recursal/Fanatic-Fandom huggingface dataset:
Campsite (Void S)

Is a node in The Void.

Previous node: Treasure or Bridge (S) or Ruins (South 3)

Following node: Ruins (South 4)

This can be a good place to rest and recover your strength.

* [Rest +30% ] Rest and recover some strength.
	+ ?
* [Forage] You're fine. You look around for shards.
 Group [5 or lower]
	+ Critical Success
		- You found a lot of magic shards and gold among the ruins. You get: 800 gold, 800 shards, 96 experience
	+ Critical Failure
		- You haven't found anything and have no more time to keep looking. You get: 240 gold, 240 shards, each players received Low-Self Esteem (Blue).
* [Reginald] "I can take care of an injury and try to heal us."
 [Healing spell card]
	+ Success: You have time to treat one injury and heal a bit.
	You can remove one card for free from each hero.
	You get:80
	+ Failure: ?
* ?
* ?
* ?
Cards

In each of the different game modes each character will have their own deck of cards which will be composed of a variety of cards that originate from different sources. This is the page where you can delve deeper into a deeper insight as to what cards are available to the player and where they might come from should you wish to add specific ones to your deck.

There are a few possible card types that a player will encounter along a journey across the obelisk, these will generally help or hinder the progress of the party along the way.

**Obtainable**

* Boons
* Class cards
* Enchantments
* Injuries

**Unobtainable**

* Accessory Spells
* Armor Spells
* Corruption effects
* Enemy Spells
* Jewelry Spells
* Pet Spells
* Weapon Spells

### Class cards

The most common type of card is the class card which are offered to a character based on which class they belong to.

**Interactive base card**

**Common Features**

Between each of the four classes (Warriors, Scouts, Mages, Healers) cards hold a number of common traits that can be identified across different classes which are shared as follows:

* Card energy cost - The cost to play
* Rarity - How rare a card it - affects which town it can be obtained from and the costs associated with it
* Card art - What the card looks like
* Card name - Denotes the upgrade status of a card
* Target - Who is affected by the effect
* Innate status - Is the card guaranteed to start combat at the top of the deck
* Vanish status - Will the card temporarily be removed from combat after played
* Card type - Card groupings that are affected by effects such as character traits
* Card effect - What the card does

**Possible Targets**

* Self (targets owner of the card)
* Hero (target friendly)
* Other Hero (target friendly, excluding self)
* Random Hero (non-targetable, friendly)
* All Heroes (affects all friendly)
* Front Monster (targets closest hostile)
* Back Monster (targets furthest hostile)
* Monster (target hostile)
* Random Monster (non-targetable, hostile)
* All Monsters (affects all hostile)
* Anyone (target any friendly or hostile)
* Global (all friendly and hostile)

**Card type**

Cards can carry multiple card types, some are only viewable when highlighting a card.

* Attack (Warrior and Scout)
* Book (All classes)
* Cold Spell (Mage)
* Curse Spell (Mage)
* Defense (All classes)
* Fire Spell (Mage and Healer)
* Healing Spell (Healer)
* Lightning Spell (Mage)
* Melee Attack (Warrior and Scout)
* Mind Spell (Mage and Healer)
* Ranged Attack (Warrior and Scout)
* Shadow Spell (Mage and Healer)
* Skill (All classes)
* Song Spell (Scout)
* Spell (Scout, Mage and Healer)
Demonic Tutor

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Suffer 4 Vulnerable. Reveal 4 cards from your draw pile and put 1 into your hand (cost 0 until discarded)
Vanish

### Effect

Suffer 5 Vulnerable. Reveal 6 cards from your draw pile and put 1 into your hand (cost 0 until discarded)
Vanish

### Effect

Suffer 1 Vulnerable. Reveal 4 cards from your draw pile and put 1 into your hand (cost 0 until discarded)
Vanish

### Effect

Reveal 7 cards from your draw pile and put 1 into your hand (cost 0 until discarded)
Vanish
Evelyn

Elementalist

## Lore

Evelyn grew up in the court of Senenthia and soon became the court mage's apprentice. When her master married the king and was officially known as Queen Amelia, she left the castle to travel the world in order to improve her magical skills.

She took on the disappearance of her former master's daughter as a personal matter and will not rest until she finds her.

**Evelyn is a versatile mage that can specialize in any element.**

## Stats

HP: 63

Speed: 11

Energy: 1 Initial, 3/turn

Resistances:
  15%
  5%
 Immune:

## Starting Gear

Evelyn starts with the Family Jewels equipment.

## Starting Deck

* 3 Frostbolt
* 3 Fire Blast
* 3 Charge Battery
* 2 Transmission
* 2 Elemental Ward
* 1 Mana Gem
* 1 Cold Spark
Crates

Is a node in the Frozen Sewers of Faeborg Forest.

Previous node: Corridor (South sewer)

Following node: Drain

* Common

**The starving ratman**

In a corner you find a rat man looking through some crates, when he sees you, he says:

″Huh... ho... don't hurt me! I'm alive! I'm alive! or at least for the moment...

I had to take a chance and get out of the palisade... We've run out of food and we're not going to last long. But there's nothing left here, I only found an old mysterious key and little else.

