Planet Centauri

Planet Centauri

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Billy's Guide to Pointy Things and Other Stuff Too
Por BILLYREDNECK
Welcome to the Wonderful Land of Billy where our goal is to help you get good. This is intended to by a by-the-numbers, comprehensive guide to a-lot-of-things Planet Centauri.
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Table of Contents
Gameplay Basics: Quick Reference
- Reference tables for items, equipment, skills, and effects

Starting Out
- Suggestions for early goals and materials.

Crafting: The Basics
- crafting tables
- gems & soul gems
- mining (ore locations)
- Weapon & Armor Upgrades
Intro
Welcome grasshopper. Sit and learn at the feet of the great Billy the Red.

This is a WIP. Please leave any suggestions, typos, or errors in the comments.

All information, titles and organization are to be considered working and therefore subject to change.

I have no idea what I'm doing as far as formatting goes. Any help would be appreciated.

------Possible spoilers ahead; read at your own risk------

Gameplay Basics: Quick Reference
Not yet implemented:
- stabbing damage

HP = Hit Points = how much damage the player can take; regenerates.
SP = Stamina/Mana Points = how many skills & spells the player/monster can use, regenerates.
Souls = flames that appear when a monster is killed; currency for some crafting tables.
Souls, XP = green orbs that appear when a transformed player or pet kills a monster, provide XP to pets, can be spent at transformation table to unlock additional forms.
XP = Experience Points = levels up pets, collected by pets & some companions.

-------- RARITY --------

-- Gear & Items --
level _x_ = _color of text_
level 1 = white
level 2 = green
level 3 = blue
level 4 = purple
level 5 = yellow
level 6 = orange
level 7 = red

-- Monsters --
Rarity level = _monster prefix_ = _monster color_ = _set skills+variable skills_
1 = Normal = n/a = n/a = 1-7 skills based on level
2 = Unknown = blue tint = 3+1 skills
3 = Rare = purple tint = 4+1 skills
4 = Divine = white/gray tint = 4+2 skills
5 = Legendary = black or black tint = 4+3 skills

-------- TIERS --------

-- Chests -- ?
Tier 1 = Wooden
Tier 2 = Iron
Tier 3 = Silver
Tier 4 = Golden
Tier 5 = Fire = require fire orbs
Tier 6 = Mimic
Tier 7 =

-- Jewelry --
Tier 1 = Copper
Tier 2 = Silver
Tier 3 = Gold(en)

-- Monster --
Tier 1 = Soul Gem lv1 (and up)
Tier 2 = Soul Gem lv2 (and up)
Tier 3 = Soul Gem lv3 (and up)
Tier 4 = Soul Gem lv4 (and up)
Tier 5 = Soul Gem lv5 (and up)

-- Potions --
Tier 1 = Small
Tier 2 = n/a
Tier 3 = Large
Tier 4 = Super
Tier 5 = Epic
Tier 6 = Legendary

-- Weapons & Armor --
Tier 1 = Tin
Tier 2 = Copper
Tier 3 = Bronze
Tier 4 = Iron
Tier 5 = Steel
Tier 6 = Silver
Tier 7 = Gold(en); _unique armor/weapons_

-------- STATS --------

-- Armor & Shields --
Absorb _%_ of Blunt damages
Absorb _%_ of Cut damages
Absorb _%_ of Explode damages
Absorb _%_ of Fire damages
Absorb _%_ of Pierce damages
Buff, Hit Points (HP +#) = stackable
Buff, Stamina (SP +#) = stackable
Resistance, Fire (%) = stackable
Resistance, Poison (lv)
Resistance, Shadow (%) = stackable

-- Jewelry --
Endurance = Dash and run cost 0 SP
Immunity to fall damage
Increase max jump height
Invincibility = No recoil
Perilous = Damages _+%_ if HP under _%_
Reveal chests in shadows
Reveal ores in shadows
Safe = Resistance _+%_ if HP under 20%

-- Weapons, Balls & Tools --
Block Damage (#) = damage done to blocks while mining.
Blunt damages (#)
Cut damage bonus (%)
Cutting damages (#)
Digging Cooldown (#sec?) = tool damage cooldown
Earth damages (#)
Fire damages (#)
Knockback (%)
Mass (#)
Multiple hurts = can hit multiple enemies simultaneously
Pickaxe speed (%) = % of speed increase to pickaxe attack speed
Pierce damages (+#)
Piercing damages (#)
Power (#min - #max)
Shadow damages (+#)
Speed (#)
?Stabbing damage =
Thunder damages (#)

-------- STATUS EFFECTS & SKILLS --------

Look in the top right & left corners of skill boxes for a modifier icon.
- arrow, up, green: Buff
- arrow, down, red: Debuff
- arrow, sword: Effect
- shield, brown: Resistance
- shield, gold: Immunity

Critical Bonus =
Critical Damage Bonus =
Cutting damage bonus =
Damages Bonus =
Haste (30sec)
Life Bonus (300sec) =
Life per Death =
Life Regeneration (180sec) =
Life Steal =
Restore _#_ HP
Restore _#_ SP
Stamina per Death =
Stamina per Hit =
Stamina Regeneration (180sec) =
Torch =
Toxic =

-------- Item Classifications --------

Will help the player understand what an item does or is used for. Beware, some classifications have multiple, context sensitive uses, such as material. Many items also have multiple classifications. As an example, Jack is a craftable companion (can be placed in the companion slot) that is categorized as both 'Material' and 'Jack'. Also, the Phoenix Sword, which is classified as a 'Sword', but also acts as a storage medium for the phenix companion. The Phoenix Sword can be equipped in the hotbar (the bar along the top of the screen) and used like any other sword; alternatively, the Phoenix Sword can be placed in the companion slot to summon the phenix.

Ammo = equippable; consumed with use
Armor = wearable; third row from top on the character screen (left and right)
Axe = equippable; weapon; used to chop down trees
Ball = equippable; entertain yourself
Block = equippable; placeable; used to build
Boomerang = equippable; weapon; ranged; ammo n/a
Bow = equippable; weapon; ranged; ammo arrows
Catch = equippable; can capture monsters turning them into pets, consumed with successful use
Chest = placeable; can store items, pets don't heal when stored here
Consumable = equippable; consumed by player for status effect
Craft = used to craft
Decoration = placeable; may be a crafting table; decorate your world
Door = placeable; used to block entry into areas, can be opened and closed
Food = consumed by player for status effect
Greaves = wearable; fourth row from top on the character screen (left and right)
Grenade = equippable; thrown explosive device
Helmet = wearable; second row from the top on the character screen (left and right)
Jack = craftable companion; can be equipped in companion slot
Lighting = equippable; placeable; provides illumination
?Magic/Spell =
Material = equippable; ingredient in production of other items; may also be a companion
Medallion = wearable; top row, first box from the left on character the screen
Necklace = wearable; top row, third box from the left on the character screen
Pickaxe = equippable; weapon; used to remove blocks and mine ore & materials
Platform = equippable; placeable; can only be walked on by player, doesn't block movement
Regen = automatically restores health
Ring = wearable; bottom row of the character screen
Rune = applied to weapons & armor for effect
Seeds = equippable; can be planted on bare (no plants present) dirt blocks, consumed with use
Shield = equippable; can be used to block
Spade = equippable; weapon; used to clear dirt blocks and harvest flowers, food, etc
Special Craft = used to craft specialized items
Sword = equippable; weapon; may also be companion
Teleporter = equippable; allows you to teleport to the village, consumed with use
Gameplay Basics:
Starting Out
Now that you've crash landed on LVxxxx things are about to get real.

First off, go through the tutorial. Pay attention.

-When you complete a quest, click on the 'reward' icon (it'll be a picture of something) to collect it.



1. Get the Gold:
-upgrade to the gold anvil and gold pickaxe as quickly as possible and prudent.
-upgrade armor as you enter new areas.
-leveling armor is at your discretion, but if you're having trouble in a biome don't hesitate to take the time to do so.
-you can get by with iron armor and silver armor respectively for quite some time.

tin anvil = 3 tin bars = 12 tin ore
tin pickaxe = 2 tin bars + 2 wood chunks = 4 tin ore + 2 wood chunks
copper anvil = 3 copper bar = 12 copper ore
copper pickaxe = 2 copper bar + 2 wood chunk = 4 copper ore + 2 wood chunk
bronze anvil = 3 bronze bar = 12 copper ore + 12 tin ore
bronze pickaxe = tin pickaxe + 4 copper bar = tin pickaxe + 8 copper ore
iron anvil = 3 iron bars = 12 iron ore
iron pickaxe = 8 iron bar = 32 iron ore
steel anvil = 3 steel bars = 18 iron ore + 15 coal
steel pickaxe = 8 steel bar = 48 iron ore + 40 coal
silver anvil = 4 silver bar = 16 silver ore
silver pickaxe = 8 silver bar = 32 silver ore
gold anvil = 5 gold bar = 20 gold ore
gold pickaxe = 8 gold bar = 32 gold ore

See Crafting: The Basics for ore locations and necessary crafting tables.
Crafting: The Basics
---------- Crafting Tables -------------

Player Crafting Tables

- Alchemy Table: craft potions and catalysts
- Anvil, Bronze: craft tiers 1-3 armor, pickaxes, swords and shields
- Anvil, Copper: craft tiers 1-2 armor, pickaxes, swords and shields
- Anvil, Gold: craft tiers 1-7 armor, pickaxes, boomerangs, bows, swords and shields
- Anvil, Iron: craft tiers 1-4 armor, pickaxes, bows, swords and shields
- Anvil, Runic: apply runes to swords and armor
- Anvil, Silver: craft tiers 1-6 armor, pickaxes, boomerangs, bows, swords and shields
- Anvil, Steel: craft tiers 1-5 armor, pickaxes, boomerangs, bows, swords and shields
- Anvil, Tin: craft tier 1 armor, pickaxe, sword and shield

- Block Maker: automatically manufactures blocks using stored dirt, 'a rock' and wood chunks
- Campfire: craft grilled chicken, ???, grilled meat, and water
- Chicken Manger: automatically produces eggs with chickens and stored wheat or corn
- Crafting Menu: craft basic crafting tables, ammunition, weapons, tools, and blocks
- Crusher Machine: break down life gems and stamina gems into life powder and mana powder
- Enchantment Book: craft spells using gems and parchment
- Foundry: break down metal armor, rings, and swords into ingredients
- Furnace: craft anvils, metal bars, ancient table, as well as castle and sand bricks

- Jewelry Table: upgrades gems at the cost of lower level gems of the same type
- Meat Rack: automatically produces dried meat using stored meat
- Middle Ages Cauldron: craft food using food ingredients for hp and sp regeneration or recovery
- Pet Healing Table: heals pets at a time over time at the cost of souls
- Polishing Machine: upgrades gems at the cost of souls
- Runic Crafting Table: upgrades runes at the cost of lower level runes of the same type

- Table, Advanced Crafting: build crafting tables, soul gems, bombs, ingredients and decorations
- Table, Flesh: craft flesh items + some Advanced Crafting Table items
- Table, Ice (2): craft ice items + some Advanced Crafting Table items
- Table, Slime (3): craft slime items + some Advanced Crafting Table items
- Table, Zombie: craft zombie items

- Transformation Table: unlock spells to transform player in monster at cost of experience souls
- Transmutation Table: convert runes to different runes of the same level at the cost of souls

- Workbench, Ancient: craft ancient items + some Advanced Crafting Table items
- Workbench, Cactus: craft cactus items + some Advanced Crafting Table items
- Workbench, Flesh (Undefined): see Table, Flesh
- Workbench, Gold (Undefined): craft gold items + some Advanced Crafting Table items
- Workbench, Ice: see Table, Ice
- Workbench, Rococo (Undefined): craft rococo items + some Advanced Crafting Table items
- Workbench, Slime: see Table, Slime
- Workbench, Stone Age: craft stone age items + some Advanced Crafting Table items
- Workbench, Torture: craft dungeon/iron items + some Advanced Crafting Table items

Villager Crafting Tables
- Chef's Cauldron: automatically crafts food with stored ingredients and assigned villager (chef)
- Smith's Anvil: automatically crafts armor with stored ores and assigned villager (smith)
- Wizards Table: automatically crafts lvl1 potions with stored flowers and assigned villager
(wizard)

---------- Gems ------------

Agate: Rock magic
Amethyst: Soul Gems
Diamond: Light magic
Emerald: Poison (?) (not implemented 20170529)
Onyx: Shadow (?) (not implemented 20170529)
Ruby: fire magic
Sapphire: Ice magic
Soul Gems: used to capture monsters; summon and banish pets
Topaz: Thunder magic

Gems By Tier
1. Chipped
2. Flawed = 4 Chipped
3. n/a = 4 Flawed
4. Polished = 4 Tier 3 gems
5. Flawless = 4 Polished
6. __ = 4 Flawless
7. __ = 4 Tier 6

Soul Gems by Tier
1. Soul Gem = 10 Chipped Amethysts
2. Soul Gem lvl2 = 10 Flawed Amethysts + 2 Silver Bars
3. Soul Gem lvl3 = 10 Amethysts + 4 Gold Bars
4. Soul Gem lvl4 = (not craftable 20170529)
5. Soul Gem lvl5 = (not implemented 20170529)
6. Soul Gem lvl6 = (?) (not implemented 20170529)
7. Soul Gem lvl7 = (?) (not implemented 20170529)

------------- Mining -------------- (please check for accuracy)

For in-depth info on crafting armor and weapons see the Weapons section.

