target is rendered helpless, Only able to move, not attack or cast spells. They are also heavily slowed. Base Duration One Turn.
Items ( Consumables )

Healing Laurel - 3g - Restores 10 HP on target.

Spiced Healing Herbs - 5g - Restores 20 HP on target.

Healing Concoction - 10g - Restores 50 HP on target.

Holistic Boon - 15g - Restores 100 HP on target.

Health Potion - 4g - Restores 5% of target's HPT until they take damage next.

Healing Salve - 10g - Restores 15% of target's HPT until they take damage next.

Mana Root - 2g - Restores 10 MP on target.

Arcane Elixir - 3g - Restores 20 MP on target.

Spellcaster's Flask - 6g - Restores 50 MP on target.

Wizard's Decanter - 10g - Restores 100 MP on target.

Berries of Restoration - 9g - Upon use, restores 6% HPT and MPT until you take damage next.

Saving Grace - 50g - Upon use, instantly grants full health and mana, and grants full damage immunity until your target's next turn.

Warp Gem - 10g - Upon use, returns you and your party to the area directly before you entered the encounter. Can be used to interrupt spells.

Phalanx Crucible - 5g - Upon use, pulls all party members to you from up to 100m away, instantly teleporting them next to you, each person 1m away from one another.

Blink Dust - 4g - Upon use, your character instantly blinks to a location up to 25m away.

Anticipation Scope - 6g - Upon use, counters a target spell. Can be used to interrupt spells.

Blessed Font - 10g - Restores 20 HP to self and all allies within 20m.

Chalice of the Righteous - 20g - Restores 50 HP to self and all allies within 30m.

Sulfur Bag - 4g - Reveals invisible units within 20m and poisons them.

Astral Gauntlet - 15g - When used, causes all units within 10m of a location up to 25m away to only be able to move towards or away from the gauntlet until a unit in that group picks up the gauntlet, or five turns later. Once a unit picks up the gauntlet, they are forced into a duel against the thrower that lasts until one member of the duel is forced into a near death state or killed.

Smelling Salts - 10g - When consumed by an ally who is Near Death, restores that ally to 35% Hit Points. When consumed by any other ally, removes all debuffs and disabilities from that ally.
Gizzergarm, the Teleportal Tinkerer

After doing a quest of recovering components for him, Gizzergarm will sell Teleportal Cores for 55 Gold each. Teleportal Cores can be consumed to create portals to locations. Teleportal Cores take fifteen non-combat minutes to set up, and take five minutes outside of combat to use. Gizzergarm also offers the following services.

Disassemble - 2g - Gizzergarm disassembles an item of the party member's choice, dividing it into its components. All Aura Power from the item are given to the enchanter. If the enchanter is not there, anyone with enchanting gets the Aura Power. Ore reclaimed includes ore from improvements.

Trinketworking - ( 10 x X )g - Gizzergarm will work on a trinket for the party member, adding features based on general suggestions of the party member. The more money spent, the better the trinket.

Teleport - 1g - Gizzergarm teleports a party member to or from a Teleportal Core.

Gizz Bomb - 4g - Gizzergarm peddles Gizz Bombs, which, when thrown, deal 25 Pure Damage in a 10m AoE around them, then push enemies affected back 15m.
Subclasses

Subclasses are achieved by having a combination of prerequisites met as a certain class. You don't outright gain inherent benefits for being a subclass, but can instead spend your Skill Tree Points, Spell Points, and Technique Points to learn certain skills available only to those given subclasses.

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Hydromancer - ( Must be a Caster Class, and must have Terramancy skilled, with at least 5 Skill Points spent in the tree. Must also have at least 60 Spell Effect )

Aquasurge - Spell - 45 MP - Consumes a ( Spell Effect x 0.2 + 4 ) x ( Spell Effect x 0.1 + 2 )m Patch in front of you with invigorating water. Allies in the area ( including yourself ) are sped up by [ ( Spell Effect x 0.2 ) + ( 1d6 ) ] Movement, while enemies in the area are slowed by that much, and take [ ( Spell Effect x 0.35 ) + ( 1d20 ) ] damage. If Overcast, causes enemies in the area to be silenced for the duration as well, and allies in the area gain +20% Spell Effect until your next turn.

