recursal/Fanatic-Fandom huggingface dataset:
Ranked

Ranked is the 1v1 competitive mode.

## Terrain

The stage is one of three stages. This means that spiking moves can kill your opponents faster than taking out all of the opponents health. Everyone also has three lives.

Stages:

1. Boss stage 1
	* A completely flat stage that has drop offs on the ends allowing for players to spike one another to get kills more quickly than taking out health.
2. Boss stage 2
	* A Stage that is flat except for one platform in the middle the players can move through. There are no gaps in the floor however if you walk off the edge it results in death. The platform does not move.
3. Boss stage 3
	* A Box without a roof allowing opponent to be caught into corners and be combed unless the come up with a defense option. An important thing to note is that You can not die from being thrown off stage upwards. So, the only way to take a life is through damage output.

**Note:**You can not die upwards on any stage except for Boss stage 2

## Choosing an Opponent

### Match list

When you enter into the lobby you will see a 2 lists one list of all the available matches that the game thinks will be good matches for you. the criteria for this will be.

* Good Internet
* Same or similar level
* Same or similar card
* Closeness of the player

The game will show the top ten that meet this criteria.

The Second list consists of available matches that are available to you at any given moment. this will constantly update.

Under each name are the stats of the player and there internet connection.

* Win/loss ratio
* Level
* Rank Card
* Internet connection
* Type

### Initiating a Match

In order to initiate a match click on the name, their registered page will appear additionally showing:

* Weapons
	+ However not the Items attached to the Weapons
* Their #Stat Slots

This screen will also have a "challenge" or "cancel" buttons in the HUD when You click Challenge it will send a notification to the player you challenged so long as they are not in a match or not currently there. If the player accepts then they are put in there own room where they can battle. They both choose a stage and it will choose between them. While the game is loading the Game will show what stage was chosen. Players will also go into a training room against an enemy with infinite health until the match begins.

### After the Match

After the match the EXP is rewarded to the winner and then they both return to the Menu screen.
Knuckles

**Knuckles** are a Weapon in the game Skitchy swap. They are typically close range weapons, and have the fastest attack speed of any in the game. They also typically have the least AGI. Knuckles typically have a very low range. Knuckles are weapons only usable by Usagi. They typically do low damage and have very low range, but they have the fastest attacking speed in the game. The Level 1 and 2 weapons have the words "Knuckles" or "Glove" in it, the Level 3 and 4 weapons use the word "Aspis", the Level 5 and 6 weapons have the word "Cestus" (with the exception of Charge Punch 5), and the Level 7 weapons have the word "Gauntlet".
VS

**VS** mode, or **Versus**. The versus mode can be accessed from the main Skitchy Swap screen, underneath the Play button.
Where there will Be a menu with three options .

## Modes

### Ranked Mode

*Main article found here Ranked*
Ranked battles are 1 vs 1 battles on a flat stage where you choose and agree fight in best out of three matches. Players can choose to do another set of matches. and affect your Rank as a Fighter worldwide

### Friend Mode

Friend Battles are up to four player matches where people play against each other however a different person changes the rules each match. (in regards to things like teams, friendly fire, Multiple lives, timed Matches etc.) the only people that can join are people in your Friend's List. All friends enter the match

### Lounge Mode

In this Mode a host can setup a lounge with up to 12 players at a time. The host can set up Rules and other things, except for the fact that all matches are 1v1's. Spectating, Auto skipping, banning and other options are available. You do not have to be friends with the Host in order to join the room.

## Registration

In order to compete you must register your set in the registration menu. The characters have no inventory, and no access to their Personal inventory medals or cards in their inventory system. They also are Locked into whatever stats the characters have as long as they are playing with that set. You can only save 2 sets per day (unless you are premium or you pay $.99). These sets have two numbers attached to them as well as one number that comes from you being the one to register it.

These numbers are there throughout all three modes however those modes are only affected by certain things.
You have a limit of 14 sets. and can delete as many sets as you need. The registration of the sets is dependent on your character set in the game at the time you register.

### Win/Lose Ratio

This is displayed as the number of win you have compared to the number of losses. With that specific set with that specific person. So the same Person can have multiple win/loss ratios for different sets. This only changes in ranked or lounge Mode.

### Rank Card

The player rank is player dependent and has to do with a percentile that you are in rather than a specific win to loss ratio. When the win/lose ratio of all the sets is in top percentile scaled down according to the number of matches they have actually played. This only changes in ranked.

### Lvl

Whenever you win a match you gain EXP and based on who you fight against someone, in ranked. It is optimized so that you gain the most EXP from people who are the same level as you with the amount slowly decreasing as they get farther and farther from you in LV. There is no real level cap. but as you get higher in the Leveling system it becomes exponentially harder to rise in levels.
Bullet

**Bullet** is a weapon statistics in Skitchy swap that determines the amount of extra projectiles a weapon has. Currently, the only weapon that has this stat shown is the Hammer. For every EP invested in DEX or LUK (dependent on the weapon), the amount of bullets that the character produces goes up by 0.2. The bullet number will be rounded ***down*** to the nearest integer.

