recursal/Fanatic-Fandom huggingface dataset:
Partner

A **partner** is the consort of the regent of a keep and a former hero. Appointing a regent as a hero will retire them from combat permanently, but will allow them to have children. The one exception is if the partner is of the same sex as the regent, which precludes continuing the bloodline.

There is one exception to the no-combat rule: Regents and partners will take part in defending a keep from the encroaching enemy. Obviously, if they fall in combat, the regent will no longer be available, due to having kicked the bucket.
Ramcap Caber

Ramcap Caber
Weapon

 Range

Research

 Requires kills

**Ramcap Caber** is a type of upgraded Caberjack weapon and the research project that creates it.

## Item description

The tip of this Caber is crafted from Rupture head gems, enabling every hit to knock enemies back!

## Research description

### Before completion

What if the explosions from Ruptures could be weaponized? Adding explosive tips to Cabers would push enemies around a lot farther than our standard models!

### After completion

The Ramcap Cabers are finished! The explosives worked even better than expected so these Cabers will always push back foes, even with basic attacks!

## Gallery

* Ramcap Caber.jpg

A caberjack wielding this weapon
Perilous Core (research)

Perilous Core

 Requires kills

**Perilous Core (research)** is a research project that creates the explosive item of the same name.

## Description

### Before completion

With a generous amount of Rupture head gems, we believe that we can make their explosive capabilities portable. A self-detonating stone for the risk-prone hero!

### After completion

The Perilous Cores are finished and even more dangerous than we thought! Recommended only for the hardiest of heroes.
Clearheaded

Clearheaded

 Increased intuition after emptying one's mind of needless thoughts.

**Clearheaded** is a hero personality.

## Initial Acquisition

During the random event The Mark, if the baby is secretly sent to a different keep, the mother has a 50% chance of gaining this personality.

During the random event The Watcher, if a hero is sent with the man to learn to form a connection to the corruption, there is a 50% chance he or she will return with this personality.

## Mechanics

This personality applies a persistent 125% multiplier to a hero's Intuition.
Dodging Stockings (research)

Dodging Stockings

 Prerequisites

**Dodging Stockings (research)** is a research project that creates the evasion-boosting item of the same name.

## Description

### Before completion

Cozy, breathable socks seem to have a noticeable effect on the wearer’s senses, so we believe we could research this further and produce some for our heroes to increase evasion!

### After completion

Comfy, springy, and very evasive, the newly completed Dodging Stockings will be a valuable asset to any hero's wardrobe!
Perilous Core

Perilous Core

 Creates a large explosion from the source point when detonated. Extremely hazardous!

**Perilous Core** is a type of item that creates a large explosion.

## Mechanics

This item, when used in combat, creates a explosion with a two-tile range that has a base damage of 20 to 25 points. Without certain abilities, a hero can only use it on him or herself and must be at the center of the explosion.

If the hero has the Throw Items ability available to Alchemists and Boomstrikers, it can instead be thrown within a base range of seven tiles.

If the hero has the Shoot Items ability available to Trickshots, it can be used on any enemy within weapon range.
Skipping Stone

Skipping Stone

 Allows the wearer to switch places with another character on the battlefield.

**Skipping Stone** is a type of item that allows a hero to swap positions with other units.

## Mechanics

This allows a hero to swap positions with any unit within 12 tiles. This has a base cooldown of 2 turns after use, but this can be reduced by one for each additional Skipping Stone equipped on the hero.
Boomstriker

**Boomstriker** is a hybrid class hero, the offspring of a alchemist regent and a hunter partner.

## Abilities

 Aerodynamic Flask

## Base stats

A hero's stats are determined by their class and level, which are then modified by age, traits, personalities, and statuses.

The following base stats are for Boomstrikers only:

The following base stats are for any manner of Alchemist, including Boomstrikers:

 Alchemist-based
Recruit New Heroes

Recruit New Heroes

**Recruit New Heroes** is a research project that recruits five attuned heroes from the nation's population. The group is guaranteed to contain at least one male and one female. Each will be between the ages of 15 and 20.

The level of the heroes this project finds gets an increase in later years of the game above the standard levels of heroes of their age.

 Level boost

Completing the Recruitment Boost project further increases the level of heroes found in subsequent recruitment by two.

## Description

### Before completion

Deployable Heroes: heroes in retinue

We can search for a group of attuned citizens ready to become heroes and protect our lands.

Research costs for this search increase with each attempt

### After completion

A small group of Chalice-attuned citizens have been found and added to our heroic roster!
Quick Start

**Massive Chalice** is a strategy game that relies heavily on randomization and can have a potentially very steep learning curve. Here's how to make each start less painful.