Don't you have some food for me?″

Choice:

* [Continue] You share some of your normal rations.
You give him some of your food and tell him that you have cleared the way out of frozen dead.
The ratman is very happy and thanks you. Before saying goodbye, he gives you the old mysterious key he found in the crates.
You also search through the crates, but as the ratman said, you find nothing of value.
You get: 88
(Get Mysterious Key (White))
* [Give] (Requires Harpy Egg) You can have this egg.
	+ You get: 800 800 72
* [Give] (Requires Grain Sack) You can have this grain.
	+ You get: 800 800 128

* [Give] (Requires Big Fish) You can have this fish.
	+ You give him the fish and tell him that you have cleared the way out of the frozen dead. Surprised, he says:
	"Wow, how generous! Thank you so much! You see I haven't been entirely honest... It's true that I didn't find any food in the crates, but I did find a lot of gold and shards. It's all yours, along with the mysterious key I found."
	+ You get: 800 800 128
	+ **Gain Item: Mysterious Key (White)**

* [?] (39 total options)
Amelia

*After unifying the kingdom with the Wolf Wars, Amelia noticed that her magical powers were somehow becoming unstable over time. To protect the kingdom, she decided to exile herself far away.*

*When she learned of her daughter's kidnapping, her magical powers were unleashed and at that moment she decided to use them to create a spatial rift and return to Senenthia as soon as possible.*

## Stats

HP: 65/65

Speed: 11

Energy: 3/Turn

Resistances:
  5%
  5%
## Traits

Innate:
 **Eldritch**
Damage done: +2/charge
Damage taken: -1/charge
Maximum charges: 5
*Charges cannot be increased by card effects.*
Change the "Spell" card type requirement of Eldritch to any card type. Once per combat, when you reach 5 Spellsword, shuffle all the mage cards into your vanish pile into your deck with cost reduced by 3 and gain 1 inspire.
Reduce the cost requirement of Eldritch to 1 or more Energy, but Spellsword increases all damage done by 1 per charge instead. When you reach 5 Spellswords, put a "Frost Discharge" card into your hand.
 Level 4
Gain the "Time Loop" trait. If you already had it, then it can be activated twice per combat. Once per combat when you play the "Eldritch Discharge" card, put a copy of it with cost 0 into your deck.

If you have less than 3 Spellsword charges at the start of the turn, gain up to 3 Spellsword charges. Spellsword maximum charges increased to 12.
Faeborg

## The Frost Calamity

Faeborg is the final boss in the Faeborg Forest.

*As you go up the stairs, you see the Frost Calamity resting in front of the frozen palace. That's a dragon!*

*You realize it's not just any dragon, it's Faeborg himself! This ancient dragon roamed these lands and gave them their name, many centuries ago.*

*Faeborg is blocking the way and doesn't even bother to come after you.*

The cold is extreme, resting is almost impossible, and your only option is to try to defeat him.

-**[Combat]** You attack him immediately

* You attack Faeborg and hope for the best.

-**[Rest +40% Healing]** You try to shelter from the cold and regain some strength. Group [5 or lower]

-**[Rest +40% Healing]** You use the magic torch to ward the chill to rest and gain some strength,

## Stats

HP: 1028

Speed: 17

  -5%
  -4%

## Defeating Faeborg

Faeborg takes flight.

*After a hard battle and almost freezing to death, you manage to wound Faeborg enough for him to take flight and flee.*

*You never thought you would encounter a dragon, let alone such an ancient one. The mere fact you made him flee is a great achievement.*

*The path to the obelisk is clear, and you are hopeful that without Faeborg nearby, the city will thaw in time.*

Where he was resting, you see a large golden chest.

-**[Loot]** You open the golden chest.

A few Faeborg scales have fallen during the fight. You keep one of them and open the chest.

Inside you have found gold, magic shards, and many rare magic items.

You get: 300, 300, 36, and 5

The party will be able to receive the Faeborg Scale, Freezing Ink, and the Frozen Tear.
Bridge Path

**Bridge Path** is a node in The Kingdom Of Senenthia.

It does not always appear.

## Connections

Previous node: Crossroad

Next nodes: Riverside Camp or River Bridges

## Events

### The jeweler

*At the entrance of the bridge you see a jewelry merchant. When you approach he says:
"Hello adventurers, would you like to take a look at my products? I also have two specials for today. The first is a set of four exquisite magic rings I made recently, they are yours for 600g, only if you buy all four.
The second is this unidentified magic ring, it is yours for 250g, to know what it does, you will have to equip it when you buy it."*

Choices:

* [Accept] Browse his regular goods before you leave.

* [Buy] Buy the set of four rings for 600g.
**Jeweler's Ring**

* [Wilbur] "As a fellow craftsman, I demand a 300g discount for the rings"
*Wilbur and the jeweler start arguing like two grumpy old men. After a while, and just to be left alone, the jeweler accepts the deal and sells you the rings for 300g.*
**Jeweler's Ring**

* [Buy] Buy the unidentified ring for 250g and let fate decide who will equip it.
 Competition [highest]
Success
*You buy and equip the ring, but it turns out that the ring is not what you expected, it is a cursed ring!
When you turn around to talk to the jeweler, he's already gone.
You get: 10xp*
**Cursed Jeweler's Ring**
Fail
*Suddenly you don't feel so unlucky about losing.
You get: 18xp*

* [Thuls] "Sss... Forget about the rings. I'll steal his money."
*You all distract the jeweler as Thuls gets behind him and steals a small bag of coins. After that you hurry before he realizes that he is missing the coins.*
You get: 200g, 32xp.
Black Forge

**Black Forge** is a node in The Velkarath Mountains

## Connections

Previous node: Rest Area

Next node: Bridge (Forge)

## Events

### The gates of the Black Forge

In front of you are the gates of the Black Forge, an ancient forge-city created in the heart of the volcano.

The Black Forge was shut down and has been uninhabited since the Obsidan Uprising, the dwarven rebellion to conquer Velkerath by creating war machines from within the volcano.

The gates don't seem to be magically locked, but they are really heavy and, because of the volcano, they are very hot. Touching them for too long could cause severe burns.

You will need strength and endurance to open them.