## Increasing Bullets

* Equipping some Cards
* Investing SP into DEX or LUK
* Equipping some Stones
Finem Ludum

Finem Ludum is the end. It is the end game of everything. After it nothing will exist at all. It starts with TerraInfernum almost defeated by TerraCaelum. TerraPelagus is called upon by TerraInfernum because of their small alliance against TerraCaelum. TerraPelagus reluctantly comes to helpTerraInfernum not wanting to get to involved. TerraPelagus helps turn the tides of battle.The war goes on for many more years and finally TerraOcculta had had enough. When the realms were created Waker, the fairy lord of the Skweirels and his girlfriend Vigil, broke the connection between TerraOcculta and the other realms. Now they have no way to end the fight. Or do they? The Lord and his armies break the barrier harnessing fairy demon powers. He tamed the demons in the drift with the powers of his father, a demon, letting his Skweirels ride them, and he used powers of his mother, a angel to shield his skweirels from the barrier being broken. Waker and his armies came to TerraInfernum to help fight TerraCaelum, but in doing so they released the demons into TerraInfernum. The armies of TerraOcculta completely annihilated TerraCaelum by destroying the elemental crystal of water. While TerraCaelum was being destroyed, the demon kept flooding in from the drift into TerraInfernum. Because the 9 Dubsteb lords are all that are left of TerraInfenum, they sent the most powerful lord to hold off the demons while the rest create a giant shield and simultaneously intentionally destroy TerraInfernum killing most of the demons. The Skweirel armies die fighting the rest of the demons, leaving everywhere completely defenseless. All the demons dying calls on their lord.Their King.Their ruler. Mortem Ultimum, the ruler of the demons. The fairy lord, Waker had seen the power of Mortem Ultimum long before he had appeared and gathered himself in the middle of the drift. His Skweirels were gone. The people were all gone. He called on The 8 lords left of Dubstep, The 4 lords of rap, and he called upon the old lords, the gods. The Lords gathered around him, and the gods infused him with their strength. Waker created an orb in his hands and watched as it grew with power. The power was being drained out of everything. So much power it came from his mouth. His eyes lit up and he began to scream. The Skweirels began to scream. They launched the ball of pure power into the mouth of the Demon lord. Everything died. The only thing left is existence itself.
Map of Valadae

Valadae is a strange and wondrous land spanning from coast-to-coast below a vast, rugged range of mountains. There are eleven established kingdoms in Valadae, each ruled by one of the ten ruling creature-kinds, and inhabited by a colourful compilation of cultures, creeds and creatures.

Once known as the *Border Realm*, the dividing northern mountains were re-named *Beruun Terrolaghn* (or the *Black Mountains*), after the natural energies of the landscape were destroyed by a cataclysmic event known as a *Manna Eruption*.

The Manna  Eruption occurred at least one hundred cycles before any chronicles of Valadilian history began to be effectively recorded and catalogued, so little is known of the mysterious northern lands or its creature-kinds before they were laid to waste by the terrible, destructive powers of the Eruption. The desolate wasteland stretching beyond Berunn Terrolaghn is known only as the *Undone Lands*.

Regardless of exact geological location, every kingdom is grouped under a region of one of the four cardinal directions: north, south, east, or west. As shown in the adjacent map, the directions are coded by colour for easier referencing. Purple for the north, blue for the east, green for the south, and orange for the west.

Kingdoms of the North: North-Earth, K’tailiur, Kiiyoten

Kingdoms of the East: Risenden, Whelvenlailil, Ho Ru Thenen

Kingdoms of the South: Gelian, Bandu’ur

Kingdoms of the West: Enquelandria, Rhin-Tset, Setting Lands
Weapon

A **Weapon** in Skitchy swap is an Item used by the Characters to attack. These require Moves to attack.

## About

Weapons can be acquired via the Shop, or from Enemies. All weapons have slots that allow Combo Items to be attached to the weapon. Weapons dropped from enemies or crafted can hold 2 combo items, while weapons bought from the shop can hold only 1 combo item. The second slot is filled with a grey-colored X, and no combo items may fit into that slot.

When a player hovers the cursor on a weapon, regardless if placed in the inventory system or equipped, the weapon menu will display its stats, as well as two black boxes under the Items picture, representing the two combo item slots of a weapon. If the weapon has a combo item attached, it will be displayed in their respective boxes with the name of the combo item, otherwise the box will be blank and the word "none" is displayed.

## Magical weapons

Some weapons have bonus attacks or effects, displayed below the "range" value in the weapon menu. Often, SP is required to activate these bonus attacks. Such weapons are known as magical weapons, and while they can be used without SP, the weapon will not be as effective. Magical weapons are usually of an elemental Type.

## Weapons with usage cost

Some weapons have usage costs. Some needles have projectiles which cost Gold. Gold is deducted from the player every time the needles are fired. The amount of gold which has to be paid can be reduced by spending EP into MAG, down to a minimum of $1 per shot. Once out of gold the Move will attempt to shoot, but no needles appear. This can be good in VS mode however because this rule does not apply in VS mode which allows you to shoot indefinitely.

## Weapon classification

The characters are automatically equipped with starting weapons upon creation of a new game.

