recursal/Fanatic-Fandom huggingface dataset:
Class: Professor

Professors are Support Classes that share benefits from your allies. Professors are great utility supports, but are generally limited by their inability to grant their allies any Health or Mana restoration. You must have Scholar to become a Professor. Professors may begin with Stun, Weaken, Silence, or Blink.

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Class Special: Enhanced Learning - Before an encounter, you can prepare a roster of ( Level x 0.33 + 1 ) Spells and/ or Techniques, as well as ( Level x 0.1 + 1 ) Non Class-Special Encounter Abilities from among your party. Upon use, you can distribute the chosen spells, techniques, and abilities amongst party members, causing them to be able to use those abilities until end of encounter. One use per encounter.

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Level 0: Shared Experience - Before each encounter, you can choose two Skills you have. You can distribute those Abilities among party members.

Level 1: Tutor - Upon use, reset the cooldown of another target Non-Class Special Spell or Ability. Two uses per encounter. Cannot be used twice in the same turn. Passively grants party members +1 Spell Capacity.

Level 1: Scholar See, Scholar Do - You can replicate the last cast spell. If that spell wasn't cast on its owner's turn, you can cast it at any time as well.

Level 2: Flourish - 10 MP - Resets the cooldown of target spell on an ally within ( Spell Effect x 0.2 + 1 )m, and grants that ally +1 Spell Capacity until end of turn. If Overcast, grants that ally +2 Spell Capacity and resets an additional Spell's cooldown.

Level 3: Combat Lessons - Upon use, begin to rapidly tutor an ally with Magical Lessons, empowering that ally depending on how long you are able to tutor that ally. When you begin tutoring, choose two stats from Attack Damage, Spell Effect, Armor, or Spell Resist. For each turn spent tutoring, that ally gain + ( Chosen Stat x 0.25 ) of each of those stats. Can tutor an ally for up to four turns. One use per encounter.

Level 5: Spell Sharing - Your allies can each have up to one of their spells put into the public domain, allowing all other allies to gain the ability to cast that spell. Additionally, party members have +10 Spell Effect.

Level 7: Inherent Learning - Passively causes the spells learned with Enhanced Learning to have +25% Spell Effect. Additionally grants allies a 5% chance to be able to reset the cooldown on any of their Non-Class Special Spells or Abilities whenever they attack.

Level 10: Pupil - At any time while outside of combat, prepare a choice of up to ( Level x 0.5 ) Skills from among your leveled Skill Trees. When you enter an encounter, you choose an ally to gain those Skills for the encounter.
Near Death

When you enter Near Death, you begin with 50 out of 100 Vitality. At the beginning of each of your turns, you lose 1d10 Vitality. Your allies can expend all of their Non-Movement actions for a turn to tend to your wounds, restoring 1d8 of your Vitality for each ally who is mending you. Alternatively, any heals to you restore 10 Vitality. Once at 100 Vitality, you are revived to 1 Hit Point. Whenever you are dealt damage while near death, you lose Vitality equal to 10% of the damage that would be dealt. At 0 Vitality, your character dies.

For each time your character has entered Near Death this encounter, you enter Near Death with 25 less Vitality. If your character acquires Shield Vitality, they can survive with 0 Vitality, but any amount of Shield Vitality.
Class: Savant

Savants are versatile fighters who enthrall enemies with their charms and beat down on those who try to get close enough to get a touch. They must have Ardor, Physique, or Fashion. Savants can scale with any stat decently well, but scale best with Charisma.

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Class Special: Orgy of Blood - Upon use, unleash a flurry of pain and passion in a ( Max MP x 0.2 + 3 )m AoE around yourself. Deals [ ( Attack Damage ) + ( 1d20 ) ] Physical damage to each enemy within the area, but instead deals [ ( Max MP ) + ( Attack Damage ) + ( 2d20 ) ] Physical damage to each charmed enemy in the area. Then charms each enemy that wasn't charmed before in the area. One use per day.

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Level 0: Aggressive Allure - You have a + ( Overcast Chance )% Chance to Charm enemies on targeting them with spells or attacks ( only on single target spells and attacks ). You have + ( Overcast Chance )% Critical Hit and Bonus Hit Chance against charmed enemies.

Level 1: Look, But Don't Touch - 35 MP - Enrapture a target within ( Attack Damage x 0.2 + 1 )m. If they are within melee range, they become charmed. Otherwise, deals [ ( Attack Damage x 0.75 ) + ( 1d20 ) ] Pure Damage to the target. If Overcast, deals an additional +[ ( Attack Damage ) + ( 1d20 ) ] Pure Damage to target.

Level 1: Lasting Attraction - Whenever you charm a unit, that unit gains Lasting Attraction. For the rest of the encounter, whenever you target that unit or that unit targets you, you recover 5% of your Max MP.

Level 2: Desire - 25 MP - Places a stack of Desire on each enemy within ( Max MP x 0.05 + 3 )m. Whenever you damage an enemy, remove all stacks of Desire on them to deal + [ ( Attack Damage x 0.2 ) + ( 1d20 ) ] Physical Damage to them for each stack removed. If the target was Charmed, deals a bonus + [ ( Attack Damage x 0.3 ) + ( 2d20 ) ] Physical Damage instead per stack. Overcast places two stacks on each enemy in the area instead.

Level 4: Here and Near - 75 MP - Gain +5 Attack Damage and ( Max MP x 0.05 ) Shield Hit Points for each enemy within ( Max MP x 0.1 )m. If Overcast, gain +10 Attack Damage and + ( Max MP x 0.1 ) Shield Hit Points per enemy in the area instead.