Choices:

* [Leave] You leave. You don't see how to get in without burning yourself.
* [Enter] Open the gates at any cost and try to endure the heat.
 Single [1 or higher]
Success
*The gates open thanks to everyone's effort.
You enter the Black Forge. The heat is really intense and your clothes start to burn slowly. You will have to hurry or you will be scorched.
You get:12*
**Enter dungeon area The Black Forge**
Fail
* [Open] Only if the gates if no one is hurt.
 Group [5 or higher]
Success
*You manage to open the gates and no one was hurt.
You enter the Black Forge. The heat is really intense and your clothes start to burn slowly. You will have to hurry or you will be scorched.
You get:16*
**Enter dungeon area The Black Forge**
Fail
* [Heiner] "Beep... I can open them."
Heiner has no problem opening the heavy doors and resisting their heat.
You enter the Black Forge. The heat is really intense and your clothes start to burn slowly. You will have to hurry or you will be scorched.
You get: 92
Eastern Village

**Eastern Village** is a node in The Aquarfall Marsh.

## Connections

Previous node: Town Outskirts

Following nodes: Battlefield, Patrol Point

## Events

### An empty village

*You arrive at a small village of crocomen. It is empty, but in the center of the village there is a note on a post that says:
"Right now we are all fighting on the western battlefield. If you want to help us, we will give you a special reward.
PS: Don't steal anything, or we'll hunt you down."
It really seems like no one is home.*

Choices:

* [Leave] You leave the village.
?

* [Steal] Take everything you find of value.
*You search the entire village and find gold, magic shards, and some useful items.
You leave before the crocomen return.You get:  300  200  88.*
**Choice of 6 items or  50**
**After 5 nodes: The hunting party**

* [Look] Look for anything interesting, but don't steal anything.
*In the largest hut, you find some hidden notes on how to decipher the naga runes. You make a copy for yourselves and leave the original right where it was. You don't pick up anything, and leave before the crocomen return.
You get:  80*
**You receive the item Naga Notes**

* [Burn] Burn the village to the ground.
*You do not like crocomen, so you take advantage of the empty village and burn it with torches.
The smoke starts to rise, and you leave before the nearby patrols come to put out the fire.
You get:  104*
**After 5 nodes: Revenge of the crocomen**
City Square

**City Square** is a node in Faeborg Forest.

## Connections

Previous node: Main Street

Following node: Palace Stairs

## Events

### Encased in ice

*In the city square you see several frozen elves, and many of them are encased in large blocks of ice.*
As you advance, you would swear that there is an elf encased in ice that is following you with his eyes. As you approach, you see something strange. The ice is somewhat different from the rest, and the elf does not seem to be in bad condition.
You also notice that the elf is carrying a large bag that seems to be filled with gold and magic shards...
What do you want to do?

Choice: 7

* [Leave] It's too cold to waste time here.
	+ ?

* Magic Torch [Use] You use the magic torch to melt the ice.
	+ *The ice melts faster than you expected, and in a moment the elf thaws. With an angry face, he says to you:
	"What are you doing! I locked myself in the ice on purpose! It was my grand strategy to collect gold and avoid the frozen dead patrols. But who do you think you are to do this?"
	Before he can continue, you slap him to make him shut up. Then the elf runs away crying like a child. Luckily for you, with the slap, he dropped the bag with gold and shards.
	You get:  320  200  8*

* [Evelyn] "I'm going to try to melt the ice."
 Evelyn [Fire spell card]
Success

Fail
*Evelyn casts a spell but fails to melt the ice.
The cold is too intense, and you cannot lose more time here.*
**Evelyn receives Low Self-Esteem**

* [Malukah] "Interesting... I can dispel this magic ice."
	+ *Malukah dispels the magic ice without difficulty. Then the elf with an angry face says to you:
	"What are you doing! I locked myself in the ice on purpose! It was my grand strategy to collect gold and avoid the frozen dead patrols. But who do you think you are to do this?
	Before he can continue, you slap him to make him shut up. Then the elf runs away crying like a child. Luckily for you, with the slap, he dropped the bag with gold and shards.
	You get:  320  200  8*
* [Cornelius] "Ha ha ha! I can melt this ice easily!"
 Cornelius [Fire spell card]
Success

Fail
*Cornelius casts a spell but fails to melt the ice.
The cold is too intense, and you cannot lose more time here.*
**Cornelius receives Low Self-Esteem**
* [?]
* [?]
Divine Ire

## Divine Ire

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Deal 25 Holy. Apply 4 Sanctify. [OC] Deal 11 Holy. [OC] Apply 2 Sanctify.

### Effect

Deal 27 Holy. Apply 5 Sanctify. [OC] Deal 12 Holy. [OC] Apply 2 Sanctify.

### Effect

Innate
Deal 50 Holy. Apply 8 Sanctify. [OC] Deal 20 Holy. [OC] Apply 3 Sanctify.
Vanish

### Effect

Innate
Deal 44 Holy. Apply 8 Sanctify. [OC] Deal 20 Holy. [OC] Apply 3 Sanctify.
Vanish
Altar (Velkarath)

**Altar** is a node in The Velkarath Mountains

## Connections

Previous node: Stone Staircase

Next node: Mountain Peak

## Events

Altar of storms

You reach the top of a mountain. In front of you there is a great electrical storm, and inside there is an ancient altar.
You can try to dodge the lightning bolts and get to the altar to make an offering, but it looks dangerous.
Do you want to make an offering?

Choices:

* [Leave] The storm seems dangerous, so you leave.
* [Use] Try to evade the lightning bolts and make an offering. (Group 5 or higher)
	+ Success: You manage to dodge the danger and reach the altar. The altar is overloaded with energy thanks to the nearby lightning bolts. You can use it at a discount.
	You get:  20
	You get: 25%? discounted upgrade
	+ Critical Failure: YOu are struck by lightning in your attempt to reach the altar, and this will leave a mark, but in the end you managed to get there. The altar is overloaded with energy thanks to the nearby lightning bolts. You can use it at a discount.
	You get: Injury: Electroshock
	You get: 25% discounted upgrade
* [Malukah] "I will dispel the magic storm."
	+ 25% discounted upgrade
* [Zek] "I will try to corrupt this altar!" (Zek [Curse spell card])
	+ Success: Zek runs towards the altar evading all the lightning with ease, then casts a curse on the altar, and it glows with a dark aura... You can use the altar to try to corrupt one card of each hero.
	The storm surrounding the altar disappears.
	You get:  180 and access a Corrupted Altar.
* [Wilbur] "I have studied this altar for some time."
	+ Wilbur casts a spell that charges the altar with electricity. Then a bunch of lightning strikes the altar at once, and the surrounding storm disappears. The altar is overloaded with energy and offers you a unique opportunity.
		- You can upgrade one free card for each hero.
		- You get:  16
* [Evelyn] "I will overload the altar with a lightning spell." (Evelyn [Lightning spell card]
	+ Success: Evelyn's spell hits the altar, and the surrounding storm disappears. The altar is brimming with energy and offers you a unique opportunity.
		- You can upgrade one free card for each hero.
		- You get:  16
Andrin