## Quick rules for a quick start

* The five heroes you begin with, the starting capital, so to speak, are randomly generated. This can be equivalent to a knee-cap or a stepping stone. There's no shame in beginning again and re-rolling heroes until you gain a fairly powerful party. Typically, having at least two Hunters gives you a good starting pool of heroes to grow from, especially if one of them is level 2.
* Maintain at least four Keeps for a minimal production level. Anything below and you will fall behind - and lose.
* Try and maintain all three classes in your keeps. You will need them all to survive.
* Remember to research new heroes before you make keeps for a greater selection of heroes ready to fight.
* In general, the larger a bloodline, the better. Young, fertile couples are the best choice for a regent and partner.
* When appointing rulers, remember that personality can be rectified in the Crucible and a good trainer. As such, prioritize levels above all else.
* Save often, especially when learning the ropes. Experiment. Learn. Adapt. And maybe, just maybe, you will make it to the 300 year mark.
Weapon

**Weapons** are offensive equipment in Massive Chalice. They are class-specific and are equipped in the first slot.

## Weapons by class

Relics are special weapons that, when acquired, are passed down through bloodlines and gain XP with use. Those unique weapons are not covered here; this covers only the standard weapons available in the game.

### Alchemist

These weapons can be equipped by Alchemists, Brewtalists, and Boomstrikers:

 Pillar Pitcher | This Thrower's bombs generate pillars of Cadence junk on the battlefield.

### Caberjack

These weapons can be equipped by Caberjacks, Blastcappers, and Shadowjacks:

 Timefist Caber | Built from Twitcher shards this weapon enables the Timefist ability that can knock targets into the future.

### Hunter

These weapons can be equipped by Hunters, Trickshots, and Enforcers:

 Bone Barb Bow | The piercing attack from this crossbow can be used to hit many enemies at once. Watch out for friendly fire!
Fair Play

**Fair Play** is a random event where a hero accidentally kills a bystander when intervening in some disorder at a refugee camp.

## Outcome summary

 50% | **Slow Burn**: Corruption increases in a random outer region.

## Start

Fair Play

There has been an incident. Earlier today, hero name was keeping watch at a refugee camp outside the Capital. There was some disorder and your hero had to step in, but unfortunately a bystander was killed as a result. The citizens demand justice! What will you do?

* Imprison hero first name for 10 years. Morale must be kept up!
* Pardon hero first name. Our heroes are too valuable!

The hero for this will be randomly selected among those who do not have the Atrophied or Hard Knocks statuses. If there are no such heroes, this event will not trigger. It also requires that at least one region is left that has not been lost to corruption.

## Imprisonment

That'll Do

You announce hero first name's sentence and your citizens clap politely. It seems that they expected something harsher, but at least they didn't light anything on fire.

hero name has been removed from your retinue.

### Outcomes

There are three possible outcomes, all equally likely. There is a fourth possible outcome where the hero dies in prison, perhaps by poisoning.

The Day of Great Relief

hero name has been released from prison! Apparently the inmates were quite thankful that the sentence wasn't longer and are even treating today's release like a national holiday.

hero name has returned.

Freedom

It appears there has been some mix-up, the prison has sent a disheveled beggar to the--wait, it's hero name! You immediately call for plates of food to be brought in as well as a barber, but from the look of things you fear that some of the damage may be irreparable.

hero name has returned and gained the Atrophied status.

Caged Heroics

hero name has been released from prison! As hearty back slaps are exchanged, a messenger arrives and hands you a note. "Next time I'm billing you for the property damage. --Warden Jeffries." You look back at hero first name, who simply smiles at the message and winks at you.

hero name has returned and gained the School of Hard Knocks personality.

## Pardon

### Outcomes

There are two possible outcomes, both equally likely.

Let the Healing Begin

You prepare for riots, but the citizens seem to understand how valuable /VAR\_1/ is to the nation. Tensions subside that night and you get the impression that everyone just wants to move on.

Slow Burn

The lack of a public outcry disturbs you. A haze of pessimism overtakes the citizens as morale plummets and grafitti of you in unflattering situations spreads throughout the nation.

Corruption has increased in region name!

The region in question will be a random outer region.
Inspired

Inspired

 Increased dexterity, HP, and strength from renewed creativity

**Inspired** is a hero personality.

## Initial acquisition

During the random event Let's Get Some Air, if the ruler chooses to watch a play at the Wamberly Theatre, there is a 50% chance the accompanying hero will gain this personality.

## Mechanics

This personality applies a persistent 115% multiplier to a hero's Strength, Dexterity, and Health.
Nation

The **nation** is the land you defend from the Cadence in *Massive Chalice*. It is divided into ten regions, which you can develop in order to create a bulwark against the encroaching evil, corruption, and destruction. At the center of the realm lies the central keep, where the Chalice is located - along with your immortal body, welded to the throne permanently.

## Further reading

* Cadence
* Regions
* Region improvements: Keep, Crucible, Sagewright Guild
Experience Boost

Experience Boost

 Requires kills

**Experience Boost** is a research project that, once complete, applies a 110% multiplier to all XP gained by heroes.

## Description

### Before completion

Since very little is known about the mental workings of a hero's mind, we would like to conduct a study investigating their mental limitations. The results could be profound and may lead to increased experience gain for your heroes!

### After completion

Our mental study was a success and among its many revelations is an Experience Boost for all of your heroes! With this newfound knowledge, your heroes should learn and gain experience at an increased rate!
Unstable Carapace Armor

Unstable Carapace Armor
Armor

 Armor

Research

 Prerequisites

**Unstable Carapace Armor** is a type of upgraded Alchemist armor and the research project that creates it.

## Item description

Volatile armor made from Ruptures. Taking damage triggers an explosion that damages friend and foe alike!