Amethyst: caverns, deep caves
Coal: arctic, arctic mountains, caverns, caves, deep caves, desert, forest, meadow, plains
Copper: arctic, arctic mountains, caverns, caves, deep caves, desert, forest, meadow, plains
Gold: arctic, arctic mountains, caverns, deep caves, forest, hell
Iron: arctic, arctic mountains, caves, deep caves, desert, forest, arctic, arctic mountains
Rock: not in hell biome
Salt: caverns, deep caves (?)
Sand: desert biome
Silver: arctic, arctic mountains, caverns, deep caves, forest
Sulfur: hell
Tin: arctic, arctic mountains, caverns, caves, deep caves, desert, forest, meadow, plains

------------- Upgrading Weapons & Armor -------------

- Check your controls for the upgrade menu (default U)
- place the item to be upgraded in the far left slot
- the required materials will appear in the slots to the right
- click 'Craft'
Crafting: Potions
Crafted At: Alchemy Table

By Tier
1. small
2. n/a
3. large
4. super
5. epic
6. legendary

There are no level 7 potions implemented at this time (20170530)

-------- Health Potions (HP) --------

Healing Potion: instantly recover hp
- Effect: n/a
- Duration: n/a
- Ingredients: Flasks, Bloody Cupola, Catalysts (lvl2-6)

Regen Potion: recover hp over time when not in close proximity to monsters
- Effect: Life Regeneration lvl1-6
- Duration: 180 seconds
- Ingredients: Flasks, Red Flower, Catalysts (lvl2-6)

-------- Stamina/Mana Potions (SP) --------

Stamina Potion: instantly recover SP
- Effect: n/a
- Duration: n/a
- Ingredients: Flask, Green Flower, Catalysts (lvl2-6)

Recovery Potion: recover sp over time when not in close proximity to monsters (proximity?)
- Effect: Stamina Recovery lvl1-6
- Duration: 180 seconds
- Ingredients: Flask, Smiley Flower, Catalysts (lvl2-6)

-------- Buff Potions (Status Effects) --------

Haste Potion: temporarily increases movement and attack speed; stacks with rune
- Effect: Haste lvl1-6
- Duration: 30 seconds
- Ingredients: Flask, Butterfly Flower, Catalysts (lvl2-6)

Life Potion: temporarily increase hp
- Effect: Life Bonus lvl1-6
- Duration: 300 seconds
- Ingredients: Flask, Buttons Flower, Catalysts (lvl2-6

Power Potion: temporarily increases damage per hit; also affects critical hits; stacks with rune
- Effect: Damage Bonus lvl1-6
- Duration: 90 seconds
- Ingredients: Flask, Shuriken Flower, Catalysts (lvl2-6)
Crafting: Recipes
Not Included:
- Decorations (20170530)

---- Metal Bars ----

Bronze Bar = 4 Copper Ore + 4 Tin Ore; 1 Copper Bar + 1 Tin Bar
Copper Bar = 4 Copper Ore
Gold Bar = 4 Gold Ore
Iron = 4 Iron Ore
Silver = 4 Silver Ore
Steel = 6 Iron Ore + 5 Coal; 1 Iron Bar + 2 Iron Ore + 5 Coal; 2x = 3 Iron Bar + 10 Coal
Tin = 4 Tin Ore

--- Potions & Catalysts ---

Catalyst Flask = Flask+Caly Flower+Bat Wing
Catalyst Flask, Large (Large Catalyst Flask) = Catalyst Flask+Tri Flower+Scorpion Tail
Catalyst Flask, Super (Super Catalyst Flask) = Large Catalyst Flask+Tri Flower+Tusk
Catalyst Flask, Epic (Epic Catalyst Flask) = Super Catalyst Flask+Phoenix Flower+Creep blood flask
Catalyst Flask, Legendary = Catalyst Flask Epic+Phoenix Flower+Lava Heart

Haste Potion, Small = Flask+Butterfly Flower
Haste Potion, n/a = Flask+Butterfly Flower+Catalyst Flask
Haste Potion, Large = Flask+Butterfly Flower+Large Catalyst Flask
Haste Potion, Super = Flask+2 Butterfly Flower+Super Catalyst Flask
Haste Potion, Epic = Flask+2 Butterfly Flower+Epic Catalyst Flask
Haste Potion, Legendary = Flask+3 Butterfly Flower+Legendary Catalyst Flask+Sacred Feather

Healing Potion, Small = Flask+Bloody Cupola
Healing Potion, n/a = Flask+Bloody Cupola+Catalyst Flask
Healing Potion, Large = Flask+Bloody Cupola+Large Catalyst Flask
Healing Potion, Super = Flask+2 Bloody Cupola+Super Catalyst Flask
Healing Potion, Epic = Flask+2 Bloody Cupola+Epic Catalyst Flask
Healing Potion, Legendary = Flask+3 Bloody Cupola+Legendary Catalyst Flask+Sacred Feather

Life Potion, Small = Flask+Buttons Flower
Life Potion, n/a = Flask+Buttons Flower+Catalyst Flask
Life Potion, Large = Flask+Buttons Flower+Large Catalyst Flask
Life Potion, Super = Flask+2 Buttons Flower+Super Catalyst Flask
Life Potion, Epic = Flask+2 Buttons Flower+Epic Catalyst Flask
Life Potion, Legendary = Flask+3 Buttons Flower+Legendary Catalyst Flask+Sacred Feather

Power Potion, Small = Flask+Shuriken Flower
Power Potion, n/a = Flask+Shuriken Flower+Catalyst Flask
Power Potion, Large = Flask+Shuriken Flower+Large Catalyst Flask
Power Potion, Super = Flask+2 Shuriken Flower+Super Catalyst Flask
Power Potion, Epic = Flask+2 Shuriken Flower+Epic Catalyst Flask
Power Potion, Legendary = Flask+3 Shuriken Flower+Legendary Catalyst Flask+Sacred Feather

Recovery Potion, Small = Flask+Smiley Flower
Recovery Potion, n/a = Flask+Smiley Flower+Catalyst Flask
Recovery Potion, Large = Flask+Smiley Flower+Large Catalyst Flask
Recovery Potion, Super = Flask+2 Smiley Flower+Super Catalyst Flask
Recovery Potion, Epic = Flask+2 Smiley Flower+Epic Catalyst Flask
Recovery Potion, Legendary = Flask+3 Smiley Flower+Legendary Catalyst Flask+Sacred Feather

Regen Potion, Small = Flask+Red Flower
Regen Potion, n/a = Flask+Red Flower+Catalyst Flask
Regen Potion, Large = Flask+Red Flower+Large Catalyst Flask
Regen Potion, Super = Flask+2 Red Flower+Super Catalyst Flask
Regen Potion, Epic = Flask+2 Red Flower+Epic Catalyst Flask
Regen Potion, Legendary = Flask+3 Red Flower+Legendary Catalyst Flask+Sacred Feather

Stamina Potion, Small = Flask+Green Flower
Stamina Potion, n/a = Flask+Green Flower+Catalyst Flask
Stamina Potion, Large = Flask+Green Flower+Large Catalyst Flask
Stamina Potion, Super = Flask+2 Green Flower+Super Catalyst Flask
Stamina Potion, Epic = Flask+2 Green Flower+Epic Catalyst Flask
Stamina Potion, Legendary = Flask+3 Green Flower+Legendary Catalyst Flask+Sacred Feather
Crafting: Ingredients & Resources 1
Crafting Ingredients