Level 6: Absolutely Charming - Critical Hits deal + ( Max MP x 0.25 ) Physical Damage to Charmed units.

Level 8: Charm Strike - 30 MP - Attack target charmed unit in weapon range.

Level 10: The Best - If a unit has more attack damage than you, you have bonus attack damage while within 10m of that unit equal to the difference in your attack damages. This is a buff that begins on you at the beginning of each encounter, and can be purged, countered, or otherwise removed to remove it until end of encounter.
Skill: Torture

The Torturer takes great Joy from the pained screams and defeated whimpers of his captives. Torturers typically have dulled senses, making them less dexteritous, but more immune to the sufferings that they've dealt. To skill Torture, you simply have to torture anyone, until you have them incapable of resistance.

Handcuffs - 6g - Can be used to keep victims stationary whilst you torture them.

Scalpel - 14g - Can be used to make precise cuts in the body.

Rope - 8g - A decent length of sturdy rope, capable of holding most bodies up.

Chains of Abberdam - 20g - Heavy metal chains that become lighter when held by those with torturous intent.

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Level 50: Coerce - Minor Spell - When used on a target who has been tortured, has a high chance to assert authority over them, granting you the ability to command them. If they gain a resistance to fear, they will ignore this effect. Targets cannot interact fully in society, and are prone to breaking down.

Level 100: Sadistic - You have +5% Lifesteal and +5 Spell Resistance, but -1 Dexterity.

Level 250: Joy in Pain - Whenever you deal damage, you recover 3 HP. Whenever you are dealt damage, you gain +3 Attack Damage and Spell Effect on your next turn.

Level 325: Cause Emotion - Minor Spell - When used on a target who is not broken by torture, will cause their emotions to tilt in a chosen direction. If used on a target who is broken by torture, will cause them to totally adopt that emotion.

Level 400: Extinguish Hope - You have +2% Lifesteal for each 10% Health your target is missing on attack. Also grants a passive +5 Spell Resistance.

Level 500: Chloroform - Minor Spell - Magically induced chloroform that has a chance to knock your target unconscious. If you fail, your target will become drowsy and/ or uncoordinated.

Level 600: Total Numbness - You have +25 Spell Resistance and +10 Armor, but -5 Dexterity while over 75% HP.

Level 1000: Flay - Can only be used once per encounter. The Torturer rips into his victim, tearing out various body parts as he does his malicious deed. The target is stunned until your next turn, and loses 50% of his current life. The Torturer recovers health equal to half of the life lost by the victim in this way. Also grants a passive +15 Spell Resistance.
Skill: Fletching

The fletcher can create more accurate arrows, and is more skilled at assessing the aerodynamic situation of structures and projectiles. Fletching, when high leveled, can greatly assist some other skills. Fletching is leveled by creating arrows, and collecting and tinkering with mass quantities of arrows, which will often destroy them.
Enemies: Slizereen

The Slizereen are a Bandit Clan that populates the Slimefolk Territory of Inhiemem. They formed because of the acceptance of the King of Inhiemem, Illerreen the Amorphous, of Demonic Magic, and seek to destroy any adventurers, out of fear that they will succumb to dark magic if they pursue their travels. They cannot be swayed from this belief.

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Slizereen Grunt - Level 1 - ( APS: 6 ) Drops: 1-3g. Rare Drops: Weapons, Consumables, etc.

Hit Points: 40 - Armor: 1 - Spell Resist: 2 - Attack Damage: 8 - Critical Hit Chance: 10% - Critical Hit Bonus: +50% - Bonus Attack Chance: 5%

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Slizereen Ganker - Level 1 - ( APS: 8 ) Drops: 2-3g. Rare Drops: Weapons, Consumables, etc.

Hit Points: 25 - Armor: 1 - Spell Resist: 1 - Attack Damage: 15 - Critical Hit Chance: 20% - Critical Hit Bonus: +66% - Bonus Attack Chance: 5%

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Slizereen Brute - Level 2 - ( APS: 12 ) Drops: 3-5g. Rare Drops: Even More Gold, Armor.

Hit Points: 75 - Armor: 4 - Spell Resist: 3 - Attack Damage: 10 - Critical Hit Chance: 5% - Critical Hit Bonus: +75% - Bonus Attack Chance: 10%

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Slazeram, Slizereen Executor - Level 4 - ( APS: 30 ) Drops: 1d20g, Executor's Axe.

Hit Points: 140 - Armor: 6 - Spell Resist: 4 - Attack Damage: 25 - Critical Hit Chance: 10% - Critical Hit Bonus: +100% - Bonus Attack Chance: 10% - Mana Points: 30 - Spell Effect: 20 - Overcast Chance: 10%

- Slazeram has +20 Max HP per enemy past three in the hero party.

-Spell: Executor's Arc - 10 MP - Slazeram swings his mighty axe, dealing ( Attack Damage x 0.4 ) damage to each enemy unit within ( Spell Effect x 0.2 )m. If Overcast, deals ( Attack Damage ) damage to each enemy unit in area instead.

-Executor's Axe - 20g - +15 Attack Damage; Whenever you attack a unit with 20% or less HP, you instantly kill that unit, and recover 5 HP.
NPCs

The following are types of NPCs that exist in towns.

Citizens - You can romance them, exploit them, or anywhere in between, but there is likely not much that they have for you.