## Research description

### Before completion

Ruptures love catching assailants off guard by detonating themselves after they’ve been killed. We could do them one better by outfitting our Alchemists with volatile armor that triggers when they take any damage at all!

### After completion

Everyone stand back! Our Alchemists can now equip the Unstable Carapace Armor!

## Gallery

* Unstable Carapace Armor (female).jpg

A female alchemist in this armor
* Unstable Carapace Armor (male).jpg

A male alchemist in this armor
Bone Barb Bow

Bone Barb Bow
Weapon

 Range

Research

 Requires kills

**Bone Barb Bow** is a type of upgraded Hunter weapon and the research project that creates it.

## Item description

The piercing attack from this crossbow can be used to hit many enemies at once. Watch out for friendly fire!

## Research description

### Before completion

The bone barbs of a Bulwark are sturdy, lightweight, and can pierce through just about anything. Sounds like excellent material for crossbow bolts!

### After completion

It's time to give the Cadence a taste of their own medicine because the Bone Barb Bows are finished!

## Gallery

* Bone Barb Bow.jpg

A hunter wielding this weapon
Heart Disease

Heart Disease

 Reduced lifespan.

**Heart Disease** is a hero trait.

## Mechanics

The hero's randomly determined lifespan is 75% of normal. The mean lifespan for heroes is 65 years, so the mean lifespan for heroes with this trait is 48.75 years.

This stacks through multiplication with other lifespan modifiers. For example, Health-Conscious and Heart Disease together work out to a lifespan 93.75% of normal, bringing the mean lifespan to about 61 years.

Resurrected heroes will not have their lifespan reduced below 100% of their randomly-selected lifespan, so this trait will only affect them if they have positive lifespan modifiers.
Twitcher

Twitcher

```

```

**Twitcher** is a type of Cadence in Massive Chalice.

## Abilities

* A melee attack that inflicts moderate damage and knocks the target back.
* Swap places with a hero via teleportation as a movement action. They still can move and attack after doing this so long as the swap was their first action point. *NOTE: The Twitcher does not have to have direct line of sight with a hero to swap places with them; a nearby Cadence with vision of your hero can act as a "Spotter".*

## Tactics

The potent knockback from a Twitcher's melee attack is a significant threat if it knocks a hero into something, as they then receive even more damage and may be stunned for the round. When possible, try to keep heroes in open areas well away from any obstacles when engaging Twitchers. The swapping teleportation is less of a threat, though separating heroes from the vanguard can leave them in dangerous situations. The only defense is to try to keep heroes well back, letting the Twitcher come into combat range, but this is often not an option.

Often, the best defense against a Twitcher is a strong offense, as it is usually impossible to stay far enough away from obstacles that a Twitcher can't knock a hero into them. The best available tactic may simply be to prioritize killing the Twitcher before anything else, denying it any chance to attack.

* Twitchers typically take their actions last after all other Cadence, so a swapped hero generally has one turn to recover. Caberjacks, Boomstrikers and heroes with Quick and/or Patriotic are typically able to return immediately and safely to battle -- even counterattacking the Twitcher.
Health Potion

Health Potion

 Heals characters in battle for 10 HP. Tastes pretty good.

**Health Potion** is a type of item that restores health.

## Mechanics

When consumed, this item restores ten points of health. A hero can use it on him or herself, or move adjacent to and use it on another hero.

If the hero has the Throw Items ability available to Alchemists and Boomstrikers, it can instead be thrown within a base range of seven tiles.

If the hero has the Shoot Items ability available to Trickshots, it can be used on any ally within weapon range.
Unnerved

Unnerved

 Decreased accuracy, evasion, and fertility due to rattled nerves.

**Unnerved** is a hero personality.

## Initial acquisition

During the random event The Wanderer, if the player chooses to explain to the woman requesting a particular hero's relic that none can be spared, there is a 50% chance that hero will gain this personality.

## Mechanics

This personality applies a persistent 80% multiplier to a hero's Accuracy and Evasion.

It also applies a persistent 80% multiplier to a hero's Fertility. This effectively does to same to his or her daily chance of conceiving a child as a regent or partner.

This effect is per hero, though, so when two Unnerved heroes are married together, assuming no other Fertility modifiers, their daily chance of conception is 64% of normal for their ages.
Disheartened

Disheartened

 Decreased movement speed, accuracy, and evasion.

**Disheartened** is a hero personality.

## Initial Acquisition

This personality may be acquired from these random events:

* A Standard Baby: if the baby is sent to an orphanage, her parents have a 50% chance to acquire this personality.
* Bored: if the hero is sent to build an art gallery, there is a minimum one-in-three chance the hero acquires this personality when finished.
* Family Feud: if the feuding heroes are sent on a road trip, there is a one in six chance that one will return with this personality after the other dies.
* Relics in Time!: if the hero is forbidden from going on the journey, he or she has a one in three chance of acquiring this personality.
* The Capital of Misfit Heroes: In either choice, there is a one-in-three chance the involved hero acquires this personality.
* The Gap: if the regent and partner are divorced, there is a one in three chance that the regent gains this personality or a one in three chance the partner does.
* The Heirloom: if the hero in question is commanded to take the piece of the Chalice from his or her aunt, there is a 50% chance the hero will gain this personality.
* The Rally: if the two heroes are imprisoned, there is a 25% chance they return with this personality at the end of their ten-year sentence. If the player falsely promises to punish the heroes, there is a one in three chance both heroes immediately acquire this personality.
* The Walrus: if the hero in question is *not* allowed to leave to talk to his or her mentor, there is a 50% chance the hero will gain this personality.

