recursal/Fanatic-Fandom huggingface dataset:
Hanza Compound

## Summary

The Hanza Compound is a major manufacturing and delivery system, said to be the roots of Heaven as everything that comes into the Rengkok Region either is made in Hanza or at the very least passes threw it. It was the third location visited by PUPPY on his quest to find his Brother as well as to capture the corpulant Heaven Elite known as TrafficKing.

Despite the fact that TrafficKing rules the Hanza Compound it would seem that the Sick Sisters play some part in operations as Mother and her children the Angel robots are a constant threat and major presence within the Compound, albiet when she first appears, Mother was threatening to kill several Techno Dogs.

## Database Entry

A vast factory and transportation center on the outskirts of Rengkok South. It runs 24/7, a sleepless hive of machine assembly, trains and cargo. Hanza is the hard root of heaven. Everything - the Virtuality gear, security systems and machinery, light and heavy components - starts here and goes through here. No wonder it's so heavily guarded by people and machines.

One of Heaven's biggest bigwigs, TrafficKing, heads up hanza Compound. Quite literally heads it as he lost the rest of his body years ago. Now, his severed head is wired directly into Hanza's Systems. he sees everything, and can dispatch security anywhere in a heartbeat.

## Trivia

* Hanza Compound is the 3rd location PUPPY visits
* Hanza Compound is the only location where a major antagonist doesn't die as both Mother and TrafficKing survive
* It isn't clear why Mother was attacking the staff of the Hanza Compound
Cordae

Cores are strong sources of unstable reality within the Abyss. These are what draw souls in from other worlds to the place between worlds (and maybe Atal). It's not completely wrong to say that Cores are made of souls but in some cases, some souls manage to maintain themselves. Since these souls are tied directly to their respective Cores, they cannot leave their respective Domain. They also can achieve incredible feats of magic. However, if they aren't careful with their magic, they may go insane. Plus if they leave, they will either disappear or be complete absorbed by the Core they serve.

Thus, their goals would most likely be to stabilize Atal so they aren't needed or somehow cut them off from the Core.

## Names

### Biology Based

The name Septer was inspired to the two words scepter and septum. These are the ones whose souls are directly connected to the Cores.

To be honest I'm thinking of changing the names into "Cavi" from the word cavity or the "Percardi" from the word pericardium.

I'm up to suggestions. "Septer" makes sense since these beings/people essentially control and are manifestations of magic. It gives them the whole "royals and their rule" kinda vibe. At the same time though it doesn't make complete sense given what become of them...

Plus names like Cavi and the Percardi kinda sound more fancy like. I might just combine the two into "Percavi."

### Other Based

Amalga from the word amalgamation

Einmes from the German word "ein" and the Spanish word "mezcla"

Mezclar is Spanish for "to mix"

Beon is Old English for "being" (though the actual word has some sort of accent over the o."

Cor from Core

Guardian for obvious reasons

Corda is latin for cord (I think I might just go with this one)

Nah I should call them Corn.
Cave

The Cave is a possible rumor found only during Chapter 2. It occurs when choosing:

* An acolyte of a lost hero was said to have made a home in a nearby **CAVE**.

Cave is a free piece of equipment in the form of the Hero's Shield, a 15 Def shield. As a Peasant, this shield turns into the True Hero's Shield, a 20 Def shield.

## Transcript

*"You enter a cave and within lies an abandoned hero's shield."*

* *"You got a Shield of the Hero!"* [Shield, 15 Def]

### Peasant

As a Peasant, this shield becomes much stronger with your Destined perk: Shield of the True Hero [Shield, 20 Def].

## Gallery

<gallery>
</galley>
Mercenary

*"The Mercenary extracts their price in blood."*

Mercenary, abbreviated as MERC? in game, is a companion that can be encountered during the traveling mercenary encounter. In order to get the mercenary, you need to select the ACCEPT option. The mercenary requires you to pay him 15 HP before he joins you.

Mercenary does 5 physical damage.
Cloaked Man

*"I'll be sure to lend you a... hand."*

The Cloaked Man is mysterious NPC that is encountered within the castle. He mentions that The Faceless One took everything from him and left him adrift. He is missing his arm and mentions that he would offer to help on your quest if you find it.

Dungeon Master also mentions the Cloaked Man's missing arm after defeating the King in Gold.

## Gunslinger

In Chapter 2, the Cloaked man has picked up a signal to his missing arm. He offers to teleport you or let you continue on your quest to slay the King in Gold. Teleporting sends you on the The Frozen Summit quest to defeat Jaerlaxus, a monstrous ice dragon. The Cloaked Man acts as the NPC for this quest, replacing the Knight Errant. He gives you torches, wotions, and immolate scrolls to help keep you warm. Upon successfully defeating Jaerlaxus in his lair, the Cloaked Man reveals himself to be a Gunslinger, ready to aid you.

## Trivia

-During an adventure with the DM, the Cloaked Man was called a Gunslinger Spirit. Teasing at what was coming soon.
Temple

Temple is a possible rumor during the second half of your journey, found after completing Shrine/Village, but before Garden/City. This rumor occurs when choosing:

* There is a **TEMPLE** to a forgotten god. Strange activity has been spotted there.

Upon entering the temple, you will be greeted by a fight with a Blood Feaster. After defeating the beast, you will earn a new companion: Priest of Decay, whih does 15 Rot damage.

## Transcript

*"You arrive at the decaying temple.*

*You see a summoning circle with bodies littering the area around it.*

*A beast with grasping tendrils notices you and charges!"*

* Blood Feaster [Weak: Fire][Resist: Blood, Rot]

*"A priest approaches you and claims they were only pretending to be dead. They offer to follow you."*

* *"Priest of Decay has joined you!"* [Companion, 15 Rot]

## Strategy

- The priest is a great companion if you still need another one and aren't going to Garden.