Healer - The following services are offered by healers: Full Heal - 1g / Party Member Revive - ( Party Member Level x 50 )g / Cure All Party Members - 1g

Peddler - Sells goods and services of varying types.

Guards - Fighters in service of the town.

Soldiers - Fighters who represent the town far and away, in distant theaters.

Kings - Leaders of the many thrones of Ohr. Compelled by either White or Black Magic.
Skill: Allure

The alluring individual is capable of wooing even the most stony hearts and attracting the most dedicated of individuals. You gain levels of allure by attracting people, gaining levels in allure equal to their level +5. YOU DO NOT GAIN ANY OF THESE BENEFITS IF YOU HAVE LESS THAN 20 CHARISMA. If you have sex with anyone, if you have not had sex within the past week, you gain +50 Levels.

Level 20: Talented Kisser - The Alluring One can sweep others off their feet with a single kiss, causing units they kiss to become charmed until the Allurer's next turn. Has a significantly lower chance of occuring against units of the same gender.

Level 70: Disarming Beauty - 15 MP - Your target loses ( Spell Effect + Charisma ) Attack Damage and Spell Effect on their next turn. If overcast, also charms the target. Range of ( Spell Effect x 0.8 )m.

Level 200: Battle Lust - The Alluring One is pleasing to the touch, causing a single caress to drive her or his allies into a state of battle lust, granting that unit + ( Charisma ) Attack Damage and Spell Effect until end of turn. Can only be used on one ally per turn.

Level 300: Lewd - Minor Spell - The Alluring One is incapacitatingly lewd, capable of making just about any target totally willing to have sex with him or her. If the spell fails, then the target will be, at the very least, tsundere.

Level 500: Motivating Love - Upon use, if used on an enemy, that enemy becomes an ally for the encounter, and possibly afterwards. If used on an ally, that ally instantly recovers 25% of his or her missing HP and MP. Can only work on enemies who are of the opposite sex. Can only be used once per encounter.

Level 600: Formshift - Minor Spell - The Alluring One takes the form of a chosen race, but is still as beautiful as before. This form lasts for up to ( Spell Effect ) minutes, and this spell can only be used once per day in game.

Level 800: Consume Thoughts - Minor Spell - The Alluring One takes up many of the thoughts of his or her target, causing the target to grow in lust over time. The spell resides after ( Charisma x 0.4 ) days.

Level 1000: Belle Danse - Upon use, all enemies within ( Charisma )m become infatuated with the Alluring One, fighting even their own allies to claim her. Allies who are also within the range must roll to resist the Alluring One's charm. Infatuation normally only lasts on the affected units next turns, but if those units are already or come within 10m of the Alluring One, the infatuation lasts an additional turn. Can only be used once per encounter.
Voldera's Tome Store

Copper Tome of Slow - 12g

Copper Tome of Blink Attack - 19g

Copper Tome of Lifelink - 20g

Iron Tome of Ward - 25g

Iron Tome of Scatterspell - 30g

Iron Tome of Waypoint - 34g

Bronze Tome of Junction Blast - 44g

Bronze Tome of Restore Mana - 52g

Bronze Tome of Summon Cruel Puppet - 55g

Steel Tome of Deploy Healer's Tent - 74g

Steel Tome of Chain Healing - 80g

Onyx Tome of Orb of Deception - 105g

Copper Tome - 10g

Iron Tome - 20g

Spells Known: Ward, Investment, Protect, Essence Scatter, Holy Pitch

Will put Spells on tomes for 20g Each. Must be her known spells.
Bonus (1)/Tome 7

**Le premier bonus** du tome 7 parle de Saitama qui découvre une pierre lunaire dans une de ses bottes.

## Résumé

Saitama tape et secoue ses bottes, et trouve un caillou. Elle s'est sans aucun doute incrustée lorsqu'il était tombé sur la Lune. Il le montre à Genos. Saitama se demande à quel point c'est cher sur la vente. Après une petite recherche, Genos répond qu'un gramme de pierre lunaire vaut 600 000 yens. Il ne doute pas le moins du monde quand Saitama lui raconte qu'il était allé sur la Lune. Aussitôt, Saitama court pour aller vendre cette pierre. Mais par mégarde, il le fait tomber sur un parking recouvert de gravier : ils n'ont plus qu'à passer la nuit à le retrouver.
Weapons ( Bows )

Bow of the Beholden Kin - 9g - 2H - -8 Attack Damage, +25m Attack Range; Attacks have a 5% chance to root for a turn.

Steel Bow of the Rejuvenator - 32g - 2H - +5 Attack Damage, +30m Attack Range; Whenever you attack a unit with your bow, you deal +5% Damage to that unit and your party recovers HP equal to the bonus damage dealt in this way.

Bronze Bow of Volleys - 15g - 2H - +25m Attack Range; +5% Bonus Attack Chance.

Handbow - 19g - 1H - +1 Attack Damage, +20m Attack Range; While wielding two, you shoot two projectiles on attack, but must reload the turn after you attack.
Skill: Debate

Debate is skilled by arguing for your cause. Each time that you are involved in a diplomatic encounter that features someone with a viewpoint different from yours, you gain 1d20 levels in Debate. The Master Debater can use his or her skills to break the wills of his or her opponent, and cause them to accept their fate with much greater success.

Level 30: Implant Thought - Minor Spell - Upon use, the Debater implants a thought in a target up to ( Spell Effect )m away. It is up to the target to decide to obey this thought.

Level 60: Iron Will - You have +3 Armor and Spell Resist. On the first damage you take in an encounter, you resist all of that damage.