## Mechanics

This personality applies a persistent decrease of one to a hero's Speed and a persistent 90% multiplier to Evasion and Accuracy.
Massive Chalice Wiki/Flex section

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*Massive Chalice* Wiki

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To write a new article, just enter the article title in the box below or in the search box at the top of the page.
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* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Bad at Trivia

Bad at Trivia

 Decreased intelligence due to forgetting useless information.

**Bad at Trivia** is a hero personality.

## Initial acquisition

During the random event Bored, if the hero is sent to build a tavern, there is a minimum one in three chance that all heroes in the retinue of a random class will acquire this personality when it is done. Each class has an equal chance.

## Mechanics

This personality applies a persistent 90% multiplier to a hero's Intelligence.
Refined Caberjack Armor

Refined Caberjack Armor
Armor

 Armor

Research

**Refined Caberjack Armor** is a type of upgraded Caberjack armor and the research project that creates it. Upon completion, all Caberjacks are automatically equipped with the new armor.

## Research description

### Before completion

Caberjacks thrive in the scalding flames of battle! Researching better armor will let them fight for even longer!

### After completion

The Refined Caberjack Armor is finished! And it will never be this clean again!

## Gallery

* Refined Caberjack Armor (female).jpg

A female caberjack in this armor
* Refined Caberjack Armor (male).jpg

A male caberjack in this armor
Strong Willed

Strong Willed

 Personality is not influenced by parents or other trainers.

**Strong Willed** is a hero trait.

## Mechanics

A hero with this trait does not gain or lose progress on any personality as a result of training. They will retain the random personality progress that was seeded at their birth, allowing them to still acquire personalities upon coming of age.

If no personalities are activated via the normal personality rolls at this time, one personality will be randomly selected and activated for Strong Willed heroes.
Scared and Stranded

**Scared and Stranded** is a rescue sidequest.

## Description

Someone is calling for help nearby. Follow the voice to its owner and lend your aid.

## Objectives

* Find the person in distress.
* Give a potion.

## LOCATION

From the Merrioth Haven that is south of the Three Valleys Parking Spot. The hunter is in an alcove in the cliffs about 250 ft south west of the lightning elemental drawpoint. He is located approximately halfway between the 'The Three Valleys' and 'Longwythe Peak' markings on the map, and due south of the a in the 'The Three Valleys' marking.
Massive Chalice Wiki/Bottom section

What is *Massive Chalice*?
***Massive Chalice*** is a single player turn-based tactics game within a multi-generational strategy campaign built for replayability.

As an immortal King or Queen, you must unite your kingdom under a powerful dynasty, eliminate the demonic threat, and reforge the *Massive Chalice*!

The game is structured into two main layers: strategy and tactics. In the strategy layer, you oversee your kingdom, arrange royal marriages, conduct research, and make the far-reaching decisions that will determine the fate of your legacy.

In the tactics layer, you fight brutal turn-based battles to defend your kingdom using small squads of customizable heroes.

Permadeath is inevitable: your heroes will grow, age, and eventually die. You'll have to choose between keeping your favorite heroes on the battlefield or retiring them from combat to foster a new generation of warriors.

Drawing from roguelikes we love, content is modular and randomized. Each playthrough begins with a random assortment of male and female heroes from various bloodlines, guaranteeing that each game is unique. Your knowledge and skill will increase over multiple playthroughs, but the details of every game will change based on your decisions and the whims of fate.

*Massive Chalice* Links
Official blogDouble Fine Productions
Sickly

Sickly

 Decreased Max HP.

**Sickly** is a hero trait.

## Special acquisition

This trait may be acquired from these random events:

* Complications: if the ruler chooses to try to save the baby during the troubled childbirth, there is one in three chance the child survives but with this trait.
* The Mark: if Chalice water is poured on the baby, the baby has a 25% chance of gaining this trait.
* The Ostrich, the first followup event, or the second followup event: if the player chooses to have the random hero try to kill the ostrich, there is a 50% chance all heroes will gain this trait. Note that attempting to kill the ostrich ends the event chain; only watching the ostrich can initiate the followup events.

## Mechanics

This trait applies a persistent 90% multiplier to a hero's Health.
Age

**Age** is the number of years a character has been alive in Massive Chalice.

Heroes receive stat bonuses & penalties according to their age, which like traits and personalities, can provide meaningful advantages or disadvantages in either the strategic or tactical portion of the game. A hero's appearance also progresses naturally according to their age.

The mean lifespan for heroes is 65 years. It decreases due to Heart Disease and increases from Longevity, being Health-Conscious, and researching the Longevity Boost project.

