Hero


Class: Warrior



- A class that doesn’t have any particular benefits or disadvantages. Has the highest durability compared to other classes.
+2.0% damage for each second of the fight.

damage
damage to all
regeneration
vampirism
attack speed
counterattack [%]
evade [%]
defense


Class: Rogue



- Can receive trophies after killing enemies in battle and exchange them for equipment in the camp. Has 5% vampirism from the start. 10% bonus for any effect for every equipped item with the same effect.

damage
damage to all
evade [%]
crit.chance [%]
attack speed
counterattack [%]
defense
crit. damage [%]


Class:
Necromancer



- Summons skeletons that fight instead of their master. Number and power of skeletons depend on necromancer’s equipment and skills.

attack speed
evade [%]
summon quality
regeneration
defense
skeletons’ power



cards


Road

Cemetery A place for the dead... And for some of the living, occasionally.
• Spawns a skeleton every 3 days.
Village First, they’ll feed you, then they’ll make you work.
• Heals [15+5*loop] hp upon entering.
• Gives you a quest.
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Grove A gentle rustle of leaves, a crack of a dry branch, and a feeling of being watched.
• Spawns a ratwolf every 2 days. The wolf can move to an adjacent tile.
Wheat
fields
Haystacks look like a cozy place to rest, but you have to move on.
• Can only be placed next to a village.• +[5*loop] HP to healing in adjacent villages.
• Spawns a scarecrow every 4 days


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Swamp The stench is murderous. Or maybe it’s the poison.
• Spawns a mosquito every 3 days.
• All healing effects are lethal here. Except for the potions, they are still on your side.
Ruins The existence of this civilization ended long before the Lich’s curse. But its remains can still be of use to you.
• Gives a random basic resource shard upon visit.
• Spawns a scorch worm every 2 days.

Roadside

Spider
cocoon
A silky bastion of eight-legged hunters.
• Spawns a spider on an adjacent tile once a day.
Vampire
mansion
Hungry eyes follow your every move through the holes in the roof.
• Adds vampires to battles on adjacent tiles.

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Battle
field
It smells of blood and steel.
• Spawns a chest at the start of each loop.
• Enemies on adjacent tiles can become ghosts.

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Blood
grove
A living forest. Preys on wounded occupants of adjacent tiles. May spawn something dreadful from their remains.
• Can be placed near a forest adjacent to the road.
• Its roots devour enemies that have less than 15% hp left.


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Bookery An archive of ancient tomes. Here you can gain knowledge in exchange for... other knowledge.
• Replaces your cards with random ones when you pass by.
• Collapses after 20 exchanges.
20 -->
Road
lantern
A small spot of light in this grim world.
• Decreases the maximum number of monsters on adjacent tiles.
• The effect of lanterns can stack.
Smith’s
forge
The blacksmith guild crafts armor from metal, and can also craft a kind of life from armor itself.
• Removes up to 2 items from inventory.
• Adds an effect [for 20 hits for an item] that lowers incoming damage by 20%.
Chrono
crystals
Crystals that are able to refract not only the light of the rising sun but the passage of dawn itself.
• Doubles the effect of a day’s passing on adjacent tiles.
Outpost Soldiers from this outpost are always glad to help a traveler. Not for free, though.
• Spawns an assistant on the adjacent tiles.
• All yellow and orange items dropped in the battle will be spent as payment for his work.

Landscape

Rock Its magnificent appearance gives you strength.
• +1% of base hp.
• +1% for each adjacent rock or mountain.
Mountain It’s like a rock, but really big.
• +2% of base HP for each adjacent rock or mountain.
× 10 -->
3 × 3 -->
Forest A thick forest. Nobody knows who or what could be lurking inside. It makes you a bit nervous.
• +1% hero attack speed.
Thicket It’s so thick not even a single sunbeam can pierce it. Only the fastest can survive here.
• +2% hero attack speed.
× 10 -->
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River Flows from who-knows-where to somewhere else. This makes it perhaps the only thing in this world that has an end.
• Doubles the effects of adjacent landscape tiles.
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Desert Desert heat burns everything in its path, not only you.
• Lowers every creature’s hp by 0.5%.
Sand
dunes
Hot wind coming from the dunes makes everyone feel a terrible thirst.
• Lowers all creature’s hp by 1%.
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Meadow Earth covered with a thick carpet of grass. Nothing really interesting... unless you’re a cow, of course.
• Heals 2 hp at the start of each day.
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Suburbs You start to remember big stone houses. But not the people that inhabited them.
• Can only be placed next to other suburbs if they are present.
• Increases the experience gained from killing enemies by 1.
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Special

Oblivion A bit of the Lich’s magic. Causes anything to be totally forgotten.
• Erases any established tiles.
• Erases monsters from the road.
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Beacon A worthless landmark in a world with no direction.
• +40% movement speed within its range .
• +20% attack speed for all units.
Storm
temple
A place of worship for the ancient god of lightning. His name is long forgotten.
• Strikes 2 random targets in its range with lightning every 5 seconds. Lightning cannot be evaded.
• Effects of multiple temples can stack.
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Temporal
beacon
Its light is so bright that it makes you forget about the passing of time.
• Speeds up time by 50% within its range.
• Can spawn time watchers, which are afraid of vampires, within its aura.

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Treasury The thick walls guard all kinds of riches from thieves and previous owners.
• Gives a random resource after placing anything on an adjacent tile.
• Can’t be built adjacent to anything.
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Golden

Ancestral
crypt
The final resting place of an ancient family line. Death and the lessons it teaches are honored here.
• +3 hp for every enemy with a soul killed.
• Removes hp bonus from armor.
• Grants you one resurrection after hero’s death.
Zero
milestone
A monument to the first step made by the first explorer.
• Evenly changes monster’s strength depending on their position on the road. Weakens the ones close to the meridian and strengthens the ones that are far away.
• Doesn’t affect bosses.
Maze of
memories
The intricate structure of its walls forces you to use your brain and remember a big part of this world.
• Does nothing.
• It takes up a lot of space.
Arsenal A central hub for the true masters of war craft. They can teach anyone to fight with any weapon.
• Creates an additional item slot.
• Lowers item quality by 15%.