Refresh - Spell - 20 MP - Restores 20 MP to target unit within ( Spell Effect x 0.2 + 3 )m, and gives that unit + ( Spell Effect x 0.1 ) Spell Effect until end of turn. If Overcast, instead restores [ ( 25 ) + ( Spell Effect x 0.25 ) ] Mana on target.

Waterforming - Skill - While you or a spell target are in water, you have +40 Spell Effect with a cast spell. Passively grants +10% Spell Effect.

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Skill: Regimen

Those skilled with Regimen gain levels by maintaining a workout session each morning. Each morning that they workout, they gain a stack of Regimen, then gain levels equal to their Regimen stacks +5. If they do not workout in a morning, they lose all stacks. Those incredibly skilled in Regimen are incredibly well toned.

Level 30: Trim - You have +5% Attack Damage.

Level 100: Flex - Minor Skill - Strike a pose, gaining a chance to charm those nearby. If you roll high enough while doing this in combat, you will actually charm any nearby units.

Level 185: Montage - You have +1 Max HP per Regimen Stack.

Level 260: Mettle's Muscle - You have +0.2 Attack Damage per Regimen Stack.
Technique Pool: Mender

1.) Restore to Health - +25% Healing Effect of Spells and Abilities. Whenever you heal an ally, that ally recovers 5% of their Missing Hit Points.

2.) Wave of Restoration - For each ally you hit with at least one spell on each of your turns, you recover 3 MP. Passively grants you +5 Healing on all Healing Effects.

3.) Saved by a Hair - Whenever you heal an ally who is below 10% Max HP, that heal has +100% Effect. Passively grants +20 Max Hit Points.

4.) Prized Asset - The ally you've targeted the most with your spells this encounter has +50% Received Healing and +10% of their choice of Attack Damage or Spell Effect.

5.) Compile - Whenever you heal an ally, that ally gains Shield Hit Points equal to 25% of the Hit Points restored. Passively grants you +10 Spell Effect.

6.) Mend Funnel - Whenever you heal an ally, that ally gains a Mend Mark. Only one ally may have a mark at one time. Whenever you heal an ally who already has a Mend Mark on them, you and that ally both recover 5 HP and MP.

7.) Inoculation - Whenever you heal an ally, that ally gains a +25% chance to resist disables and +10% Damage Resistance until your next turn. Passively grants you +20 Max MP.

8.) Cure - Whenever you heal an ally, you remove up to one random debuff ( not disable ) from that ally. Whenever a debuff is removed in this way, you restore an additional 10 HP to that ally. Passively grants you +2 MP Regeneration.

9.) Burst Heal - Whenever you heal 30% or more of an ally's Max Hit Points in one turn, that ally recovers 10% of his or her Max Hit Points at the end of that turn. Passively grants you +20% Healing Effect of Spells and Abilities.

10.) Living and Loving - For every 50 Hit Points your target has when you heal them, you restore an additional +10% Hit Points to that ally on healing them. Only works on single target spells. Passively grants you +3 MP Regeneration.
Endless Crusade Wikia

## Welcome to the Endless Crusade Wikia

This Wiki is created to support the very simple role playing game, Endless Crusade!

Endless Crusade is played using pens, pencils, and paper. No electronics are required!

The Site is currently undergoing the Reckoning Update, which will remove much of the needless complexities of the game, reducing it to its more enjoyable state!

## Important Links for Players and Game Masters

Character Creation

Weapons

Armor

Skill Trees

Classes

Skill: Enchanting

Spells

Stats

Races of Ohr

The Land of Ohr

Technique Pools

## Latest Updates

New Races, including Nulls! Check out the Races of Ohr page for more!

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Skill: Mathematics

The skilled mathematician can solve mathematical problems of great intensity in very small periods of time. Math Skill is improved by solving math problems of high difficulty, or through math-utilizing combat. Skilled mathematicians also gain greater mental fluency, having reduced spell costs and greater percent chances.
Kain Ullenhauve

Kain Ullenhauve is a Sinewkin Wizard who is the main enemy of the Primary Party.