Weapons can also be classified according to the depth at which they are found in the game. This is particularly useful when dealing with the Shop - the deeper in the game a weapon is found, the later it will be unlocked for sale in the Shop and the more expensive it will be. Hence, "1st Weapons" refer to the starting weapons, while "29th weapons" refer to the weapons found deepest in the game (so far). All 19th weapons are Resort weapons, and can only be found at the Junk Shop. The Mountaintop (MT) weapons are not counted into the order as they are only available to Parasols and Needles to avoid confusion for the other missing weapons.

## List of Available weapons

### Parasol's Weapons

Parasols

Rings

Hammer

Staff

### Usagi's Weapons

Claws

Needles

Knuckles

Disks
Resort

The **Resort** is a stage like the Town, Village, Memory Mines, and Island, it has an Inn , a Book, and Crafting. The difference is that the Resort has a Junk Shop.

## Inn

The Inn heals the Characters and restores all their HP in exchange for Gold. It works in the same way as the Inn in the Town, Village, Memory mines, and Island.

*For further details see main article: **Inn***

## Junk Shop

This shop sells Weapons which do not belong to the queue line and cannot be dropped by enemies. A weapon with one combo slot costs the regular price in Town, while an item with two combo slots costs 20 times the original cost.

*For further details see main article: **Shop***

## Book

Just like in the Town and Village, the Book functions as an enemy encyclopedia where the player can view the stats of all of the enemies in a Levels.

*For further details see main article: **Book***

## Crafting

The Crafting is located under the Shop, and functions as an way to make Items for free as long as you have the prerequisite Items. However this costs time, unless you perform a micro-transaction or have the premium version.

*For further details see main article: **Crafting***

## Comparison between the Town, Village, Resort, and Island

The Town, Village, Resort, and Island are very similar to each other, with only a few differences:

* The Town has a shop that sells weapons that **can** be dropped by enemies, the Village has a combo shop which sells only combo items, the Resort sells weapons that **cannot** be dropped by enemies, and Island has a combo shop with an extended selection than in Village.
* The Town is reachable right from the beginning in the game because it is the place where the characters start the game. The Village takes at least more stages to conquer, the Resort takes at least even more stages until the player can reach it, and the Island takes at least even more stages to conquer.
Kiryuu Youichirou

**Kiryuu Youichirou** (桐生 陽一郎) also known as **Kirio** (キリオ) is a second year student at Kushima High School.

## Plot

### First and Second Years Fight

Kiryuu is introduced alongside Seji and Morita Isami telling Chikura Tooru they need to move or they'll be late for class. When Tooru he declares he'll take out Shiiba Gaku. Kiryuu mentions about them having some fun beating some first years.

Stood underneath the school yard shelter with Morita Isami, Kirio and Seji, while reading a book. They briefly discuss Shiiba Gaku. When Seji suggests splitting Marumo Taiji, Urabe Osamu and Shiro. Isami declares they'll do it like usual to which Kiryuu agrees. When the three settle it with a game of rock paper scissors. Tooru mentions Kirio will get Shiro.

Inside the school, Kiryuu confronts Shiro, where he introduces himself. Questioned if he just came to talk, Shiro asks does he have nothing else to do. Kiryuu mentions that he's strong and there's no one who measures up in the second and third years.

## References

1. ↑ Sugarless manga: Chapter 30
2. ↑ Sugarless manga: Chapter 31
3. ↑ Sugarless manga: Chapter 32
Medals

**Medals** are Combo Items found in Skitchy swap. There are 4 types of medals in total.
Medals are not restricted to weapon classes, unlike most other combo items. Most of the medals affect various drop rates, including those of items and onigiris. Their effect applies to both characters and stacks additively if more than one weapon is equipped with a certain medal. Medals are sold for TBA per level in the Shop.
DF

**Defense** (or DF) is a statistic in Skitchy swap that determines the damage reduction of a character. For every Defense point the character has, one less point of damage will be taken each hit. Defense cannot reduce damage taken below 1. This stat is not explicitly shown (i.e. the player is unable to tell the defense of a character at a glance). All characters have 0 defense, and this value cannot be permanently increased due to the fact that only one Combo Items and a ranged statistic can affect it. Defense also affects how much knockback a player receives.

## Increasing Defense

* Certain Crystals increases defense.
* Aura (DF) of a Staff increases defense. The value of defense varies with the stats and equipment of the Priest.
Ring

**Ring** is a stat in Skitchy swap. It is only utilized by Rings, and Disks by adding DEX.

Every full point added in the Ring stat allows Rings to throw an additional ring with a delay based on AGI. Additional rings are affected with SP, meaning that the magic attack of certain Rings Weapons will charge faster than usual. Decimals are ignored, as usual.

## Distribution

The formula of Ring increment through DEX is Ring + 1/(10 × floor(Ringoriginal + 1)), with a maximum of +4, which means after every full point in the Ring stat, the amount added to the stat decreases.

With the formula, the increment can be noted as:

* 1-20 DEX = +0.1 (1/10) Ring
* 21-60 DEX = +0.05 (1/20) Ring
* 61-120 DEX = +0.033 (1/30) Ring
* 121-200 DEX = +0.025 (1/40) Ring
* Over 200 DEX = None

With such setup, the Rings stat is only limited up to four additional rings at once.