Road

Wasteland There’s absolutely nothing here... Well, except slime...
• 5% chance of spawning a slime once a day.
Blood path Not only ghosts are created on the battlefields.
• Spawns a blood clot every 4 days.
Ransacked
village
The farmers couldn’t fight off a hungry vampire. They could still fight you off though.
• Spawns up to 4 ghouls once per loop.
• Transforms into something useful after 3 loops.

3 -->
Count’s
lands
The village is thriving under the vampire’s protection and its inhabitants are very generous.
• Heals [15+5*loop] hp upon entering.
• Gives you a quest with a better reward.
Overgrown
field
No one sowed it, and no one will harvest its crops. Yet it is still here somehow.
• Spawns a scarecrow every 4 days.
• Creates a field of blades on empty tiles during combat.
A Village? A result of the forest’s attempts to understand human civilization.
• Spawns a wooden warrior every 2 days.
• Appears every 10 forest/thicket tiles.

× 10 -->
Bridge Sturdy and reliable. Placed between riversides to connect them.
• Does nothing.
• Only needed to increase the length of a river.
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Roadside

Shipwreck Trade ships often fall prey to the fishmen's expansion marches.
• Spawns a siren once per loop.
• Spawns a chest once per loop, no mimics.
• Enemies on adjacent tiles may become ghosts.
Goblin
camp
The sound of backstabbing can be heard from miles away.
• Spawns a goblin on an adjacent tile once a day.
• Appears for every 10 mountain/rock tiles.

× 10 -->
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Goblin
lookout
Sadly, even swamps aren’t enough to get rid of goblins. They can get used to anything.
• Adds a goblin archer to battles on adjacent tiles.
Abandoned
bookery
Your greed set free ancient tomes that now search for skilled sorcerers.
• Adds tomes to battles on adjacent tiles.

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Hungry
grove
A blood grove that has lost its connection with the forest. In constant agony because of its irrational existence.
• Occasionally attacks the hero ([5+3*loop] damage).
• Devours enemies that have less than 20% hp left.
Bandit
camp
Masters of trading their poverty for someone else’s life.
• Spawns a bandit on an adjacent tile every 2 days.
• Bandits prefer villages.
• Appears for every 2 village tiles.
Reed Appears on the river and near roads; something scaly is watching you from there.
• Spawns a fishman every 3 days.

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Landscape

Mountain
peak
A stone giant. Could support the sky itself if it weren't already gone.
• +48 hp.
• +2 additional hp for every adjacent mountain/rock tile.
• Spawns a harpy every 2 days.
Blooming
meadow
Flowers get a feel for the world and bloom with pleasant smells.
• Heals 3 hp at the start of each day.
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Oasis Water from a small stream hidden in the dunes has a calming effect on you.
• –0.5% to hero’s attack speed.
• –1% attack speed to all other creatures.
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Burned
forest
Trees that were struck by lightning and burned to ashes are filled with a new power.
• +0.5 magic damage.
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Town Cracks in the walls and ancient scrolls can tell you many things about the people who used to live here.
• Increases the experience gained from killing enemies by 2.
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Empty
treasury
A treasury without treasure. An empty shell. A sorry sight. Especially for its stone guardians that have slept through their eternal watch.
• Spawns a gargoyle every 3 days.
Lich’s
palace
It was here that the sorcerer Omicron conducted his futile experiments in an attempt to stop the heat death of the Universe.
• Every palace increases Lich’s hp and damage by 5%.