Arrow, Dark (not craftable 20170529): Master's Lair
Arrow, Gold (Gold Arrow)
Arrow, Iron (Iron Arrow)
Arrow, Silver (Silver Arrow)
Arrow, Wooden (Wooden Arrow)
Bamboo (A Bamboo)
Bar, Bronze (Bronze Bar)
Bar, Copper (Copper Bar)
Bar, Gold (Gold Bar)
Bar, Iron (Iron Bar)
Bar, Silver (Silver Bar)
Bar, Steel (Steel Bar)
Bar, Tin (Tin Bar)
Bat Wing: Caverns, Caves
Block, Dirt
Block, Glass (Glass block)
Block, Rock (Rock)
Block, Sand (Sand)
Block, Snow (Snow)
Bone (A Bone)
Book
Bottle
Cactus part
Chloridian Essence
Coal
Creep blood flask
Dragon Scale
Flask
Catalyst Flask
Catalyst Flask, Large (Large Catalyst Flask)
Catalyst Flask, Epic (Epic Catalyst Flask)
Catalyst Flask, Super (Super Catalyst Flask)
Catalyst Flask, Legendary (Legendary Catalyst Flask)
Flesh
?Flower, Artic (Artic flower) <- spelling in game
Flower, Bloody Cupola (Bloody Cupola)
?Flower, Blue (Blue Flower)
?Flower, Brain (Brain Flower)
Flower, Butterfly (Butterfly Flower)
Flower, Buttons (Buttons Flower)
Flower, Caly (Caly Flower)
?Flower, Cutting (Cutting Flower)
Flower, Green (Green Flower)
?Flower, Gum (Gum Flower
?Flower, Heart (Heart Flower)
?Flower, Ice (Ice Flower)
?Flower, Lily of the Valley (Lily of the Valley)
?Flower, Lotus, Ice (Ice Lotus)
?Flower, Lotus, Sun (Sun Lotus)
?Flower, Orange (Orange Flower)
Flower, Phoenix (Phoenix Flower)
?Flower, Purple (Purple Flower)
?Flower, Rainbow (Rainbow Flower)
Flower, Red (Red Flower)
Flower, Shuriken (Shuriken Flower)
Flower, Smiley (Smiley Flower)
Flower, Tri (Tri Flower)
?Flower, Tulip, Orange (Orange Tulip)
?Flower, Tulip, Yellow (Yellow Tulip)
?Flower, Violet (Violet Flower)
?Flower, Yellow (Yellow Flower)
?Flower, Winter (Winter Flower)
Food, Almond
?Food, Apple
?Food, Artichoke
Food, Avocado
?Food, Banana
Food, Beet
?Food, Berjnat
Food, Bread
?Food, Brussels Sprouts
Food, Butter
Food, Cabbage
Food, Caramel
Food, Carrot
Food, Cauliflower
Food, Cheese
Food, Cherry
Food, Chicken
Food, Chocolate
?Food, Clam
Food, Cocoa
?Food, Coconut
Food, Coffee Seed
?Food, Corlibo
Food, Corn
Food, Crab
Food, Cream
Food, Curry
?Food, Devl
Food, Egg
?Food, Eggplant
?Food, Eye
?Food, Farnel
?Food, Fish
Food, Flour
?Food, Giblets
?Food, Grape
Food, Ham
?Food, Haricot vert
?Food, Hazelnut
?Food, Heart
?Food, Heart Cherry
Food, Honey
Food, Jam
Food, Ketchup
?Food, Kiwi
?Food, Kraknat
?Food, Leek
Food, Lemon
Food, Lettuce
Food, Mango
Food, Maple Syrup
Food, Meat
Food, Milk
?Food, Oblirak
Food, Onion
Food, Orange
?Food, Parsley
?Food, Pea
?Food, Pear
Food, Pepper
Food, Pepper, Chili (Chili Pepper)
Food, Pepper, Yellow (Yellow Pepper)
Food, Pineapple
Food, Potato
Food, Pumpkin
?Food, Radish
Food, Rice
Food, Salt
Food, Sausage
?Food, Shrimp
Food, Slime Part
Food, Strawberry
Food, Sugar
Food, Sugar Cane
Food, Tomato
Food, Tortillas
?Food, Turvet
?Food, Walnut
Food, Water
?Food, Watermelon
Food, Wheat
?Food, Zucchini
Crafting: Ingredients & Resources 2
Gem, Agate, Chipped (Chipped Agate)
Gem, Agate, Flawed (Flawed Agate)
Gem, Agate, n/a (Agate)
Gem, Agate, Polished (Polished Agate)
Gem, Agate, Flawless (Flawless Agate)
Gem, Agate, 6_
Gem, Agate, 7_
Gem, Amethyst, Chipped (Chipped Amethyst)
Gem, Amethyst, Flawed (Flawed Amethyst)
Gem, Amethyst, n/a (Amethyst)
Gem, Amethyst, Polished (Polished Amethyst)
Gem, Amethyst, Flawless (Flawless Amethyst)
Gem, Amethyst, 6_
Gem, Amethyst, 7_
Gem, Diamond, Chipped (Chipped Diamond)
Gem, Diamond, Flawed (Flawed Diamond)
Gem, Diamond, n/a (Diamond)
Gem, Diamond, Polished (Polished Diamond)
Gem, Diamond, Flawless (Flawless Diamond)
Gem, Diamond, 6_
Gem, Diamond, 7_
Gem, Emerald, Chipped (Chipped Emerald)
Gem, Emerald, Flawed (Flawed Emerald)
Gem, Emerald, n/a (Emerald)
Gem, Emerald, Polished (Polished Emerald)
Gem, Emerald, Flawless (Flawless Emerald)
Gem, Emerald, 6_
Gem, Emerald, 7_
Gem, Onyx, Chipped (Chipped Onyx)
Gem, Onyx, Flawed (Flawed Onyx)
Gem, Onyx, n/a (Onyx)
Gem, Onyx, Polished (Polished Onyx)
Gem, Onyx, Flawless (Flawless Onyx)
Gem, Onyx, 6_
Gem, Onyx, 7_
Gem, Ruby, Chipped (Chipped Ruby)
Gem, Ruby, Flawed (Flawed Ruby)
Gem, Ruby, n/a (Ruby)
Gem, Ruby, Polished (Polished Ruby)
Gem, Ruby, Flawless (Flawless Ruby)
Gem, Ruby, 6_
Gem, Ruby, 7_
Gem, Sapphire, Chipped (Chipped Sapphire)
Gem, Sapphire, Flawed (Flawed Sapphire)
Gem, Sapphire, n/a (Sapphire)
Gem, Sapphire, Polished (Polished Sapphire)
Gem, Sapphire, Flawless (Flawless Sapphire)
Gem, Sapphire, 6_
Gem, Sapphire, 7_
Gem, Topaz, Chipped (Chipped Topaz)
Gem, Topaz, Flawed (Flawed Topaz)
Gem, Topaz, n/a (Topaz)
Gem, Topaz, Polished (Polished Topaz)
Gem, Topaz, Flawless (Flawless Topaz)
Gem, Topaz, 6_
Gem, Topaz, 7_
Ice
Jack (craftable pet; allows to have two pets summoned simultaneously)
Lava Heart
Leather
Mask, Creep (Mask)
Mask, Devourer (Mask)
Mask, Ice Eagle (Mask)
Mask, Scorpion (Mask)
Mask, Spirit (Mask)
Mask, Zombie (Mask)
?Mushroom, Blue, Big (Big blue mushroom)
?Mushroom, Blue, Big Glowing (Big blue glowing mushroom)
?Mushroom, Blue, Little (Little Blue Mushroom)
?Mushroom, Blue, Little, Glowing (Little blue glowing mushroom)
?Mushroom, Chanterelle (Chanterelle)
?Mushroom, Chanterelle, Blue (Blue Chanterelle)
?Mushroom, Copper (Copper mushroom)
?Mushroom, Green, Big (Big green mushroom)
?Mushroom, Green, Big, Glowing (Big green glowing mushroom)
?Mushroom, Green, Little (Little green mushroom)
?Mushroom, Green, Little, Glowing (Little green glowing mushroom)
?Mushroom, Ice (Ice mushroom)
?Mushroom, Jelly (Jelly mushroom)
?Mushroom, Lava (Lava mushroom)
?Mushroom, Long (Long mushroom)
?Mushroom, Orange (Orange mushroom)
?Mushroom, Orange, Big (Big orange mushroom)
?Mushroom, Orange, Little (Little orange mushroom)
?Mushroom, Orange Boletus (Orange Boletus)
?Mushroom, Red, Big (Big red mushroom)
?Mushroom, Red, Little (Little red mushroom)
?Mushroom, Trumpet of death (Trumpet of death)
----Material,
Orb, Blue (Blue Orb)
Orb, Fire (Fire Orb)
Ore, Copper (Copper Ore)
Ore, Gold (Gold Ore)
Ore, Iron (Iron Ore)
Ore, Silver (Silver Ore)
Ore, Tin (Tin Ore)
Paper
Parchment
Pickaxe, Copper (Copper Pickaxe)
Pickaxe, Tin (Tin Pickaxe)
?Powder, Life (Life Powder)
?Powder, Stamina (Mana Powder)
Rare Leaf
Resistant Leaves
Rock (A Rock)
Royal Stone
Rune, Agility/Critical Damage Bonus
Rune, Burn Resistance/Burn
Rune, Chicken Armor/Chicken Per Hit
Rune, Critical Immunity/Critical Bonus
Rune, Cutting Resistance/Cutting Damage Bonus [Cutting damage bonus]
Rune, Elemental Damage Reduction/Elemental Damage Bonus
Rune, Fire Resistance/Fire Damage Bonus
Rune, Haste/Slow
Rune, Ice Resistance/Ice Damage Bonus
Rune, Life Regen/Stop Regen [Life Regeneration]
Rune, Light Resistance/Light Damage Bonus (LightDamageBonus)
Rune, Physical Damage Reduction/Physical Damage Bonus
Rune, Poison Resistance/Poison
Rune, Rock Resistance/Rock Damage Bonus
Rune, Shadow Resistance/Shadow Damage Bonus
Rune, Stabbing Resistance/Stabbing Damage Bonus
Rune, Stamina Regeneration/Stop Regen Stamina [Stamina Regeneration]
Rune, Thunder Resistance/Thunder Damage Bonus (ThunderDamageBonus)
Sacred Feather
Scorpion Tail
Shield, Copper (Copper Shield)
Shield, Tin (Tin Shield)
Skull
Small Crystal
Snake Scale
Souls - Resource? (small colored flames that appear when a player kills a monster)
Souls, Experience - Resource? (small green orbs that appear when a transformed player/pet kills a monster)
Soul Gem lvl1-7 - Resource? (5-7 not implemented 20170529)
Strange Vegetal Matter
Straw
String
Sulfur
Sword, Forged [Forged Sword]
Sword, Rookie [Rookie Sword]
Swords, various
Tusk
Wisp Dust
Wood, Board 1 [Wood board]
Wood, Board 2 [Wood board]
Wood, Board 3 [Wood board]
Wood Chunk
Wood Chunk, Cherry Wood [Cherry Wood]
Wood Chunk, Forest Wood [Forest Wood]
Wood Chunk, Hellwood
Wood Chunk, Mystic Wood [Mystic Wood]
Worm Fang
Zombie Part
Gear: The Basics
Tiers:
1. Tin
2. Copper
3. Bronze
4. Iron
5. Steel; Leaf
6. Silver
7. Gold; Unique

Rune Slots, Armor: Helmet=1, Armor=2, Greaves=1 (variable for Dark Armor set)
Rune Slots, Weapons: 1-3; Unique, 0-1, variable

Pickaxe Stats (Block Damage, Digging Cooldown, Cutting Damage, Pickaxe Speed)
Sword Stats (Cutting damages, Cut damage bonus)
Boomerang Stats (Speed, Cooldown, Damage, Bonus)
Bow Stats (Power, Pierce, Bonus)
Shield Stats: (Absorb xx% of Pierce, Blunt, Cut, Explode damage)

Gear: Armor
---Common Armor Sets---

Crafted At: Anvils
By Tier: 1. Tin; 2. Copper; 3. Bronze; 4. Iron; 5. Steel; 6. Silver; 7. Gold/Unique

Bronze
Tier 3
Bronze Pickaxe = 4 Bronze Bars; Tin Pickaxe+4 Copper Bars; Copper Pickaxe+4 Tin Bars
Bronze Sword = 5 Bronze Bars; Rookie Sword+5 Copper Bars; Forged Sword+5 Tin Bars
Bronze Shield = 5 Bronze Bars; Tin Shield+5 Copper Bars; Copper Shield+5 Tin Bars
Bronze Helmet = 4 Bronze Bars; Tin Helmet+4 Copper Bars; Copper Helmet+4 Tin Bars
Bronze Armor = 5 Bronze Bars; Tin Armor+5 Copper Bars; Copper Armor+5 Tin Bars
Bronze Greaves = 4 Bronze Bars; Tin Greaves+4 Copper Bars; Copper Greaves+4 Tin Bars
Full Set =

Copper
Tier 2
Copper Pickaxe (5, 20, 2) = 2 Copper Bars+2 Wood Chunks
Forged Sword (5) = 3 Copper Bars+3 Wood Chunks
Copper Shield (15%) = 4 Copper Bars+10 Wood Chunks
Copper Helmet (hp+10) = 3 Copper Bars+10 Wood Chunks
Copper Armor (hp+10) = 4 Copper Bars+15 Wood Chunks
Copper Greaves (hp+10) = 3 Copper Bars+10 Wood Chunks

Stats:
HP per armor item = 10(30)


Gold
Tier 7
Golden Pickaxe = 8 Gold Bars
Royal Sword = 10 Gold Bars
Gold Boomerang = 10 Gold Bars
Golden Bow = 8 Gold Bars+String
Golden Shield = 10 Gold Bars
Golden Helmet = 8 Gold Bars
Tiger Helmet = 8 Gold Bars
Golden Armor = 10 Gold Bars
Golden Greaves = 8 Gold Bars

Iron
Tier 4
Iron Pickaxe = 8 Iron Bars
Knight Sword = 10 Iron Bars
Iron Bow = 8 Iron Bars+String
Iron Shield = 10 Iron Bars
Iron Helmet = 8 Iron Bars
Iron Armor = 10 Iron Bars
Iron Greaves = 8 Iron Bars

Silver
Tier 6
Silver Pickaxe = 8 Silver Bars
Silver Sword = 10 Silver Bars
Silver Bow = 8 Silver Bars+String
Silver Shield = 10 Silver Bars
Silver Helmet = 8 Silver Bars
Silver Helmet, skull = 8 Silver Bars
Silver Armor = 10 Silver Bars
Silver Greaves = 8 Silver Bars

Steel
Tier 5
Steel Pickaxe = 8 Steel Bars
Steel Sword = 10 Steel Bars
Steel Boomerang = 8 Steel Bars
Steel Bow = 8 Steel Bars+String
Steel Shield = 10 Steel Bars
Steel Helmet = 8 Steel Bars
Steel Armor = 10 Steel Bars
Steel Greaves = 8 Steel Bars

Tin
Tier 1
Tin Pickaxe (4, 22, 1) = 2 Tin Bars+2 Wood Chunks
Rookie Sword (4) = 3 Tin Bars+3 Wood Chunks
Tin Shield (10%) = 4 Tin Bars+5 Wood Chunks
Tin Helmet (5)= 2 Tin Bars+5 Wood Chunks
Tin Armor (5) = 3 Tin Bars+10 Wood Chunks
Tin Greaves (5) = 2 Tin Bars+5 Wood Chunks

---Unique Weapons & Armor Sets---

Dark
Tier 7
Dark Boomerang (10, 30, 10, +4 shadow)
Dark Bow (14-20, +6, +2 shadow)
Dark Helmet (sp+120, +10% shadow res)
Dark Armor (sp+120, +10% shadow res)
Dark Greaves (sp+120, +10% shadow res)
Location:
- Boomerang/Bow: Master drop (Master's Lair)
- Armor Set: Necromancer drop (Necromancer's Lair)
Upgradeable: no
Rune Slots: variable, variable, variable
Bonus: sp; shadow resistance
Description: Dark Armor provides a massive increase to sp and shadow resistance at the cost of
no hp bonus. This set is an excellent choice for play styles that rely on magic, pets, or skills.
Level of drop is variable.