- The priest can dish out a nice chunk of damage if you're playing a rot build.

## Gallery

<gallery>
File:Intro-0.png
File:Fight-0.png
</galley>
Face

Face is a possible rumor found only during Chapter 3. It occurs when choosing:

* A **FACE** carved into the earth.

Face is one of the few possible horde battles that can be encountered in Chapter 3. Despite being a 1 versus 3 fight, Face can be a fairly low risk high reward fight. Upon winning, you will be rewarded with the Astral Shield, a 15 Def Astral Resist shield.

## Transcript

*"A large, 3-eyed face has been carved into the mountain.*

*As you move to inspect it further, the eyes detach and fly towards you."*

* 3x Floating Eye [Weak: Astral][Resist: None?]

*"In recessed of the face's eye socket, you find an object of some value.""*

* *"You got an Astral Shield!"* [Shield, 15 Def, Astral Resist]

## Strategy

- Because all creatures in Chapter 3 do Astral damage, Face should be a top priority to find.

## Gallery

<gallery>
</galley>
Hole

Hole is a possible rumor found only during Chapter 2. It occurs when choosing:

* A stench has been emanating from a rotting **HOLE** in the permafrost.

Upon reaching the Hole, you will have to fight a Frost Touched Leech (it has about 300-350 health). Once you have defeated the Frozen Leech, you will earn one of the highest def chestpieces in the game, the Frozen Armor. (20 Defense)

## Transcript

*"You reach the gaping hole in the permafrost. As you do, a corrupted leech slithers from within.*

* Frost Touched Leech [Weak: Fire][Resist: Rot, Physical]

*"The beast was jealously guarding a powerful artifact. It is now yours"*

* *"You got a Frozen Armor!"* [Chestpiece, 20 Defense]

## Strategy

- Hole should be a somewhat high priority item, due to how much armor it gives you. With the exception of Peasant, this item gives +10 more armor if you have the Hero's Armor.

## Gallery

<gallery>
</galley>
Spiritual Blessing

The Spiritual Blessing is a special encounter that happens just as your journey begins. You will be gifted a special, but powerful item ranging from weapons or artifacts.

## Transcript

*"Your journey has been blessed with the ancient artifact, **X**.*

*You could be granted a **DIFFERENT** blessing by offering **10 Spirit Energy.***

*Or you could **ACCEPT** your gift.*

*You have **Y Spirit Energy**."*

1. **DIFFERENT**
	* You spend 10 Energy, the weapon for X changes.
2. **ACCEPT**
	* **You got X**!

## Item Pool

The following is a list of weapons and artifacts that can be blessed with:

* Astral Scythe [Weapon, 30 Astral, 25% Life Leech]

* Inflamed Hatchet [Off-hand Weapon, 20 Fire, Fire Boost; +2 Damage per fire consumable used]

* Dire Knuckles [Weapon, 120 Attack; Damage decreases by 3 for each 1 Def you have]

* Rot Broadsword [Weapon, 20 Rot; +5 Damage per rot consumable used]

* Tormented Soul [Artifact, 1 Atk; Damage increases by 1 for each 3 Def you have]

* Frenzy Banner [Artifact, Companions gain adrenaline (they attack faster)]

## Trivia

- In it's first incarnation, Spiritual Blessing used to be after defeating the Grim Gargoyle or Vine Horror. You could pay 100 Spirit Energy to earn the weapons above, or pay 20 Spirit Energy for a random item you usually got from a rumor.

## Gallery

<gallery>
</galley>
Jaerlaxus

*"Quote goes here"*

Jaerlaxus is final end goal boss of Chapter 2. He resembles a massive ice dragon. According to Cloaked Man, this is the beast responsible for taking his arm. Although not described in detail, one can assume that Jaerlaxus works with The Faceless One.

Jaerlaxus resists rot, as do many of the other denizens of The Frozen Summit, so try and stay away from rot damage if you can. He is weak to Astral (?) and Fire damage, if you can find the equipment for it. Jaerlaxus has around 2000 HP. Upon defeat, he drops the Jaerlaxus Trophy

## Strategy

- The Dragonkin can make for a very easy time against this boss, due to her fire damage boost. An immolate scroll in her hands against Jaerlaxus can mean a free 500 damage taken out of his HP.

- Grabbing the Frost Helm for Ice Resist can really help, since Jaerlaxus does Ice, Astral damage, and Physical meaning it's one less source of pain to worry about.

- A character who has the Astral Resist passive will have one less damage source to worry about, since Jaerlaxus does Ice, Astral, and Physical damage.
Vampire

*"You are part of a breed found ever more rarely in this age.*

*What was once a life of power and greed has turned into a simple fight for survival."*

The Vampire is a returning class from the Original Death's Door. She is one of fifteen classes currently available at the start of a new game. She starts with two pistols and the following consumables: 2 Bandages, 2 Mantrp, 1 ThraxeB, 1 FirTrp. Her unique class passive is called Bloodsucker, which gives her boosted blood damage. She also has lifesteal on attack and will return 20% of the damage done as health. This can be applied from weapon attacks and traps While Vampire is able to life steal, she has reduced healing from other sources, meaning bandages and potions are only half as effective on her. Regular bandages and potions will only heal 15 health in total for example.

Vampire also has the added benefit of the "Bloodsucker Discount" at all blood shops, meaning she can buy items half off; Potions/Bandages will cost 2 health, and all traps will cost 5 health each.

## Pros

- 20% Lifesteal allows great sustain during fights. The more damage you can deal, the better the lifesteal will get.

- Double blood damage makes quick work of mystics, perhaps one of the second most common enemies.