monsters


Slime Artificial life, Liquid
"Corrosive structure"
Each attack lowers target’s defense by 0.3*loop pts until the end of the battle.
"Sticky body"
Attackers get the "Thick slime" effect (–10% damage until the end of battle).
"Splashing"
Creature’s allies get the "Thick slime" effect after its death.
 Craft fragment       Shapeless mass
A monster made out of thick, translucent, moss-green slime. It feeds on any organic material by enveloping and digesting it. As long as the victim doesn’t fight back, of course. And if it does, a slime will do everything in its power to fix it.
Ratwolf Living, Has a soul
"Gnawing"
20% chance to cause bleeding that deals 4*loop damage after every attack for the next 3 seconds.
"Nimble"
Ignores damage to all.
"Thick hide"
Can’t be damaged by more than 30% of its max hp by a single attack.
 Living fabric
Might have been considered just a giant forest rat if it wasn’t for its wolf-like behavior. While fighting, ratwolves always try to push their victims onto their backs to get at the throats. Ratwolves have a very thick hide and are capable of quickly healing even the most serious of wounds. The only thing that keeps ratwolves from becoming an omnipresent and nearly indestructible species is their attachment to forests, where it’s much easier to hide and hunt.
Spider Living
"Entangling"
5% chance to immobilize target with web instead of attacking.
"Weaver"
Adds the "Spider web" effect to a location.
"Venomous"
10% chance for attack to poison the target. Poison will do 2.0*loop damage per second for the next 4 sec.
 Living fabric
Its huge size does nothing good for this creature’s survival, making it an easy target. Another trait that separates it from other arachnids is its social life, which closely resembles bees or ants. It uses organic blades hidden in its abdomen to kill its victims.
Skeleton Undead, Has a soul
"Not finished"
May resurrect as a shattered skeleton after being killed (70% chance).
"Raw-boned"
Takes 2/3% less damage from archers.
 Pitiful remains
A warrior who fell in battle, long buried and decomposed. Awoken from his death as if it were simply sleep, and already ready for a battle that he thinks is still going on. A graveyard is, of course, a pretty dangerous place, and cremation is a much more practical choice. But depriving the dead from the chance to come back from the netherworld only because of our desire for safety would be downright disrespectful. Even if all that returns is a pile of bones, some rusty ammunition, and silent fury.
Skeleton
archer
Undead, Has a soul
"Archer"
Takes part in battles on adjacent tiles (ranged combat / 3rd row); –30% damage in 2nd row; –60% damage in 1st row.
"Not finished"
May resurrect as a shattered skeleton after being killed (50% chance).
"Raw-boned"
Takes 70% less damage from archers.
"Slow"
Every damage dealt to this creature interrupts its attack.
 Pitiful remains
A raw-boned wielder of a raw-boned weapon. Its origin is not very different from its blade-wielding brethren. The only difference between the two is its unwillingness to close in on its targets.
Cracked
skeleton
Undead
"Raw-boned"
Takes 90% less damage from archers.
"Crumbling"
15% chance to be destroyed by its own attack.
"Master of battle"
Fills attack bar to 2/3 after missing a hit.
 Pitiful remains
A skeleton is a living corpse that got rid of its soft tissue. But who says that losing some bones too would stop it from existing?
Chest Object
"Splinter"
After every 4 attacks a splinter breaks off dealing 5% damage to hp
"Common fund"
Gives 1 additional item for every non-chest ally present at the start of battle.
"Empty"
20% chance that the chest will be empty.
 Stable branches       Craft fragment
A solid box made from wood and metal. A pretty common thing. But the most interesting part is its contents.
Mimic Object
"Ambush"
Creature’s first strike is always a critical hit (200% damage) and always hits the target.
"Fragile"
Every attack against a mimic is a critical hit (150% damage).
"Easy target"
Always attacks hero’s allies first.
 Stable branches       Living fabric
A nebulous creature of indescribable composition, that’s able to imitate the form of any given object. Mimics are the best at what they do: there have been a number of occurrences known to history when a sleeping shapeshifter was opened up with a key. But occurrences of a mimic eating some unlucky travelers who happened to be nearby are much more common. It attacks with an array of pseudopods, of which he is almost entirely composed of.
Blood clot Undead, Liquid, Has a soul
"Submerged"
Goes underground after every 2 strikes (cannot be targeted).
"Withering"
Loses 0.3 hp every second.
"Crumbling"
10% chance to be destroyed by its own attack.
 Pitiful remains       Shapeless mass
A bloody mess guided by fading memories of its earthly form and motives. The handful of bones floating inside its undead body can hardly support it. And yet, again and again, it tries to get up from the ground and continue the fight. But every clumsy move and every attack only further weakens it. Its liquid body is easy to splash but hard to wound. Fighting a blood clot is more of a tribute to the unknown warrior it once was, who will finally meet his death not from wounds, but from realizing his long-awaited defeat.
Ghost Undead, Has a soul
"Chilling touch"
Upon dying stuns opponent for 3 seconds/attacks.
"Presence"
Lowers attack speed of allies by 15%.
"Possessed"
Passes the "Possessed" effect to another ally after being killed (–50% attack speed, +70% damage for 3 hits).
 Pitiful remains
A trace of a life cut short, made from frost and incomprehension of its own demise. Ghosts are always anthropomorphic even if they weren’t human in life. It’s possible that every creature sees ghosts in its own way, interpreting the image in a manner most convenient for their mind.
Ghost
of a ghost
Undead, Swarm, Has a soul
"Presence"
Lowers attack speed of allies by 15%.
"Predictable"
Has 20% chance of missing regardless of target’s evade value.
"Doppelganger"
100% chance to counterattack.
 Pitiful remains       Shapeless mass
An ethereal being, stripped from its flesh, its mind, and all justification of existence. A swarm of chaotically intertwined ghostly bodies that are surprisingly synchronized in their actions. Maybe it’s their hatred for all living beings that brings them together... and quite literally so.
Prime
matter
Undead, Cosmic, Has a soul
"Creation"
Reward for this unit consists of 3 random cards (including cards you don’t have) or one golden card (33% chance).
"Fatalism"
33% chance to receive only 1 damage from an attack, 33% chance to receive 150% damage.
"Destined"
Creature’s sixth strike is guaranteed to kill the hero.
 Pitiful remains       Time shard
A creature beyond all comprehension. There are no words to fully describe it. And no words to even partially describe it. Both nothing and everything. Simultaneously.
Vampire Undead, Vampire, Has a soul
"Bloody pets"
Summons bats after health drops below 50%.
"Blood thirst"
20% of vampire’s damage is dealt to all creatures that have the "living" attribute.
"Pack form"
Gets the "swarm" attribute during its attack.
 Pitiful remains
Aristocrats feeding on the blood of the simple people is a very colorful metaphor. The thing is— it’s not actually a metaphor. A vampire’s lifespan is infinite, and his physical, magical, and intellectual abilities are phenomenal. All these features make vampires great reformists and innovators. Nowadays nearly all vampires have gone insane because of their long stay in the empty void and the consequentially intense blood hunger. During battles they use their long bony claws to cut open victims’ flesh.
Vampire
mage
Undead, Vampire, Mage, Has a soul
"Legacy"
Transforms into a tome after being killed.
"Bloody pets"
Summons bats after health drops below 50%.
"Transfusion"
Heals allies by 70% of damage dealt during its attack.
"Balance"
Creature’s damage can’t be higher than 10% of target’s max hp.
 Pitiful remains       Time shard
A mix of ancient hunger, vast knowledge, and the ability to read. Vampires who have uncovered the mysteries of magic are capable of incredible feats. Too bad that their current priority is filling their veins with your blood. But what else would you expect from them? Their thirst for knowledge is satiated, the thirst for blood is the only thing that’s left.
Watcher Cosmic, Mage, Has a soul
"Benefactor"
Gives an ally 0.5*loop magic armor instead of attacking (only once per creature). Flees if there are no targets for its ability.
"Fatalism"
33% chance to receive only 1 damage from an attack, 33% chance to receive 150% damage.
"Tracker"
When this unit is present, the defense values and evades of all its enemies are lowered by 20%.
"Out of time"
Time flows backwards.
 Memory fragment       Time shard
Little is known about the watchers. Usually, they are seen just staring at something. Rarely do they enter their tower, only to return soon after and continue their watch. Watchers rarely intrude on any events taking place, and when they do there is a risk of a serious alteration of history.
Watcher
mage
Cosmic, Mage, Has a soul
"Legacy"
Transforms into a tome after being killed.
"Out of time"
Time flows backwards.
"Chaotic"
Unit’s damage varies from 0% to 200%.
"Foresight"
Gets the "Prediction" effect every 3 seconds which allows it to ignore incoming damage once.
 Memory fragment       Time shard
Is it a watcher armed with knowledge or is it knowledge itself armed with a watcher? Whichever it might be, this creature sees something wrong with your existence, and it’s trying very hard to fix it before it’s too late.
Tome Artificial life, Mage
"Force field"
Gives 5*loop magic armor to all allies at the start of battle.
"Chaotic"
Unit’s damage varies from 0% to 200%.
"Friendly fire"
30% chance to attack an ally.
 Memory fragment       Time shard
       Craft fragment
Some spells are so powerful, that even writing them down on a sheet of paper can lead to very serious consequences. And if there are too many such spells in a single book—absolutely nothing good will come from of this. Turning a single page can be enough to turn the unsuspecting reader into a pile of ash. And the tome doesn’t care if you don’t want to read it or even if you can’t read at all. Your inability of surviving the tome's wisdom is only your problem.
Goblin Living, Has a soul
"Rage"
Enrages after an ally dies (+30% damage).
"Confusion"
30% chance to be idle for 3 seconds after an ally dies.
"Learning"
Every creature’s attack increases its damage by 0.3*loop until the end of battle.
 Living fabric
A vicious tribe living in mountain regions. They usually venture outside in small groups to find some loot, get some knowledge, or just for fun. Civilized enough to use tools, but not enough to engage in peace negotiations. Their teeth are razor-sharp, but in battles they usually prefer to use daggers. Mainly because it’s too hard to bite and curse at the same time.
Goblin
leader
Living, Has a soul
"Rage"
Enrages after an ally dies (+30% damage).
"Tactician"
Increases the attack speed of all allies by 15%.
"Protected"
33% chance to forward a direct damage to a random ally.
"Discipline"
Goblin’s "Confusion" has no effect while the leader is alive.
 Living fabric
Goblins don’t really get the concept of hierarchy. Nevertheless, they always know that their leader will make the best ambush and get the biggest chunks of meat. They also know that living in submission, without a blade in their stomach, is much more comfortable. And if they don’t know— their leader will educate them in the most comprehensive way.
Goblin
archer
Living, Has a soul
"Archer"
Takes part in battles on adjacent tiles (ranged combat / 3rd row); –30% damage in 2nd row; –60% damage in 1st row.
"Learning"
Every creature’s attack increases its damage by 0.3*loop until the end of battle.
"Friendly fire"
30% chance to attack an ally.
"Confusion"
30% chance to be idle for 3 seconds after an ally dies.
 Living fabric
Goblins that discovered the advantages of long-range combat are an unwelcome surprise for anyone. The combination of a goblin’s crooked bows and arrows and their even more crooked hands yields surprisingly good results. Quite often the journey of an arrow after it is fired by a goblin ends in the back of its comrade. But a hit to an ally is still a hit.
Ghoul Undead, Has a soul
"Carrion eater"
Devours a random corpse, restoring 25% of hp.
"Untouched brain"
20% chance to be fully revived from its corpse after 0.7 seconds.
"Slow"
Every damage dealt to this creature interrupts its attack.
 Pitiful remains
A poor fellow sucked dry by a vampire. Walking dead looking for a chunk of flesh to compensate for the life that was taken from it. Serving the will of a vampire, they are still unable to find peace even after their master's death. The rare moans these creatures produce are just their attempts to imitate the breathing of living creatures, and clearly not attempts at communication.
Bandit Living, Has a soul
"Brigand"
% chance to destroy hero's item when attacking.
"Nimble"
Ignores damage to all.
"Legionnaire"
+15% damage for every ally with the same ability.