## Increasing rings

* Investing EP into DEX
* Equipping certain Stones
* Equipping Certain Cards
Potential Online

## Friends

You can have up to 300 friends at any given time. These friends can join you online.

### Double Mode

In this mode two Usagi/Parasol teams are in whoever the hosts world, this can help in beating bosses or just generally having fun with friends. in this mode friendly fire is on. I this mode you keep your level however it will default all experience to the person who kills the boss.

### Single Mode

In single mode two players can play as one character team, each taking control of one character. They both work together by tagging out to fight enemies. in this mode friendly fire is off.

VS
--

See VS
Friend Mode

By opening a room you can have people on your friend's lists join your room for battles. These rooms have up to 4 players who can play at the same time. These battle do not affect your Card ranking, your level, or Your EXP. You do not receive EXP or any changes to your overall Ranking.

This is just a mode so that you can play with friends and have fun and compare builds.
Town

The **Town** is a Levels in Skitchy swap. This is where the player begins at the start of the game. The levels consists of only one level and there are no enemies in this Levels. It contains three important features: the Inn, the Shop, Book, and Crafting.

## Inn

The Inn heals the Characters and restores all HP in exchange for Gold.

*For further details see main article: **Inn***

## Shop

Players can buy and sell items (Weapons, Combo Items) in the Shop with gold. The shop in the Town only sells weapons, but the player can sell any item they have in their inventory.

*For further details see main article: **Shop***

## Book

The Book is located under the Shop, and functions as an Enemy encyclopedia: for a one-time fee, the player can view the stats of all enemies in a beaten level. This will also allow you to buy the Weapons found in that level.

*For further details see main article: **Book***

## Crafting

The Crafting is located under the Shop, and functions as an way to make Items for free as long as you have the prerequisite Items. However this costs time, unless you perform a micro-transaction or have the premium version. Weapons created in this manner have two slots instead of one.

*For further details see main article: **Crafting***

## Comparison

### Village

The Village and the Town are very similar, with only a few differences:

* The shop in the Town only sells weapons, while the combo shop in the Village only sells combo items of level 1.
* The Town is reachable right from the beginning in the game because it is the place where the Characters start the game. For the Village, however, the player must conquer a certain number of Levels until he or she can reach it.

### Resort

Similar to the Village, the Resort and the Town are almost exactly the same, having only a few differences:

* The Town has a shop which sells weapons that **can** be dropped by enemies, while the Resort has a junk shop, which sells weapons that **cannot** be dropped by enemies.
* In the Resort, weapons with two combo item slots are also available, but their price are 20 times of the standard single-combo slot weapon.
* The Town is reachable right from the beginning in the game because it is the place where the characters start the game. In order to reach the Resort, however, players have to conquer an even higher amount of Levels until they can reach it.

### Memory Mine

The Memory Mine is similar to the Town, as they have the Inn and the Book function. However, they have the below differences:

* The Memory Mine has the Forget function, for players to reset the SP distribution of characters, instead of a shop or Crafting.
* Players have to conquer an even greater amount of levels until they can reach Memory Mine.
* Memory Mine leads to the hidden Levels after leaving.

### Island

The Island is similar to the Village, but it sells combo items up to Level 6.

* The combo shop in the Island only sells combo items.
* Players have to conquer at certain amount of levels until they can reach Island.
Village

The **Village** is a Levels in Skitchy swap and that is similar to Town, Resort, Memory Mines, and Island. Like the Town, the Village stage consists of only one level and there are no enemies in this stage. It contains three important features: the Inn, the Combo Shop, the Book and Crafting.

## Inn

The Inn heals the Characters and restores all their HP in exchange for Gold. It works in the same way as the Inn in the Town.

*For further details see main article: **Inn***

## Combo Shop

At the Combo Shop, players can buy and sell items that can not be found in the Shop in the Town with gold.
The Combo Shop has all of the LV1 combo Items in it except for certain items. It is usually useless buying compo items because the player should already have access to the LV 2 or even 3 variants, unless they want to use LV1 compo items to keep their team in VS at a lower rank.

*For further details see main article: **Shop***

## Book

Just like in the Town, the Book functions as an enemy encyclopedia where the player can view the stats of all of the enemies in a stage.

*For further details see main article: **Book***

## Crafting

The Crafting is located under the Shop, and functions as an way to make Items for free as long as you have the prerequisite Items. However this costs time, unless you perform a micro-transaction or have the premium version. Weapons created in this manner have two slots instead of one.

*For further details see main article: **Crafting***

## Comparison to the Town

The Village and the Town are very similar, having a few differences:

* The Town has a shop which sells only Weapons, while the Village has a Combo Shop which sells only Combo Items.
* The Town is reachable right from the beginning in the game because it is the place where the Characters start the game. In order to reach the Village, the player has to conquer several stages.

## Comparison to the Island

The Village is very similar to the Island, as both of them sell Combo Items.