Level 150: Profound Argument - Upon use, target unit is drained of Armor equal to your Armor, and drained of Spell Resist equal to your Spell Resist. This drain lasts until that unit dies. Can only be used once per encounter.

Level 250: Undeniable - Minor Spell - If used outside of combat, you make a target unable to talk for up to ( Spell Effect x 0.25 ) seconds. If used in combat, has a 50% chance of making a target spell uncounterable.

Level 400: Undeniable Position - You have +40% Armor and Spell Resist while over 75% Health.

Level 575: Bring down the Hammer - Minor Spell - If used outside of combat, has a chance to make your target instantly agree with your argument if you roll high enough on a charisma based roll. If used in combat, can be used once per encounter to stun a target and deal ( Spell Effect x 1.25 ) damage to that target, who is within ( Spell Effect x 0.75 )m.

Level 650: Turnabout Case - While between 50% and 75% HP, your attacks and spells deal +10% damage and all damage you deal has +10% Lifesteal.

Level 890: OBJECTION! - 40 MP - Interrupt target spell or attack within ( Spell Effect x 0.4 + 2 )m, causing it to flounder and have no effect. Additionally, you gain ( Spell Effect x 0.1 ) Armor and Spell Resist until your next turn. Overcast gains ( Spell Effect x 0.3 ) Armor and Spell Resist instead.
Weapons ( Spades )

Particularly Knightly Shovel - 20g - 2H - +14 Attack Damage; Grants an additional +4 Damage for each of the following skills the bearer is skilled at: Fishing, Chivalry, Swimming, Navigation, and Conviction.

Spade of Chivalry - 34g - 1H - +15 Attack Damage; As long as you have at least 500 Levels in Chivalry, you have an additional +10 Attack Damage.

Broken Ended Shovel - 7g - +6 Attack Damage; on attack, roll 1d4; if 1 or 2, gives -2 Attack Damage, if 3 or 4, gives +2 Attack Damage.
Items ( Truly Outrageous )

Scroll of Initiative - 40g - As long as it's in your inventory, you can attempt to charm characters who can be sexually interested in you. this action has a +1.5% Success Chance per level of Charisma, and can be performed once per turn for no cost. Also allows you to engage charmed units in Sexual Encounters, which... well, cause the two of you to have success. Certain people will be unable to be charmed after a number of uses on them within a period of time. People can also reject sex, depending.

Flower of the Virgin - 25g - While worn as a woman, attracts men to try to hit on you, and often, desire sex, depending-- will also cause some men to grow secret desires, if worn around them for long periods of time. However, it can't make your character a virgin again... no amount of magic can do that, really.

Solid Faith - 10g - A stone forged of solidified faith, supposedly. When held by the faithful, moments of dire consequence could possibly be turned around with absolute grace! ... or, rather, it might just be a rock.

Script of Knightly Duties - 20g - When held and read by a Knightly character, then carried by that character, that character can read this script once per encounter to restore 10% HP to all units in their party.
Chapitre 1

**Un poing c'est tout ! (一撃, *Ichigeki*)** est le 1er chapitre de One Punch-Man instaure l'apparition du personnage principal, un héros qui en a marre de gagner en un seul coup.

## Résumé

### Version 1

Alors que la journée semblait tranquille, la Ville A est attaquée par un monstre. En voyant la nouvelle à la télévision, un homme chauve se résout à aller là-bas pour rendre justice. Une petite fille qui a perdu ses parents est sur le point de se faire tuer par l'être, le chauve surgit et la met à l'écart à temps. Cette tête de simplet se présente banalement comme un super-héros par hobby. Vaccine-man s'enrage en clamant qu'il veut punir l'humanité au nom de Dame Nature. Il se transforme pour passer à l'attaque, mais il se fait instantanément détruire en un seul coup de poing du héros. Ce dernier ne peut que crier son agacement d'avoir encore gagné en un seul coup.

### Version 2

La couverture a été décolorée et simplifiée en détails pour ne montrer plus que le poing qui était dessus.
Stats

Stats in Endless Crusade are determined by unmodified 1d20 rolls, performed at the start of the game. These primary stats are most relevant in combat, but can apply to situations outside of combat. The five primary stats ( and their effects ) are:

Strength ( Str. ) - +1 Base Attack Damage, +1.5% -0.25% Critical Hit Chance. Strength affects your ability to manipulate your environment.

Agility ( Agi. ) - +1.5 - 0.25% Bonus Attack Chance, +5% Critical Hit Bonus Damage, Learn Techniques Faster, +0.25 Movement. Agility affects your ability to expedite actions and to escape from situations and mishaps.

Endurance ( End. ) - +3 Maximum Hit Points, +0.2 Armor, +0.2 Spell Resist. Endurance affects your ability to endure hardships, both magical and physical.

Intelligence ( Int. ) - +2 Spell Effect, +0.3 Spell Resist, Learn Spells Faster. Intelligence affects your ability to perceive oddities in your environment, as you know what to look for.

Charisma ( Cha. ) - +5 Max MP, +1.5% - 0.25% Overcast Chance. Charisma affects your ability to interact with others.