Level: 15 - APS: 35

Hit Points: 3450 - Mana Points: 600 - Armor: 25 - Spell Resist: 35 - Attack Damage: 75 - Spell Effect: 60

Critical Hit Chance: 15% - Bonus Hit Chance: 15% - Overcast Chance: 15% - Bonus Crit Damage: +150%

- Shadow Strike - Whenever Kain Ullenhauve scores a Critical or Bonus Hit, he deals an additional 20 Pure damage to his target, and puts a Shadow Mark on the target. Whenever he attacks that unit, he can perform a Shadow Distortion, and teleport that unit up to 15m away by removing a Shadow Mark from the target.

- Necroforce - 30 MP - Kain teleports up to ( Spell Effect x 0.3 + 2 )m away, then gains ( Spell Effect x 0.25 ) Attack Damage and Spell Effect until end of turn. If Overcast, Kain gains ( Spell Effect x 0.5 ) Attack Damage and Spell Effect until end of turn instead.

- Deplete - Whenever Kain deals damage to a unit, he places a Death stack on that unit. Whenever an enemy unit takes damage, they take 1 Physical Damage for each stack of Death on them, then they lose 0.5% of their Max HP for each stack of Deplete on them.

- Cloud of Darkness - 60 MP - Sends an obscuring cloud of darkness out that counters all spells in the cloud. The Cloud is moving towards a location up to ( Spell Effect x 0.1 + 1 )m away on its first turn, then takes up the space in between ( Spell Effect x 0.1 + 1 )m away and ( Spell Effect x 0.2 + 3 )m on its second turn. In addition to countering spells that pass through the cloud, enemies in the cloud lose ( Spell Effect ) Armor and Spell Resist. Cloud is ( Spell Effect x 0.2 + 1 )m large unless you overcast, in which case it is ( Spell Effect x 0.4 + 4 )m large. Can be used at any time.

- Thwart - Upon use, Kain smites a target, making the target lose 15% of their Current HP, then dealing ( Attack Damage x 1.5 ) damage to the target. Kain gains Hit Points equal to the life lost in this way. Melee Range. One use per encounter.
Intelligences

Intelligences are marks of fluency in certain aspects of everyday life, beliefs, and bodies of information. To have intelligence in something is to be able to perform actions related to that intelligence. There are many Intelligences, primarily because they represent what your Crusader has the ability to know, and there are a LOT of things your Crusader can know and be familiar with. Intelligences are not always intelligent; you can be very knowledgeable about something that is counteractive to the development of the human mind. Just because you do not have an Intelligence does not mean that you cannot use knowledge your character might reasonably have regarding that Intelligence.

Peddling

Compassion

Diplomacy

Metalworking

Woodworking

Law

Piety
Skill: Cooking

Your cooking skill is raised by cooking things of progressively higher difficulty. Each food item has a " Food Difficulty ", which you can only have a high chance of cooking successfully if you are a proficient cook.

Your Cook Skill is equal to ( Cooking Level x 0.05 ). When you cook a food item, you must roll a die. That value added to your Cook Skill determines whether you cook the food item correctly, or if you mess up. Messing up on a recipe makes the produced food less powerful.

You gain levels in Cooking equal to the Food Difficulty of foods you cook.

If you fail a cooking roll, there are certain food cosmetics that can save the dish, and count the meal as a success, earning you the levels you would get for making the dish.

Salt - 3g - Adds +5 to your roll for Food Difficulty.

Spices - 5g - Adds +10 to your roll for Food Difficulty.

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Level 15: Special Sauce - Your foods restore an additional +1% Max Hit Points when eaten.

Level 100: Food Offering - Minor Spell - You may offer your food to others to gain increased favor. Higher quality food yields greater favor. If used on an ally in combat, can be used to grant the food administered a +25% effect bonus.
Trinkets

Trinkets are items that fulfill roles in the adventurer's day to day activities, as well as give the adventurer some well deserved mechanical depth in combat. Trinkets can provide anything from straight stat bonuses, to simple aesthetic value.

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Homunculus Scroll

+1% Max MP Regeneration per turn.

+10 Max MP.