- Double blood damage also means stronger Bone Thraxes, meaning you could do 100+ damage at around 1/4 hp.

- Cheaper blood shops allow more chances to buy traps and items you need for tough fights.

## Cons

- Reduced healing from bandages and potions means you may need to watch your health bar.

## Strategy

- Has great potential synergy with Gaxe and ThraxeB.

## Trivia

- Despite being bugged when first introduced, Vampire has managed to complete content up to level 22. However upon realizing she was gimped without lifesteal, Mixer did take a temporary break from playing her.

- One of the first classes to reach level 100.
Feral Fowl

*"This is not the turkey you're looking for..."*

The Feral Fowl was one of three bosses that could be fought after reaching the first quest destination. He was found in The Final Feast, only available during the US Thanksgiving holiday. This boss was later replaced by a stronger version known as the Turkey Hydra. The Feral Fowl is a massive wild turkey that the player and farmer mistake for Ralph out in the fields.

The Feral Fowl resists blood and rot damage, while dishing out some hefty physical damage while on the attack. He has around 250-300 health, but is easily taken down with some source of fire damage. Slaying this wild beast will earn you either a companion pet, in the case of playing as Peasant, or a Ceremonial Axe for any other class. You will also get a Feral Fowl Trophy.

## Feral Fowl

### Resistances:

Blood, Rot, Fire

*"This is not the turkey you're looking for..."*

The Turkey Hydra was an upgraded boss introduced the week after the Thanksgiving holiday. He was initially available in a quest known as The Feast Returns. The Feast has been moved to a special event now, in which you find a Thanksgiving themed door.

Unlike his single headed version, the Turkey Hydra deals significantly more damage, resist more things, and has a larger health pool. He still drops the same items upon defeat though.

## Strategy

- Having some sources of fire damage will suit you well leading up to and during the Feral Fowl's fight, due to his weakness. You will also get a few fire damage consumables along the way, so make sure to use the heavier hitting things on the boss if you can.

- Unlike his single headed version, the Turkey Hydra is a fearsome foe. It is recommended not to fight him unless you have the gear for it.

- It was possible to defeat the Turkey Hydra with a special set up in the first leg of your quest. The potential candidate needed to have adrenaline with thraxe curse and get the forge greatsword. Bdog also helped greatly here. You also needed a few healing items on hand. (Twitch used an adrenaline Dragonkin to win and almost got a kill with a Mystic).
Medallions

## Quick Summary

Medallions is a possible encounter that happens anywhere along your journey. By paying 10 Spirit Energy and selecting **PASS**, you can select a Fire, Blood, or Rot Medallion. This medallion boosts the element you select (double damage with that element) and also turn you into that element -- meaning you will take double damage from your weakness.

## Transcript

*"Off to the side of the road you find what used to be a pond, but is now a dried up pit in the ground.*

*At the bottom of the hole, you can see three medallions laying there as if for someone to take. You try to make your way down, but an invisible force keeps you from entering the pit.*

*You could use **10 Spirit Energy** **to** PASS **through and retrieve the medallions, or you could** LEAVE **on your way..***

*You have X Spirit Energy"*

1. **PASS**
	* *You used 10 Spirit Energy! You have X Spirit energy left.*
		+ *You make your offering and immediately feel that the invisible fog has been lifted.*
		+ *At the bottom of the dried up pond, you see three medallions. One of **FIRE**, one of **BLOOD** and one of **ROT**.*
		+ *You decide whether to take one or, wary of what your thievery may incur, **CONTINUE** on your quest.*
	1. **FIRE**
		* *"You take the Fire Medallion and immediately feel a warmth inside you."*
			+ You got a Fire Medallion *[Fire Boost, Blood Weakness]*
	2. **BLOOD**
		* *"You take the Blood Medallion and immediately feel a dark strength swell inside you."*
			+ You got a Blood Medallion *[Blood Boost, Rot Weakness]*
	3. **ROT**
		* *"You take the Rot Medallion and immediately feel as though Death has become friendlier than before."*
			+ You got a Rot Medallion *[Rot Boost, Fire Weakness]*
	4. **CONTINUE**
		* <need text for this>
			+ Continue to NPC encounter.
2. **LEAVE**
	* <need text for this>
		+ Nothing happens. Continue to NPC encounter.

## Gallery

<gallery>
</galley>
C.A.R.

*"This is the Combat and Automobile Robot, or C.A.R. for short. This model has been heavily modified to survive in the wasteland, though it seems to have blown a few pistons along the way, making it somewhat... unstable.*

*Truth is, it's got no argument with the Faceless One, it's just along for the ride."*

C.A.R. is a class unique to Death's Door Aftermath. It is one of fifteen classes available to be played at the start of the game. The car starts with a Pistol and the following consumables: 1 Nitrous, 2 Mantrp, 1 ThraxeB, 1 FirTrp. C.A.R.'s unique class passive is Nitro Boost, which allows it to heal from Nitrous and Nitrous Drip. These are the only items C.A.R. can use to heal, as Bandages and Potions are completely unable to heal it in any way.

C.A.R. can acquire scrap from breaking down bandages, potions, nitrous and nitrous drip, which can then be converted into more nitrous or nitrous drip for healing. This can only be done at a camp.

Please note: Scrapping bandages is slightly bugged and may scrap nitrous instead.

## Pros

- Healing is slightly stronger on C.A.R. , healing for 50 with a Nitrous or 40 with a Nitrous Drip. This makes his healing almost as good as having a built in Better Bandages/Preferred Potion.

- Can scrap Potions and Bandages to gain more healing items at camp.

## Cons

- Cannot heal from Potions or Bandages, meaning large stock piles of bandages and potions are usually useless.

## Strategy

- Because Potions and Bandages are unable to heal C.A.R. perks such as Better Bandages and Preferred Potions are completely useless on it and should be avoided if possible.