These primary stats are modifiers to the basic stats that every combat-capable unit in Endless Crusade possesses, which are:

Base Maximum Hit Points: 50

Base Maximum Mana Points: 50

Base Attack Damage: 5

Base Spell Effect: 5

Base Movement: 5

Base Crit Damage Bonus: +50% Base Attack Damage

Diminishing Returns: Levels 1-10: +1.5% / Levels 11-20: +1% / Levels 21-30: +0.5% / Levels 31-40: +0.25% / Levels 41+: +0.1%
Skill: Demonology

Demonology is improved upon by collecting cursed pages scattered about the land by demons. Demons invade the minds of demonologists, instructing them as to where they can find these pages to add them to their grimoires. Powerful demonologists can call upon the power of demons to empower themselves, while even more powerful demonologists can summon demonic beings themselves. Each Page collected grants the bearer +10 Demonology Levels.

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Level 20: Demonfire - Upon use, deals ( 15 + Spell Effect ) damage to a target within ( Spell Effect )m. Can only be used once per encounter.

Level 150: Demonic Incantations - Minor Spell - The Demonologist calls upon the Voices of the Deep Reaches, forcing them to speak over the area. Upon use, roll to unnerve people.

Level 200: Soul Burn - Whenever the Demonologist attacks a unit or casts a spell on an enemy unit, that unit loses 1% Max HP and MP.

Level 350: Pain Spawning - 40 MP - The Demonologist causes a Nether Imp to hatch from a targeted unit, dealing ( Spell Effect ) damage to that unit, and spawning a Nether Imp with ( Spell Effect x 0.5 ) Hit Points that deals ( Spell Effect x 0.4 ) damage on attack. Overcast deals ( Spell Effect x 2 ) damage to that unit instead. Range of ( Spell Effect x 0.5 )m.

Level 450: Invoke Insanity - Minor Spell - Call upon the Demonic Forces of the Nether Realm, attempting to invoke insanity on your target. If you succeed, that target will become insane for up to ( Spell Effect ) seconds.

Level 600: Hellfire - Your spell damage cannot be reduced by Spell Resistance, and cannot be blocked by spell immunity. Also grants a passive +10 Spell Effect.

Level 700: Demonform - Minor Spell - Curse a target with Demonform, making that target appear as a demonic unit for the next ( Spell Effect ) seconds.

Level 1000: Demonic Power, At Last! - The Demonologist is finally blessed with the Dark Sacrament, allowing him to enter Demonic Form at a whim. While in Demonic Form, the Demonologist cannot cast spells, but recovers +( Spell Effect x 0.2 ) Hit Points per turn and deals + ( Spell Effect ) damage on attack. The Demonologist additionally gains the ability to fly and phase through most materials while in Demonic Form.

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Pages collected also grant certain bonuses. The amount of each page that the Demonologist possesses is recorded.

Page of Suffering - +1 Spell Effect

Page of Infinity - +1 Max MP.

Page of Eternity - +1 MP Regen per turn. ( By far the rarest )
Technique Pool: Operator

1.) The Hero this Team Needs - For each ally you have, you have +5 Max Hit Points and +5 Max Mana Points.

2.) Rough Blows - Your attacks have a 25% chance to ignore resistances and stun your target.

3.) Choice of Damnations - Whenever you deal damage, you have a 50% chance to be able to switch it from physical to magical, or vice versa. Additionally, on taking damage, you have a 50% chance to be able to switch it from physical to magical, or vice versa.

4.) Hero's Versatility - +2 Max Hit Points, +2 Max Mana Points, +2 Attack Damage, +2 Spell Effect, +2 Armor, +2 Spell Resist, +2 Movement, +2 HP Regeneration, +2 MP Regeneration, +2% Lifesteal, +2% Manasteal, +2% of Target's Max HP Burned on dealing damage, +2% Damage Resist, +2% Critical Hit Chance, +2% Bonus Hit Chance, +2% Overcast Chance, +2% Critical Hit Bonus Damage.

5.) Close Quarters - As long as you are within 5m of an enemy, you have + [ ( 60 ) - ( Number of enemies within 5m x 10 ) ]% Attack Damage, Armor, and Spell Resist. Passively grants +5 Movement.

6.) Carrier of Dawns - For each ally below 25% HP or in Near Death, you regenerate +4% of your Max HP per turn, up to 20%. You have +5 Attack Damage for each ally below 50% HP. +5 Attack Damage.

7.) Blood of the Martyr - Whenever an ally within 15m takes damage, you have a 25% chance of being able to take that damage for that ally, with that damage reduced by your Attack Damage. You immediately move to a location within 15m between that ally and the source of the damage.

8.) Hero Among Heroes - For each level among your party members, you have +1 Attack Damage, up to +40 Attack Damage.

9.) Keep On Going - Whenever you would enter Near Death, you have a +20% Chance to be revived instantly, with 25% of your Max Hit Points. Passively grants you +20 Max Hit Points.

10.) Slayer of the Wicked - Your attacks to units with at least double your Current Hit Points burn 5% of those units Max Hit Points away instantly. Passively grants you +4 HP Regeneration while below 50% HP.
Skill: Beast Mastery

The Beast Master can call the beasts of the wild to his aid. You gain Levels in Beast Mastery equal to the ( Levels of the Beasts you tame x 5 ). You attempt to tame beasts by rolls, in addition to agility and dexterity. You can have an additional beast in your service for each 250 Levels of Beast Mastery you have, with a base amount of one ( Maximum is Five ).

Level 40: Aspect of Bear - The Beast Master and his tamed units deal +5 Attack Damage.

Level 120: Aspect of Hawk - Minor Spell - The Beast Master soars through the sky, gaining the ability to fly for up to thirty seconds. Can only be used once per encounter, and once per hour outside of combat.

Level 250: Aspect of Lion - The Beast Master and his tamed units deal +100% Critical Hit Damage.