Dragon
Tier 7
Dragon Sword (10, +10 fire) = 3 Dragon Scales+8 Gold Bars
Dragon Shield (+40%, +50% fire res) = 4 Dragon Scales+10 Gold Bars
Dragon Helmet (hp+120, +10% fire res) = 2 Dragon Scales+8 Gold Bars
Dragon Armor (hp+120, +10% fire res) = 3 Dragon Scales+10 Gold Bars
Dragon Greaves (hp+120, +10% fire res) = 2 Dragon Scales+8 Gold Bars

Location: craftable; arctic mountains, desert, hell, plains biomes
Upgradeable: yes
Rune Slots: 1, 2, 1
Bonus: hp; fire resistance
Description: Dragon Armor provides a massive increase to hp and fire resistance at the cost of
no sp bonus. It costs a fortune to craft and upgrade to lvl7, but can be well worth it for play styles
that focus on soaking up damage. This is an excellent choice when fighting the Dragon boss.

Druidic
Tier 7
Location: Fairy boss drop; forest biome
Upgradeable: no
Rune Slots:
Bonus: hp; sp; poison resistance
Stats:
Description: Druidic armor doesn't focus on hp or sp, instead providing a smaller increase to hp
than the Dragon Armor and a smaller increase to sp than the Dark armor. Jack of all trades,
master of none. If you find yourself dying or losing significant health to poison effects then this is
the armor set for you. Level of drop is variable.
Gear: Weapons
Bronze
Tier 3

Sword, Bronze
- Cutting = 6

Copper
Tier 2

Sword, Forged
- Cutting = 5

Dragon
Tier 7, unique

Sword, Dragon
- Cutting = 10
- Fire = 10

Gold
Tier 7

Boomerang
- Speed = 8
- Cooldown = 20
- Blunt = 10

Bow
- Power = 10-14
- Pierce = +5

Sword, Royal
- Cutting = 13

Iron
Tier 4

Sword, Knight
- Cutting = 7

Leaf
Tier 5
Sword, Leaf = 2 Steel Bars+1 Strange Vegetal Matter+1 Rare Leaf+8 Resistant Leaves+Blue Orb

Silver
Tier 6

Bow
- Power = 9-14
- Pierce = +5

Sword, Silver
- Cutting = 9

Steel
Tier 5
Sword, Steel = 9

Tin
Tier 1

Sword, Rookie
- Cutting = 4

Wooden
Tier 1

Boomerang
- Speed = 6
- Cooldown = 20
- Blunt = 3

-------- Unique --------

Boomerang, Dark
- Speed = 10
- Cooldown = 30
- Blunt = 10
- Shadow = 4

Bow, Dark
- Power = 14-20
- Pierce = +6
- Shadow = +2

Sword, Arcane
- Cutting = 8
Sword, Basic
- Cutting = 4

Sword, Blackguard
- Cutting = 6
- Earth = 4
- Piercing = 4

Sword, Blazing
- Cutting = 10
- Fire = 6

Sword, Butcher's Slicer
- Cutting = 10

Sword, Guardian
- Cutting = 10

Sword, Katana
- Cutting = 7

Sword, Phoenix
- Cutting = 9
- Fire = 12

Sword, Protector's
- Cutting = 6

Sword, Recruit's
- Cutting = 4

Sword, Red Blade
- Cutting = 8
- Fire = 5

Sword, Shark
- Cutting = 10

Sword, Snake's Fang
- Cutting = 12

Sword, Venom
- Cutting = 10
- Piercing = 6

Sword, Vorpal
- Cutting = 9
- Thunder = 6
Gear: Weapons & How to Hit Hard & Fast
Best sword and set-up in the game that is commonly available to players as of 20170527

lvl7 Royal Sword with
a. 90% cut damage bonus
b. 3 rune slots
c. lvl7 cutting damage rune
d. lvl7 critical bonus rune
e. lvl7 critical damage bonus rune
f. lvl7 haste rune (on armor)

-------------------------------------------------------------------------------------------

Getting this sword will currently take a decent time investment and some serious grinding.

*optional but recommended or preferred
**optional

1. Primary Objectives:
1A. lvl7 Royal Sword
-90% cut damage bonus
-3 rune slots
1B. lvl7 Cutting Damage rune (sword)
1C. lvl7 Critical Bonus rune (sword)
1D. lvl7 Critical Damage Bonus rune (sword)
1E. lvl7 Haste rune (armor)

This rune combination will allow you to hit very hard very fast and will improve the speed that you move around the world. As the rune's levels increase throughout the process, the general rate that you improve will fluctuate due to the exponential growth of runes required to reach each new lvl.

2. Skills:
a. Dash
b. Double jump
c. Run

3. Getting Started:
3A. Preparation:
a. make sure you have the skills dash, double jump and run.
b. take the time to create at least one of all the required crafting tables.
c. a decent sword and armor (to taste)
d. apply best cutting damage rune to weapon slot
e. apply best Critical Bonus rune to weapon slot (if possible)
f. apply best Critical Damage Bonus rune to weapon slot (if possible)
g. apply best haste rune to armor slot
h. build hunting grounds in caves, deep caves, desert, forest, hell, and snow biomes
i. gather potion materials (if desired)
j. make as many power potions as you can, preferably lvl3+ but lvl6 is ideal
k. make any haste potions you desire*
l. gather any health and stamina potions you want
m. don't worry too much about health and stamina regen potions
n. break down any undesired life and stamina gems for life and mana powder (equivalent to a
large healing or stamina potion; quantity received varies based on lvl of gem)
o. dig a tunnel directly (in a straight line) to the Fairy portal (see 4B)
p. dig a tunnel directly (in a straight line) to the hell biome
q. build a straight path to the Dragon portal (preferably 1-2 blocks above the lava; especially
useful if the path stretches from one end of the biome to the other but this is time consuming.
r. take the time to learn the patterns of the Fairy and Dragon boss. A few deaths and the
commensurate soul loss won't matter soon.

3B. Getting the Sword:
a. dig down to the caverns biome and collect 296 gold ore (other biomes with gold will suffice)
b. go to arctic mountains biome and collect 2 sacred feathers
d. craft and upgrade a Royal Sword to lvl7
e. apply best cutting damage, critical bonus, and critical damage bonus runes to Royal Sword
f. apply best hast rune to armor

3C. Achieving Pointy Greatness:
a. farm the Fairy boss for runes (lvl3+ power potion*, lvl3+ haste potion*)
b. farm the Dragon boss for souls when necessary or desired (lvl3+ power potion*)
c. CHECK BOSS FOR THE REFLECT DAMAGE ABILITY ON THE FAIRY AND DRAGON
BOSSES. THE HARDER YOU HIT THE MORE DAMAGE YOU WILL TAKE. YOU WILL BE
ABLE TO KILL YOURSELF IN 3-4 HITS WITH HIGHER LEVEL RUNES AND WILL
DEFINITELY KILL YOURSELF WHEN JUMPING DIRECTLY BACK INTO THE PORTAL
REPEATEDLY. THE HASTE RUNE MEANS THIS MAY ONLY TAKE 1-2 SECONDS.
d. convert runes to:
-Cutting Damage Bonus
-Critical Bonus
-Critical Damage Bonus
-Haste
e. CONVERT ALL RUNES TO THE ABOVE OTHERWISE THIS WILL TAKE FOREVER
f. upgrade runes
g. when applicable, apply new runes to Royal Sword

3D. SLAY EVERYTHING WITH ONE BLOW
a. maybe two
b. maybe three
c. maybe like 10-20 if it's a boss and no power potion
Magic: The Basics
not implemented
(20170530)
- Poison
- Shadow

-------- Elements & Spells --------

Fire = Ruby
- Fire Bullet = fire ball
- Fire Bullet + Pierce = fire ball with a piercing modifier
Ice = Sapphire
- Ice Spike = spikes rise up from the ground in a line starting at the player's location.
Light = Diamond
- Healing = heals player & pets
- Light Beam = beam that causes light element damage
Poison = Emerald?
- n/a
Rock = Agate
- Dirt Wall = a wall of dirt rises up in front of the player
- Rock Slide = summons rocks which then fall and roll causing damage on all contact
Shadow = Onyx?
- n/a
Thunder = Topaz
- Lightning = lightning from the sky, can't be used if the area isn't tall enough and is rendered ineffective if used when the floor or hole is deeper than the lightning is tall and the target is above the height of the lightning.

-------- Stats --------

Heal = how much HP will be restored per spell cast
Number = number of projectiles per spell cast; number of columns in a spell
Power = how much damage the spell will do
Size = how tall the spell will be (measured in 1 block increments)
Speed = how fast the spell moves
Life = how long the spell will 'exist'
Size = how large the individual spell projectiles or beams will be (usually diameter or width)

Speed and Life can be a bit tricky because of the way they interact. To make it a bit easier;
- Speed = the rate of positional movement = Kilometers per Hour -or- Miles per Hour.
- Life = the duration of time that a spell can do still do damage = Fuel.
- Target position = the range that the spell needs to travel.
- Range of the spell = a combination of the Speed and Life stats.

Therefore, a high Speed, low Life spell and a low Speed, high Life spell can both have the exact same range, but get there at different rates. The high speed spell will arrive faster, but will burn out quicker; while the low speed spell will arrive slower, but burn much longer. How you adjust these stats should be based on what your goal for the spell is and how you want the spell to accomplish that goal.

-- Example (you can skip this) --

Target is 100 miles away

spell 1 has a speed of 100 miles per hour
spell 1 has a life of 1 hour
spell 2 has a speed of 50 miles per hour
spell 2 has a life of 2 hours

Spell 1 will arrive at the target in exactly 1 hour and still cause damage; if the target was 1.0001 miles away however, the spell would not be fast enough nor would the spell have enough fuel (life) to hit the target.

Spell 2 will arrive at the target in exactly 2 hours and still cause damage; if the target was 1.0001 miles away however, the spell would not be fast enough nor would the spell have enough fuel (life) to hit the target.

-------- Creating Spells --------

- Enchantment Book
- Gem
- Parchment

Open the Enchantment Book menu. At the bottom are two slots, place the parchment in the left and the appropriate gem for your spell in the right. Select the category of spell you desire under the 'Element' heading, then select the specific spell you want under the 'Spell' heading. Look under 'Customize' for the spell options, but be aware that not all of them will be available for each spell and sometimes the options under each tab will change based on the spell. Now, check the bottom of the menu; you should see an SP cost and level of the spell; make sure the gem you've selected is of the correct level or adjust the spell settings, and ensure that the SP cost is acceptable. Now go to the 'Name' section and enter a personalized title for this specific spell. The 'Description' section doesn't appear to be functional as of (20170530). Click the large 'Enchant' button at the bottom of the menu to create your new spell.