- Likewise, the BDRing loses value on C.A.R., due to the fact it gets no healing from potions.
Beastspeaker

*"You have the look of a man, but the soul of a beast. Your decades living amongst animalkind has granted you the ability to speak with all beasts.*

*You search to end the corruption that threatens all life in this world, so you've come to this foul wasteland where even beasts fear."*

The Beastspeaker is a returning class from the Original Death's Door. He is one of fifteen classes currently available at character select. His starting weapons are a knife and reinforced armor with the following consumables: 2 Bandages, 1 Mantrp. The Beastspeaker's unique class passive is Animal Friend, which gives him a Squirrel companion at the start of the game.

Please note: Because this class is so new, some information may not be complete. His squirrel companion may potentially evolve like in the first game and he may also be able to find the panther companion. More gameplay is required to finish this page.
Audrey Three

*"Don't forget to water the plant."*

Audrey Three, abbreviated as \_\_\_ in game, is a companion that can be encountered by going through the Garden to get to the castle. In order for Audrey's event to show up, you must have at least one Jar of Dirt and be able to pay 5 HP. Once you finish the ritual Audrey Three will join you.

Audrey Three does 30 Blood damage.
Omniscia

*"Omniscia. Gatekeeper of the beyond."*

Omniscia is final end goal boss of Chapter 3. It is a giant hand creature with a single large eye. The Seer states that Omniscia was left behind when The Faceless One left this world and came to ours.

Omniscia is not know to resist anything, but as with most other bosses and the creatures of Chapter 3 it is weak to Astral. This boss can do extremely high damage and reduce your armor to 0, further increasing the damage taken. He does Astral and one of the following elements: Blood, Fire, or Rot. Omniscia seems to deal less damage the weaker it gets so as long as you can endure this fight, you can win.

## Strategy

- If you can bring a Beyond Scroll with you into this fight, it is recommended that you use it at the start.

- Picking the Astral Scythe and getting Astral boosts allows for an easier time keeping your health up with such heavy hits.

- This fight gets easier the more trophies your character has.
Town

Town is a possible rumor found only during Chapter 2. It occurs when choosing:

* A powerful axe was crafted in a nearby **TOWN** and then nothing was heard from them again.

Upon reaching the Town, you will have to face a Scourge of Frost, a fairly powerful beast that does ice and physical damage. Should you be victorious, you will be rewarded with the Miceax, an 80 Ice weapon.

## Transcript

*"You reach a town abandoned and given over to snow. A beast is feasting on the dead.*

* Scourge of Frost [Weak: Fire, Astral][Resist: Rot, Physical]

*"You search the town and find a powerful enchanted weapon that must have drawn the beast here."*

* *"You got a Mighty Ice Axe!"* [Weapon, 80 Ice]

## Strategy

- With the exception of Templar, Town should be considered should you be lacking a weapon that deals damage.

- Despite this weapon dealing Ice damage, the weapon still does 80 to all ice enemies here.

## Gallery

<gallery>
</galley>
Vampire (DD1)

*"You are cursed with a powerful hunger for blood and power.*

*You follow this path not out of a sense of duty, but a desire for what it can give you."*

The Vampire is one of the twelve classes available to choose from when a new game begins. She starts with a Knife, Tunic, Tknives and BldVil. Her unique class passive is Bloodsucker, which boosts Blood damage. While the Vampire gets increased blood damage, meaning better healing from blood items, she has reduced healing from other sources. Potions healing will be halved and regen sources such as the Visage of Protection will only give 2.5 health.

## Cons

Reduced healing from potions means you'll only be getting 15 HP (30 from PPotions?).

## Strategy

-The Blood Sword in the Den is the best in slot for the vampire. She receives a more powerful version of the blood sword that deals 50 Blood Damage (100 Damage per swing with her blood buff).

## Trivia

- Vampire was the first class to defeat Omniscia on Twitch.
Void

VOID is a possible rumor found only during Chapter 3. It occurs when choosing:

* A silent **VOID**.

Void is an extremely tough fight against a single Astral Beast. However, should you defeat this foe you will earn the Astral Keeper, a 15 Astral Companion.

## Transcript

*"You gaze upon the remarkable nothingness and wonder how such a place came to be.*

*From the void, a gargantuan foe emerges!"*

* Astral Beast [Weak: Astral][Resist: Physical?]

*"From the emptiness emrges another strange creature borne of the realm, though this time it seems less violet.*

*It seems to want to follow you, whether you want it to or not."*

* *"Astral Keeper has joined you!"* [Companion, 15 Astral]

## Strategy

- Void should only be chosen as a day 3 fight, when your character is more geared, due to how strong the Astral Beast is.

## Gallery

<gallery>
</galley>
Crypt

The Crypt is a possible rumor found only during Chapter 2. It occurs when choosing:

* There is a **CRYPT** where the frost is said to melt.

The Crypt is fairly dangerous, but extremely rewarding rumor. This is one of the few rumors of Chapter 2 that features a horde battle, a battle in which 3 enemies must be defeated back to back. These enemies can all attack, despite only one health bar being displayed, potentially doing heavy damage in one turn. Once one is defeated, the 2nd enemy steps forward until all 3 are defeated. These skeletons have around 200 health each. Defeating these enemies rewards you with the Frozen Helm, a 10 Def Ice Resist piece o armor.

## Transcript

*"As you explore the crypt, you disturb the peace of the multitude laid to rest here."*

* 3x Frost Skeletons [Weak: Fire, Holy][Resist: Rot, Physical]

*"A champion was buried here and thier ancient helm remains intact and powerful."*

* *"You got a Frozen Helm!"* [Helmet, 10 Def, Ice Resist]

## Strategy

- With the exception of a Scythe + Gauntlets build, Crypt should be a top priority of any Chapter 2 run. The Ice Resistance is extremely important here.