Ranger

## Lore

Andrin is the youngest of the Casthak brothers and the most rebellious. As a young man he liked to spend days in the Senenthia forest and caused more than one problem... but thanks to his family status and his brother, Reginald, he always got away.

Now Andrin works as an adventurer and has become an expert ranger with a wide variety of skills.

**Andrin is a scout who can specialize in melee or ranged combat.**

## Stats

HP: 82

Speed: 18

Energy: 1 Initial, 3/turn

Resistances:
  0%
  5%
 Immune:

## Traits

 Level 2Level 2: +7 Max HP
[When you play a card] for every Energy used, draw 1 card, Gain 9 Block and 2 Evasion. -Lasts 1 use-     | Wild Hunt**Wild Hunt** - Gain Wild Hunt as a card.
 Level 4Level 4: +7 Max HP
All damage +4. [Damage with hit] Apply 4 Bleed, gain 1 Sharp. -Lasts 10 uses-     | Riposte**Riposte** - Gain Riposte as a card.

## Starting Gear

Andrin starts with the Ranger Armor equipment.

## Starting Deck

* 4 Slice
* 4 Aimed Shot
* 2 Deflect
* 2 Rupture
* 1 Adrenaline
* 1 Hunter's Mark
* 1 Expert Tracker
Cave Passage

**Cave Passage** is a node in the Spider Lair, a dungeon in the Aquarfall Marsh.

## Connections

Previous node: Spider Lair (restricted) or Collapsed Ground

Next nodes: Cave Center

The heroes can travel here from Spider Lair if they choose the [Jump] option. Otherwise, they proceed from the Spider Lair to [Cave Entrance]].

## Events

* Combat

* Spider x2
* Pendulum

If the heroes critically failed the [Jump] option in the Spider Lair node, this combat gains the Poisonous Air modifier (causing all heroes to start with 3 poison).
Block

Candidate for deletionThis page has been nominated for removal from the wiki.Remember to check what links here and the page history before deletion.
When taking damage from all sources except Bleed & Poison block will absorb the damage for the character receiving the damage.

Block only lasts one turn unless the character also has the Fortify aura.
Clear Instructions

## Clear Instructions

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Discover 3 Skill and place 1 on top of your deck (cost reduced by 1)
Vanish

### Effect

Discover 3 Skill and place 1 into your hand (cost reduced by 1)

### Effect

Discover 3 Skill and place 1 on top of your deck (cost reduced by 2 and vanish)
Vanish

### Effect

Discover 3 Skill and place 1 into your hand (cost reduced by 2)
Vanish
Crumbling Tower

**Crumbling Tower** is a node in The Kingdom Of Senenthia.

## Connections

Previous node: Altar Rubble

Next node: Forest Ruins

## Events

* Without Heiner
* With Heiner

**The last sentinel**

You arrive at a crumbling watchtower. This tower was the first point of defense in the Wolf Wars against the wild werewolves of the forest.

When you enter the tower, your eyes catch a dim light that filter under the rubble. It is a golem! They were the best defenders Senenthia has ever know, but they were dismantled after the war and it was thought that there were no more left.

The power supply seems to be damage. Maybe if you can find a replacement for the core, you can repair it. *It's up to you to repair it.*

* [Accept] Take measurement of the core. You will search for a replacement
	+ Get The last sentinel quest
* [Magnus] "I fought alongside one of these in the Wolf Wars... It would be a good idea to restore it."
	+ (Magnus) "I remember how the queen assigned one of these to my group when we were fighting to take back the forest. It was a real battle machine, and it helped us a lot.
	If I am not mistaken, these golems originated from the Black Forge, in the Velkarath mountains. We should look there for a replacement for its core."
	As you hide the golem, so that it does not suffer any more damage, you find a few magic shards.
	You get:400
	+ Get The last sentinel quest
* [Evelyn] "My Master told me how she learned to create these golems... They were really powerful"
	+ (Evelyn) "She told me that, when she was young, she visited the Black Forge and learned how the dwarves forged various types of golems. Thanks to that knowledge and her powers, she created a few golems to defend the kingdom in the Wolf Wars. If we want to restore it, we have to go to the Black Forge in the Velkarath mountains"
	As you hide the golem, so that it does not suffer any more damage, you find a few magic shards.
	You get:400
	+ Get The last sentinel quest

[Decline]

**The crumbling tower**

You arrive at a crumbling watchtower. This tower was the first point of defense in the Wolf Wars against the wild werewolves of the forest. As you approach the tower entrance, the tower begins to collapse. The debris begins to fall and you must act quickly to avoid damage.

* [Run] There is no time to think. Everyone is on their own. Card check: Single 1 or lower
* [Heiner] "Beep... I will protect you all!" Card check: Defense card
	+ Success
		- Heiner manages to protect everyone from the debris and no one was injured. Being safe you have time to inspect the rubble and find some magic shards. You get:  200  56
Cracked Wall

**Cracked Wall** is a node in The Aquarfall Marsh.

If you accepted Timothy's request at West Fang Gate, you will meet #The master craftsman. Otherwise, #The wall collapses.