## List of Age Periods

 Young Age
 Prime Age
 Old Age

## Strategy & Tactics

* Old Age is a boon for Alchemists and the bane of Hunters and Caberjacks. For this reason, Hunters and Caberjacks should often be retired to a Crucible or Sagewright Guild.
* Old Age is also the bane of Fertility. Avoid appointing any hero with Longevity as a Regent.
* Be very aware of what heroes are born in the last 70 years of the game, because they will be your final Vanguard.
System rqirements

Massive Chalice System Requirements

```
МИНИМАЛЬНЫЕ:

```

ОС: Windows Vista
Процессор: 1.8 GHz dual core CPU
Оперативная память: 4 GB ОЗУ
Видеокарта: 256 MB GeForce 8800, Radeon 3850, or Intel HD 3000 Graphics
DirectX: Версии 11
Место на диске: 2 GB
Звуковая карта: DirectX Compatible Sound Card
РЕКОМЕНДОВАННЫЕ:
ОС: Windows 7
Процессор: Intel Core 2 Duo at 2.2 GHz, or AMD Athlon 64 at 2.2 GHz
Оперативная память: 4 GB ОЗУ
Видеокарта: 512 MB GeForce 220, Radeon 4550, Intel HD 4000 Graphics
DirectX: Версии 11
Место на диске: 2 GB
Звуковая карта: DirectX Compatible Sound Card
Skipping Stone (research)

Skipping Stone

 Requires kills

**Skipping Stone** is a research project that creates the teleport-enabling item of the same name.

## Description

### Before completion

These chunks of Cadence matter have been sealed with some kind of resin. Preliminary thoughts are that they can be used to teleport heroes short distances, but more research will be needed to make sure!

### After completion

The Skipping Stones are ready to be equipped, but you they're very heavy so they may slow your heroes down!
Haste Hooch

Haste Hooch

 Increases Speed by 4 when consumed. Lasts for one turn, but regrets last a lifetime.

**Haste Hooch** is a type of item that increases a hero's movement range.

## Mechanics

When consumed, this increases a hero's speed by 4 for a single turn.

If the hero has the Throw Items ability available to Alchemists and Boomstrikers, it can instead be thrown within a base range of seven tiles.

If the hero has the Shoot Items ability available to Trickshots, it can be used on any ally within weapon range.
Blunderbow

Blunderbow
Weapon

 Range

Research

 Requires kills

**Blunderbow** is a type of upgraded Hunter weapon and the research project that creates it.

## Item description

Close range. High damage. This Crossbow made from Seed parts packs a punch!

## Research description

### Before completion

Cradles produce a disgusting amount of junk when they create a Seed. How about having the crossbows of our Hunters do the same thing? Such a weapon would pack quite a punch at close range!

### After completion

The Blunderbows are finished! As expected, they're devastating up close and will push back your Hunters when fired!

## Gallery

* Blunderbow.jpg

A hunter wielding this weapon
Impressionable

Impressionable

 Personality is strongly influenced by other heroes in combat.

**Impressionable** is a hero trait.

## Mechanics

Heroes with this trait gain progress towards acquiring personalities at a rate 125% of normal.

Additionally, when a hero with this trait is in combat, the other heroes that are still alive and do not have the Withdrawn personality affect the hero's personality much the same way trainers influence hero personality during the strategy phase. The 125% modifier does also apply to the personality progress increases and decreases that occur during combat even though Impressionable heroes are the only ones who experience this.

The personality influence takes place at the beginning of each player turn of tactical combat and functions as follows:

1. Progress on each personality that another hero in the party has is advanced by the equivalent of one year of influence (about 8.3 points) divided by the number of other living and not Withdrawn heroes in the party.
2. Any personalities that are not advanced lose progress equal to the equivalent of one year of influence.
	* For Impressionable heroes with the Rebel personality, the progress of the previous two steps is reversed.
3. If the progress of any personality is reduced to zero, the hero loses that personality.
4. If the hero has less than three personalities, rolls are made to activate personalities that experienced a progress increase until one is activated or all relevant personalities have been rolled on.
	* The chance of a roll activating the personality is determined is 0.8% per point of progress.
	* The "Impressionable" notification will be displayed over the hero when a personality is activated.
Advanced Alchemist Armor

Advanced Alchemist Armor
Armor

 Armor

Research

 Prerequisites

**Advanced Alchemist Armor** is a type of highly upgraded Alchemist armor and the research project that creates it. Upon completion, all Alchemists are automatically equipped with the new armor.

## Research description

### Before completion

At last! Alchemists can have armor that's as effective as their flasks!

### After completion

Tell your Alchemists they can finally crack open that barrel of 'Ol Verhoeven because their Advanced Armor is finished!

## Gallery

* Advanced Alchemist Armor (female).jpg

A female alchemist in this armor
* Advanced Alchemist Armor (male).jpg

A male alchemist in this armor
Depressed

Depressed

 Decreased intuition and speed due to profound sadness.