## Gallery

<gallery>
</galley>
Tower

Tower is a possible rumor found only during Chapter 2. It occurs when choosing:

* A holy **TOWER** defended by an undying guardian stands nearby.

Upon reaching the Tower, you will have to face an Ice Cursed Warrior, a fairly powerful knight that has around 300-350 health. Should you be victorious, you will be rewarded with the Blessed Greathammer, a 60 Holy weapon.

## Transcript

*"You reach the top of the frozen tower and find yourself face-to-face with a monstrous frozen warrior.*

* Ice Cursed Warrior [Weak: Fire, Holy][Resist: Rot, Physical]

*"The beast defeated, an ancient relic is your reward."*

* *"You got a Blessed Greathammer!"* [Weapon, 60 Holy]

## Strategy

- Templar should prioritize getting this weapon, due to it doing 120 damage with her Blessed Perk.

## Gallery

<gallery>
</galley>
Seer

*"Hey! You want to go somewhere else?*

*Do say YES."*

The Seer is an NPC that is encountered after defeated the boss of either Shrine or Village. He comes from the world that The Faceless One came from and wants you to see where this creature's origins are from. He will ask you the simple question of Yes or No. Yes takes you to Chapter 3, Somewhere Else, where you will fight Omniscia.

The Seer will help you along the way in Chapter 3, giving you Astral Essence, Beyond Scrolls, and even Astral Dirt.

## Trivia

-The Seer was teased shortly before being released, stating that he'd come back and ask for your help later.
Bone Dog

*"Loyal in death as in life. But why?"*

Bone Dog, abbreviated as BDOG in game, is a companion that can be encountered in the farmhouse. In order to get Bone Dog, you need to select the Approach option when you discover them.

Bone Dog does 15 physical damage.

## Trivia

- Due to the way Bone Dog's name is abbreviated in game, it is sometimes referred to as "Best Dog"

- Bone Dog is considered to be of deity status, like Thraxe. (Twitch only?)
Drifter

*"A Drifter without a home. You have the ability to create new items out of wasteland scrap."*

Drifter is a class unique to Death's Door Aftermath. He is one of the fifteen classes available to play at the start of the game. His starting items are a pistol and goggles with the following consumables: 2 Bandages, 2 Mantrp, 1 ThraxeB, 1 FirTrp. His unique class passive is Crafty, which allows him to craft traps and gear from scrap. Traps cost two scrap, while armor and weapons cost five scrap. Scrap is collected from defeating enemies at crossed pistols on the map.

## Pros

- Crafting allows you the potential to make items you may specifically need, should you be having bad RNG with fights.

## Cons

- Due to the slightly aggressive nature of needing scrap from fights, can potentially cause problems to arise where the Drifter bites off more than he can chew.

## Strategy

- Try and save up scrap for weapons and armor, since shops and scavenging can usually yield enough traps for early game.

- Plan out paths carefully to get a few fights in every now and then for scrap.

## Trivia

- Drifter was the first class to introduce an official crafting mechanic to the game. While it is implied on some other characters, Drifter is the first to actually goes through a crafting process at camp.
Tomb

The Tomb is a possible rumor during the first half of your journey, found before Shrine/Village. This rumor occurs when choosing:

* There is a **TOMB** that is rumored to hold holy relics.

Upon reaching the Tomb, you will have to fight a life leech. After it's defeat, you will earn an Artifact known as the Hamult, a 5 holy damage item.

## Transcript

*"Your movement has been noticed by a sightless creature that has made this their home.*

* Life Leech [Weak: Fire][Resist: Rot]

*"Reaching the end of the tomb, you find a strange and ancient holy artifact.*

* *"You got a Holy Amulet!"* [Artifact, 5 Holy]

## Strategy

- Due to it's low damage and tough enemy, Tomb is not a recommended stop on your journey. Hamult is outclassed by the Hunt artifact.

## Gallery

<gallery>
File:Nevertomb\_0004\_Layer\_1.jpg
File:Nevertomb\_0003\_Layer\_2.jpg
File:Nevertomb\_0002\_Layer\_3.jpg
File:Nevertomb\_0001\_Layer\_4.jpg
File:Nevertomb\_0000\_Layer\_5.jpg
</galley>
Death's Door Wiki

The game ran from June until November of 2018 from Tuesday 2PM-9PM or Wednesday-Sunday from 9am-9pm Pacific Time on Mixer.

* About Aftermath
* Elemental Damage
* Passives
* Blessings

* Chapters
* NPCs
* Events
* Blood Shop

* Equipment

* **Friendly NPCs**
* **Enemies**
* **Classes**
* **Rumors**
* **Events**

 There are plenty of ways you can help the DDWiki grow!
Simply head over to an already existing article and edit it, or create a new page and add information! You can also help contribute by uploading images, creating icons in photoshop, making nicer HTML/CSS layouts.
With game having re-launched, the whole wiki is under construction. Want some help making pages? Check out our **Style Guide.**
Lumberthraxe (DD1)

*"With a sort of quiet resilience, you have ventured to this dark land as a chosen warrior of the Thraxe God.*

*His blessing may shield you from some harm, but it will not save you from death entirely.*

*He giveth, but He also taketh. Praise be."*

The Lumberthraxe is one of the twelve classes available to choose from when a new game begins. He starts with an Axe, Shield, Tunic, and 4 Thraxes. His unique class passive is Thraxe Blessed. Every night before setting up camp, the Lumberthraxe will create a special Blessed Thraxe. A Blessed Thraxe does 20 Physical Damage initially, but raises by +5 damage for each thraxe used in combat.