## Connections

Previous node: Sales Booth

Following node: Lone Tent

## Events

### The master craftsman

*At the edge of the falls, you see an old gnome admiring the view and sighing. You realize that he is Timothy's master. You pass him the message, and he says:
"I am a skilled craftsman who makes potions, gems and gadgets, but that apprentice of mine is completely useless... I left him there, near the wolves, in the hope that he would give up...or get eaten... Well, I guess it's time to go back to the workshop.
Mmm... Maybe one of you is worthy and can be my apprentice. I can teach you how to craft something useful."*

Choices

* [Leave] You don't want to be his apprentice.
* (Andrin?)
* [Thuls] "Sss... I am worthy!" Craft: Poison
* [Sylvie] "I am worthy!" Craft: Poison
* [Gustav] "I am worthy!" Craft: Poison
* [Evelyn] "I am worthy!" Craft: Gem
* [Cornelius] "Show me something I don't know! I dare you!" Craft: Gem
* [Wilbur] "Of course I am worthy, comrade!" Craft: Gem
* [Zek] "I am worthy!" Craft: Gem
* [Reginald] "I am worthy!" Craft: Panacea
* [Ottis?] "Oink... I am worthy!' Craft: Panacea
* [Malukah] "You know, I'm something of a craftswoman myself." Craft: Panacea
* (Nezglekt?)

(12 hidden options total)

*The master craftsman teaches you one of this many crafting recipes, and you learn it without any problems.
He also gives you some magic shards for being his new apprentice, and sets off on his way back to his workshop.
You get: 400 8*

### The wall collapses

You are passing by the wall that holds back the water from the waterfalls, and it's full of cracks. Suddenly, when you are next to it, the wall starts to give way.

You have to run as fast as possible or the wall will fall on you. You might even be dragged by the water current.

Run, you fools!

Choices:

* [Continue] Challenge fate and run quickly. You run as fast as you can, but the wall is very big and its pieces fall on you. You do your best to dodge them so as not to break any bones, but above all, you protect your head with your arms. There is only a small chance of succeeding without getting hurt. You get: 4
	+ Draw from 1 Dislocated Jaw, 2 Broken Bones, 1 Success
* [Magnus] "I'll block the wall with my shield. Run!" (Defense card)
	+ ?
Damage Types

As stated in the glossary: the base damage of an attack is modified by Auras, Curses, Perks, Items and active effects. Then it is blocked by the Block amount of the target and finally it is resisted by the target's percent resistance (based on its damage type).

# Damage types

Each adventurer starts with different percentages of resistances to each of the damage types, which are divided up into Physical, Elemental, and Mystical damage types. Incidentally reflecting the different categories of perks available to each adventurer. Enemies and Bosses also each hold their own different percentages for resistances to each damage type, some of them even gaining immunity for specific ones.

A good example of damage types in action is the Hydra boss in the Aquarfall Marsh section of adventure mode, where there are four different enemies, each with various resistances and immunities to specific curses and damage types.

### Transforming damage types

Some weapons that can be obtained as equipment and also certain enchantment cards can transform damage to different damage types, which then uses the enemy's resistant to the new damage type for damage calculation. When transforming damage, the new damage type is used for damage calculation, this means perks and equipment that affect specific damage types ought to be taken into consideration.

* Damage Types

 - Blunt Damage
 - Pierce damage
 - Cold Damage
 - Lightning Damage
 - Mind Damage
 - Shadow Damage
Artifact

**Artifact** is a node in The Ulminin Desert.

## Connections

Previous node: Desert Plains (N)

Following node: Courtyard

## Event: The Corruption Orb

You can choose to sacrifice some of your life force to obtain the Corruption Orb.

* Ignore, move on.
* Each character sacrifices 12 maximum HP. You get: Corruption Orb
* One character sacrifices 25 maximum HP. You get: Corruption Orb

The Corruption Orb is redeemable two nodes ahead at the Altar.
Big Tree

**Big Tree** is an event node in The Wolf Wars.

## Connections

Previous node: Forest (Wolf Wars North) or Forest (Wolf Wars South)

Next node: Excavation

## Event

### The Sleeping Treant

*We reach the interior of the forest, and in front of us stands the ancient obelisk of Senethia. As we approach, on one side of the obelisk, we see a group of dryads that seem to be protecting a large and old treant. Fortunately, the treant is fast asleep and the dryads do not seem to have any intention of attacking us unless we approach it.*

*Our men wait for orders on how to proceed.*

* [Magnus] "We must not disturb the forest dwellers, we will take a detour"
* [Yogger] "Chop-chop! Time to cut some wood, guys!"
	+ *(Magnus) "No! As new soldiers of the kingdom, our duty is to avoid conflict. We'll make a small detour, that's an order!"
	 (Yogger) "When you were assigned as captain, I already thought you were a coward... We'll make a detour, but I guarantee you that in the future you will regret not having cut down that treant now that we had the chance."*
Excavation

**Big Tree** is an event node in The Wolf Wars.

## Connections

Previous node: Big Tree

Next node: Forest Path

## Event

### The Mysterious Excavation

*We arrive at an archaeological excavation behind the ancient Obelisk. It seems that something has happened. Everyone in the place is nervous. A wizard in ostentatious robes comes up to us and says:*

*(Hanshek) "You are just in time! We have just been robbed of something very important. The stolen object is an ancient gem.. After months of digging... When I finally got it... The thieves were human and headed east of the forest. It is vital that you recover it for me.*

I, Lord Hanshek, command you to retrieve the gem at any cost."

* [Magnus] "Excuse me sir, but our orders are to reach Gorio's camp..."
* [Yogger] "Of course, but with a good reward we would be more motivated..."
	+ *(Hanshek) "How insolent... Unlike Queen Amelia, I would expect nothing less from werewolves... I am Lord Hanshek, court magician and advisor to the king. If you don't want to be executed for treason, you'd better hurry up and retrieve the stolen gem. Also, be sure to deliver it only to me and no one else."
	 (Magnus) "Yes, sir! I regret my comrade's comment. On my honor we will see to it that the gem is recovered immediately."*
Cobwebs (Spider Lair)

Is an event in The Aquarfall Marsh, within the Spider Lair: The Spider's Cave.