* The main difference between the Village and Island is that the Island sells compo items of higher levels, while the Village only sells LV 1 compo items.
	+ However, certain cards are exclusive to the village.
* It takes more stages to get to the Island.
* The Island is a branch off of a chain of stages.
COL

**Cooldown** (or COL) is a statistic in Skitchy swap that determines the Recovery of a Move. This is affected by AGI for Weapons however this is move specific. This also has very little ways of reducing COL because there are three type of Recovery recoveries, two of which can be reduced dramatically. COL is the recovery you can see. After performing an attack the amount of time it takes to return to neutral (without cancelling it) is COL. However, Landing lag (the amount of time it takes to perform a move after performing one in the air and landing), and Cancellable lag (An alternate form of COL that happens if certain factors are present, this deals with positioning and buffering moves) Cancellable lag also can negate landing lag and COL however this is unlikely. COL is set for each move individually.
Book

The **Book** is a feature in the game Skitchy swap. It is located in the Town, Village, Resort and Memory Mines and functions as an enemy encyclopedia: for a one-time fee, the player has the ability to re-enter a level and upon defeat of an enemy add all the information pertaining to the enemy into the book. This includes the stats of the enemies in a level (peak level, HP, Gold dropped, as well as peak EXP). Enemy drops drop rates and their strengths and weaknesses are also displayed, where applicable. After defeating one of an enemy with the Book once, the enemy's HP bar (for that enemy type) will also show a small picture of itself, its current HP, max HP, drop items, drop rate of those items (not the rate of Items normally, but the rate for you), and EXP (not the peak EXP, but the exact amount You will get). Once the Book, and the corresponding level is beaten, The shop will have weapons of the levels available for purchase. (This applies to the Town only as it is the only on that sells weapons, excluding the weapons sold exclusively in the resort.)

## Cost of information

Information will be for sale only if the stage has already been conquered or if it is one of the stages available to travel to but not conquered, otherwise there will be a '???' instead of the corresponding stage name. The books in any of the Town levels show the same information. If the player has bought a page of the book, he or she can view the information in the Shop, whether he or she is in the Town, the Village, the Resort, the Memory Mines or the Island.
EXP

****EXP**** or **experience** is a  stat in Skitchy swap.
EXP is gained by killing enemies, and is required in order to gain Levels. Every time the team levels up, each of the characters get 4 EP, which help to improve the character.

## How EXP works

When an enemy in Skitchy Swap is killed, some EXP is gained. The amount of EXP the characters will get depends on the enemy killed as well as the level. The relation is displayed in the table "experience gain from enemy". It is scaled so that killing an enemy while being of a level too high or too low will yield less EXP, though characters will always gain at least 1 EXP for any enemy killed. Characters will usually get more EXP from a unit in later Levels or from a boss as compared to other units. If the team is 10 levels above the strongest enemy in the unlocked stages, no experience is gained, not even the 1 EXP. This has been put in to prevent manipulation of the game for the VS Mode. However You can surpass this in NG+. However this is a separate file base altogether.

In the game screen, the percentage value next to the EXP amount refers to the percentage of experience gained for the next level. Every time the characters level up, the percentage is reset to 0%. The amount of additional experience, which is required for the next level, raises with every earned level by 1000 EXP. The pattern for the required EXP to level up is the triangular number sequence multiplied by 1000.
Jewels

**Jewels** are Combo Items found in Skitchy swap. There are TBA types of Jewels in total. Jewels are not restricted to weapon classes like most other combo items; rather, they are restricted to one of seven elemental types. A jewel can only be attached to a weapon with the corresponding elemental type.

* Typeless
* Physical
* Poison
* Thunder
* Fire
* Ice
* Earth

Selling Jewels at the Shops gives players TBA per level.
Hammer

**Hammers** are Weapons used by Parasol (Character). They are generally slow, but have High physical damage and have good range. Hammers tend to use a very high amount of MAG in comparison to other magical weapons in other, while giving out intensive magical effects.

The Level 1 and 2 weapons use the word "Hammer", while the Level 3 and 4 weapons use the word "Mallet". The Level 5 and 6 weapons use the word "Mjölnir" in their names, while the Level 7 weapons have either the words "WAR Hammer". The Hammers have all types.
Stones

**Stones** are the most basic type of Combo Items in Skitchy swap. They improve the basic stats of a character. Stones sell for TBA for each level of the stone at the shop. These stones are the first combo items that can be found in the game.

## List of all stones

Red - STR
Blue - MAG
Green - DEX
Purple - INS
Gold - LUK
Silver - SPD
White - HP
Cyan - MAG, DEX
Magenta - STR, MAG
Yellow - STR, DEX
Black - STR, MAG, DEX
Tan - INS, LUK
Bronze - LUK, SPD
Indigo - INS, SPD
Clear - INS, LUK, SPD
Main Page

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**Charms** are Combo Items in Skitchy swap. They can block or reduce the time and severity of status ailments of an attack or Opponent some of the time. The status ailments are:

Frozen - Leaves immobile, able to be escaped

Cold - Slows movement

Poisoned - Does damage over time

Paralyzed - leaves immobile, unescapable

Spinning - Makes you unable to swap or perform attacks (usually short time anyway)