## Cons

-- Reliance on Physical damage is not ideal for all chapters.

-- Despite their name, Blaxes do not do holy damage.

## Strategy

--It is recommended you "level" your Bthraxes up and save them for later use. They can have the potential to out damage even the best weapons available to pick up in game.
Library

The Library is a special encounter that happens after you defeat King in Gold, Jaerlaxus, Omniscia, or Devoured Queen. After your victory, the automated Dungeon Master congratulates you on your boss kill and offers to give you a **CHALLENGE**. If you are willing to spend 50 Spirit Energy you may travel to the Library where you have the choice to fight one of two special bosses; the Blessed Bishop or the Living Wall. Defeating the challenge will reward you with that respective challenge's trophy

## Transcript

**Dungeon Master:** *If you'd like you can use your power to take on an additional **CHALLENGE** for 50 Spirit Energy.*

1. **CHALLENGE**
	* *"You used 50 Spirit Energy! You have X Spirit Energy left.*
	* *Before your challenge, you are blessed with full health.*
	* *You gain 200 HP and are restored to full health!"*
2. **END**
	* New game starts.

Once you're healed up you will be sent to the actual library itself.

*"Poking above the treeline, you spot sharp spires striking through the leaves. Attached at the base is a large brick building spotted with stained glass. The door, it seems, is unlocked, so you decide to venture inside.*

*In the dim expanse you can make out a Grand Library. Covered in decades of neglect, thousands of books fill the halls.*

*Many of the shelves look too dangerous to scour though, but the west wing looks to have some promising potential."*

*"In the shelves of the West wing, you find tomes written in unfamiliar text. Each of them is chained shut and starts to shake as you pick it up.*

*You can make out some words, including **BLESSED** and **LIVING**.*

1. **BLESSED**
	* *"You unlatch the book and are almost immediately thrown to the ground. The book flies open and a mighty foe emrerges."*
	* Blessed Bishop [Resist: None][Weakness: None]
2. **LIVING**
	* *"You unlatch the book and are almost immediately thrown to the ground. The book flies open and a mighty foe emrerges."*
	* Living Wall [Resist: None][Weakness: None][Immune: Astral]

After defeating your foe, you will earn a trophy.

*"The shadows defeated, you slame the book shut and latch the chain back into place. Though before you can lock it, it bestows one final blessing upon you."*

* **You got a Blessed Bishop/Living Wall Trophy!**

## Gallery

<gallery>
</galley>
Artifacts (DD1)

Artifacts go here. Artifacts are the items that go in the very far right slot. This was copy pasted off of the main page and needs to be fixed up. I don't remember the mystic items, please double check their names before making pages.

(Note: will need to make sure other pages redirect to artifact, not trinket)
Statues

Statues is a possible rumor found only during Chapter 3. It occurs when choosing:

* Some strange **STATUES**.

Statues is one of the few horde fights of Chapter 3. You will have to face 3 Astral troglodytes in order to get your reward, the Amulet of the Astrals, which is a 50 Astral damage artifact.

## Transcript

*"Towering, amorphous statues flank either side of the road.*

*At the base of one you find a group of beasts awaiting your arrival."*

* 3x Astral Troglodyte [Weak: Astral][Resist: Physical]

*"The mob defeated, you spot a shimmer of light from inside one of their closed fists."*

* *"You got an Amulet of the Astrals!"* [Artifact, 50 Astral]

## Strategy

- Statues is recommended as a final day choice, should it come up, due to how tough Astral Troglodytes are.

## Gallery

<gallery>
</galley>
Peasant (DD1)

*"Though barely of age, you've set out on a quest to stop the corruption spread by the King in Gold believe you're destined to bring peace to your land.*

*Pray your naivety gives way to clarity in this wretched place. Your destiny may not be what you think..."*

The Peasant is one of the twelve classes available to choose from when a new game begins. He start with a Knife, Tunic, and Bandages. His unique class passive is Destined, which upgrades a few of the items in the game and gives a special sword near the end of the game; the Hero Armor and Helmet will turn into the True Hero version, which has stronger armor values, and the True Hero Sword will appear before the King in Gold fight.

The Peasant starts with some of the lowest attack and defense powers at the start of the game. However, he can be an extremely powerful and versatile class in the right hands.

## Pros

- Increased effectiveness on Hero Items. (Hero Helm, Hero Armor)

- Destined passive provides True Hero Sword drop right before The King in Gold fight (50 damage, Astral)

## Cons

- Can be very squishy.

- Low damage

## Strategy

- For an easy clear, stack True Hero armors, Visage of protection. Replace weapon with True Hero Sword.

## Trivia

-If you ask the Devs whether the Peasant is a boy or a girl, they will say "Yes."

-The Peasant was later confirmed male when The Final Feast quest was released.
Jester

*"Your love for humor and affinity for the unpredictable led you down a dark path.*

*While your mischievous nature may not have benefited you in your past life, it may very well be what saves you in this awful place."*

The Jester is a returning class from the Original Death's Door. He is one of fifteen classes currently available at character select. The Jester starts with a knife and metal mask with the following consumables: 3 CKnives, and four random consumables. His unique class passive is Chaos Touch, which transforms consumable items the Jester picks up into other random consumables.

The Jester can be a highly unpredictable class due to his ability to reroll consumables items. However, he can potentially become a potent powerhouse should the RNG be in your favor.

Please note: Because this class is so new, some information may not be complete.

## Pros

- Potentially starts with extremely good consumables.

- Can reroll weak consumables into stronger ones.

## Cons

- Will reroll healing items, which can potentially kill a run if you are in dire need of an actual bandage or potions.

## Strategy

- It is recommended that healing items be stockpiled due to the unpredictable nature of Jester's Chaos Touch.
Chapter 4

Chapter 4, commonly referred to as Glitch Chapter by the playerbase, is the most recent Chapter to be released for the game. The final goal of this chapter is assume to be to defeat the devoured queen.