- Each time you create a spell, even if all stats & data are identical, will create a unique spell with its own icon in the inventory menu.

- Take your time when creating spells. The cost of upgrading and improving gems can quickly get out of hand and leave you with very little left. So try to make each spell count.

- To familiarize yourself with the spell options under 'Customize', you might want to spend a chipped gem for each option. Make a lvl1 spell with only that option adjusted and see what it does. This can help you determine what options are worth the cost for your specific SP and materials situation.

- You cannot use spaces in the spell name. To ease readability use the '_' icon (SHIFT + -) to separate words or numbers.

-------------------------------------------------------------------------------------------------------------

Example: Creating a Fire Bullet + Pierce spell:


Fire Bullet + Pierce
- Power = 48
- Speed = 3.5
- Life = 40
- Size = 1.4
- Burst = Directional
- Motion Type = Linear
- Death = n/a
- Materials = 1 Parchment (left slot) + 1 Polished Ruby

This creates a slow, short range and expensive, but very powerful fire ball spell with a pierce modifier. If you have the SP to spend, this spell can absolutely tear apart high HP enemies in an emergency, assuming that they don't have Fire Immunity or Fire Resistance.

The cost of this spell is 148 and the level is 4, so the name for mine reads:

FBp_lv4_48_35_40_14_sp148

All of the relevant information is present and immediately readable. I can immediately tell that the spell has a base fire damage of 48, a speed of 3.5, life of 40, size of 1.4 and costs sp148; the level at the beginning makes it easier to find the specific Fire Bullet + Pierce spell that I'm looking for, as soon as I see the lv4, I have a rough idea of what the spell will do when browsing the inventory magic menu. I use the first one or two letters of the Burst and Motion Type menus at the very end of the name to give more detail. They aren't present here because the spell is the default directional and linear.

Pets & Companions: The Basics
Not Implemented
- Pet evolution (20170530)
- Mutated Chicken, capturable (20170530)
-------

Companions are creatures that can accompany the player character. They occupy the companion slot on the character screen when in use and allow for the player to have two support units summoned simultaneously. Companions may have no combat abilities or be invulnerable. See the Bestiary for more in-depth information on companions, rarity, & skills.

Pets are monsters (mobs) that have been captured using a soul gem,. See the Bestiary for more in-depth information on monsters, rarity, & skills.

- Companions can summoned by placing them in the top row, fourth box from the left on the character screen. Currently there are only three; Jack, Necromancer Orb, and phenix. Soul Gems cannot be placed in the companion slot.

- Companions can be banished by removing their icon from the companion slot in the character screen and placing it back in the inventory. The companion will not be banished if their icon is exchanged for another companions icon. The summoned companion's icon must be placed in the inventory directly to banish them and summon a new companion, unless they have been KO'd.

- Pets can be summoned by placing their soul gem in the hotbar, highlighting the icon, and activating. They can also be summoned by selecting the icon, dragging the cursor out of any menus, and right clicking (default controls; use the button/key that activates items in the hotbar).

- Pets can be banished by highlighting their soul gem in the hotbar and activating, or by selecting their soul gem from the inventory, dragging the cursor out of any menus, and right clicking (default controls; use the button/key that activates items in the hotbar).

---------------------------------------------------------------------------------------------------------------------------------

Pets will automatically recover hp over time only when stored in inventory and not summoned. If stored in chests or summoned while the Soul Gem is in inventory or a Pet Healing Table the hp will not actually recover. If the pet is 'KO' (knocked out), then the hp recovery is much slower and the pet will not be summonable until hp is fully recovered (full health).

Currently, pets have no hp recovery while summoned unless they have Life Regen, Life Steal, or Life per Death, with Life Regen being the most useful.

The more powerful the pet, the more sp it costs to summon at each level and the more xp is required to level up.

The sp cost of summoning pets increases as they level with lv45 pets coming in ~sp130. If you attempt to summon a pet while in an area that is too small for the pet to naturally spawn (6x6 blocks will cover most), then you will still spend the sp, so check your surroundings prior to activating the soul gem.

For pets to have any utility, they must hit hard, hit fast, and hit often. Defensive abilities have little use as many enemies can dish out a serious amount of punishment. Thus, the current goal for pets should be to kill things as quickly as possible. It's preferred to do more damage than to have more armor, health, or immunity. In short, the faster you kill it, the less it can hit you.

Ranged attacks are always better. If a pet has to close to melee range to attack, then they are almost guaranteed to take damage.

Monsters that perform well against the player and player pets are not necessarily good pets. Monsters have to be good at fighting 1-3 opponents, whereas pets have to be good at fighting large numbers of opponents simultaneously and in rapid sequence.

It does you no good to have a pet that can only kill one enemy per fight or that can only hold up through one horde. If your pet type isn't capable of fighting 2 battles against 5 mob hordes then it may not be a good pet.

The more skills, the more effective the pet. Skills unlock 1 per 5 levels. Pets will have all 7 skills unlocked at level 35.

There is currently only one flyer worth having; the phenix. The attack patterns of all other flying mobs make them ineffective and mostly useless as combat pets. The devourer is the closest thing to an exception, but it tends to wander off and doesn't always attack. Spirits have high damage, but only attack in straight lines and at a relatively slow speed and therefore usually miss. (20170530)

---------------- Prior to Capturing a Pet ----------------

Purposes: Know what purpose you want your pet to serve.
- DPS: Damage Per Second; high damage output; hit hard, hit fast
- Support: buff or heal allies; debuff enemies; high sp (not currently viable)
- Tank: take hits for the team; high hp, armor, immunities and resistances

Requirements: Know what capabilities your pet will need.
- fast movement speed
- Short or no attack build up (attack begins immediately, short or no charge time)
- Short or no attack cool down
- fast transition between attacks (has a high rate of fire, short cool down)

Useful Characteristics & Stats
- high damage attack
- ability to attack at multiple ranges (i.e. melee, short, mid, etc)
- high hp
- Area of Effect attacks

Useful Skills, Primary:
- Critical Bonus
- Critical Damage Bonus
- Damage Bonus
- Haste
- Life Regen: This is is a requirement for pets that will see heavy use.

Useful Skills, Secondary:
- Burn Immunity: tank
- Burn Resistance: tank
- Life per Death: DPS, tank
- Life Steal: DPS, tank
- Poison Immunity: tank
- Poison Resistance: tank
- Recoil Protect: tank
- Reflect Damage: tank
- Stamina Regen: support
- Stamina Steal: support

Ideally, pets should be able to engage at multiple ranges; melee, short, mid, & long.
- Melee: requires immediate physical contact.
- Short: anywhere between melee and 1/4 of the screen (assuming full screen mode);
roughly as far as one dash.
- Mid: anywhere between short and 1/2 a screen (assuming full screen mode); roughly as
far as 2-1/2 to 3 dashes.
- Long: anywhere between mid and the top corners of the screen (assuming full screen); attack
should be able to reach anywhere on screen & some beyond and still cause damage


A good rule of thumb: Can your pet fight three to five skeletons simultaneously?
- If the answer is no:
1. The pet may need more leveling.
2. If the pet is lv25-30 then it may not be a good pet.
3. If the pet is lv45+ then the pet should only be relied on in the best of circumstances.
- If the answer is yes:
1. Congratulations; your pet is probably good to go against most mobs.

Pets & Companions: Capturing
---- Catching a Pet: What You Will Need ----

Gear:
- Soul Gem of correct level
- low damage weapon or tool (axe, hoe, pickaxe)

Catching a pet is a game of probability. You need a soul gem of the correct level and a weapon
that won't cause too much damage or outright kill the mob. Weapons with large attack ratings,
critical bonus, critical damage bonus, poison, or torch are strongly discouraged. It is also
suggested to banish any pets you may have summoned when searching for potential pets. It can
be very frustrating when you finally find a Legendary Butcher with Life Regen, Critical Bonus, and
Critical Damage Bonus only to have your pet phenix kill it.

---- Catching a Pet: The Capture ----

The first order of business is to find the monster you want (see the Pet section for
recommendations). Isolate the candidate by killing the surrounding mobs and, if possible, digging
a pit that is wide enough for the monster to fall into and too deep for the monster to jump out of;
6x8 blocks. You may also want to dig a small hole
at the bottom of the pit for your character to hide in (2x3 blocks). Be aware,
as some mobs can get through holes of this size (devourers and naga are prime examples).

Once you've completed your set-up, lure the monster into the pit and start slashing. Capture
probability is heavily influenced by target hp, so the lower the hp, the better your odds of a
successful capture, as well as the level of the soul gem. The higher the level of the soul gem, the
higher the probability of a successful capture. Once the mob's hp is below ~10 to 20% hit it with a
soul gem. One of three things will happen;

1. Successful capture
2. Unsuccessful capture with a 'ding' sound (higher pitched) - soul gem is beneath the tier
requirement (see Tiers in Bestiary).
3. Unsuccessful capture with a 'dong' sound (lower pitched) - soul gem is at or above the tier
requirement.

If the soul gem is at or above the level requirement, then keep throwing the soul gem at it;
eventually you'll have a successful capture, though it may take quite some time. To speed this up,
and if you have the soul gems to spare, consider using a soul gem that exceeds the level
requirement. This will raise the probability of a successful capture.

---- Once Captured ----

Pet's level will reset to 5.

Pets receive a hp and dmg bonus whose color reflects its general level (lvl1-7), therefore, a pet will always be stronger than its feral counterparts of the same level and tier (it's difficult for the hp and dmg bonus' to overcome some skills).

When captured, monster's skills are removed and reset. They will unlock as the monster levels. One skill is unlocked every 5 levels, so all skills are available by lvl35. Monsters that had less than 7 skills will receive a new skill every 5 levels. No monster will ever have more than 7+1 skills; the +1 is a racial skill, like the scorpion's ranged attack, which can inflict Poison. The only monsters with racial skills are the toxic bat and scorpion. The skill level cap increases every 10. The level cap on a pet's skills = the level of the skills prior to capture. So a monster that had Haste lvl4 will never have Haste lvl5.

---- Leveling Pets ----

Recommended:
- Gear: endurance ring
- Items: life & stamina potions, soul gems, platforms, torches
- Crafting Tables: Pet Healing Table
- Skills: dash, run
- Runes: Haste (armor), Life Regen (armor), Stamina Regen (armor)
- Spells: Heal
- Multiple pets
- Souls to power the Pet Healing Table

The best way to level a pet is using player made hunting grounds and dungeons. See __ for recommendations on making hunting grounds.

- Go to a biome with consistent monster spawns; basically anywhere but meadow.
- Move back and forth rapidly; make sure you travel past the edge of the screen when you switch directions, this will noticeably increase the spawn rate. The dash and run skills are invaluable here and anything that replenishes stamina will help. Consider flattening out the area you will be using to speed up your movement and aid with pet targeting (most monsters have issues targeting on slopes).

Hunting Grounds:

1. Plains: Hunt slimes (day) and zombies (night) to get your pet a few relatively fast, easy levels.

2. Necromancer's Lair: First, Kill the Necromancer, then place platforms 6-8 blocks above the floor. This will provide a relatively safe surface for you to travel on while your pets are leveling. Remember, spirits can still hit you here. Run and dash back and forth along the platform, from one side to the other. You can also jump or only use dash, but doing this spawns skeletons at a much slower rate, along with running and jumping. Skeletons have moderate health but hit exceptionally hard and fast, even without skills, so bringing multiple pets and a method to quickly heal them is highly recommended. A tier 1 skeleton brings in a minimum of 50xp. You should also consider taking care of spirits yourself as pets perform very poorly against flying monsters. The phenix is somewhat an exception to this, but even it doesn't do particularly well. Not all pets will do well here; I have noticed that most flyers and yetis have significant trouble dealing with skeletons. Placing torches close enough to the floor that the entire ground section is clearly visible helps identify loot drops and the tiers of monsters. Using this method is an excellent way to acquire a Divine or Legendary skeleton, but not if your pets kill them before you realize they've spawned. The usefulness of the boss room is highly dependent on the layout of the dungeon. If the dungeons hallways are too close, then the skeletons may spawn there instead of the boss room, which will render this method time inefficient.