Upon use, summon a Homunculus with [ ( Max MP x 0.2 ) + ( Spell Effect x 0.4 ) ] Max Hit Points. The Homunculus has ( Spell Effect x 0.1 ) Movement. Homunculus is summoned within 15m. The Homunculus becomes stealthed a turn after not moving, and breaks this stealth whenever he moves or is dealt damage. One use per encounter, but can gain more uses by Overcasting spells. Every third Overcast allows you to summon another Homunculus. The Homunculus has 0 Attack Damage.

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Hero's Scabbard

+10% Attack Damage and Armor.

Whenever you attack or are attacked, you gain a stack of Heroism Renewed, which lasts until you go a turn without dealing damage. Each stack grants +5% Attack Damage.

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Socks of the Agile

+1 Movement for every 20% of your Max Hit Points you currently have

+ ( Movement x 0.5 ) Attack Damage.

Whenever you move more than 30m in a turn, you gain +10 Armor and Spell Resist until your next turn.

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Shield of the Gem Knight

+5 Armor

Allies within 10m gain + ( Armor x 0.12 ) Armor. ( Does not include self )

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Broken Flask

Upon use, recover 5 HP and 5 MP. One use per encounter, but cooldown resets whenever a party member gets a Critical Hit, Bonus Hit, or Overcast.

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Sigil of Greed

+5% Goldsteal on all damage.

Whenever you gain Gold ( That did not already belong to your party members ), you recover that much MP.

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Grisly Shard

As long as you have 10% or less of your Max HP, you have +20 Attack Damage, +5 HP Regeneration, +10 Spell Resist, and +10% of enemies' Max Hit Points depleted on dealing damage to them.

While Near Death, you have +3 Vitality Regeneration and enter Near Death with +15 Vitality.
Progression

In addition to items, your player progresses by learning new skills, spells, techniques, and gaining statistical bonuses.

Every third level ( 3, 6, 9, 12... ) , you earn one new random skill, and one skill of choice.

Each level, you earn Spell Points equal to your Dexterity, and earn Technique Points equal to your Agility. Once you reach 100 of either points, you learn a new spell at random, and the value resets at 0.

Each level, you earn five stat points to spend on increasing your character's primary stats.

Enemies reward XP equal to their level. Characters level up after getting ( 20 x Current Level ) XP, at which point, the XP resets at 0. You only get the XP if you kill the unit.
Charm TCG: Abilities

Claim - Whenever this unit destroys any Charms, its controller gains that many Charms.

Health / Mana Regeneration - This unit recovers 1 HPT or 1 MPT.

Ruin X - Whenever this unit is attacking a unit with any Charms, it Destroys up to an additional X Charms on that unit.

Thrive X - At the beginning of each of your turns, you may gain X Essence of any school that is in this unit's costs.

Shift ( Cost ) - You can discard this card and pay its Shift cost. If you do, ( Effect ).
Skill: Chemistry

A skilled Chemister can combine potent ingredients to produce a far more potent potion, which will do actions depending on what ingredients were combined to create it. Chemistry is increased through combining ingredients in a controlled environment. Chemistry is leveled by creating potions, each potion yielding the creator a level in Chemistry.

Each and every potion uses Arcane Solvent as a component, in addition to their other components. Potions must be stored inside Glass Flasks.

Arcane Solvent - 2g - Used to dissolve other materials into potions.

Glass Flask - 3g - When filled, constitutes as a potion.

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Level 20: Mishap Immunity - Due to some spilled materials and flubbed concoctions, the Chemister has gained +5 Spell Resistance.

Level 100: Placebo - Minor Spell - When used on a unit that has just drank one of your potions, can be used to convince that unit of a number of things, if you succeed in your roll.

Level 200: Restorative Properties - Whenever an ally drinks a potion of yours that restores HP or MP, that potion restores +25% the amount that it normally would.

Level 300: Nether Peddling - Minor Spell - You can instantly auction off your potions to buyers through a portal leading to the Nether market. You are given gold in exchange for your potions, if there are any buyers.

Level 420: Blazing Concoction - Whenever you apply a potion on an enemy, that unit recieves the "Chemical Burn" debuff, that causes them to lose 5% HPT for their next two turns.

Level 500: Volatile Mix - Upon use, gather up a random mix of volatile ingredients, shove it in a flask, and throw it at an opponent, dealing ( Spell Effect x 0.25 x Dice Roll ) magical damage to them. 25m range. Can only be used once per encounter.