**Depressed** is a hero personality.

## Initial acquisition

This personality may be acquired from these random events:

* Let's Get Some Air: if the ruler chooses to watch a play at the Wamberly Theatre, there is a 50% chance the accompanying hero will gain this personality.
* The Mark: if the baby is secretly sent to a different keep, the mother has a 50% chance of gaining this personality.

## Mechanics

This personality applies a persistent 75% multiplier to a hero's Intuition and a persistent decrease of one to Speed.
Sagewright Guild

**Sagewright Guilds** are a region improvement in *Massive Chalice*. Once constructed, they allow for up to three heroes to work here as Sagewrights, boosting the research rate.

## Intuition

Each point of Intuition that Sagewrights have is worth one percent of the research progress the Chalice itself provides. Therefore, if a nation has Sagewrights with a total of 50 points of initution, then the nation as a whole completes a day and a half of research each day, completing projects in two-thirds of the base time.

All inductions are permanent, so watch who you choose - and make sure they don't carry a relic.
Lapse

Lapse

```

```

**Lapse** is a type of Cadence in Massive Chalice.

## Abilities

* A long-range magical bolt attack that inflicts moderate damage to a single target.
* A shockwave released upon death that knocks back any unit in range. Advanced Lapse emits a stronger shockwave in terms of it's radius, but the terrain/unit collision damage remains the same.
* Drains 150 experience points from the hit hero on a successful attack. Advanced Lapse drains significantly more experience.
* Lapse awards the same amount of experience on the kill as it drains on a successful attack.

## Tactics

The ranged attack of a Lapse can inflict several points of damage, enough to be a moderate or serious threat to heroes with lower health. Usually, though, at least two or three Lapses need to be engaging the vanguard to be a significant threat. A single Lapse, and often more depending on how much damage the heroes can sustain, should generally be ignored if it is possible to kill a Bulwark, Wrinkler, Cradle, or Twitcher in a single round instead, as those are greater threats. As Lapses are easier to kill, though, if there are a number of them engaging the vanguard, it may be wiser to cull their numbers to something more manageable first.

The shockwave released by Lapses when they die is typically not a meaningful threat unless it will knock a hero into something, in which case it has a chance to not only inflict some damage, but may also stun the hero for a round. But this shockwave also affects Cadence the same way, so if a Lapse's shockwave may knock a more dangerous Cadence into something, it may be worth focusing on the Lapse instead in hopes of stunning the more dangerous foe.

Slaying the Lapse (as well as **Advanced Lapse** awards an equal amount of experience to its ranged attack drain. This makes a single attack essentially an acceptable loss, making the subsequent kill a break-even point in terms of experience lost/gained.

## Advanced Lapse

An **Advanced Lapse** is distinguished by its ability to drain more experience on hit (which just as with common Lapse, drains same amount of experience from its victim as it grants to its killer) as well as its nasty habit of locking its victim's skills for a period of time (supposedly a turn). Fighting advanced Lapses is very similar to fighting its more primitive version, however, it is about twice healthier, it hits harder and it drains more experience as well as preventing you from effectively using your abilities every combat turn. It is up to the player to decide when to prioritize these foes, but, generally, leaving these enemies for too long can result in a fairly steep loss in experience gained.
Shifty

Shifty

 Increased evasion due to questionable activity

**Shifty** is a hero personality.

## Initial Acquisition

During the random event The Rally, if the two heroes are imprisoned, there is a 25% chance they will return after being released after only four years of their ten-year sentence.

## Mechanics

This personality applies a persistent 125% multiplier to a hero's Evasion.
Pack Hunter

Pack Hunter

 Improved stats when all allies are nearby.

**Pack Hunter** is a hero personality.

## Mechanics

Heroes with this personality have the Pack Hunter buff when they are within three tiles of all allies. The buff adds 10% directly to evasion, and increases strength, intelligence, and dexterity to 110% of their previous values.

The buff applies a 110% multiplier to Strength, Intelligence, and Dexterity and applies a 10% addition directly to Evasion.
Wünderpants (research)

Wünderpants

 Requires kills

**Wünderpants** is a research project that creates the protective underpants of the same name.

## Description

### Before completion

Undergarments are the last line of defense against the elements! Through experimenting with chemical combinations and close contact fibers, we believe we can come up with protection against the Wrinker's aging effects and the Lapse's memory loss effects!

### After completion

Wrinklers and Lapses beware, the Wünderpants are finished!
Family Ties

Family Ties

 Increased Accuracy from fighting alongside family friends!

**Family Ties** is a hero personality.

## Initial acquisition

During the random event Family Feud, there is a one in three chance all heroes of the two involved bloodlines will gain this personality if the ruler decides to talk out the feud. There is a 25 percent chance of the same happening if the ruler sends the two heroes to fight in the Bossadome.

## Mechanics

This personality is tied to a specific bloodline. If the hero with this personality in fighting in a group with at least one hero of that house, a 120% multiplier is applied to the hero's Accuracy.
Seed

Seed

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**Seed** is a type of Cadence in Massive Chalice.