Greedy ragamuffins are an obligatory sight in any rich village. Wherever coins jingle, daggers follow suit. Unlike city thieves, stealthy out of necessity and scared of seeing so much as a shadow of a city guard, free bandits mug people with impunity. Their only fear is being unable to carry all their loot at once.
Harpy Living, Has a soul
"Foresight"
Gets the "Prediction" effect every 3 seconds which allows it to ignore incoming damage once.
"Hardening"
Gets +1 defense for 3 seconds after being hit. The effect can stack.
"Desperate"
Unit’s damage value is multiplied by a percent of its missing hp (+0%).
 Living fabric
Harpies are wise, beautiful, and deadly. Their gift of foresight helps them find prey, their sharp sight shows the best way to capture it, and their strong wings give them the means to execute their plan. The light weight and frailty of their bodies is fully compensated with claws that are sharp enough to easily cut through solid stone.
Gargoyle Artificial life
"Impenetrable"
Any damage dealt not during the unit’s attack phase is decreased by 60%.
"Stony stare"
Lowers attack speed of allies by 10%.
"Defender"
Always becomes the first target in battle.
 Craft fragment
An enchanted statue that’s left its post. Although they are created by magic, gargoyles are not considered magical creatures. One can only guess how these piles of rubble are able to fly. And why wouldn’t they just land on their opponent’s head instead of fighting?
Flesh
golem
Living, Plant, Has a soul
"Dying strike"
Won’t die until it deals its last hit.
"Heavy hand"
Every hit done to the golem increases the chance for critical hit (+5%). Chance is 0 after Golem has dealt critical damage.
"Spikes"
Anyone directly attacking this creature will receive 4*loop hp of damage back.
 Stable branches       Ration
       Living fabric
A mess of flesh, bones, and wood. It’s easy to mistake it for some undead creature. But it’s actually the fruit of a blood tree. Its lifespan is usually shorter than a week, but in that short time it’s able to break many spines. Its massive body is a weapon by itself. Not many creatures can survive a direct hit with its heavy, meaty hand.
Living
armor
Artificial life
"Steel flesh"
All damage done to this creature is reduced to 1 hp.
"Defender"
Always becomes the first target in battle.
"Countermeasure"
Has a 30% chance to counterattack.
"Flawed"
20% chance to receive double damage.
 Craft fragment
Craftsmen of the blacksmithing guild have seen impressive results from creating life through hammer-work and smelting. These results can often be seen wandering around and scaring simple folk with the clanking sounds made by their armor plates and their moans of despair from not knowing their place in the world.
Mosquito Living, Has a soul
"Overeating"
Explodes after 70 successful hits (40*loop damage to all creatures).
"Predictable"
Has 20% chance of missing regardless of target’s evade value.
"Repellant squeak"
Everyone who doesn’t have this ability gets the "Ringing in the ears" effect which has a 10% chance of interrupting attacks.
 Living fabric
An insect of incredible size and hunger. Imagine a bloodsucking rapier with a pair of wings that produces terrible buzzing sounds. That description fits this creature quite well. It usually lives in areas full of acrid swamp gases. The peculiar thing about these creatures is their inability to stop their "dinner" even when their belly is already full and can’t hold any more blood.
Scarecrow Artificial life
"Wide swing"
30% of creature’s damage is dealt to everyone on the battlefield.
"Scare away"
Banishes a random enemy at the start of battle (only once per battle).
"Countermeasure"
Has a 30% chance to counterattack.
 Stable branches       Ration
       Craft fragment
Farmers hope it will guard their crops against any unwelcome guests. Sometimes this protection becomes too literal. These practices are quite dangerous, but scarecrows are very good at guarding the crops and usually don’t hurt their naive creators. As for any strangers that are unlucky enough to find themselves in a wheat field... Well, a good harvest for the winter is much more important than some strangers.
Field
of blades
Plant, Swarm, Has a soul
"Ambush"
Creature’s first strike is always a critical hit (200% damage) and always hits the target.
"Countermeasure"
Has a 30% chance to counterattack.
"Harvest"
The hero will be healed by 0.5*loop hp at the end of battle.
 Ration       Living fabric
       Shapeless mass
A wheat field that no one has seeded. An oddity born out of paradox of its own existence, or just an inevitable regularity of coming upon a mysterious place during mysterious times. Even after mowing this field down you won’t find any weapon-wielding creatures bursting from its wilds. It’s as if no living being was ever here.
Scorch
worm
Living, Has a soul
"Archer"
Takes part in battles on adjacent tiles (ranged combat / 3rd row); –30% damage in 2nd row; –60% damage in 1st row.
"Retreat"
40% chance to flee instead of being killed.
"Desperate"
Unit’s damage value is multiplied by a percent of its missing hp (+0%).
"Corrosive structure"
Each attack lowers target’s defense by 0.3*loop pts until the end of the battle.
 Living fabric
A grotesque worm of considerable size. Its main body is covered in thick hide, and its head is additionally protected with an elaborate structure of bone and chitin plates. The thick hide of this creature is a part of its digestive system-the enormously high temperature of its insides, high enough to melt small rocks, would dissipate without a good, thick layer of insulation.
Fishman Living, Has a soul
"Master of battle"
Fills attack bar to 2/3 after missing a hit.
"Legionnaire"
+15% damage for every ally with the same ability.
"Humidity lover"
Gets the "Slimy" positive effect (+20% evade) if there are "Liquid" enemies in battle.
 Living fabric
Not much is known about the sea people. But some of their most obvious traits are infamous: they have a nasty temper, their glaives are deadly, their scales dry fast outside of water, and their snake-like tails are not fit for traveling by land. And yet the fishmen continue their attempts to conquer land.
Siren Living, Has a soul
"Humidity lover"
Gets the "Slimy" positive effect (+20% evade) if there are "Liquid" enemies in battle.
"Protected"
33% chance to forward a direct damage to a random ally.
"Summoner"
Attempts to summon a jellyfish on every 3rd attack.
 Living fabric
The fighting style of Sirens is utterly spectacular. Their spells are melodious and their elegant moves are enchanting. But sirens actively try to reduce the size of their audience: a tragic fate awaits anyone who becomes mesmerized with their show.
Jellyfish Liquid
"Ambush"
Creature’s first strike is always a critical hit (200% damage) and always hits the target.
"Friendly fire"
30% chance to attack an ally.
"Legionnaire"
+15% damage for every ally with the same ability.
 Shapeless mass
A floating creature made entirely of water. Its liquid state doesn’t stop it from performing slashing attacks, but it also doesn’t protect it from receiving attacks from its opponents. On the battlefields jellyfish can usually be spotted acting as minions to sirens, whose songs are able to enchant even water itself.
Wooden
warrior
Artificial life
"Doppelganger"
100% chance to counterattack.
"Spikes"
Anyone directly attacking this creature will receive 4*loop hp of damage back.
"Hardening"
Gets +1 defense for 3 seconds after being hit. The effect can stack.
"Learning"
Every creature’s attack increases its damage by 0.3*loop until the end of battle.
 Stable branches       Craft fragment
A wooden copy of a certain hero traveling around the desolate world. It’s hard to understand the reason for this marionette’s existence or how it was brought to life. It’s trying to imitate every move and is very precise in doing so. Stepping to the side is the only thing this ball-jointed doll cannot do.
Dark slime Cosmic, Liquid
"Chilling touch"
Upon dying stuns opponent for 3 seconds/attacks.
"Ambush"
Creature’s first strike is always a critical hit (200% damage) and always hits the target.
"Friendly fire"
30% chance to attack an ally.
 Time shard       Shapeless mass
Being one of the few indigenous species of these strange times, the dark slime feels very much at home in the ruins of the forgotten world.