Level 350: Aspect of Seal - The Beast Master and his tamed units have +5 Armor and +5 Spell Resist.

Level 500: Detect Wildlife - Minor Spell - The Beast Master detects with utmost precision the location of all non-humanoid living things within ( Spell Effect )m.

Level 600: Mating Call - Minor Spell - The Beast Master calls out a mating call. If used with no bestial raced humanoids nearby, will call all nearby wildlife. If used with bestial raced humanoids nearby, will cause them to enter mating lust, most likely.

Level 800: Lifesurge - 40 MP - The Beast Master restores ( Spell Effect + 10 ) Health on himself and all of his tamed units. If overcast, restores ( 20+ Spell Effect ) x ( 1.5 ) Health instead.

Level 1000: Humanize - The Beast Master has the ability to anthromorphize his beasts, infusing them with human essence, giving them ability to have items equipped. Upon Anthromorphizing units, the units become characters under the control of the character, with level equal to the character. Can only have up to one unit anthromorphed at a time.
General Rules

Disable Chaining - You can disable any one unit up to two times in a row, but both disables must be different types of disables.

Push Depletion - Whenever a party member pushes a unit, all push effects on that unit are reduced by 90% until each party member with a push effect, spell, or ability pushes a unit other than that unit.

Rule of Shields - The most you can be shielded for is 75% of your Max Hit Points.

Rule of Chances - The highest chance you can have is 75%.
Talents

Adopting Skills grants you talents. Many of these talents are powerful spells or in - combat buffs that you recieve for leveling the skill, but many other talents are minor spells that perform actions that are more relevant to noncombat interactions. Talents can also be earned through classes, some of which are also minor spells, but most of which are combat related spells.
Weapons ( Staffs )

Root Staff - 9g - 2H - +8 Spell Effect; Upon an enemy being killed by you or an ally, restores 5 MP.

Blinkmage's Staff - 12g - 2H - +10 Max MP; Can be used once per encounter to blink up to ( Spell Effect x 0.4 )m away.

Staff of the Summoner - 24g - 2H - +70 Spell Effect; Whenever a Summoned unit you control attacks, you recover 1 MP.

Gembound Staff - 50g - 2H - +110 Spell Effect; Whenever you cast a spell, you have a +10% chance to recover 10 MP instantly.

Arsenal Magus's Staff - 205g - 2H - +300 Spell Effect; Whenever you cast a spell, have a number on any given die assigned to each of your spells, then roll that die until you get one of those numbers. You cast that spell as an interrupt to your current spell for no mana cost if you want to, and that spell does not count towards your spell limit. ( This process does not repeat indefinitely, only triggering after the first instance of a spell cast in any given chain ).

Staff of the Setting Sun - 35g - 2H - +80 Spell Effect; As long as it is dusk, you have an additional +20 Spell Effect.

Staff of the Acolyte - 15g - 2H - +25 Spell Effect; Can be used once per encounter to restore 10 HP and MP on your target.

Fireborn Onyx Staff - 30g - 2H - +75 Spell Effect; Whenever you cast a spell that targets an enemy, 1% of that enemy's Max HP is instantly burned, with a minimum of 1 HP burned.

Force Staff - 15g - 2H - +20 Spell Effect, +2 HP Regeneration; Can be used once per encounter to push any unit ( Spell Effect x 0.5 )m in one direction.

Staff of Awe - 100g - 2H - +150 Spell Effect; Whenever you cast a spell, you have a 10% chance of stunning an enemy of your choice.

Dignity's Guide - 48g - 2H - +100 Spell Effect; Whenever you cast a spell, 1% of your max MP is instantly restored.
Skills

In creating your character, as well as each third ( 3, 6, 9, 12... ) level, your character learns new skills. NPCs also can have learned skills as well. Skills determine what you are capable of interacting with in the world of Endless Crusade. These skills are determined by rolling a d20 in a variety of ways. Each Skill has a measure of Progress in that skill associated with it, on a scale of 1 to 1000. Certain actions build progress in certain skills, and certain actions are only able to be taken at certain progress levels. Each learning of skills earns you a random skill, and a skill of your choice.

1.) Fishing 2.) Hunting 3.) Flora 4.) Smithing 5.) Enchanting

6.) Fletching 7.) Swimming 8.) Chemistry 9.) Economy 10.) Faith

11.) Philosophy 12.) Demonology 13.) Distillery 14.) Mathematics 15.) Cooking

16.) Physiology 17.) Physique 18.) Mining 19.) Navigation 20.) Artistry

21.) Spellcraft 22.) Covenant 23.) Masonry 24.) Communication 25.) Theft

26.) Sexual Prowess 27.) Innocence 28.) Assertiveness 29.) Regimen 30.) Conviction

31.) Allure 32.) Sailing 33.) Tailoring 34.) Sportsmanship 35.) Manipulation

36.) Language Orientation 37.) Chivalry 38.) Honesty 39.) Manatapping 40.) Healing

41.) Runecrafting 42.) Leadership 43.) Physics 44.) Engineering 45.) Architecture

46.) Hiding 47.) Dance 48.) Musician 49.) Writing 50.) Astronomy

51.) Law 52.) Torture 53.) Passion 54.) Housecleaning 55.) Vehicle Maintainance

56.) Guard 57.) Servitude 58.) Beast Mastery 59.) Prophecy 60.) Butchery

61.) Pyromancy 62.) Necromancy 63.) Luxomancy 64.) Biomancy 65.) Terramancy

66.) Theater 67.) Historian 68.) Inquiry 69.) Rage 70.) Singer

71.) Weapons Mastery 72.) Farming 73.) Cobbler 74.) Woodworking 75.) Debate

76.) Civil Service 77.) Party Planning 78.) Fashion 79.) Runner 80.) Scholar
Skill: Fishing

Fishermen can catch increasingly prized varieties of fish in exotic places. The unskilled can only catch fish if they are in smooth waters, with awkward gear. Professional fishermen can catch prized fish with honed tools.