3. Forest: Some pets will begin to perform well enough in the forest biome for it to become a more efficient place to level them. This usually happens between lvl20-30 and is only recommended once pets are capable of of comfortably handling 10 to 20 skeletons in sequence. The higher xp gains from the monsters here will help maintain the pace of pet leveling; it's also convenient that there are no flying monsters in this biome. Generally, pets with no ranged attacks, such as the yeti, will do poorly here.
Pets & Companions: What to Use and Why
Recommended Pets & Companions:

1. Phenix, companion
location - far west of hell biome, look for the sword in the stone.
storage - Phoenix Sword - place sword in top right box of character menu to summon the phenix.
flyer
health - average
movement speed - medium
acquisition - Go to the far left side of the map and dig straight down. Beware once you get close
to hell as there may be lava directly below you. Build a ladder down using dirt blocks and wood
platforms. The phenix is contained within a 'sword in the stone' item. Use a pickaxe or hoe on

-attack 1: shoots feathers - excellent damage, has a downward angle of attack so the phenix
must be above the target.
cooldown - short
damage - mid-high
effect - n/a
range - short
speed - fast
-attack 2: teleport - phenix teleports on top of an enemy and causes damage
cooldown - long (?)
damage - high
effect - n/a
range - melee
speed - n/a

Vulnerable to:
-Butchers - The Butcher can deal massive amounts of damage very quickly and the phenix must
come within the Butcher's range to attack.
-Devourer - Devourers have high damage and are, by far, the most dangerous mob flyer.
-Spirits - The constant motion makes it difficult for the phenix to achieve solid hits.
-Low Ceilings - The phenix MUST be above the enemy in order to use attack 1.

By far the best pet, the phenix can teleport to keep up with you and will therefore never
permanently fall behind. In combat, the phenix will teleport to enemies to attack and then teleport
back to the player or to another enemy. This means that the phenix can absolutely wreck shop
when in the presence of large hordes. The fact that the phenix doesn't use a soul gem means
that the player can deploy two pets simultaneously.


2. Leaf Lion, pet
location - forest biome
storage - Soul Gem lvl2
type - ground
health - mid-low
movement speed - fast
to acquire - build a flat hunting ground in the forest biome and dash back and forth until you find
the one you want.

-attack 1: shoots leaves - excellent damage, has a horizontal angle of attack.
cooldown - short
damage - high
effect - n/a
range - melee to extreme
speed - fast

Vulnerable to:
-Devourers - Devourers have high damage and are, by far, the most dangerous mob flyer. The
leaf lion has no direct counter to flyers.
-Lava Golems - It's a race between the lava golem and the leaf lion to see who fires more faster.
Generally, if the two are the same or similar levels, then the lion will win as the lava golem has a
slow rate of fire.
-Spirits - Spirits do high damage. The leaf lion has no direct counter to flyers.

In spite of its relative fragility compared to other mobs, the leaf lion will become a killing machine if
leveled. The diverse attack range means that no enemies are ever out of range and all enemies
will have to close in before they can attack. The high damage of each attack will tear through
almost all mobs and the high attack speed means that the leaf lion is spitting death like a machine
gun. Very few melee mobs will have the health to get close once it's been leveled to 30; once it
hits 40+, it's the next best thing to invincible. The only real catch is how fragile they are early on.


3. Creep, pet
location - caverns biome
storage - Soul Gem lvl3 (?)
type - ground
health - mid-low
movement speed - very fast
to acquire - Dig straight down to the caverns biome (between the deep caves and hell). A good
place to stop is right at the top of the hell biome (the first layer of hellrock encountered).

-attack 1: leap of fury (or whatever) - The creep leaps at the target, pointy arms held out to invite
a loving embrace.
cooldown - very short
damage - high
effect - n/a
range - melee to short
speed - very fast

The Creep is death hopped up on a concoction of caffeine, cocaine, and sugar. It's attack deals
solid damage and sends the creep flying past the enemy, often dodging any melee attacks that
are just itching for a creep blood paint job. You may want to consider giving yours some
adderall.


---- Pet Suggestions ----

-Disciple, claws - WRECKS EVERYTHING IN RANGE; needs leveling; awesome attack transition speed; good long (extreme?) range attack and awesome melee attack.
-Disciple, mage - high damage; needs more testing
-Disciple, spear - seems good; needs more testing (directional attack)
-Guardian - like the lava golem, but with less suck; needs leveling
-Scorpion - hits hard, hits fast, and is easy to get
-Skeleton -fast, hard hitting attack

---- Pets to Avoid ----

- Bat, all variants: Low attack damage, low speed, low hp. No real attack pattern.
- Boar: Long charge time and cool down mean that the boar gets taken apart quickly. Can be effective against hordes if used carefully.
- Disciple, sword: Bad attack patterns leave the disciple vulnerable far too often; good at missing (for a melee fighter); similar issues to boar.
- Ice Eagle: Really good at missing.
- Lava Golem: Slow attack speed, slow movement speed, and not enough hp to cover the difference. A few low level melee mobs are often more than enough to take it down. It looks really cool though.
- Repty, all variants - Attack pattern is terrible, low attack damage; really good at missing.
- Slime, all variants: Surprisingly, can really tear up a lot of the high damage mobs due to it's attack animations (particularly guardians and lava golems), but slow movement speed, slow attack speed, and long attack cool down leave it very vulnerable.
- Spirit: Really good at missing.
- Wisp: Excellent lighting choice, if you don't mind your light frequently wandering off and getting lost.

Avoid anything that flys and isn't called 'phenix'.
Pets: Mounts
Mounts are pets that can be ridden by the player. Not all pets can be used as a mount.

To mount, place the cursor over the mount. A blue arrow pointing up with an 'R' next to it will appear; use the activation key.

To dismount, place the cursor over the mount. A red arrow pointing down with an 'R' next to it will appear; use the activation key.

While riding both the player & mount can attack. Some mounts have multiple attacks.

Mounts have the ability to jump, but not double jump.

A mount can only enter areas that are tall enough for its model to move through. For instance, a T-rex can only move through areas that are at least 17 blocks tall (floor & ceiling included).

See the Bestiary for more detailed information on specific monsters.

-- Mounts --

Leaf Lion
Raptor
T-Rex
Bestiary: The Basics
------ Monster Rarity ------
level _x_ = _monster suffix_, _set skills+variable skills_
1. Normal: n/a, 1-7 skills based on level
2. Unknown: blue tint, 3+1 skills
3. Rare: purple tint, 4+1 skills
4. Divine: white/gray tint, 4+2 skills
5. Legendary: black or black tint, 4+3 skills

-- Monster Tiers --
Tier 1 = Soul Gem lv1+
Tier 2 = Soul Gem lv2+
Tier 3 = Soul Gem lv3+
Tier 4 = Soul Gem lv4+
Tier 5 = Soul Gem lv5+

------ Monster Skills ------

Look in the top right & left corners of skill boxes for a modifier icon.
- arrow, up, green: Buff
- arrow, down, red: Debuff
- arrow, sword: Effect
- shield, brown: Resistance
- shield, gold: Immunity

Buff, Critical Bonus: Increases critical hit chance.
Buff, Critical Damage Bonus: Increases critical damage.
Buff, Damage Bonus: Increase the physical damage you deal.
Buff, Haste: Increases movement and interaction speed.
Buff, Life Bonus: Increases the maximum health points.
Buff, Life Regeneration: Refills life points.
Buff, Stamina Regeneration: Refills stamina faster.

Debuff, Burning: Target is under burning effect.
Debuff, Clumsy: ??? (T-rex; possibly raptor)
Debuff, Poisoned: Target is under poison effect.
Debuff, Slow (15sec): Target is under slow effect.

Defensive, Blunt Resistance: Reduces incoming blunt damage.
Defensive, Burn Immunity: Immunes against burn effect.
Defensive, Burn Resistance:
Defensive, Earth Immunity: Negates incoming earth damage.
Defensive, Earth Resistance: Reduces incoming earth damage.
Defensive, Elemental Damage Reduction: Reduces incoming elemental damage.
Defensive, Explosive Immunity:
Defensive, Explosive Resistance: Reduces incoming explosive damage.
Defensive, Fire Immunity: Negates incoming fire damage.
Defensive, Fire Resistance: Reduces incoming fire damage.
Defensive, Frozen Immunity: Immunes against frozen effect.
Defensive, Frozen Resistance:
Defensive, Ice Immunity: Negates incoming ice damage.
Defensive, Light Immunity: Negates incoming light light damage.
Defensive, Light Resistance: Reduces incoming light damage.
Defensive, Lightning Immunity: Negates incoming lightning damage.
Defensive, Lightning Resistance: Reduces incoming lightning damage.
Defensive, Physical Damage Reduction: Reduces incoming physical damage.
Defensive, Poison Immunity: Immunes against poison effect.
Defensive, Poison Resistance: Reduces incoming poison damage.
Defensive, Piercing Resistance: Reduces incoming piercing damage.
Defensive, Recoil Protect: Protects against knockback.
Defensive, Shadow Immunity:
Defensive, Shadow Resistance: Reduces incoming shadow damage.
Defensive, Slow Immunity: Immunes against slow effect.
Resistance, Stone Immunity: Immunes against stone effect.
Defensive, Thunder Immunity:
Defensive, Thunder Resistance:

Effect, Life Per Death: Killing and enemy restores life points.
Effect, Life Steal: Every hit dealt to an enemy steals life.
Effect, Reflect Damage: Inflicts damage when hit by an enemy.
Effect, Stamina Drain: Every hit dealt to an enemy drains stamina.
Effect, Torch (12sec): Inflicts burning on contact.
Effect, Toxic (15sec): Inflicts poison on contact.

General, Fire Mortar: Spawns fireballs after death.
General, Giant: Considerably increases size.

N/A, Boss (...): ??? (T-rex only)
Bestiary: Monsters 1
Monsters spawn with 3-7 random skills, depending on tier, so check their skills before you start casting spells as they may have a skill that resists or outright nullifies certain magic types. This is particularly important for monsters with an elemental weakness. It can be highly unfortunate when you keep hammering a skeleton with a light beam only to realize that you blew all of your sp on a monster with Light Immunity.

---- Monster Skills ----

---- Monster Rarity ----
1. Normal: 1-7 random skills based on level
2. Unknown: 3+1 skills
3. Rare: 3+2 skills
4. Divine: 3+3 skills
6: Legendary: 3+4 skills

The first 3 skills for all monsters Unknown and above will be +HP, +Physical Damage, and Recoil Protect. The additional skills are random.

Watch out for high tier, high rarity monsters with Critical Bonus and Critical Damage Bonus; they can dish out some serious pain if you aren't careful. It is possible for some of these to kill you in one hit if your hp is below 800 (rough estimate; hp1000 is more conservative and accurate, but also very unlikely).