## Tactics

As melee-only units with an attack that rarely causes more than a few points of damage, Seeds are little threat except in great numbers. Barring misses and glancing blows, heroes can usually kill Seeds in a single attack. For this reason, it is often best to ignore Seeds while more dangerous Cadence such as Bulwarks, Twitchers, or Wrinklers are engaging the heroes, though if a hero can't meaningfully attack one of those targets, it certainly doesn't hurt to kill a Seed.

But as more Seeds engage the heroes, it does eventually become more important to reduce their numbers. This usually only happens when fighting Cradles, as a Cradle can potentially add one Seed to the battle every turn and spawns three Seeds upon death. A rough rule of thumb in the early game is to focus on Seeds once there are at least five of them threatening your heroes, especially if they are all clustered around a single hero or if there are other Cradles around likely to produce even more Seeds. As the health and armor of heroes improves, though, it may be safe enough to wait until there are six, seven, or even more Seeds in the fight before culling their numbers.
Sponge Stone (research)

Sponge Stone

 Requires kills

**Sponge Stone (research)** is a research project that creates the health-stealing item of the same name.

## Description

### Before completion

The Seeds seem to leech some of their victims lifeforce with each annoying headbutt. We're certain that it may be possible to imbue a small stone with the ability to steal health from the Cadence during combat.

### After completion

The Sponge Stones are imbued and ready for sucking! Equipping one will reduce the hero's total health, but for every hit against the Cadence, the wearer will be healed.
Passionless

Passionless

 Decreased fertility due to a life without passion.

**Passionless** is a hero personality.

## Initial acquisition

During the random event Marriage Counseling, if the ruler chooses to talk to the couple, there is a 50% chance both the regent and partner acquire this personality.

## Mechanics

This personality applies a persistent 50% multiplier to a hero's Fertility. This effectively does to same to his or her daily chance of conceiving a child as a regent or partner.

This effect is per hero, though, so when two Passionless heroes are married together, assuming no other Fertility modifiers, their daily chance of conception is 25% of normal for their ages.
Family Feud

Family Feud

 Decreased Accuracy from fighting alongside family enemies!

**Family Feud** is a hero personality.

## Initial acquisition

During the random event Family Feud, there is a one in three chance all heroes of the two involved bloodlines will gain this personality if the ruler decides to talk out the feud.

## Mechanics

This personality is tied to a specific bloodline. If the hero with this personality in fighting in a group with at least one hero of that house, a 80% multiplier is applied to the hero's Accuracy.
Améliorations de vaisseau

*Steredenn* inclut 27 **améliorations** différentes pour votre vaisseau. Après avoir battu un boss il est possible d'en choisir une parmi les cinq disponibles qui sont choisies de façon aléatoire parmi toutes les améliorations existantes.

4 des 27 améliorations peuvent être cumulées, tandis que les autres ne sont disponibles qu'une fois par partie et n'apparaîtront plus une fois qu'elles auront été obtenues.

Score [vert]
+20% score **\***
Combo supplémentaire à chaque vague
Réduit la perte de combo sur une touche
Une chance de plus de réussir une vague
Attaque [rouge]
+10% dégâts **\***
Libère une onde destructrice lors d'un contact
Rechargement plus rapide
Perce les boucliers
Défense [jaune]
+2 points de vie **\***
Absorbe les lasers temporairement
Les collisions font moins mal
Renvoie les dégâts sur une touche
Tech [bleu]
+1 cargo par niveau **\***
Continue de tirer après un changement d'arme
Toutes les armes tirent en continu
Construit un bouclier quand le vaisseau ne tire pas
Améliorations des armes
BULLET Autocanon
ENERGY Raygun & désintègre les rochers et débris
HEAVY Minirockets & zone d'effet plus importante
BOTS Amélioration résistance et durabilité
CONTACT +50% dégâts
SHIELD Améliore la durée et le rechargement
Chances de drop des armes
BULLET +50% de chances de drop et +15% dégâts
ENERGY +50% de chances de drop et +15% dégâts
HEAVY +50% de chances de drop et +15% dégâts
BOTS +50% de chances de drop et +15% dégâts
CONTACT +50% de chances de drop et +15% dégâts

***\*** peut être cumulée*
Irritable

Irritable

 Decreased accuracy from a sour disposition.

**Irritable** is a hero personality.

## Initial Acquisition

During the random event The Watcher, if a hero is sent with the man to learn to form a connection to the corruption, there is a 50% chance he or she will return early with this personality.

## Mechanics

This personality applies a persistent 75% multiplier to a hero's Accuracy.
Wrinkler

Wrinkler

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**Wrinkler** is a type of Cadence in Massive Chalice.

## Abilities

* A weak melee attack that also ages targets by five years.

## Tactics

Wrinklers are more of a strategic than tactical threat, though the aging effect of their attacks may kill older heroes outright. Even though Wrinklers are low threat against young heroes due to their attacks typically inflicting only a couple points of damage, rapidly aging the heroes of the vanguard is still likely a grave threat to the nation's future, so it is usually best if possible to completely avoid receiving any of their attacks. When Wrinklers are on the field, scout carefully in order to locate them before any heroes are within a Wrinkler's movement range, then position enough heroes outside the Wrinkler's movement range to reliably kill it. Even if no heroes are close enough to attack, Wrinklers will still approach the vanguard, and with good positioning, this can give the entire vanguard a chance to kill it before it can attack.