Fishing Net - 12g - Can be used to catch mass quantities of low quality fish in oceans or rivers.

Flimsy Rod - 14g - Can be used to catch moderate quality fish one at a time. Can only be used in smooth waters.

Deep Sea Rod - 32g - Awkwardly heavy rod that will not catch anything unless used in stormy seas, in deep waters. Heavy hook is ideal for catching crustaceans and large sea organisms.

Harpoon - 90g - Spear launching, ship mounted turret used in sea fishing. Can be used to kill then reel in massive sea creatures.

Steel Cast Rod - 210g - Professional grade rod, capable of catching things in most everywhere except for the deep sea and odd propertied waters.

Rod of the Gods - 700g - The best rod attainable. Mastercrafted from the finest artisans in all of the coastal realm. Allows you to fish in any area.

You progress in Fishing based on ( Length of Fish in Inches x Difficulty of Catch [ From 0.1 to 1 ] ).

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Level 50: Aquatic Affinity - While fighting in water, you have +5 Attack Damage and Spell Effect.

Level 150: Bait - Whenever you cast a spell on an enemy or attack an enemy, that enemy is forced to attack you instead of your allies.

Level 250: Invoke Reflection - Minor Spell - The Fisherman replicates the pattern of undisturbed waters on a targeted surface, causing that surface to become reflective for up to ( Spell Effect ) seconds.

Level 500: Deep Sea's Strength - +50 Max HP; When fighting in Ocean settings, or in water deeper than 25m ( Even if on a boat ), you deal +20% Attack Damage.

Level 600: Waterborne - Minor Spell - Upon use, the Fisherman directs the party to the nearest body of water that is at least up to ( Spell Effect )m large in diameter.

Level 750: Flounder - 15 MP - Become fully limp for a turn, gaining +90% damage resistance until your next turn. Also has a 10 + ( Spell Effect x 0.1 )% chance ( Up to 60% ) to restore 15% of your HP. Has to be the first spell cast this turn. Makes you unable to cast any other spells or attack this turn, unless you overcast.

Level 840: Summon Water - Minor Spell - The Fisherman invokes the magic of the deeps, summoning up to ( Spell Effect ) gallons of water. Can only be used once every in game hour.

Level 920: Hook, Line, and Sinker - Whenever you attack or cast a spell on a unit, that unit gets a victim counter on them. When you get a critical hit or an overcast on a spell targeting that unit, that attack or spell has +5% added to its effect for each counter on that unit.
Combat

Combat in Endless Crusade occurs in multiple phases.

Phase 1: Checking Phase ( Attacker is identified, and any bonus stat on combat bonuses are applied )

Phase 2: Chance Phase ( Attacker and defender each roll 1d20 to determine, respectively, bonus damage dealt and blocked from the attack )

Phase 3: Crit Phase ( Attacker rolls the d20 to determine if the attack is a critical hit. If it is, the player or NPC's critical attack bonus is applied to the attack )

Phase 4: Bonus Attack Phase ( Attacker rolls the die to determine if he will earn another attack this turn from the current attack )

Phase 5: Contact Phase ( Attack Hits, any debuffs, buffs, and effects take effect/ are applied, including the damage resist from Armor )

Spells in Endless Crusade occur in multiple phases as well.

Phase 1: Cast Phase ( Caster uses the resources for casting the spell, and the d20 is rolled to determine if the spell will Overcast )

Phase 2: Interruption Phase ( Enemy units and allied units alike can interrupt the spell to either cancel it or cause events to occur. Only spells marked as being "sudden" can be cast during this phase. )

Phase 3: Effect Phase ( The spell's effects happen, manifesting in whatever way and order they are detailed to resolve )

Phase 4: Resistance Phase ( If the target has immunity to magic of any kind or the spell deals damage and thusly has to take into account magic resist, these resistances are taken into account at this phase, which occurs as the spell's effects happen )

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The base maximum number of additional attacks in a turn is 3. This is a hard capacity.

You can only cast one of each spell in a turn, and a maximum of three spells in a turn.
Potions

Healing Potion - Rose Petals + Oak Bark - Restores ( 5% / 10% / 15% ) of Drinker's Max Hit Points, then restores ( 20 / 40 / 60 ) Hit Points on the Drinker.

Mana Elixir - Blueroot Ivy + Willow Bark - Restores ( 5% / 10% / 15% ) of Drinker's Max Mana Points, then restores ( 25 / 50 / 75 ) Mana Points on the Drinker.

Tapwood Poison - Redwark Ivy + Poppy Petals - When applied to a unit within 5m, causes that unit to take ( 20 / 45 / 100 ) Pure damage and become rooted during that unit's next turn. Has a ( 0% / 20% / 50% ) chance for the damage to linger for a turn after, dealing another instance of damage.

Keen Potion - Iris Petals + Dredge Thorns - Grants the consumer + ( 10% / 15% / 20% ) Critical Hit Chance until end of encounter. Also grants the consumer + ( 25% / 50% / 75% ) Stun Chance on Crit until end of encounter.