------------------------------------------------------

Bat
Tier 1; pet; air
Location: caves
attack: Damage on contact
movement speed: slow
weakness:
drop: bat wing
xp:

Bat, Toxic
Tier 1; pet; air
Location: deep caves
attack: Damage on contact, causes poison effect
movement speed: slow
weakness:
drop: bat wing
xp:

Boar
Tier 2; pet; ground
Location: forest
attack: Charge boar winds up and sprints through enemies, can cause knockback; range mid
movement speed: slow
weakness:
drop: tusk
xp:

Butcher
Tier 3; pet; ground
Location: hell, prison
attack: Chop overhead axe swing; very high damage; melee
movement speed: slow
weakness:
drop: flesh; gold bar; hellrock; lava heart; rune lv1
xp:

Chenille
Tier 2; pet; ground
Location: forest
attack 1: Swipe fast swipe at target; melee
attack 2: Silk Whip launches silk at short range, causes slow effect
movement speed: slow
weakness:
drop:
xp:

Chicken
Tier 1; pet; ground
Location: meadow (day)
attack: n/a
movement speed: fast, fly-jump
weakness: n/a
drop: chicken, chicken rune lvl1
xp:
Produces eggs when assigned to a Chicken Manger; consumes corn, wheat

Cow
Tier 1; pet; ground
Location: meadow (day)
attack: Charge cow winds up and sprints through enemies, can cause knockback; range mid
movement speed: fast, fly-jump
weakness: n/a
drop:
xp:
Produces milk when assigned to a Manger; consumes corn, wheat

Crawler
Tier n/a (not currently capturable); ground
Location: deep caves
attack: Lunge leaps forward at target; short range
movement speed: very fast
weakness:
drop:
xp:

Creep
Tier 2; pet; ground
Location: caverns
attack: Lunge leaps forward at target; short range
movement speed: very fast
weakness:
drop: Creep blood flask; Mask, creep;

Devourer
Tier 2; pet; air
Location: hell
attack: Dive dives at a downward angle towards target; medium range
movement speed: fast
weakness:
drop: gems lv1; lava heart; Mask (devourer); orb, fire; rune lv1
xp:

Disciples, all variants
Tier 3; pet; ground
Location: Master's Lair
Claws
attack 1:
attack 2: Swipe fast swipe at target; melee
attack 3: Shadow? Bolt Slash launches powerful bolt; long range
Mage
attack 1: Lunge leaps forward at target; short range
attack 2: Uppercut
attack 3: Shadow Bolt(?) launches bolt of magic; medium range
Spear
attack 1: Thrust thrusts spear at target; melee; directional
attack 2:
attack 3: Whirlwind Swipe swings spear overhead and swings at target; short range
Sword
attack 1: Flurry multiple thrusts in short succession; melee
attack 2: Sword Dash dashes forward through enemies; short range
attack 3:
weakness: Light magic
drop: Dark Arrow, gems lvl2, runes lvl2
xp:

Guardian
Tier 2; pet; ground
Location: forest
attack 1: Beam
attack 2: Leaf Bullet
attack 3: Punch
movement speed: slow
weakness:
drop: orb, blue; rare leaf; resistant leaves; strange vegetal matter
xp:

Hell Dog
Tier 3; pet; ground
Location: hell
attack 1: Charge pursues target and bites when in melee range
attack 2: Tongue Whip launches tongue; short range
movement speed: slow, fast
weakness:
drop: orb, fire; flesh; lava heart; rune lv1
xp:

Ice Eagle
Tier 2; pet; air
Location: arctic mountains
attack: Dive dives at a downward angle towards target; short range
movement speed: moderate
weakness:
drop: Mask (ice eagle); meat; sacred feather
xp:

Jack
Tier n/a; craftable companion; ground
Location: Advanced Crafting Table
attack: n/a
movement speed: moderate; jump
weakness:
drop: candy; caramel
xp: n/a
Periodically creates 1 Candy and 1 Caramel, long cooldown

Lava Golem
Tier 3; pet; ground
Location: hell
attack 1: Beam
attack 2: Earth Quake
attack 3: Meteor
attack 4: Punch
movement speed: very slow
weakness:
drop: gold bar; lava heart; molten truffle; orb, fire; rune lv1
xp:

Leaf Lion
Tier 2; pet; ground; mount
Location: forest
attack: Leaf Bullets fires leaves; long range
movement speed: fast
weakness:
drop: rare leaf; resistant leaves; strange vegetal matter
xp:

Mimic
Tier 4; pet; ground
Location: caverns, hell
attack: Lunge leaps forward at target; short range
movement speed: moderate; jump
weakness:
drop:
xp:

Naga
Tier 2; pet; ground
Location: forest
attack 1: Spear Thrust thrusts out spear; melee to short range; AOE
attack 2: Spear Throw throws spear; medium range; AOE
movement speed: moderate
weakness:
drop:
xp:

Necromancer's Orb
Tier n/a; companion; air
Location: Necromancer boss drop
attack: Fire Bullet launches fire bullets at target; long range
movement speed: n/a
weakness: n/a
drop: n/a
xp: n/a

Night Crawler
Tier 1; pet; ground
Location: plains (night)
attack 1: Bite bites target quickly; melee
attack 2: Lunge leaps forward at target; short range
attack 2: Vomit projectile vomits at target; short range, cooldown
movement speed: moderate
weakness: ???
drop: Mask, zombie; zombie part
xp:

Phenix
Tier n/a; companion; air
Location: Phoenix Sword, hell
attack 1:
attack 2:
movement speed: moderate; instant
weakness:
drop: n/a
xp: n/a

Raptor
Tier 2; pet; ground; mount
Location: Jungle
attack 1: Bite fast bite at target; melee
attack 2: Lunge leaps forward at target; short range
attack 3: Roar ???
movement speed: moderate; instant
weakness:
drop: n/a
xp: n/a

Repty
Tier 1; pet; air
Location: plains (day)
attack: Dive dives at a downward angle towards target
movement speed: moderate
weakness:
drop: leather; meat; sacred feather
xp:

Repty, Ice
Tier 1; pet; air
Location: arctic
attack: see Repty
movement speed: see Repty
weakness:
drop: see Repty
xp:

Repty, Sand
Tier 1; pet; air
Location: Desert
attack: see Repty
movement speed: see Repty
weakness:
drop: see Repty
xp:
Bestiary: Monsters 2
Scorpion
Tier 1; pet; ground
Location: Desert
hp: mid
attack 1: Tail Thrust stabs forward with tail; melee
attack 2: Poison Projectile fires poison at target, can cause poison effect; short range
movement speed: slow
weakness:
drop: Mask (scorpion); scorpion tail; string
base xp:

Skeletons
Tier 1; pet; ground
Location: Necromancer's Lair
hp: mid
attack: Swipe fast swipe at target; melee
movement speed: slow
weakness: Light magic
drop: a bone; skull; runes lvl1
base xp: 50

Slime
Tier 1; pet; ground
Location: plains (day)
attack 1: Slime Bite slime morphs into large mouth and bites; melee
attack 2: Dash dashes forward through enemies; short range
attack 3: Lunge leaps forward at target; short range
attack 4: Spikes deploys spikes in all directions; melee
movement speed: very slow; jump
weakness:
drop: slime part
xp:

Slime, Cavern
Tier 1; pet; ground
Location: caverns, deep caves
attack: see Slime
movement speed: see Slime
weakness:
drop: see Slime
xp:

Slime, Sand
Tier 1; pet; ground
Location: Desert
attacks: see Slime
movement speed: see Slime
weakness:
drop: see Slime
xp:

Slime, Ice
Tier 1; pet; ground
Location: arctic
attacks: see Slime
movement speed: see Slime
weakness:
drop: see Slime
xp:
Bestiary: Monsters 3
Spirit
Tier 1; pet; air
Location: deep caves, caverns, Necromancer's Lair
attack: Chase projects towards target in straight line; long range
weakness: Light magic
drop: Mask (spirit)
xp:

Tormented Soul
Tier 1; pet; ground
Location: hell
attack: Ambush Swipe hand rises from ground and swipes at target; melee
movement speed: n/a
weakness:
drop: gem lv1; orb, fire; rune lv1
xp:

Wisp
Tier 1; pet; air
Location: meadow (night)
attack: n/a
movement speed: slow
weakness:
drop: wisp dust
xp:

Worm, Rock
Tier 2; pet; ground
Location: arctic, arctic mountains
attack: Ambush Charge charges from beneath target then returns underground; melee
movements speed: very fast
weakness:
drop: a bone; ice
xp:

Worm, Sand
Tier 1; pet; ground
Location: Desert
attack: Ambush Charge charges from beneath target then returns underground; melee
movements speed: very fast
weakness:
drop: a bone; a rock
xp:

Yeti
Tier 2; pet; ground
Location: arctic mountains
attack: smash: high knockback
movement speed: fast
weakness:
drop: giblets; ham; rune, ice lv1
xp:
Bestiary: Bosses
Bosses spawn with a random skill each encounter. If you are farming a portal, watch out for the Reflect Damage skill as the more damage you deal the more damage you take. With a high damage sword and high level Critical Bonus, Critical Damage Bonus, or Cutting Damage runes you can quickly kill yourself. It is also possible for bosses to spawn with a skill that negates their weakness. Be aware of your surroundings.

Dragon - boss
Tier n/a; aquatic (lava)
- Location: portal in hell biome
- Abilities: Lava Swim moves through lava to attack positions
- attack 1: Dragon Bite leans down and bites at target; short range
- attack 2: Fire Breath breathes fire in a vertical swipe motion, burning, fire; short range
- attack 3: Rock Spike rocks fall from the ceiling in front of the Dragon; range n/a
- attack 4: Meteor fires massive molten ball at target, fire, knockback; long range
- Counter: Burn Resistance, Elemental Resistance, Fire resistance
- Weakness: ???
- Drops: Dragon Scales, gems lvl2, Gold Chest, runes lvl2, potions lvl4+ (health, stamina),
Sacred Feathers
- Souls: 50,400
- Pattern: variable, based on proximity
- Kill enemies in hell biome until you see souls (little flames that come out when you kill enemies)
get sucked in a direction. Follow the souls to find the red portal.


Fairy - boss
Tier n/a; air
- Location: portal in forest biome (kill enemies until the souls are sucked underground; follow the souls).
- Abilities: Doppelganger creates copies of self; Teleport teleports around battlefield
- attack 1: Energy Bolt; long range
- attack 2: Sun Rays fires multiple beams of energy at downward angle; long range
- attack 3: Vortex Blades teleports near player and spins; melee
- Counter: n/a
- Weakness: ???
- Drops: Druidic Armor, Greaves, Helmet; gems lvl2, Leaf Sword lvl1-7; runes lvl1-3
- Souls: 11,700
- Pattern:
1. teleport, Energy Bolt, rest; repeat
2. teleport, Energy Bolt, teleport, Energy Bolt, rest; repeat
3. teleport, Vortex Blades, teleport, Energy Bolt, rest; repeat
4. teleport, Sun Rays, teleport, Energy Bolt-low, teleport, Energy Bolt-low, rest; repeat
5. teleport, Vortex Blades, teleport, Energy Bolt-low, teleport, Energy Bolt, low, teleport Energy Bolt, teleport, Energy Bolt, teleport, Sun Rays, rest
6. teleport, Energy Bolt-low, teleport, Energy Bolt-low, teleport, Energy Bolt, teleport, Energy Bolt, teleport, 3 Doppelganger+4 Energy Bolts, teleport, rest; repeat
7. teleport, Energy Bolt, teleport, Energy Bolt, teleport, 2 Doppelganger+2 Energy Bolt+Sun Rays, rest; repeat
8. teleport, Vortex Blades, teleport, Energy Bolt-low, teleport, Energy Bolt-low, teleport, Energy Bolt, teleport, Energy Bolt, teleport, 3 Doppelganger+4 Energy Bolts, teleport, rest; repeat
9. teleport, Vortex Blades, see 7; repeat
10. teleport, Doppelganger+Energy Bolt-low+3 Energy Bolts, teleport, 1 Doppelganger+2 Energy Bolt-low, teleport; repeat, Sun Rays, rest; repeat all
11. teleport, Doppelganger+Energy Bolt-low+Vortex Blades, teleport, Doppelganger+2 Energy Bolts-low; repeat, 2 Doppelganger+2 Energy Bolts+Sun Rays; repeat all (I stopped here)