Resources


Stable wood

A log that somehow managed to keep its structural integrity despite the general chaos.
•forest and grove cards
•"treasury" card
•drops from some enemies

Stable branches

Somehow the memory of these sticks wasn’t lost.
12pieces of stick form a beam of stable wood.

Preserved rock

Apparently untouched by the Lich's curse and thus suitable for building despite the shapelessness of the world.
•rock and mountain cards
•"treasury" card
•drops from some enemies

Preserved pebbles

Small stones that still remember how the world used to look. When you hold them, you’re able to vaguely remember it for a few seconds, too.
10pieces of pebbles form one preserved rock.

Stable metal

A chunk of metal saved from being devoured by the Lich. Its pieces stick together as if they are magnetized.
•all equipment forgotten in the inventory becomes scrap metal
•"treasury" card
•drops from some enemies

Scrap metal

Small pieces of metal that survived the Lich's curse. Sometimes this is all that remains from armor or a sword that you haven’t looked at for awhile.
13pieces of scrap metal form one bar of stable metal.

Food supply

A small pack of food found in the ruins of the new world. Unlike the rest of the world, hunger is still here, and you’ll need all the means you can get to fight it.
•from fighting on the battlefields
•"treasury" card
•drops from some enemies

Ration

A small amount of food. Surprisingly, it can still satisfy one’s hunger. These things are a real luxury now.
12rations form a whole food supply.

Orb of expansion

A physical manifestation of expanding space in the form of a little sphere.
•from fights with more than 4 enemies (the higher the number of enemies, the higher the chance)

Orb of immortality

Usually death is unstable. This orb makes it stably nonexistent for a few seconds. That is usually enough to avoid this gruesome fate.
•from defeating chapter bosses

Book of memories

Only real facts and many truths. But only about one thing. And one time.
•drops from some enemies (Like the "Tomes")
•cards, burned from hand overflow, become memory fragments

Memory fragment

Rumors, myths, and someone’s delusions. It will take weeks to understand it all. And it will take years to decide if you really need this.
10fragments form a complete book of memories.