Previous node: Big Chamber

Following node: Temple Ruins (South)

**Climbing cobwebs**

After resting for a while and collecting all the useful items, the only thing left to do is to get out of this cave.

On the ceiling of the cave, you see a hole through which some light enters. You think you can get out of the cave if you climb up the cobwebs and reach the hole.

Result:

* [Climb] Climb through the cobwebs.
	+ You climb through the cobwebs and reach the surface.
Cliff (Ulminin)

**Cliff** is a node in The Ulminin Desert.

## Connections

Previous node: Desert (N)

Following nodes: Cliff Trail

## Event

### The fennec enthusiast

*On the side of the road, you meet a heron with a group of fennecs. When you approach the heron says to you: "Aren't they adorable? These little fellows are the best companion anyone could ever want. I've trained them myself! I'm a little sad to part with them, but as a fennec enthusiast, I want you to see how wonderful they are. I can sell you a freshly tamed one for 400g. If you want one that is well trained, it will cost you 800g". Do you want to buy a fennec?*

Choice:

* [Leave] You ignore the heron and walk away.
* [Pay] You buy a freshly tamed fennec for 400g.
* [Threaten] You get serious and threaten him to give you a fennec for free. (Group 5 or higher)
* [Pay] You buy a trained fennec for 800g.
You buy one of his fennecs, and the heron says goodbye to you a little saddened. You get 136 xp and a corrupted Fenny.
* [Threaten] You get serious and threaten him to give you a trained fennec for free. (Group 7 or higher)
Archon Nihr

Archon Nihr is Phase 2 of the final boss of The Void. After defeating him, you will save the princess and win the game (0 madness level).

* Madness Level 0
* Madness Level 16

HP: 5666

Speed: 15

  27%
  27%

**Shadow Clone:**

HP: 666

Speed: 17

  8%
  -20%
 Immune:

Archon Plays these cards (reverse order). Plays 5 cards per round. Screenshot shows rounds 1-4. Round 5-7 then repeats round 2-4.
Colossal Blow

## Colossal Blow

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Purge Reinforce. Deal 23 Blunt. You gain 1 Powerful. Ignore block.

### Effect

Purge Reinforce. Deal 26 Blunt. You gain 2 Powerful. Ignore block.

### Effect

Purge Reinforce. Deal 15 Blunt. You gain 1 Powerful. Ignore block.

### Effect

Purge Reinforce. Deal 27 Blunt. You gain 2 Powerful. Ignore block.
Vanish
Crystal Scarab

Crystal scarabs are a type of monster added to the game in version 1.2 the Sands of Ulminin expansion. They sometimes appear randomly during combat in Acts 2 and 3, where they can drop extra magic shards if defeated before they flee. The Sand of Ulminin DLC is not required for crystal scarabs to spawn.

Crystal scarabs spawn with three Sight charges and the unique Lucky Scarab curse, which has no effect but explains in the tooltip that heroes will be awarded with 150 per hero if it is defeated after it uses the Crystallize card but before it flees. The crystal scarab may use Crystallize multiple times before it flees, but it is unknown if the bonus shards from multiple Crystallize cards will stack.

* Act II
* Act III

HP: 20

Speed: 0

  25%
  20%
 Immune:

HP: 28?

Speed: 1

  35%
  30%
 Immune:

Needs more investigation.
Aquarfall Obelisk

**Aquarfall Obelisk** is a map transition node in The Aquarfall Marsh.

## Connections

Previous node: Ancient Temple

Next nodes: Arrival Ruins, Arrival Point (Faeborg)

## Events

### The Aqualfall obelisk

*You are in front of the obelisk. Like the Senenthia obelisk, this one is also activated and brimming with energy.*
As you did before, you read the obelisk runes aloud. The obelisk wall warps and distorts, creating a new set of portals.

Which portal do you want to cross?

Choice:

* [Continue] Cross the red portal, from which hot air comes out.
	+ You cross the portal, and before you realize it, you are already in another place.
* [Continue] Cross the blue portal, from which an icy draft comes out.
	+ You cross the portal, and before you realize it, you are already in another place.
Altar Rubble

**Altar Rubble** is a node in The Kingdom Of Senenthia.

## Connections

Previous nodes: Suspicious Hatch, Crossroads

Following node: Crumbling Tower

## Events

* Common

**The broken altar**

You discover the rubble of an ancient altar. Those altars are used to make offerings with magic shards to improve your skills.
The altar appears to have been destroyed on purpose, and perhaps those who did so are still nearby.
This altar is barely usable, and in order for the offering to work, you will have to offer an additional amount of shards.
Using this altar under current conditions will cost you a little more.

Choice:

* [Use] You use the altar in its current state.
* [Repair] Try to fix the altar a bit before using it.
 Group [4 of higher]
	+ Fail: Cost +15%
	+ Success:
	You didn't exactly fix the altar, but now, with less rubble and some rocks put together, it has a better presence.
	You get a 10% discount.
	You get:  40
	+ Critical Success
		- You have fixed the altar, or at least you have left it in a quite acceptable state given the circumstances.
		You got a 25% discount.
		You get:4
		- Get a 25% discount
* [Rebuild] Do not make an offering, but try to restore the alter to its former state.
Group [6 or higher]
	+ Success:
		- You did it! The altar shines like never before and gives you the opportunity to upgrade a card for free for each hero. You also feel great, knowing that the altar is completely restored.
		You get:  72, all heros get 1 free upgrade and Custodian card.
* [Wilbur] "Just listen to me, and follow my instructions!"
	+ Wilbur starts to restore the altar, and with the reluctant help of the others, he manages to make it as good as new.
	Now you can upgrade one free card for each hero.
	You get: 8
	Wilbur receives Custodian boon.
	Custodian achievement unlocked.
* [Zek] "I will try to corrupt this altar!"
 Zek [Curse Spell]
	+ TBD
	+ Fail:
		- Zek receives Low Self esteem
		- Fight starts with 4 Volatile Imp
Burning Shot

## Burning Shot

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Deal 17 Piercing. Deal X Fire. (X equals your Sharp x0.5) Apply 3 Burn.