Master - boss
Tier n/a; air
- Location: Master's Lair; large room beneath Mutated Chicken boss room (look for tunnel down).
- Abilities Teleport teleports around battlefield
- Attacks: Shadow, Lightning
- attack 1: Shadow Beam beam of shadow energy; long range
- attack 2: Shadow Bolt Ring fires shadow bolts outwards in ring; long range
- attack 3: Shadow Bolt Spiral fires shadow bolts in a spiral pattern; long range
- attack 4: Lighting Storm multiple lightning bolts, all along the columns; range n/a
- Counter: Elemental Resistance, Shadow Resistance, Thunder Resistance (?)
- Weakness: Light magic (unless Light Immunity or Resistance)
- Drops: Dark Boomerang, Dark Bow, gems lvl2, runes lvl2-3, soul gems lvl4-5
- Souls: 10,000-15,000
- Pattern:
1. left side Shadow Bolt Ring; right side Shadow Bolt Ring; player row Shadow Beam; center Lighting Storm
2. left side Shadow Bolt Ring; right side Shadow Bolt Ring; player row (shadow beam); center Lighting Storm
3. left side Shadow Bolt Ring; right side Shadow Bolt Ring; player row Shadow Beam; center Lighting Storm
4. left side Shadow Bolt Ring; right side Shadow Bolt Ring; player row Shadow Beam; center Lighting Storm
5. left side Shadow Bolt Spiral; player row Shadow Beam; right side Shadow Bolt Spiral; player row Shadow Beam; center Lighting Storm

Mutated Chicken - mini boss
Tier 5; ground
- Location: Master's Lair
- attack 1: Combo Swipe 3 consecutive swipes while moving forward, knockback; medium range
- cooldown: n/a
- attack 2: Leap Bash leaps through the air and bashes the ground, knockback, mine; medium range
- cooldown: n/a
- attack 3: Chicken Bite bites at target, small knockback; melee
- attack 4: Dash Throw dashes forward and strikes target, massive knockback; medium range
- Counter: physical damage resistance rune (?)
- Weakness: n/a
- Drops: lvl 2 runes
- Souls: 100
- Pattern: variable

Necromancer - boss
Tier n/a; air
- Location: Necromancer's Lair
- Abilities: Skeletons summons 7 skeletons
- attack 1: Fire Bullet launches fire bullets at target
- attack 2: Shadow Meteor launches slow moving meteor that bounces off walls
- attack 3: Necromancer's Orb deploys 3 Necromancer Orbs;
- attack 4:
- Counter:
- Weakness:
- Drops: Dark Armor, Greaves, Helmet; gems, lvl 1-2 runes
- Souls: ~7552
- Pattern:
- Dig straight down from starting location (near the big green floating jewel) until you hit
indestructible brick blocks (look for purple light or torches). Find the highest layer of bricks and dig left and/or right until you find the entrance (marked by purple torches).

T-rex - boss
Tier 5; ground; mount
- Location: Stone age Ruins (directly beneath Jungle in caves biome)
- attack 1: Meteor Strike 1 meteor will drop down at a steep angle; range n/a; AOE (signaled by roar and eyes will flash purple)
- cooldown: n/a
- attack 2: Meteor Strike (1-3) 1 to 3 meteors drop down vertically; range n/a; AOE (signaled by roar and eyes will flash purple)
- attack 2: T-rex Stomp stomps ground hitting all targets in range; melee, short; AOE
- cooldown: n/a
- attack 3: Tail Whip swings tail vertically hitting all targets in range; medium range; AOE (always with T-rex Bite)
- attack 4: T-rex Bite bites at target; medium range; AOE (always with Tail Whip)
- Counter: physical damage resistance rune (?)
- Weakness: n/a
- Drops: gems lv2, runes lv2
- Souls: 5600-5920
- Pattern: variable
Locations: Biomes
------------------------------------ Biomes -------------------------------------------------

-- Identifying Transitions Between Biomes --
Listen for the background music to change. When this happens it usually means that you have
moved into a new biome; this is especially helpful underground. This can also help you track the
day/night cycle. In addition, check the background; if you can't see the background then mine out the back wall of blocks. The forest and jungle biomes look very similar; one easy to spot difference is the background between the two. Background changes

Danger Level (low to high; estimate):
Meadow, Plains, Snow Plains, Caves, Desert, Deep Caves, Caverns, Snow Mountains, Forest, Jungle, Hell

Caverns
Location: third underground biome.
Monsters: Creep; Mimic; Slime, Cavern; Spirit
Drops: Creep Blood Flask; Mask, Spirit; Slime Part
Materials: Coal; gems lv1
Ore: Gold, Iron, Silver
Plants:
Mushroom; Ice, Lava, Orange, Trumpet of Death
- Chests: Gold, Silver, Wooden

- Creep: Creep Blood Flask
- Mimic:
- Slime, Cavern: Slime Part
- Spirit: Mask, Spirit
- Chests: Gold, Silver, Wooden

Caves
Location: first underground biome.
Monsters:
Drops:
Ore:
Chests: Wooden

- Bat: Bat Wing
- Slime, Cavern: Slime Part
- Worms, all variants (?): Bone, A Rock


Deep Caves (second underground biome)
Location: second underground biome
Monsters:
Drops:
Ore:
Chests: Silver, Wooden
- Bat, Toxic: Bat Wing
- Crawler
- Slime, Cavern: Slime Part
- Spirit: Mask, Spirit
- Chests:

Desert (source of cacti and sand)
Monsters:
Crafting: Cactus Part, Sand Block
Ore: Copper, Iron, Tin
Chests: Wooden
- Repty, Sand: Leather; Meat; Sacred Feather
- Scorpion: Scorpion Tail; String
- Slime, Sand: Slime Part
- Worm, Sand: Bone; A Rock


Forest (hills and very tall trees; some flowers)
- Boar: Tusk
- Chenille:
- Guardian: Rare Leaf; Resistant Leaves; Strange Vegetal Matter
- Leaf Lion: Rare Leaf (?); Resistant Leaves; Strange Vegetal Matter
- Chests: Silver, Wooden

Hell (lowest biome as of 20170528)
- Butcher: Lava Heart
- Devourer: Lava Heart
- Hell Dog: Lava Heart
- Lava Golem: Lava Heart
- Mimic:
- Tormented Soul:
- Chests: Gold, Hell, Mimic

Jungle (part of Forest biome)
- Guardian: Rare Leaf; Resistant Leaves; Strange Vegetal Matter
- Leaf Lion: Rare Leaf (?); Resistant Leaves; Strange Vegetal Matter
- Raptor: Eye
- Chests:

Meadow (starting biome; good source of flowers)
- Chickens (day): Chicken; Rune, Chicken
- Cows : Milk
- Wisps (night): Wisp Dust
- Chests: Wooden

Plains (similar to meadow but more hills; good source of flowers)
- Repty (day): Leather; Meat; Sacred Feather (?)
- Slime (day): Slime Part
- Zombie (night): Mask, Zombie; Zombie Part
- Chests: Wooden

Snow Mountains (some arctic flowers; very hilly)
- Ice Eagle: Mask, Eagle; Sacred Feather
- Worm, Ice: Bone
- Yeti: Giblets, Ham
- Chests: Silver

Snow Plains (snow covered trees; arctic flowers; mostly flat)
- Repty, Ice: Leather, Meat, Sacred Feather
- Slime, Ice: Slime Part
- Worm, Ice: Bone
- Chests: Silver, Wooden

Locations: Dungeons, Mini-Dungeons, & Portals
------------------------------------- Dungeons ------------------------------------------------------

-- Master's Lair --
Location: Beneath hell biome. Look for serpent head statue. Activate (like opening a
chest) to access. Must defeat the Dragon to enter. Butterfly necklace highly
recommended prior to entry.
Boss: Master
Mini Boss: Mutated Chicken
Mobs: Disciple, Claws; Disciple, Mage; Disciple, Spear; Disciple, Sword
Traps: Pits, Deep
Chests: Gold, Hell (?)

-- Necromancer's Lair --
Location: The deep caves (?) biome, usually straight down from the starting location in the
meadow biome. The entrance will be located at the top.
Boss: Necromancer
Mini Boss: n/a
Mobs: Skeletons; Spirits; sometimes Cavern Slimes and Crawlers will spawn inside
Traps: arrow; fireball; spear, retracting; spikes, ceiling, floor
Chests:

-- Stone Age Ruins; Portal, Stone Age --
Location: Caves biome; beneath Jungle
Boss: T-rex
Mine Boss: n/a
Monsters: Raptors lv22
Traps: magic barriers
Chests: Gold

------ Mini-Dungeons ------

-- Challenges (please check for accuracy)
Challenges may be a single event or a series of events that are arranged vertically. Once the challenge is complete 1+ chests will unlock. Challenges can't be mined until the they have been completed.
Location: variable; caverns, caves, deep caves biomes
- Battle: kill all enemies; 1 minute
- Extermination: kill all enemies
- Extermination (Ahenomophobia) (spelling?): kill all enemies without taking any damage
- Horde: survive waves of enemies; 2 minute (?)
Mobs: variable (Devourer, Repty, Scorpion, Skeleton, Spirit)
Chests: Gold, Mimic, Silver

-- Prisons
Location: caverns
Mobs: Butchers; sometimes Cavern Slimes, Crawlers, and Spirits spawn
Chests:
Drops: 1x Chloridian

------------------------------------- Portals -------------------------------------

-- Portal, Green --
Location: forest biome
- Kill enemies in forest biome until you see souls (little flames that come out when you kill
enemies) get sucked in a direction. Follow the souls to find the green portal.
Boss: Fairy
Mini Boss: n/a
Mobs: n/a
Traps: n/a
Chests: n/a

-- Portal, Red --
Location: hell biome
Boss: Lava Dragon
Mini Boss: n/a
mobs: devourer, tormented soul
Traps: n/a
Chests: gold

-- Portal, Stone Age (see Stone Age Ruins) --
Location: Stone Age Ruins
Boss: T-rex
Locations: Structures
-- Flesh Buildings
Location: Caverns
Monsters: Mimic
Chests: Mimic
Drops: 1x Chloridian, flesh crafting bench

-- Stone Age Buildings
Location: Caverns, Deep Caves
Monsters: N/A
Chests: Silver, Wooden
Drops: stone age crafting bench (?)
Change Log
20171116: Added cow, some bestiary and pet values edited
20170620: pets, gameplay basics, mounts, bestiary
20170601
- sig update: pets, gear, bestiary
20170530
- significant update to bestiary, pets
20170529
-added: appendix-ingredients
-updated: armor, crafting, locations, pets
20170528 - updated best weapon section
10 comentários
Zeoman 23 set. 2018 às 5:03 
does anyone know where the shadow armor leggings are?

Icebane_the_Fox 12 set. 2018 às 19:53 
You should add a section on transformation, I would personally like to obtain level 2 runes to transform into a flier, but I don't know where to find them
Delta, The [REDACTED] 9 set. 2018 às 17:13 
when will this be updated for the aliens? D:
Zexiona 4 jul. 2018 às 18:27 
Thank you so much for this guide T_T
I now can get rid of the 18 chests of random rings and swords I have
Remicalane 21 dez. 2017 às 13:07 
Can this guide help with being addicted to one punch man music?
BILLYREDNECK  [autor] 16 nov. 2017 às 15:54 
Thank you for the comments. I'll be fixing these all soon.
Contrabassoon 23 jul. 2017 às 14:23 
So how do you upgrade weapons?
Undone 10 jul. 2017 às 12:27 
you say monster suffix but, it's prefix.

easy mistake!
TackleVille 24 jun. 2017 às 6:13 
Holy moly what a lore, haha.
Mumbel 22 jun. 2017 às 10:37 
the leaf lion can be caught using lvl 2 gem stones
u should also mention that bosses like the mutated chicken and the master can have diffierent monster prefixes (like rare, unknown, divine...) giving them MUCH more HP and damage but also making them drop MUCH more souls (once got 800k form a divine master) and better drops (got about 10 t3 runes from that divine master)