Level 650: Cause Addiction - Minor Spell - Choose a consumable object or thing, then choose a target. That target becomes addicted to that substance. This spell lasts for up to ( Spell Effect ) minutes.

Level 1000: Master Chemister - Once per day, you can create a Mastercrafted Potion with +100% effect. Additionally, you are not weighed down by potions.

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Health Potion - Oak Bark Poultice, Water - Restores 5% of target's HPT until they take damage next.

Arcane Elixir - Willow Bark Poultice, Water - Restores 20 MP on target.
Class: Warrior

*"Half of the world's problems could be solved with an axe. The other half could be solved by using an even bigger axe."*

Warriors are a fighter class. To become a warrior, you must have Mettle, Ethics, or Weapons Mastery. Warriors benefit mostly from Attack Damage, but benefit from all stats that Strength, Agility, and Endurance offer. Warriors do not shy from dealing or taking hits. The spells you have the option to begin with as a Warrior are Fireball, Sunder, or Imbue.

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Class Special: Hack and Slash - Strike target enemy unit within melee range with an attack dealing a bonus + ( Attack Damage x 2 ) damage. Then, you have a 50% chance to gain a bonus attack automatically, with that Bonus Attack dealing + ( Attack Damage ) damage. One use per day.

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Level 0: True Fighter - You have four different options when you attack. You can either perform a Slash, Stab, Spin, or Smash. If you perform a Slash, you have a 35% chance to deal + ( Attack Damage x 0.35 ) damage on attack. If you perform a Stab, that attack deals +50% Damage if it is a bonus attack. If you perform a Spin, that attack deals ( Attack Damage x 0.5 ) damage to all other enemies within 5m other than your primary target. If you perform a Smash, you gain a ( Critical Hit Chance )% chance to stun your target on attack.

Level 1: Drawn to War - Whenever you deal Physical Damage, you recover +15 MP. If that damage is a Critical Hit, you recover +25 MP instead.

Level 1: Chop Away - 60 MP - The Warrior gains an Additional Attack this turn. If Overcast, the Warrior gains two additional attacks this turn instead.

Level 2: Warrior's Spirit - + ( 2d6 ) Attack Damage.

Level 4: Halting Flourish - 40 MP - The Warrior begins to Soft Channel an attack, while still being able to move while channeling. For each turn after the spell is begun, the Warrior must pay 20 MP. When the Warrior ends the channel, he or she deals [ ( Attack Damage x 1.5 ) + ( Number of Turns Channeled x { Attack Damage x 1.25 } ) ] Physical Damage to an enemy within 5m. If Overcast, the Warrior cannot be disabled while channeling. When attack happens after channel, counts as an attack, but does not consume attack for turn.

Level 5: Incite Rage - 70 MP - Target unit within ( Attack Damage x 0.3 )m gains Incited Rage until your next turn. While Enraged in this way, that unit attacks the maximum number of times it can in a turn, but attacks targets at random within attack range, including self. Overcast allows you to choose targets.

Level 8: Warrior's Fury - Upon use, grants you +25% Bonus Hit Chance and +100% Critical Hit Damage until end of turn. One use per day.

Level 10: Warrior's Cleave - Your attacks have +5m of full splash damage, and an additional +5m of half splash damage.
Patch 0.01

- Bonus Hit Chance now scales off of Agility using Diminishing Returns. From Skill Points 1 to 10, you still gain +1.5% Bonus Hit Chance. However, the following are changes to amounts of Bonus Hit Chance, according to level:

- Levels 11 - 20: +1.0%

- Levels 21 - 30: +0.5%

- Levels 31 - 50: +0.25%

- All Bonus Crit Damage Bonuses aside from that granted from Strength are being reworked.

Murderous Intent: Changed from 50% / 100% Bonus to 30% / 50% Bonus.

Massacre: Changed from 40% Bonus to 30% Bonus per stack.

Impact: Changed from +50% Critical Hit Damage to +35% Critical Hit Damage.

Chance Strike: Buffed from +0.5% AD per % Crit Chance to +0.75% AD per % Crit Chance.

Scaling Critical: Changed from +2.5% Critical Hit Bonus damage per point of Agi. to +2.0%.