You can see status ailments/hit effects **here**
Familiars

**Familiars** are Combo Items in Skitchy swap. When an enemy dies, they have a chance to release a "familiar". A familiar is just a special attack tied to the combo item. A familiar has a 0% chance on a single enemy/boss on the screen. They're sold for the same price as most cards. They are also different from others as each weapon can only have 1 Familiar equipped, no matter what are the types of them. In addition, attacks from Familiars are not affected by any AT increasing methods in the team. So far, all familiars are dropped by bosses. Each Familiar acts individually, i.e. equipping 2 of the same Familiar will not increase the chance of activating the effect but may result in 2 Familiars activating at the same time.
Claws

**Claws** are a Weapons are only used by Usagi. They usually have attack that do relatively high damage and come out fast, however they typically have high COL. The Level 1 and 2 weapons have the words "Claws" in it, the Level 3 and 4 weapons use the word "Turkana", the Level 5 and 6 weapons have the word "Pata" (with the exception of Charge Punch 5), and the Level 7 weapons have the word "Chimera Claws".
Lounges

In lounge Mode a host can create a room of 12 people including the host. The host can also set the rules of the room and the name of the room. The room however is in 1v1 King of the hill style. This can be slightly altered by the host making it into sets instead of singular matches. These matches do affect your win to loss ratio, and Card However it does not affect your level and other factors. It also allows spectating mode. While also in here you can choose to go into training mode and train while waiting. In this mode you can also change your sets as long as you are not spectating or playing.

Before the Match starts it will show what each set that people are using and what map the are going too. The lounge mode uses the same Maps as the Ranked mode.
AGI

**Agility** (or AGI for short) is a statistic of weapons in Skitchy swap. It is an indication of the amount of time it takes for a move to begin, as such, the **higher** the AGI, the **slower** the startup of an attack. It is represented in the form X-Y, where X is the minimum AGI and Y is the maximum AGI. Hammers and Staffs attack the slowest, while Knuckles attack the fastest.
The values show how many frames have to pass for an attack's hit box to appear, with **60 frames per second**. As such, low AGI is preferred.

## Weapon AGI

For weapons, AGI can be lowered to 0-1. On a weapon, the AGI is the Base AGI(startup) for all attacks done with that weapon. Because it's the base AGI. It can be lowered to Zero using a combination of Character stats and Combo Items.

## Move AGI

For Moves, AGI can be lowered to 1-1. This is the Base AGI of the attacks that you can find throughout the game. The base AGI of the attacks are only affected by weapons.

## Computing AGI

The output AGI for a move is calculated using this formula: AGI= [Move AGI(X) - Weapon AGI(X)] ~ [Weapon AGI (Y) + Move AGI (Y)]. this means that the lowest AGI possible is 1-2 which is .017-.034 seconds.

## Decreasing AGI

* Investing EP into **DEX**, **INS**, or **SPD** dependent on Weapon.
* Certain cards decreases maximum and minimum AGI by 10% to 50% depending on the card's level.
Boss

A **boss** is an enemy in Skitchy swap that is found exclusively at the final stage of the level (boss area) which it first appears.

Bosses have to be defeated in order to finish the final stage of a level, and in turn, to reveal the following stage. Bosses usually have other enemies beside them, which are found at an earlier part of the level. Bosses generally have much more powerful and sometimes unique attacks and a higher HP than other enemies in the same level. In some levels, bosses are found in groups. If there are multiple enemies, all of them have to be defeated. Multiple types of bosses can exist in the same stage if more than one enemy satisfy the criteria. Most bosses are bigger than normal enemies, but there are exceptions.
Parasols

Parasols are Weapons in the game Skitchy swap. They are the primary weapon of the aptly named Parasol. They are used as mostly a basic melee weapon for most of the moves however they also have magical affects that can imbue the Parasol with type effects. They typically have high damage with low range. Levels 1-2 are Parasols, levels 3-5 are called umbrellas, levels 6 is called a Guard, and level 7 is called an AEGIS Parasol.
MAG

**Magic** (also known as **MAG**) is one of the character Stats in Skitchy swap.

## Character MAG

A Character's MAG is in your character's Stats then that is the SP gained for every weapon on your person, for every attack done.

## Weapon MAG

A Weapon's MAG is on your Weapon then that is the SP gained for that weapon specifically, for every attack done with that weapon. This is in addition to your characters MAG.

## Move MAG

A Move's MAG is the amount of SP required to pull off a special effect for a move. This lasts for the entirety of the time LTH on the move's Stats.

## Effect of increasing MAG for each Weapon

Increasing MAG has a different effect for each Weapon. And for each EP invested into MAG on your character, the HP of the character also raises automatically.

## Increasing Magic

* Investing EP into Magic
* Equipping a Certain stones
SP

**Special Points** (SP for short) is a statistic of weapons. Any weapon that requires SP is known as a magical weapon. SP are needed to use the Special attack of such moves. The MAG stat on Weapons and on Characters refer to the amount of SP point gained per attack. For weapons, the SP gain only applies when a move is done with that weapon, and the SP gain is only applied to that weapon as well. For the character, besides the other affects that could also apply when adding EP to MAG, this is the amount of MAG added to **every** weapon when **any** attack is performed.