In order to do this chapter, the character has to have defeated Jaerlaxus, the Chapter 2 boss. You can select this chapter by picking Y at the error screen during the start of the game.

After picking Y, you can pick a companion to start with: the Knight (Physical Boost and Resist, 10 Damage), the Gunslinger (15 Fire, very fast), or the Seer (??? Astral).

Chapter 4 plays through chapter 1, but with key differences involving glitched mini bosses, and glitched events. The only difference is the castle, which involves the Queen's Guard and the boss known as Devoured queen.

Because this chapter is so new, we do not have complete information on it. It is recommended you brush up on chapter 1 rumors and events at least and more information will be on the way.
Skinny

*"The Wasteland has been particularly cruel to you. Melting away flesh and bone.*

*While other mutants have gained immense strength in their mutations, you've been able to hold on to some sliver of your humanity."*

Skinny is a class unique to Death's Door Aftermath. He is one of the fifteen classes avaiable to play at the start of the game. His starting items are a pistol and the following consumables: steroid, 2 Mantrp, 1 Firtrp, and 1 ThraxeB.

Skinny's unique class passive is Irradiated Rage, which allows him to use an item unique to him called Steroids. He is able to gain more Steroids at camp so long as he has potions in his inventory. Any potions not used before camp usage will be converted to steroids after Using this item throws him to go into his actual Irradiated Rage for 15 seconds. Skinny gains the following when he is enraged:

* All healing is reduced by half (as if you were playing vampire)
* Attack power is doubled
* Defense is decreased (as if you had Sensitive Skin)
* Attacks are faster (as if you had Adrenaline)

Please note: This class has still not been played a lot, so there may be some missing information.

## Pros

- Steroids can turn the tide in a battle that is looking grim.

- Nuke damage is extremely valuable for clearing Chapter 2.

## Cons

- Less effectiveness from BDRings, due to Potions being converted into Steroid.
Dungeon Master (DD1)

## Dungeon Master

*"The DM giveth and the DM taketh..."*

Okay... so... maybe he technically isn't an NPC, but he kind of is. The Dungeon Master is an NPC who appears at the start of the game, to help you start your quest and at the end to congratulate you on a job well done. The DM is also the way the developers and channel hosts of the game interact with the player base. Don't be surprised if the DM suddenly takes you down to 1 HP, or perhaps he gives you a gift from the Thraxe Gods in the form of 999 Thraxes!

When the Dungeon Master isn't trolling you, he is simply there to help you on your journey. At the start of the game, without developer intervention, you are given one random item which can range from a potion, tier 1 consumables, or tier 2 consumables.
Equipment

Dump of info from spreadsheet:

Shielding Rune 2 Defense Can stack. Can be found at start of game, Soul Coin Merchants, or Astronauts.

Power Ring 10 Attack Can stack. Can be found at start of game, Soul Coin Merchants, or Astronauts.

Blooddrinker's Ring Drinking a potion gives +5 Attack Can stack. Can be found at start of game, Soul Coin Merchants, or Astronauts.

Defense Damage Every 3 defense gives 1 attack (More def = more dmg) Can stack. Can be found at start of game, Soul Coin Merchants, or Astronauts.

Death's Blessing Lower health raises your attack Can stack. Can be found at start of game, Soul Coin Merchants, or Astronauts.

Chaos Dice Improved Crit Chance Can stack. Can be found at start of game, Soul Coin Merchants, or Astronauts.

Ceremonial Axe Using an axe gives +5 Attack Can stack. Can be found at start of game, Soul Coin Merchants, or Astronauts.

"Vitality Snare
" 5% Lifesteal Can stack. Can be found at start of game, Soul Coin Merchants, or Astronauts.

Car Door 10 Blood Resist Living Armor Exclusive?

Flameproof Armor 5 Fire Resist Fight exclusive.

Body Armor 5 Blood Resist Fight exclusive.

Reinforced Armor 5 Physical Resist Fight exclusive.

Zap Armor 5 Zap Resist Event exclusive.

Metal Mask 7 Witch starting item. Fight Exclusive.

Goggles 0 Adds 4 Attack Chef starting item. Fight exclusive.

Tough Guy Helmet 3 Adds 1 Attack Fight exclusive.

Spiked Boots 1 Adds 4 Attack Event exclusive.

Respirator 1 Nuke Resist
Dungeon Master

*"The DM giveth and the DM taketh..."*

The Dungeon Master, also referred to as the DM for short (but not GM!), is a special mechanic that allows the developers/channel hosts of the game to interact with the player base. He can add a bit of chaos to a run that is going smoothly, or he can even make a run that is going south become a winnable run. The DM can do a large variety of things like giving you 100s of thraxes, to even just snapping his fingers and making your character die from a massive amount of damage.

When the Dungeon Master isn't trolling you, he might be kind enough to help you out on your run. Just try not to get on his bad side... there's a reason the community has the mantra, "The DM giveth and the DM taketh."
Silence

Silence is a possible rumor found only during Chapter 3. It occurs when choosing:

* A pocket of **SILENCE**.

Silence features a fight against a hulking beast known as the Astral Steel. Should you be victorious, you will be rewarded with a very familiar item if you've done Chapter 2: the Astral Gauntlets. This piece of armor has 5 Defense and Astral Boost.

## Transcript

*"As you approach this patch of quiet, you hope to find some peace. Instead you can hear the sound of chains grating across the ground...*

*Dragging its weapons behind it, you find a silent, astral protector. It turns towards you ready to fight."*

* Astral Steel [Weak: Astral, Blood][Resist: Physical]

*"The otherworldly creation defeated, you take some of its armor for your own.""*

* *"You got Astral Gauntlets!"* ["Helmet", 5 def, Astral Boost]

## Strategy

- It is recommended to only do Silence if you cannot find Pool or this is your first day option and there is nothing better.