Also, consider researching and equipping your heros with Wünderpants. These neutralize any aging effects from Wrinklers. Often times it is sufficient to give Wünderpants to 1-2 of your heros who then directly engage with Wrinklers and protect the rest of the team.
Well-Rested

Well-Rested

 Increased HP from proper sleep.

**Well-Rested** is a hero personality.

## Initial Acquisition

During the random event The Watcher, if the doctors are called, there is a 50% chance all heroes currently in the retinue will gain this personality.

## Mechanics

This personality applies a persistent 110% multiplier to a hero's Health.
Keep

**Keeps** are a region improvement in *Massive Chalice*.

## Overview

Keeps are the beating hearts of the nation, allowing bloodlines to continue thanks to the regent and their partner. As long as the keep stands and the pair remains in charge, they will produce children who become heroes, passing on their experience, personality, and gear. A same-sex couple will never produce biological children, but they can adopt them to perpetuate the bloodline.

Keeps can be attacked by Cadence forces, resulting in a special defense scenario where both the regent and the partner appear on the battle map. It's wise not to let them fight, however, and shove them into the darkest reaches of the map as if they breathe their last, they're gone permanently.

## Strategy

* Play for keeps and build keeps. The more heroes you have, the larger the margin of error and the pool from which to recruit your retinue.
* When appointing regents, mind the relics they carry. You want them in combat, gaining experience, rather than languishing on the mantlepiece.
Adopt A Baby

Adopt A Baby Boy or Girl

**Adopt A Baby Boy** and **Adopt A Baby Girl** are research projects that find and initiate the adoption of an orphan attuned to the chalice by the regency of the ruler's choosing. The two are treated as separate projects, so they are affected separately by the time increase caused by repeating the project. Otherwise, they are largely identical except for the sex of the child.

## Description

### Before completion

Heroes In Training: list of trainees

By employing the powers of the Chalice we can search for an attuned orphan child within the Nation. This child must be adopted by a Regent.

Research costs for this search increase with each attempt.

### After completion

A heroic baby boy or girl, attuned to the Chalice, has been found!

## Failure

Either research project will fail if there is no sitting regent at the time it completes.

With no Regents available to adopt the orphan, we have abandoned the search for a heroic child.
Shadowjack

**Shadowjack** is a hybrid class hero, the offspring of a caberjack regent and a hunter partner.

## Abilities

 Rebound

## Base stats

A hero's stats are determined by their class and level, which are then modified by age, traits, personalities, and statuses.

The following base stats are for Shadowjacks only:

The following base stats are for any manner of Caberjacks, including Shadowjacks:

 Alchemist-based
Build a Sagewright's Guild

Build a Sagewright's Guild

**Build a Sagewright's Guild** is a research project that constructs a Sagewright's Guild in an empty region.

## Description

### Before completion

A Sagewright's Guild can hasten the time required to complete research! All it requires are heroes willing to retire from battle and take up the white sigil.

The cost for building Guilds will increase with each construction.

### After completion

A new Sagewright's Guild has been built! Remember, Sagewrights forsake combat for their pursuit of knowledge, and your hero's Intuition will greatly influence their rate of research.
Veil Armor

Veil Armor
Armor

 Armor

Research

 Prerequisites

**Veil Armor** is a type of upgraded Hunter armor and the research project that creates it.

## Item description

This armor, made from Lapse skin, allows Hunters to hide anywhere on the map.

## Research description

### Before completion

The skin of Lapses exhibits some extraordinary illusionary properties. With enough residue collected from their bodies, we could fashion a suit of armor that will improve the stealth abilities of our Hunters!

### After completion

The entire nation is your hiding spot now that the Hunter Veil Armor is ready to be equipped!

## Gallery

* Veil Armor (female).jpg

A female hunter in this armor
* Veil Armor (male).jpg

A male hunter in this armor
Patriotic

Patriotic

 Increased movement speed, accuracy, and evasion.

**Patriotic** is a hero personality.

## Initial Acquisition

This personality may be acquired from these random events:

* Arm Wrestling: if the ruler plays to win, there is a one in three chance that all heroes in the retinue gain this personality.
* A Standard Baby: if the baby is sent to an orphanage, her parents have a 50% chance to acquire this personality.
* Bored: if the hero is sent to build a tavern, there is a one in three chance all heroes of a random class in the retinue gain this personality when it is done. Each class has an equal chance.
* Cadence Child: if a hero is sent to investigate rather than a Sagewright, there is a 50% chance the hero returns with this personality.
* Family Feud: if the feuding heroes are sent on a road trip, there is a one in six chance both will return with this personality.
* Field Trip: if the class is sent to the Barracks, there is a 50% chance that all heroes in the retinue will gain this personality.
* Marriage Counseling: if the ruler chooses to talk to the couple, there is a 50% chance the regent and partner both gain this personality.
* The Capital of Misfit Heroes: In either choice, there is a one-in-three chance the involved hero acquires this personality.

## Mechanics

This personality applies a persistent increase of one to a hero's Speed and a persistent 110% multiplier to Evasion and Accuracy.