## Mechanics

When a character attacks using a Weapon that requires SP and has at least 1 MAG, a blue bar (known as the SP bar) will charge up below the Weapon. For each started attack performed (not necessarily landed), the bar will increase by a fraction equivalent to the character's MAG divided by the SP of the weapon.

When the SP bar is full, the character will execute the Special attack when that attack is performed next, automatically. The SP bar will reset to 0. Any excess SP present after filling the bar will **not** be used up. From this we can construct tables that indicates the number of attacks required to produce a Special attack, as can be seen in the following section. If the character keeps performing the attacks with the weapon that are not the move with special abilities then those points will be stored. any stored point will be there until the end of the match or the end of the stage. (SP can not be held through stages) however, SP in your SP bar will be there indefinitely. There is not cap for this SP bank. The SP usage for one weapon does not effect the SP usage of another weapon, so in theory you an bank the SP of one move while using the SP of another weapon's moves. However, the SP is attached to the weapon not the move, so once the SP bar is used for one move for the weapon, another move cannot use it's special move unless there is enough SP banked in the weapon to use that move.

It should be noted that the SP bar resets when the weapon is modified (i.e. if a combo item is added to a weapon, or if the weapon is removed from the character).

**Note:** One strategy is to use fast safe moves to build up lots of meter before performing very heavy SP based attacks on your opponents, however because you opponent can do the same thing while you are charging, you have to make sure they can not charge while you are charging. So using things like needles or rings would allow you to do that.
Sugarless (manga)

**Sugarless** (シュガーレス, *Shugaresu*) is written and illustrated by Hosokawa Masami. The series was serialized in Weekly Shōnen Champion.

## Plot

Shiiba Gaku wants to be the boss of Kushima High, which is popularly known as “Windmill”. In order to become number one, he has to face many challenges because the school is full of tough opponents. Just when he decided to take the fist step, an afro-looking guy interrupted him. What will happen from now on? Will he be able to realize his dream?
Shop

Players can buy, sell items Weapons, combo items, and in the **Shop** with Gold, or the necessary Items. By clicking the "SHOP" sign in the Town, Village, Resort, and Island, the shop menu is brought up, allowing the player to purchase and sell items. By clicking the "Bank" sign in the Town, Village, Resort, and Island, the bank menu is brought up, allowing the player to deposit and withdraw items. By clicking the "CRAFT" in the Town, Village, Resort, or Island, the Craft menu is brought up, allowing the player to craft Items.

The shop in the Town is named simply "SHOP," and only sells weapons from cleared Levels, and if the player buys the book from the shop. The shop in the Village is named "COMBO SHOP," and only sells most Level 1 combo items. The shop in the Resort in named "JUNK SHOP," and sells exiled weapons. The shop in the Island is named "COMBO SHOP," and sells most combo items. The player can sell any item they wish in all three shops and not only the items which are sold there. The selling price is 12.5% (or one eighth) of the buying price. Below is a chart to illustrate the trend of weapon and item costs.

The numbers 1st - 29th for the weapons represent the depth at which the weapon is found - a higher number signifies that the player needs to explore deeper into the game to unlock the weapon. For further details, see the Weapon page.

Weapons bought at the Shop have only one combo slot. This is represented by a grey-coloured X on the second compo slot that displays NG ('no good') on the menu upon rollover.

## Availability

To be able to buy a certain weapon or item, the player needs to beat stages. Their performance will affect the amount of weapons or items available. once a stage is beaten then any Weapon found in the stage will be open. This rule does not apply to Weapons found in mega boss stages.

The shop in the Village and Island doesn't sell all compo items which are available in the game. The player cannot buy the following items in any of the two compo shops:

* Certain cards
* Certain Familiars
* Level 6 Crystals (only level 1-5 is available)
* Level 6 Jewels (only level 1-5 is available)
* Level 6 Cards (only level 1-5 is available)
* Level 2-4 and 6 Medals (only level 1 and 5 are available)

All other compo items are available in at least one compo shop.
Arth

## History

Arth is an alternate universe in the future (1,000s of years from now) in which Earth is has long since been deceased. There are four main realms and three different kind of Gods/music groups. Most realms' inhabitants just want to survive. TerraCaelum is the only realm whos' inhabitants believe that their God is the one that all other realms' inhabitants should believe in. All of the realms represent a different kind of music from hundreds of years earlier. There was a war between the three major music groups, Country, Rap, and Dubstep. TerraOcculta is a skweirel and fairy realm. Another name for it is TerraSciurus. TerraCaelum is the country realm, where they believe in the God of Country, and will go to war to fight for their beliefs. Their dimension is considered to be the heaven land, everything works, and all is happy, although not all would belong there. TerraPelagus is the Rap realm. The inhabitants don't have a exceptionally strong military force, just a normal one. TerraPelagus is the main land of Arth. TerraInfernum is the land of hell, it is a land of darkness, where filgrim the pilgrim terrorizes, and the destructive sound of dubstep often destroys houses, and even towns. It is the land of the Dubstep.
SPD

**SPD** (also known as **SPD**) is one of the character statistics in Skitchy swap.

## Effect of increasing Speed for Character

Increasing SPD Makes your Mobile speed faster, this includes climbing, floating, Jumping and other movement options such as Dodging. And for each EP invested into SPD, the HP of the character also raises automatically. This does not however affect the actual speed of your attack.