Metamorphosis

The world’s ability to change and transform was carefully detached from its existence, put into an orb, and destroyed. It’s nice that it isn’t irreversible.
•from transforming tiles

Noticeable change

This is enough to turn a caterpillar into a butterfly, a seed into a sprout, or a drop of water into steam. Will turn itself into something else too if you collect enough of it.
20changes form a complete metamorphosis.

Orb of afterlife

All existence’s ability to die. You may find it terrible, but the world couldn’t exist without its fragility and transience.
•from defeating "undead"-type enemies
•from defeating "vampire"-type enemies

Pitiful remains

A life someone lived. A desire to keep living. A sad fate.
10remains form a whole orb of afterlife.


Astral orb

An emptiness filled with echoes of the light of distant stars. The lack of stars in the sky suggests that they were taken from this world too.
•from defeating "mage"-type enemies
•from defeating "cosmic"-type enemies

Time shard

The laws of this world are usually based on space and time. But space is shattered. And so is time, as you can see.
10shards form a whole astral orb.

Orb of crafts

Work that’s been done flawlessly. A life spent searching for perfection.
•from defeating "artificial"-type enemies
•from defeating "object"-type enemies

Craft fragment

A delicate fitting, a masterful carving. Fragments of work done by someone’s skillful hands.
10fragments form a whole orb of crafts.

Orb of evolution

An attempt to improve, to adapt, and to survive. An eternal struggle for a place under the sun.
•from defeating "plant"-type enemies
•from defeating "living"-type enemies

Living fabric

A fragment of fabric that lives, grows, and even gets older. In general, a substance with a very curious structure.
10pieces of fiber form a whole orb of evolution.


Orb of unity

Separation made whole. A way to become more than just a sum of your components. Order made from chaos.
•from defeating "liquid"-type enemies
•from defeating "swarm"-type enemies

Shapeless mass

A fluid mass of uniform elements. A flexible image of passive plasticity.
10drops form a whole orb of unity.


Alchemy


50= 50= 50= 50= 66= 1000= 100= 300= 200= 300= 200= 200= 300=
=25 =25 =25 =25 =25 =100 =25 =50 =100 =150 =100 =100 =150
6= 7= 6= 6= 12= 17= 40= 60= 40= 60= 60=
=3 =3 =3 =3 =3 =5 =10 =15 =10 =15 =15

Furniture


Chest The lid is really heavy, so you should probably only open it when you actually have to. Equipped with a long-broken locking mechanism.
Lowers the resource penalty for dying or retreating by 3%.
Sturdy
stool
A bit more comfortable and easier to carry than a simple log. Also looks a bit nicer. Can help you reach the top shelf if such a need arises.
+0.3 hp regeneration per second if you already have it.
Antique
shelf
Its contents are protected from dust and moisture by a layer of glass, but you can still look. This piece of furniture has seen better days, so you’d better not use it too often.
+1 to max hp for every whole resource gained during this expedition.
Dinner
table
Despite its name, you can also have breakfast and lunch on it. Should be cleared after every meal. Or at least by the end of the day.
+1*loop hp for passing the campfire.
Oak
bed
Heavy, sturdy, and old. Sleeping on it is very comfortable. But be careful not to wake everybody in the house with its loud squeaking.
+1% hp for passing the campfire, but max hp is lowered by 2% from the base amount
Antique
Wardrobe
A beautiful antique wardrobe. A silent witness to several generations of fashion.
+5 hp every time the hero equips a new item.
Count’s
Chair
Although this chair’s previous owner was a vampire, it is decorated with a surprisingly high number of wooden stakes. Still has a trace of life-absorbing aura.
+1% to vampirism, if you already have it.
Alchemist’s
shelf
A shelf with slots for vials and reagents, labels for bottles, and other mysterious stuff that belonged to the previous owner.
+1 to max number of potions.

Tools


Kitchen
knife
Usually used to cut and peel vegetables, but can also be pretty dangerous for a clumsy cook’s fingers.
+1% base hp for every "food" item placed in your camp.
Skinner’s
knife
A knife made for working with animal skins. Not in mint condition but still quite useful in capable hands.
10% chance to receive 1 ration after killing a ratwolf. +5 hero damage against all ratwolfs.
Old
frying pan
A simple yet irreplaceable kitchen implement. Doesn’t usually need an introduction. A deadly weapon in the hands of an angry housewife.
Additionally heals 15 hp when you pass the campfire tile.
Jeweler’s
lens
Multiple lenses with different magnifying abilities put into a single frame with a varnished handle. Allows a jeweler to become even better at what he does.
Raises the chance of finding a rare item by 10%.
Miner’s
pick
The best weapon if you get in a fight with a mountain. Any other rock won’t have a chance against it either, of course.
+1 pebbles while passing the campfire tile.
Blacksmith’s
hammer
This tool is unmatched in making lots of sparks. A loyal companion to all blacksmiths. Respects hard work and a firm hand.
+1 defense.
Forester’s
Axe
An old but still reliable and sturdy tool. The ability to chop wood comes with the price of callouses on your hands.
Every time the hero receives stable branches, he has a 10% chance of receiving more.
Herbalist’s
Sickle
Comes in handy when you need to carefully gather some rare herbs. Every herbalist can appreciate both the convenience of this tool and the pleasant smell of metal and mint coming from its curved blade.
+1% to the potions’ healing power.
Farmer’s
scythe
A bit rusted, but nothing a whetstone can’t fix. Apart from that, it’s a good tool for harvesting wheat or gathering hay.
5% chance to receive 1 ration while passing through a wheat field. 3% of damage becomes damage to all.
Shoe Nails A handful of small nails for fixing soles and small heels. You better wrap them in a piece of fabric if you want to take them with you.
Attackers receive 1 damage after every hit.

Food


Cheese A type of food that’s tasty and can be conveniently stored for a long time. Don’t be sad if you don’t have a glass of wine to go with it. The cheese is quite tasty on its own.
+1 hp after killing an enemy.
Meat stew A bowl of hot stew is the best way to stay warm on a cold winter night. Still good at any other time, of course. Spiced with some dried herbs.
Receive additional 5 hp while passing through a village.
Loaf
of bread
A bit charred on one side, but still good. A welcome sight on a dinner table for rich and poor alike.
+10 max hp
Garlic The distinctive taste of garlic will make any food tastier. Nobody knows why vampires don’t like garlic. Maybe it’s a price they must pay for their extraordinary powers?
+2 hero damage against all vampires.
Smoked
ham
Tasty smoked meat is always a welcome guest to any table.
Heals 5 hp at the start of each day.
Mixed nuts A small basket of various nuts. Won’t go bad and will feed you well. A great type of food to store for the winter and a nice evening snack.
+2 max hp for every point of defense the hero has.