Headshot: Changed from +50% Bonus Critical Hit Damage to +40%, Stun proc Chance changed from ( Crit Chance )% to ( Crit Chance x 1.25 )%.

Impact II: Changed from +75% Critical Hit Damage to +45% Critical Hit Damage.

Stay Stealthy: Changed from +3 Movement while Invisible to +4 Movement.

Wild Strike: Chance Modifier changed from x10 to x6.

Unforgiving Chances: Changed from 50%/75% to 35%/60% Bonus Critical Hit Damage.

Impact III: Changed from +100% Critical Hit Damage to +60% Critical Hit Damage.

Critically Lucky: Totally reworked from option to cut crit chance in half to yield x2.5 Critical Hit Bonus Damage, to become "Critical Hit Bonus damage is doubled when you roll a twenty, +10 Attack Damage".

Devastate: Changed from +75% Critical Hit Damage to +60% Critical Hit Damage.

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Blinkcast - Mana Reduction changed from ( SE x 0.25 ) to flat 30 MP.
遊戲技巧

玩家的五十道陰影

https://www.facebook.com/notes/%E9%AD%94%E6%96%B9%E8%B3%BD%E8%B7%91-running-strike-%E5%AE%98%E6%96%B9%E4%BA%A4%E5%8F%8B%E8%A8%8E%E8%AB%96%E5%8D%80/%E9%81%8A%E6%88%B2%E5%B0%8F%E6%8A%80%E5%B7%A7%E8%AB%8B%E8%87%AA%E8%A1%8C%E7%B7%A8%E8%BC%AF/450273018466442

到了最後只差一點點就要過終點線時，被前面贏的人放的種子絆倒，然後就被後面的人超過去了（拍桌）贏了就贏了，還放什麼種子（翻桌

掉水是沒用的，因為：
所有角色都不會游泳
海也是魔方狀的
海下面是天空
所以說，如果到了水底的天空，要等很久才能重生

原本的對手就已經夠暴力了，還我和平的賽跑
Skill: Rage

Rage is leveled by dealing physical damage. You gain ( Physical Damage Dealt x 0.1 ) levels of rage in combat.

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Rage Powder - 6g - ( Consumable ) - When used, grants you bonus damage on attack for the rest of the encounter equal to ( Rage Level x 0.04 ). Additionally, Rage is Leveled at a rate of ( Physical Damage Dealt x 0.3 ) for this encounter instead.

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Level 75: Ragestrike - Whenever you attack, you can have that attack deal +25% damage. If you do, you lose 10% of your armor and spell resist until your next turn.

Level 150: Bloodlust - Minor Spell - The Rager smells the spilt blood of his enemies, and is enraptured by it. If his target is injured, can be used to discern their current Hit Points.

Level 275: Unstoppable Onslaught - Whenever you attack, you gain 40 Stacks of Onslaught. You gain 100 instead if your attack is a critical hit. At any multiple of 200 ( At least ), you can expend that multiple of 200 to gain +( Multiple x 0.2% ) damage on that attack. ( So, for example, once at at least 200 Stacks, you can expend 200 to give your next attack +40% damage. )

Level 400: Overwhelming Rage - Minor Spell - The Rager works himself into an unstoppable fury. If used outside of combat, the rage becomes contagious and might cause nearby units to enter combat. If used in combat, grants the Rager an additional attack this turn, and can only be used once per encounter.

Level 600: Time's Up - The Rager sees the opportune time to strike and deals a savage blow to his target. The Rager rolls a six sided dice. The roll starts with a 66% chance of success, that decreases by 17% ( One side ) each roll, until set at 33% ( 5 or a 6 ). The Rager only moves on to the next roll after he is successful at a roll. The rager deals a base +50% damage on the attack, with a bonus +50% damage per successful roll. Can only be used once per encounter.

Level 800: Rush of Blood - Minor Spell - The Rager speeds up the flow of blood in his target, causing time to slow for that unit. If used in combat, will instead give that unit +5 Movement Speed, but -25% Armor until the Rager's next turn.