## Increasing Dexterity

* Investing EP into Dexterity
* Equipping certain Stones
Rings

**Ring** is the eighth Weapon in Skitchy swap. Parasol can use **rings** which act like boomerangs, which must return before being thrown again, otherwise you cannot use a ring based attack, unless otherwise stated.

The Ring is an interesting Weapon because it can be used as both a supportive weapon and a damaging class. Rings have a Ring stat, which increases the number of rings the Ring can have out at once. In addition, each ring has the ability to damage a single opponent twice; when it is thrown, and when it is returning. Both of these hits can build up MAG, resulting in a very fast MAG build-up if the Ring has enough rings. Unlike all other classes, the Ring's attack speed is not directly influenced by AGI, but also limited by the number of rings it has. Increasing range is not recommended as the rings will take longer to return. Level 1-2 are called Rings, level 3-4 are called Circlets, level 5-6 are called Chakram, and level 7 are called Tempest Rings.

## Trivia

* The ring movement can be interrupted or slowed whenever the Ring is frozen or slowed down.
* All moves pierce through the stage.
* When the rings return to Parasol, the rings always fly towards Parasol no matter where Parasol is. This allows rings to fly across the screen if used properly.
Vigil and Waker

Vigil and Waker are the last fairies alive, and the leaders of TerraOcculta, Vigil is the leader, and Waker is the watcher of the Skweirels. Fairies are the offspring of a demon and an angel, there were many more fairies, millions of years before Arth existed, but human civilization drove them off, and killed many of them. Vigil and Waker are the only two faires alive now, but they were hoping that they can have children and multiply. They started dating, but had to take care of TerraOcculta and the skweirels. They live in a giant home, and had anything they want, but then the gummepugits came in, and they started running a prison camp, to kill of gummepugits.
Morita Isami

**Morita Isami** (盛田 イサミ) is a second year student at Kushima High School.

## Plot

### First and Second Years Fight

Morita Isami is introduced alongside Kiryuu Youichirou and Seji, when Kiryuu tells Chikura Tooru they need to move or they'll be late for class. When Tooru he declares he'll take out Shiiba Gaku. Kirio mentions about them having some fun beating some first years.

Sat underneath the school yard shelter with Tooru, Kirio and Seji. They briefly discuss Shiiba Gaku. Calling Tooru lucky for finding someone he can have fun with he asks if he'll leave Shiiba to him so he can destroy him. Disappointed at being told no, he questions shouldn't there be other first years on his level. Mentioning there's Marumo Taiji, Urabe Osamu and Shiro. He questions who's the strongest and claims he wants to get the strongest among them. When Seji mentions they'll spilt them. Aura declares they'll do it like usual to which Seji and Kiryuu agree. As the three settle it with game of game of rock paper scissors, Aura is the first to be eliminated much to his annoyance. Tooru then mentions he'll get Urabe Osamu. Some time later, coming across Urabem. He calls him a loser and claims he hates weaker opponents, and that he didn't have a choice. Tackling him to the ground, he says that after him he'll kill the others.

While continuously punching Urabe Osamu, Isami begins to mock him. Preparing to deliver another punch, Urabe uses the end of his cigarette to burn him on the nose. Taken by surprise Isami is kicked by Urabe. Claiming he got the lamest and dumbest one, after Urabe becomes annoyed over his broken cigarette. After introducing himself Isami attempts to grab him only to be kneed in the face. As they both once again clash, Isami knocks out Urabe with one final punch.

## References

1. ↑ Sugarless manga: Chapter 30
2. ↑ Sugarless manga: Chapter 31
3. ↑ Sugarless manga: Chapter 32
Combo Items

**Combo items** are Items that can be attached to Weapons or to one of the four slots in your character's personal Inventory. Combo items permanently attach to weapons even when moved to the inventory, as such there is no way to remove a combo item from a weapon. It is possible to replace the combo item with another one. However, this will destroy the previous combo item. You can attach items to the combo slots in your personal inventory. These slots do not follow the same combo rules as the weapon slots. You can put any combination of items into these slots and it will apply in stats of all the weapons or both characters. These 4 slots are shared between the two characters so be cognizant of that when Appling Combo items into them.

The player may place up to two combo items on weapons that are dropped from enemies, but only one combo item on weapons that were bought from the Shop. Additionally, for two combo items to be attached to a weapon, they must not be identical. When a player moves the cursor on a weapon, regardless if placed in the Inventory or equipped, the weapon menu displays two black boxes at the bottom, representing the two combo item slots of a weapon. If the weapon has a Combo item attached, it will show in one of the black boxes.

Combo items are dropped by enemies or bought from the Combo Shop in the Village. If a weapon that has combo items attached is sold, the player gets Gold for the weapon and a little bonus dependent on how many combo Items there are, not on the individual Combo items.