## Gallery

<gallery>
</galley>
Flame Ascendant

*"The Flame Ascendant. Godhood unreached."*

The Flame Ascendant is one of two possible bosses you can fight during the first part of your quest. He is fought in The Charred Village. He is resistant to fire, but is weak to blood. Upon death, he drops the Living Flame.

## Strategy

- Should you be able to defeat him, the Forge Knight's Greatsword makes for a good high damage weapon to deal with the Ascendant.
Templar

### Equipment

Rebar Sword, Car Door, Body Armor **(8 Dmg;15 Def - Physical and Blood Resist)**

### Passive

    Blessed

*"You are a Holy Knight with a noble quest. Your sacred training gives you acute control over the divine.*

*Your Order has tasked you with eradicating the corruption spread by the Faceless One.*

*Your quest may be blessed, but blind faith will not save you here."*

The Templar is a returning class from the Original Death's Door and perhaps one of the most changed original classes. She is one of fifteen classes currently available at character select. Her starting items are a rebar sword, the car door, and body armor with the following consumables: 2 Bandages, 2 Mantrp, 1 ThraxeB. The Templar's unique class passive is Blessed, which is most likely tied to her rebar sword -- which has a much faster attack, and the fact she starts with the most defense/armor pieces in the game (15 in total). Additionally, Blessed may also boosts physical damage meaning she does twice the physical damage.

## Pros

- Highest early defense of any class means most early fights won't hurt that much.

- Rebar sword attacks quite fast.

- Boost to physical damage meaning your sword does 16 base and mantraps will do 80.

## Cons

- Fewer starting consumable items at the start may make objectives more frustrating.

## Trivia

- Unlike the first game, Blessed does not buff Holy damage, rather it buffs Physical instead. This may mean Holy damage will not be returning and that in between the games Holy Magic/Powers ceased to function in this apocalypse.

- Additionally, unlike the first game, the Templar is now the most defensive character at the start.
Temple Chapter 3

Temple is a possible rumor found during Chapter 3. It occurs when choosing:

* A large **TEMPLE** that is silent and empty.

Temple is one of the only rumors in Chapter 3 to involve no fighting. This rumor rewards the Astral Medallion. Unlike other medallions, this one is a 50/50 chance of being blessed or cursed. The blessed version will boost your Astral damage, while the cursed version will make you weak to Astral damage.

## Transcript

*"At the end of the temple, on a stone altar, you find a medallion resting in a shrine.*

*You could TAKE the medallion or LEAVE it alone, not sure what powers it has for you."*

1. TAKE
	1. Blessed:
		* *"You take the medallion and immediately feel your strength recharged. This medallion is blessed.*
		* *"You got an Astral Medallion!"* [Astral Boost]
	2. Cursed:
		* *"You take the medallion and immediately feel your strength leave you. This medallion is cursed.*
		* *"You got an Astral Medallion!"* [Astral Weakness]
2. LEAVE
	* Unsure what the text is here, but you most likely just leave without getting an item.

## Strategy

- Temple can be a low risk high reward rumor, should be willing to gamble for a blessed medallion.

## Gallery

<gallery>
</galley>
Artileri Berat Berarmor Cahaya

## **Pengguna**

1. Broccos

**Sihir Penciptaan Tanah Liat Merah: Artileri Berat Berarmor Cahaya** 「赭土創成魔法『赫鎧ノ重砲』 *Shado Sōsei Mahō "Kakugai no Jūhō"*」 adalah mantra Sihir Penciptaan berbasis tanah liat merah.

## Deskripsi

Dengan grimoire terbuka dan telah membungkus diri dengan baju besi yang terbuat dari oker merah, pengguna mengulurkan tangan mereka ke arah target dan menembakkan potongan tanah liat merah dari tangan mereka.

## Referensi

*Black Clover* Manga dan Anime — Bab 77 (p. 5) dan Episode 52.
Undead Chef

*"Once a respected cook, you were killed during the demise of the old world.*

*You have risen once again, to cook... and kill."*

The Undead Chef is a returning class from the Original Death's Door. He is one of fifteen classes available to currently play. His starting items are a pistol and goggles with the following consumables: Cleaver, 2 Pie, 2 Mantrp, 1 ThraxeB, 1 FirTrp. Chef's unique class passive is Good Cook, which allows him to transmute bandages into pie and potions into turkey legs. These items give more healing; pie heals 64 in total, while turkey heals 40.

Additionally, Undead Chef starts with a special item only he can get: the Cleaver. The Cleaver does 20% of an enemy's total health. However, when used to get the killing blow, it will reward you with guts, which can be used to double your damage and healing for 10 seconds.

## Pros

- Stronger healing in the form of Pie and Turkey allows for greater survivability.

- Getting (and using) guts means a better chance of surviving tougher fights.

- Great potential for high dps from guts.

## Cons

- Getting cleaver kills and finding cleavers to stock up on guts can be tricky./Reliant on his cleaver mechanic to make runs smoother.

- Guts does not work on traps.

## Strategy

- Because Chef already transmute Bandages and Potions into better healing, the item BDRing, and passives Better Bandages or Preferred Potions are almost entirely useless on him and should be avoided.

- Always try to use cleaver when an enemy is low on hp. The double damage and healing from guts can easily turn a fight that looks bad into an easy win.

- Cleavers can be great for boss killing, due to the damage being based on max hp. They can take a nice chunk of a boss if you need the extra help.

## Trivia

- Chef was one of the first classes to defeat the Mega-Mutant even before the Mutant was nerfed.