Jewelry


Exquisite
mirror
It’s a bit tarnished but still does a better job than the surface of a lake or a metal plate. The frame is decorated with tiny bolts of lightning.
6% chance to redirect lightning (from the Storm temple) or a magical attack to a random enemy.
Rare book Time was merciless to this book and it’s impossible to read it anymore. Small fragments of text tell you about times and places that are long forgotten, but it’s not enough to get a complete memory or piece of knowledge.
+1 defense for every card in player’s hand (effects don’t stack).
Silver
pendant
A beautiful piece of antique jewelry. The pendant is a small medallion in the shape of a bat, clinging to the silver chain with its tiny claws.
- 4 damage from all vampires.
Silverware A small set of cutlery that makes eating much more comfortable. Silverware requires some special treatment but it’s still nice to have it. Some old engraving can still be seen on the dishes, but you can’t make anything of it.
+2 hero damage against all undead.
Old
painting
Just a single look at this painting reminds you of someone. But you still can’t remember who that might be. Canvas. Oil paints. Year and creator are unknown.
Increases damage done to boss by 4%.
Brass
candlestick
Mostly just a piece of art. But still quite useful. It’s a real waste to burn three candles at once, but who can refuse the comfort of some warm light in these dark times?
The hero’s damage is increased by 5% when he is in range of a road lantern or a beacon (effects don’t stack).

traits


Surveyor

+0.5*loop hp for an adjacent road-side tile while passing a tile.

Second thoughts

Get a new set of 3 traits (doesn’t spend points).

Supplies

The hero leaves 10% of his findings in a camp when passing through a campfire tile.

Blissful ignorance

Deals you a full hand of "Oblivion" cards. From now on using "Oblivion" cards heals hero by 10% of his max hp.

Card-sharp

10% chance to keep the card after placing its tile (doesn’t work for the golden cards).

Class: Warrior


Shield-master

10% chance upon hit of stunning target for 1 seconds.

Skilled armorer

Defense is increased by 1 after every loop.

Buckler

Every counterattack restores 1.5*loop hp.

Article of protection

After receiving this effect and after every loop, the hero receives a bar of phantom protection that equals 65% of his max hp. All damage to it is dealt ignoring defense.

Blade of dawn

Every morning the hero’s sword is filled with sunlight, causing its next attack to deal *2 damage to all.

Somersault

35% chance to perform a counterattack during evade.

Strong aftertaste

+1.5 damage for every potion used.

Dominant mass

Damage is increased by 20% of defense value.

Battering ram

The hero rushes into battle head-on and his first attack has a 75% chance to stun each enemy for 1 seconds.

Survivalist

If your hp drops below @% your regeneration is doubled.

Class: Rogue


Fuss

The hero receives 7% less damage for every enemy, starting after the second enemy.

Smoke screen

After losing 20% of his max hp in battle, the hero will evade all attacks for 2 seconds.

Pickpocket

@% chance to steal a resource shard from an enemy while countering.

Picky

Lowers the quantity of items received on the camp tile by 3, while increasing the quality of exchange for trophies.

Marauder

Fighting against 3 or more enemies will grant you an additional trophy.

Child of the forest

A ratwolf may come to your aid during battle (75% chance).

Old scars

Max hp is increased by 1 for each received trophy.

Lethal weakness

Every 10% of lost hp gives you a 0.5% chance to instantly deal 1000% damage.

Nothing is sacred

+3 hp after a kill.

Master of fencing

@% chance to simultaneously attack two targets.

Class: Necromancer


Edge of impossible

20% chance to exceed the number of skeletons and summon 2 of them during the last summon.

Field practice

+0.25 to skeletons’ level for a loop (starting from the loop when this trait was received).

Art of control

+1 to maximum number of skeletons.

Residual heat

Receive +@*loop hp after skeleton’s death.

Ambitions of the dead

After killing an enemy, skeleton fully heals itself; its damage and hp are increased by 10% until the end of battle.

Counterattack

After hero receives direct damage all skeletons have a 15% chance to immediately perform a counterattack.

Preparation for a ceremony

First two skeletons summoned in a day will be strengthened.

Unseen care

A permanent +0.5 bonus to energy armor for every summoned skeleton.

Horde

3 strengthened skeletons will be joining the hero on every loop to help in battle.

Laying down one’s life

Any direct damage to the hero will be evenly split between him and his skeletons.

reward


Deep pockets

Resource cap in the expedition is increased by 50%.

Axis tilt

time flies 15% faster.

Omicron's Technique

+1 resurrection charge

Awakened fragment

2% chance to get a whole resource sphere instead of a chunk.

Treasure hunter

5% chance for a chest to spawn on top of a killed enemy.

Gift of blood

On hit a hero can summon a blood lightning with mysterious chance.
Class: Warrior
On hit a hero can summon a blood lightning. Chance is equal to vampirism.
Class: Rogue
On hit a hero can summon a blood lightning. Chance is equal to critical hit chance.
Class: Necromancer
On hit a hero or his skeleton can summon a blood lightning. Chance is 20%.

Post-mortem toll

30% chance to get a random basic resource chunk upon killing an enemy.

Skilled architect

Upon each building hero gets 8*loop experience.

Eye of god

25% chance that the enemies will have one ability less. Doesn't affect bosses.

Shield of faith

Upon killing an enemy hero receives one stained-glass charge, which can protect him with 20% chance. 3 stained-glasses max.

Their own peril

Hero has a 60% chance to reflect a ranged shot into a random enemy.

Bottomless bottle

40% chance not to spend a healing potion upon usage.

Blind fury

Once per battle hero does 4 hits with double the speed when the health falls below 20%.

Lightning fast

A hero or his skeletons have a 20% chance to perform a quick 3-hit combo, with each hit dealing 50% damage.