Level 1000: Perilous Venture - Whenever you attack, you gain 1d6 stacks of Pure Rage. For each stack of Pure Rage on you, you deal +1 Attack Damage, but take +0.3 damage from all attacks. Max of 100 Stacks. Stacks are removed at end of encounter.
Class: Vanguard

The Vanguard is a fighter class who specializes in rapidly approaching and entering combat. When the Vanguard enters the fight, he can then survive and return fire after he takes damage. The Vanguard must have Mettle, Physique, or Survivalism. The Vanguard scales best with Attack Damage. Vanguards may begin with Heal, Protect, Vault, Adrenaline, or Guard Against.

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Class Special: Shock and Awe - Upon use, the Vanguard runs up to ( Movement )m, then places a Power Shield that is 20m wide at a location with the midpoint within 20m, at any orientation. The Shield blocks all damage, and lasts for 1d4 turns. Can be used at any time. Whenever an ally passes through the shield for the first time in a turn, that ally gains +20 Movement until end of turn. Enemies cannot pass through the shield.

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Level 0: Electric Fist - 30 MP - The Vanguard electrifies his fist, then strikes an enemy within melee range for [ ( Attack Damage x 0.5 ) + ( Movement x 0.5 ) ] damage. The target is then stunned. If Overcast, also deals ( 3d20 ) damage to the target.

Level 1: Pumped for Battle - As long as the Vanguard hasn't been dealt damage since his or her last turn, the Vanguard recovers +1 MP per meter traveled.

Level 1: Get Over There - 20 MP - The Vanguard grabs a target within melee range and throws them up to [ ( Attack Damage x 0.2 ) + ( Movement x 0.2 ) ]m in a direction of the Vanguard's choice. If the target is thrown into something else, they are stunned. If Overcast, that unit also takes ( Attack Damage ) damage.

Level 3: Helpless Hammering - The Vanguard deals +30 Attack Damage to stunned enemies.

Level 4: Leap and Smash - 40 MP - The Vanguard can leap to any stunned enemy within ( Movement )m, then strikes the nearest enemy within 10m. If that enemy is stunned, the Vanguard actually attacks that unit. If not, simply deals ( Attack Damage x 0.5 ) damage to it. Overcast also sunders target completely.

Level 6: What About the Rest of You? - For each stunned enemy within 25m, the Vanguard has +5 Armor.

Level 7: Null Chain - 80 MP - The Vanguard deals [ ( Attack Damage ) + ( 3d20 ) ] damage to each stunned enemy within ( Movement x 1.5 )m. If Overcast, deals [ ( Attack Damage x 2 ) + ( 5d20 ) ] damage instead.

Level 10: Not So Unshaken - Enemies who were stunned on their last turn deal -15 damage with all attacks and spells.
Enemies: Barrenmoor

Creaking Skeleton - Level: 1 - ( APS: 4 ) - Drops: 1-2g

Hit Points: 35 - Armor: 2 - Spell Resist: 3 - Attack Damage: 12 - Critical Hit Chance: 5% - Critical Hit Bonus: +50% - Bonus Attack Chance: 5%

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Zombie Knight - Level: 1 - ( APS: 7 ) - Drops: 2-5g

Hit Points: 55 - Armor: 4 - Spell Resist: 1 - Attack Damage: 8 - Critical Hit Chance: 10% - Critical Hit Bonus: +100% - Bonus Attack Chance: 5%

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Skeletal Archer - Level: 2 - ( APS: 10 ) - Drops: 4-9g

Hit Points: 40 - Armor: 3 - Spell Resist: 4 - Attack Damage: 10 - Critical Hit Chance: 15% - Critical Hit Bonus: +80% - Bonus Attack Chance: 5% - Attack Range: 20m

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Alleros, Undead Bruiser - Level: 5 - ( APS: 30 ) - Drops: 20g

Hit Points: 100 - Armor: 5 - Spell Resist: 3 - Attack Damage: 20 - Critical Hit Chance: 10% - Critical Hit Bonus: +75% - Bonus Attack Chance: 5%

Drops:

Warhammer of the Bruiser - 8g - 2H - +12 Attack Damage; Whenever you attack, grants you +2 Attack Damage until end of turn for each enemy within 5m.