### Effect

Deal 20 Piercing. Deal X Fire. (X equals your Sharp x0.5) Apply 4 Burn.

### Effect

Deal 27 Piercing. Deal X Fire. Apply X Burn. (X equals your Sharp x0.5)

### Effect

Deal 28 Piercing. Deal X Fire. Apply X Burn. (X equals your Sharp x0.5)
Vanish
Character Cards

## Character/Enchantment Cards [67]

This page under construction. Many things have changed between the early access and release versions.
Arcane Conduit

Black Talons

Chilling Gaze

Circuit Overload

Command and Conquer

Cursemancy

Deadly Strikes

Death's Embrace

Defensive Strategy

Divine Retribution

Double Bubble

Double Shot

Dual Wield

Electric Weapons

Elemental Proliferation

Elven Agility

Enchant Weapons

Encore

Ethereal Weapons

Fated Future

Fiery Weapons

Fireproof

Focus Heal

Follow-up

Frost Weapons

Fusion Laser

Grudge

Hawkeye

Heavy Metal

Hellflame

Hidden Hand

Holy Crusader

Holy Symbol

Infestation

Last Guardian

Love Enhancer

Maneuver

Melodic Rhythm

Night Terror

Onslaught

Phoenix

Praise the Sun

Reactive Laser

Red Storm

Riposte

Serrated Weapons

Skillful

Solar Flare

Soul Harvest

Spell Echo

Stampede

Steel Forge

Subterfuge

Target Shooting

Tesla Coil

The Chosen One

Thunderclap

Transcribe

Unforgiving Nature

Unwavering Faith

Vaccine

Valiant Defender

Wild Hunt

Wolf Guard

World in Flames

Yang Ritual

Yin Ritual
Field Hospital

**Field Hospital** is an event node in The Wolf Wars.

## Connections

Previous node: Forest (Wolf Wars South)

Next node: Deep Forest

## Event

### The Field Hospital

*We arrive at a camp where several healers treat the wounded from the war. One of them, a young pigman, approaches us and says:*

*(Ottis) "Oink... my name is Ottis and I have come to help heal the war wounded. I have already finished healing most of them... Oink... and I think I could be more useful at the front, healing on the spot."*

*Oink... what do you say, may I join you?*

* [Magnus] "Of course you can. I am Magnus, the captain of this platoon"
	+ *(Ottis) "Oink... Thank you very much Magnus. You seem like a nice guy. I'm sure I'll be useful to you, oink... I've trained a lot in protection and healing magic."
	(Yogger) "Good thinking Captain, it's nice to have something for lunch nearby in a pinch."*You lose Charls, and Ottis joins your party. Your party is healed. You unlock a character skin for Ottis.
* [Yogger] "I think it's fine... We can always use him for lunch..."
	+ *(Ottis) "What!... Oink... I don't think I heard it right... You are soldiers of the kingdom right? Oink... I may have made a serious mistake..
	(Magnus) "Don't worry, he's joking.. I am Magnus, the captain of this platoon. Rest assured, with me in command you will always be safe."*You lose Charls, and Ottis joins your party. Your party is healed. You unlock a character skin for Ottis.
Battle Plan

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Draw 2 cards. Gain 1 Energize. Place 2 cards from your hand on top of your deck.

### Effect

Draw 2 cards. Gain 2 Energize. Place 2 cards from your hand on top of your deck.
Vanish

### Effect

Innate
Draw 3 cards. Gain 1 Energize. Place 2 cards from your hand on top of your deck.

### Effect

Innate
Draw 3 cards. Gain 2 Energize. Place 2 cards from your hand on top of your deck.
Vanish
Across the Obelisk Wiki

NavigationGetting StartedTome of KnowledgeCharactersMapsGuides

# Welcome

Welcome to the Across the Obelisk wiki, a collaborative tome of knowledge for the game Across the Obelisk that anyone can edit. The wiki serves as a gateway for anyone looking for more information about the game. Be it looking for details on a specific trait that a character has or information on how to improve at specific aspects of a roguelike deck builder.

Following the release of 1.0, the aim is to revamp the wiki into an information hub where people looking for specific or niche details about particular aspects of gameplay can be directed. Whilst many details may also be found in the Tome of Knowledge, providing an option whereby people do not need to boot to game for information ought to be beneficial for everyone's easy of access in the long term.

### What is Across the Obelisk?

Across the Obelisk is a dynamic deckbuilding rogue-lite RPG from Dreamsite Games that challenges players to create a party from a diverse set of characters, engage in tactical card-based combat, and find a unique path across a world that changes in reaction to their decisions.

**Spoiler warning**
This wiki is rife with spoilers. If you would like a blank experience of Across the Obelisk, it is strongly advised NOT to browse any further.

**HELPFUL LINKS**

Game links

Steam: Across The Obelisk (Store)
Steam: Across The Obelisk (News)

Twitter: @AcrossObelisk

Discord: Across The Obelisk Discord
Community
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Back Street

**Back Street** is a node in Faeborg Forest.

## Connections

Previous node: Armory

Following node: Palace Stairs

## Run or freeze!

The back street leading to the main square is completely frozen. Luckily it seems that the main square is more sheltered, and the cold is a little less. From here you can see the frozen palace, but not what causes the cold.

To advance, you have to cross through the back street. The ground is slippery, but you can't wait, and you have to run if you don't want to freeze.