Potion of Resilience - Hedge Laurel + Oak Bark - + ( 20% / 40% / 60% ) Magic Resistance until end of encounter on consumption. Also grants the consumer Oakflesh for the next two turns after consumed, which grants + ( 10 / 20 / 30 ) HP Regeneration and + ( 6 / 12 / 18 ) Armor while the bearer has Oakflesh on them.
Items ( Weapons )

Characters can only wield a maximum of two one handed (1H) items, or one two handed (2H) item. If wielding a one handed melee weapon and a ranged one handed weapon, the player can use his ranged weapon as a melee attack as an additional attack in a turn, but that player cannot attack again with that ranged weapon until he or she does not take damage or deal damage for an entire turn ( Giving them time to reload with that weapon ). When attacking from a range, melee weapons give no benefit unless you have skills that state otherwise. Pistols, when dual wielded, convert bonus damage from second pistol into half that much bonus attack chance; the same is true for all one handed ranged weapons.

The following are projectiles and their typical prices:

Arrow - 1g for four

Bolt - 1g for three

Round - 1g for three

Explosive Charge - 3g for one

Aerodynamic Rock - 1g for five

Throwing Weapon - 1g for one
Skill: Conviction

Your mettle in combat is granted greater presence through the leveling of Conviction. Whenever you take physical damage, you gain levels in Conviction equal to ( Armor x 0.25 ) + 1. Those with Tremendous Conviction are expert fighters.

Level 80: Powerhouse - +10 Max HP, +2 Armor, +2 Spell Resist.

Level 150: Stand Tall - Minor Spell - When used out of combat, causes all nearby to respect you for the fighter that you are ( most likely ). If used in combat, will cause stuns to have a +25% miss chance on you.

Level 225: Brought to Their Knees - Whenever you attack a unit below 50% HP, that unit loses 3% of its Max HP, and you gain HP equal to the HP lost in this way.

Level 325: Break Down the Door - Minor Spell - Upon use, can be used to try to break down locked doors. If successful, breaks down a locked door. Can also be used to call enemy attention to you in the nearby area with a high success chance.

Level 400: Fighter's Blood - As long as you attacked on your last turn, you have +4 HP Regeneration.

Level 500: Withstand - Minor Spell - Can be used to negate the effects of a negative out of combat effect with high chance, with a roll based on endurance. If used in combat, can be used to negate 50% of the bonus critical hit damage taken with a 40% chance of success.

Level 700: Never Falter - Resist +50% of enemy push effects, and resist +50% percentage based Hit Point depletion of enemies. Also grants a passive +10 Max HP.

Level 1000: True Conviction - You have a percent bonus to your Bonus Hit Chance equal to ( Armor x 0.2 )%. Additionally, you have +10% Lifesteal with additional attacks.
Skill: Distillery

Brews can be made with less exact science than Chemistry. By combining various alcoholic ingredients, you can create brews that do a number of things. Many less developed beings can be convinced to do a number of things with alcoholic beverages. Many beings will even enjoy drinking harmful beverages, given that they are alcoholic. By drinking alcohol and producing alcohols, you can level distillery. ( Each drunk equals 1 Level, each produced is 2 Levels ). You must have a Fermenting Barrel, Brewing Implements, and Bottles to store your liquor in to produce it. Additionally, each item requires a certain amount of time to ferment.

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Every fifteen minutes, you lose 1 Intoxication Point ( IP ) until you reset at 0. At 10, you are slightly intoxicated. At 25, you are totally smashed. At 100, you die of Severe Alcohol Poisoning. Once you are over 15 IP, you lose IP instead at a rate of 1 per 30 minutes.

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Hops - 4g

Barley - 3g

Oats - 2g

Wheat - 1g

Corn - 2g

Potato - 1g

Cassava - 4g

Lentils - 3g

Toffee - 2g

Caramel - 3g

Yeast - 2g

Vanger Malt - 5g

Water - 0g

Grapes - 4g

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Fermenting Barrel - 4g

Six- Pack of Bottles - 7g

Twelve- Pack of Bottles - 10g

Bottle - 2g

Brewing Implements - 3g

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Golden Grain Beer - Wheat + Hops + Yeast + Water - Three Weeks - 2 IP - When Consumed, restores 20% of the drinker's Max HP and MP.

Hard Rock Vodka - Potato + Yeast + Yeast + Water - Five Weeks - 8 IP - When Consumed, grants the drinker +50% Attack Damage and Armor until end of encounter. Stacks Diminishingly ( +50%, +25%, +12.5% ... ).

Cheap Chuck - Grapes + Yeast + Water - Two Weeks - 5 IP - When Consumed, Sickens the drinker with a debuff that grants all attackers to that unit +40% Critical Hit Chance. That unit instantly recovers 5% of its Max MP.

Relaxing Malt - Toffee + Yeast + Hops + Water - Four Weeks - 4 IP - When Consumed, grants the drinker +1% MP regenerated per turn for the rest of the encounter. Each one used afterwards grants +4 MP Regen per turn instead.

Farmer's Brew - Potato + Corn + Yeast + Water - Three Weeks - 3 IP - When Consumed, grants the drinker +1% HP regenerated per turn for the rest of the encounter. Each one used afterwards grants +2 HP Regen per turn instead. Max 5 Used per encounter.

Exotic Ale - Cassava + Yeast + Barley + Water - Five Weeks - 10 IP - When Consumed, grants the drinker +75% Spell Effect until the end of the encounter. This bonus cannot stack ( It is only useful to drink one ).