Hunter's mark

After killing an enemy, your next attack will deal 2xloop extra damage.

camp


Campfire

A common campfire. Warm and cozy. Monsters keep away from it, so it's a nice spot to have some rest between your travels. It’s also the center of your camp and the starting point of your adventures.
• The hero restores 20% of his max HP upon entering the campfire tile.

Field kitchen

A very important place for any camp. If your nose isn’t lying, there is good food here.
• +10% to the campfire's healing power.
• Unlocks the "Blood grove" card.
Blood
grove


× 3 × 2 × 1

Herbalist’s hut

The hands of the herbalist always remember how to mix dried herbs and brew healing potions.
• Potion heals 4% of max hp.
• You can take up to 3 potions with you; 2 potions are refilled at the camp.
• Unlocks the "Swamp" card.
Swamp

× 2 × 3 × 4

Smithy

There’s always work for a blacksmith, apocalypse or not.
• Lets you start an expedition with basic warrior’s gear.
• Unlocks the ability to "craft" tools for the camp if the supply depot is built.

Supply depot

-->

× 2 × 4 × 7 × 2

Refuge

In these dire times it’s your duty to offer help to the needy. Can only be built next to a field kitchen.
• Unlocks a new class: Rogue.

Farm

Farmer’s crops are always a welcome sight on the dinner table.
• All empty tiles around the farm are transformed into gardens. After an expedition, it gives you 1 ration for every completed loop, but not more than there are garden tiles around the farm. You can build something over the garden.
• Unlocks the ability to "craft" food, if the supply depot is built.
• Unlocks the "Wheat fields" card.
Wheat
fields

Supply depot

-->

× 5 × 5 × 3 × 2

Smelter

An addition to the forge. Makes a blacksmith’s life a bit better. So your life will become better too.
• Unlocks the "Storm temple" card.
• Unlocks the "Arsenal" golden card, if the intel center is built.
• +30 to base hp.
Storm
temple

Intel center

--> Arsenal

Gymnasium

A place where you’ll learn how to read, write, and be polite to your teacher. Physical training takes priority.
• Unlocks the ability to gain "special traits" after killing monsters in expeditions.
• Unlocks the "Village" card.

Village

Cemetery

A gloomy but necessary part of every village.
• Passing through the cemetery on expeditions grants you a "memory fragment".
• Can resurrect the hero after an upgrade.

Crypt

Placed near the cemetery.
The final resting place of an ancient hero. Both magic and the unstable state of the world have taken a toll on it. Maybe its history will awaken some new qualities in you.
• Unlocks a new class: "Necromancer".
• Unlocks the "Ancestral crypt" golden card, if the intel center is built.

Intel center

--> Ancestral
crypt

Supply depot

The appraiser will be happy to identify all the strange things you find on the road, and pass them on to the people who need them the most.
• Unlocks the "Supply" feature.
• From now on you will begin to find useful artifacts for your people.
• Unlocks the ability to "craft" items, if you have the necessary buildings.
• Unlocks the "Ruins" card.

Ruins

Mud hut

A hovel made of sticks and mud. Houses only one person. Every resident brings you closer to victory. Build more houses!
• You can give residents furniture or food to store.

× 4 × 4 × 4 × 4

Warehouse

A spacious addition to the supply depot. Here people can store the wares that have no place in their house.
• +10 to the camp’s item limit.

Intel center

All the information you find about the world, resources, or monsters is logged and stored here.
• Unlocks the "Encyclopedia".
• Unlocks the "Desert" and "Sand dunes" cards.
• Unlocks the ability to add gold cards to the deck
Desert Sand
dunes

Watchtower

You can forget many things when leaving the camp. But you won’t forget the arrows fired from here.
• 1 crossbowman will help you from each tower in battles on tiles adjacent to the campfire. Only applies to battles with normal enemies. You’ll have to deal with the bosses yourself.
• You can build up to 4 towers.

Library

An addition to a reconnaissance center. Libraries can decipher information and complete your knowledge of the world.
• Allows you to unlock additional pages in the "Encyclopedia" in exchange for the "book of memories" resource.
• Unlocks the "Bookery" card.
• Unlocks the "Maze of memories" golden card, if the intel center is built.
Bookery

Intel center

--> Maze of
memories

Alchemist’s tent

The clinking of vials and the unusual color smoke indicates iron is being transformed into gold. Or something else is... into something else.
• Unlocks "Alchemy".
• Unlocks the ability to "craft" jewelry, if the supply depot is built.
• Unlocks the "Zero milestone" golden card, if the intel center is built.

Supply depot

-->
Zero
milestone

River

It’s unbelievable, but it actually was here all along. What a nice place you’ve chosen to set up camp!
• Unlocks the "River" card.
River

Bridge

You can fish from it, or just cross it. It’s a very versatile structure.
• Unlocks the ability to prolong the river under a road during an expedition.
• Can be built only on horizontal and vertical river tiles.
Bridge

Forest

You can hear the majestic rustle of leaves from the edge of the camp.
• This is the Lumberjack’s domain.
• Unlocks the "Forest" and "Thicket" cards.
Forest Thicket

× 3 × 2

War camp

An obstacle course with training dummies and a grumpy old war veteran. Enough to make you live a bit longer in battle.
• Increases the hero’s strength by 4%.
• Unlocks the "Outpost" card.
Outpost

Lumberjack

The grim but skilled lumberjack prefers the company of trees and his axe.
• After an expedition, it gives you 1 stable branch for every completed loop, but no more than the amount of tiles around the lumberjack’s hut .
• Unlocks the ability to "craft" furniture if the supply depot is built.

Supply depot

-->

× 3 × 19 × 15 *2

 


 
Attack speed Stamina

Class: Warrior



???

Class: Rogue



???

Class:
Necromancer

Max skeletons > Skeleton level > Summon quality
Summon quality > 0%


???

River

× 117

× 94
× 37 × 23 × 37 × 23
Attack speed 234% Attack speed 188%
Storm
temple
6%
... 6% × 10 = 60%
Smith’s
forge

Vampire
mansion
Temporal
beacon
+ = 100%
+ + = 150%
Ancestral
crypt




Has a soul
Maze of
memories
Mountain
peak
--> --> -->

Farm


Lumberjack

□□□
□■□
□□□ = 8

□□□
□■□
□■□ = 7 + 4

□■□
□■□
□■□ = 4 + 6 + 4
Lich’s
palace
Brass
candlestick
5 % dmg
Bosses
Secret bosses