* [Run] Challange fate and run as fast as you can.
	+ You run on the slippery floor, trying not to fall, and you will try to go as fast as possible so as not to freeze.
	You Get:  4
	**A Shuffle Game will start**
* [Use](Magic torch)You use the magic torch to warm up and get through safely.
	+ Thanks to the magic torch, you can cross the back street without rushing and without having to worry about the cold.
	You Get:  8
Demolishing Blow

## Demolishing Blow

* Basic
* Blue
* Yellow
* Corrupt

### Effect

Deal X Blunt. (X equals your HP x0.25) Apply 1 Crack. You gain 1 Vitality.

### Effect

Deal X Blunt. (X equals your HP x0.3) Apply 2 Crack. You gain 2 Vitality.

### Effect

Deal X Blunt. (X equals your HP x0.7) Apply 6 Crack. You gain 6 Vitality.

### Effect

Deal X Blunt. (X equals your HP x0.7) Apply 5 Crack. You gain 5 Vitality.
Vanish
Bandit Camp (Wolf Wars)

**Bandit Camp** is an event node in The Kingdom Of Senenthia that appears after completing The Wolf Wars with Yogger in your party.

## Connections

Previous node: Eastern Forest

Next node: Old Tree.

## Event

### The Wolf Cub

*As you leave the bandit camp Yogger hears a faint howl in the distance.*
*Yogger tells you to wait here for a moment.*
*After a while, a wolf cub appears from the nearby forest.*
*The wolf cub approaches you without fear and seems to have taken a liking to you.*

* [Accept] You decided to adopt the wolf cub.
	+ *The cub seems to be very happy that you let him go with you. You call him Wolfy.*You unlock Wolfy as a pet.
* [Leave] You don't want to take care of the wolf cub.
Cornelius

Pyromancer

## Lore

Cornelius has seen better days, and although he is already very old, his fire magic is still powerful and no one should underestimate it. In his youth he was someone important who led many people, but he hardly remembers anything from those days.

He likes to travel and share his stories with young adventurers, though some of them are the ramblings of an old man.

**Cornelius is a mage specialized in fire, be it raw damage or burns.**

## Stats

HP: 58

Speed: 11

Energy: 1 Initial, 3/turn

Resistances:
  25%
  5%
 Immune:

## Traits

 Level 2Level 2: +5 Max HP
Burn charges +3. [The next 3 Spell] Deal 10 Fire damage and apply 4 Burn to the highest HP monster.     | Fireproof**Fireproof** - Gain Fireproof as a card.
 Level 4Level 4: +5 Max HP
[The next (3) Fire Spell] Put Emberstorm into your hand.         | Phoenix**Phoenix** - Gain Phoenix as a card.

## Starting Gear

Cornelius starts with the High Chancellor Staff equipment.

## Starting Deck

* 4 Flare
* 3 Searing Touch
* 2 Fireball
* 2 Inner Combustion
* 2 Scroll Of Intellect
* 1 Heat Wave
* 1 Fiery Shield

## Tips and Tricks

**Players do not start the game with Cornelius and must unlock him through an in game quest.**
Cliff

**Cliff** is a node in The Velkarath Mountains.

## Connections

Previous nodes: Bifurcation

Following nodes: Cave, Bridge or Slope

* Common
* Rare

He appears to have been attacked by a group of raiders and he is badly injured, but had time to drop his merchandise off the nearby cliff.
Some of the dropped items landed on a small ledge, going down to retrieve them seems very dangerous, and a mistake could result in serious injury.
What do you want to do?

* [Leave] Ignore the man and go.
* [Reginald/Ottis/Malukah/Nezglekt] "I will try to save him" (Reginald/Ottis/Malukah/Nezglekt [Healing spell card])
	+ Success
	You saved the merchant from imminent death. As a thank you, he points to a nearby tree where he hid his money and also gives you a merchant VIP card.
	You get: 480g 184xp
	+ Failure The merchant was in very bad condition, and you couldn’t save him. Reginald/Ottis/Malukah/Nezglekt receives: Low Self-Esteem (card)
* [Climb] Try to go down to the small ledge where the merchant's goods fell. (Group [8 or higher])
	+ Critical Failure: One you tripped and everyone fell with him. Luckily, you fell on the ledge, but you suffered a severe injury. You proceed to loot what's left.
	Everyone in your party receives Dislocated Jaw curse. (Suffer 4  1  On Draw, Vanish)
* [Climb] Tie the rope to a nearby tree and lower safely.
	+ You managed to get down safely and now proceed to loot what's left.
	+ You get:  180
	+ [random equipment x6]

### Raider Patrol

Bordering the cliff, you see a man with the appearance of a merchant, running in a hurry.
A few meters from him, a patrol of goblin raiders is chasing him and will catch him shortly.
If you wish to intervene, you can attempt a quick ambush, but failing may result in the merchant being killed before you can react.
Do you want to help the merchant?

* [Leave] Ignore the man and go.
* [Combat] Face the raiders head-on without wasting time.
* [Ambush] You try to hide and attack at the right time.
(Group [5 or lower])
	+ **Success:** *You successfully ambushed them. One of the raiders was killed instantly, and the others were stunned.
	You get: 124*
	You fight 1 Marauder and 2 Raiders.
	The ennemies each suffer 3 charges of Slow at the start of the fight.
* [Sylvie] "I will fire cover shots to help him escape." ([Ranged attack card])
	+ Fail: Sylvie's shots don't hit anyone and only manage to scare one raider. Luckily, the merchant is still alive, and you can face the rest of the raiders to help him.
	Sylvie receives Low Self-Esteem injury.

### The merchant survives.

You killed all the goblin raiders that were chasing the merchant.
The grateful merchant explains that he had to throw away most of his merchandise to run faster, but as a reward he gives you a small bag and a VIP card.
He tells you that showing this card in some stores will give you special treatment.
You say goodbye to the merchant.

* [Leave] You take the gold and the card and leave.
	+ He thanks you again before you leave.
	You get:300 60
	You get the Merchant Card
* [Ask] You ask if he has anything left for sale.
Group [6 or higher]