Bruiser's Charm - 9g - 1H - +8 Max HP; Whenever you attack or cast a spell, you gain a charge of Force. Whenever you attack or cast a spell, you can expend any number of charges to deal + ( Charges Expended x 2% ) Damage with that Spell or Attack. Can hold any number of charges.

Hellfire Crystal ( Runecrafting )

Enduring Ivy ( Flora )

Helm of the Bruiser - 5g - +2 Armor, +1 Spell Resist

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Apprentice Deathmage - Level: 3 - ( APS: 16 ) - Drops: 7-12g

Hit Points: 60 - Mana Points: 40 - Armor: 3 - Spell Resist: 10 - Attack Damage: 6 - Spell Effect: 30 - Critical Hit Chance: 5% - Critical Hit Bonus: +50% - Bonus Attack Chance: 5% - Overcast Chance: 10%

Spells: Peril, Fireball

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Lore: The Knight Orders

After the War of the Orders, the Black knights disbanded into several smaller groups, and a large number of the White Knights fractured off into smaller groups. Although the White Order is still the most prevalent Knight order in Ohr, there are many other powerful accords throughout the land.

The White Order - Prestigious Upholders of law who are centered in the Human City of Bastionados. They fight against the Demonic Magic now, but are too zealous in their judgment of who is and who isn't a dark practitioner. The White Order considers Black Knights a greater scourge than any Demonic Magician.

Paladins of Marion's Hymn - Freeroamers in service of their own self-guided light. Most consider themselves Cavaliers, and were initially in service of the wandering Maiden Marion Saun before she mysteriously vanished one night among her followers. All of the Paladins are committed to fighting Demons not to destroy Dark Magic, but rather to try to beat information out of them regarding Marion's whereabouts.

Creaking Crusade - When the Black Knights were defeated, a desperate Knight-Warlock among their ranks bound the souls of thousands of the Knights to their bodies in a Lich-like pact. As the Knights died in battle, they were resurrected, and fought on for days. Many were decimated to dust, but eventually the White Knights that they were fighting rode on, seeing no threat in the now Skeletal enemies. The members of the Creaking Crusade now fight on, defending the last few remaining citadels of the Black Knights.

Breaker Knights - The Breaker Knights, eccentric Knight-Physicists originally from among the ranks of the White Knights, now fight in service of the Metropolis of Palintorque. The Breaker Knights were founded by Hans Breaker, an ingenious Human Inventor who developed advanced Machinated armor that is customary for the Breaker Knights. The Breaker Knights are prodigal wielders of Lightning weapons.
角色使用

## 德士蒙

**角色分析：**

德士蒙必須死

莉絲
--

**角色分析：**

**優點**:

（幾乎）無限護盾

體型適中，吃到的金幣比卡布多，遇到障礙物或攻擊時好閃避

速度不快不慢好操控

韌性高

卡布
--

**角色分析：**

**優點**:

身體小，不容易被部分道具打中。

比賽中，三名對手得到15左右的道具。速度快身體小能有"機會"打中自己的約4件。

(終極導彈,追蹤導彈,閃電,瓦斯噴火槍,炸彈)

**缺點**:

速度快，只有2件受速度影響的道具獲得比較高的加成。(瓦斯噴火槍,加速鞋)

**使用：**

1.卡布有種子時，技能發動加上種子時很難看到！

2.同時用泡泡雲加火槍加跑鞋(小心陷阱/掉坑/敵人的雷電或攻擊)

**精靈配置：**

**1.不倒組合：**機器人(像帕高那樣極速重生)、黑色魔獸(以帕高為榜樣)

帕高
--

(我家帕高最暴力)

**角色分析：**

**優點**:

因為力量高，8件受力量影響的道具獲得比較高的加成。
(終極導彈,追蹤導彈,魔法箭,瓦斯噴火槍,戰斧,炸彈,嚇一跳食人花,閃電)

還有技能熱血蘑菇

比賽中，三名對手得到15左右的道具。能有"機會"打中自己的約5件。高韌性令懲罰時間減少。

**缺點**:

身體太大，容易被部分道道具打中。

**精靈配置：**

**1.恐怖組合：**雷雲(炸掉對手後不能起來)、機器人(有韌性不會倒)、黑色魔獸(不倒翁姿態)

**2.速度：**白色魔獸(補回像卡布的速度)