recursal/Fanatic-Fandom huggingface dataset:
Dice Spells

[5] D4

[20] D8

[10] D12

The Dice spells are a group of wand modifier spells which allows the player to **reroll** certain nearby **entities** into another entity from that **classification**.

The Dice spells are part of a unique set of wand modifier spells which are only activated when the player **presses F** (or their offhand keybind) on their wand.

### Unlock Method

In order for the player to be able to have the Dice spells spawn within their Spell Shop during a run, they must first enter New Game++ on their **savefile** for the first time. Afterwards, the Dice spells will occasionally spawn on the third-most slot to the left of the **Spell Board**.

The **probability** for a Dice spell to replace regular spell when entering the Spell Shop is **15%**.

## Additional Notes

* If a player rerolls an entity from a Dice spell such as the **D4** spell into another entity, they are still able to continue rerolling the new entity as much as they please unless they are rerolled into something that is outside of the **classifications**.
* The Dice spells are able to be used in **conjunction** with one another when inside the player's **spell slots**.
* The **radius** of all Dice spells is **10 blocks** when activated.

**D4 -** Press F on your wand to reroll all nearby enemies into another random enemy.

* When rerolling nearby enemies with the D4 spell, their current health is **reset** to accommodate for the new enemy they rerolled into.
* Rerolling enemies using the D4 spell will **not** cause them to drop any shillings until they are slain.
* When rerolling enemies, there is a **10% chance** that the rerolled enemies will instead turn into harmless creatures such as **sheep** or **slimes**, but will still drop items on death.

**D8 -** Press F on your wand to reroll all nearby **spell entities** into another random spell projectile.

* The **D8** spell can affect a large variety of spell entities *(most of which are found within the projectile modifier spell category),* including some projectile enemy attacks.
* To name a few common spells which are able to be rerolled by the D8 spell are: Plasma Orb spells, Money Shot, Quack Attack, Bees!!, magic bolts, Field spells, and or Black Hole.
* A unexpectedly-powerful **synergy** with the D8 spell is when using it in conjunction with Barrier spells. Within the game files, each barrier entity apparently is considered a spell entity to the D8- making it so the player can cast a **wall** of spell entities instead of a magic barrier!

**D12 -** Press F on your wand to reroll all nearby pickups into another random pickup.

* The D12 spell is able to potentially reroll some pickups into unlockable pickups like Shield Hearts or Blood Shillings even when the player may not have unlocked them yet.
Duplication Spells

Upward Duplication

Downward Duplication

The Duplication spells are a group of projectile modifier spells that create a trail of **artificial bolts** going in a certain direction.

Similar to most trail-related spells, these spells will summon a **spectral arrow** which travels either **upward** or **downward** per tick. These bolts are much more powerful than regular bolts as they will do **25 damage** on impact with an enemy.

## Additional Notes

* The spectral arrows can also kill you if you're not being **careful**. A very common way this can occur is by running directly into a falling spectral arrow. *(This bug should now be fixed as of the v1.2 BetaBranch)*
* Due to these duplicated bolts being spectral arrows and not the usual magic bolts, other projectile modifier spells will **not** apply their effects onto them.
* Upward duplicated bolts will travel **slightly slower** than downward duplicated bolts but each will still deal **50 damage** upon impact.

## Lore

**Downward Duplication**

*"It is impossible for one structure of particles in motion to ever be perfectly duplicated by another similar structure at the same or at different times. This is partly as a result of Heisenberg’s Uncertainty Principle, and accords to the definition of singularity state since it can never be attained."*

**Upward Duplication**

*"However it is possible for close approaches to be made to perfect structure duplication, and when this occurs so that the two different identities are very close to becoming the same object, they will start to resonate."*
Damage Sector Spell

## Damage Sector

### Description

A small damage orb floats behind you and deals damage to enemies very close to it.

## Damage Sector Spell

The Damage Sector spell is an utility spell that summons a **damage orb** which deals damage to nearby enemies. The damage orb will always be attached to the **backside** of the player no matter which way they face.

## Additional Notes

* The damage orb that generates from the Damage Sector spell has a range of roughly **3 blocks** and deals **48 damage** constantly to all nearby enemies.
* The Damage Sector spell is one of the very few spells that can be stashed or thrown away, but still keep the effects of the spell. This means that the player just needs to pick up the spell for the first time in a run and can save spell slot space by stashing it away in their **spell sack**.
Epsilon Spell

## Epsilon

The Epsilon spell is a Greek Letter spell which refills **100** of the player's mana points **50%** of the time only if their mana points are currently at **1**.

Certain spells that have a **mana drain** of **1** work exceptionally well for procing the Epsilon spell. Additionally, spells that consume **1000** mana points such as Hex of Multiform and Magic Overflux also work well in conjunction with Epsilon.

## Additional Notes

* The Epsilon spell works off a **tick-based timer** system. This means that every 1 out of 2 ticks in the timer will proc the mana refill of the Epsilon spell.
* If the player has more than 1 level of the Mana Recharge upgrade, it could be slightly more difficult to proc the Epsilon spell as it refills 2 mana points every other tick instead of 1.

## Lore

**Epsilon**

*"Sitting, still, weeping, his eyes never dry, his sweet life flowing away with the tears he wept for his foiled journey home."*
Burst of Spells

Burst of Oil

Burst of Liquor

Burst of Decay

### Description

Your bolt will randomly burst into a puddle of material which applies a certain debuff to anything near it.

## Burst of Spells

The Burst of spells are a group of projectile modifier spells which randomly morph the player's magic bolts, and the surrounding area, into a small **cloud of material**. The material created by the Burst of spells will afflict a specific debuff to both **enemies** and **players**.

Bolts casted from the player's wand will cease to exist when the Burst of spells proc.

## Additional Notes

* The radius for the Burst of spells is roughly **4 blocks**, and the debuff that they inflict on entites last for **2 seconds**.
* The Burst of spells do **not synergize** with each other when in the player's spell slots. This is because the **proc-tick timing** of the Burst of spells are all within the same Minecraft tick.
* The Burst of spells work really well if the Explosion Emitter spells as they can instantly proc this spell group when the player's bolt morphs into a material.
Mana Malfunction Spell

The Mana Malfunction spell is a wand modifier spell that will set the player's **mana points** to **300** after a certain amount of time.

The mana will be set to 300 regardless of wherever the player's mana points are currently at.

## Additional Notes

* The Mana Malfunction spell is more practical for wand builds that utilize a lot of **minor mana-draining spells**. This is because the player can theoretically regain 300 mana instantly while spamming all the mana in the wand.
* Even thought the in-game description states that the player's mana will be "randomly set to 300 mana points," this isn't necessarily true. The Mana Malfunction spell will actually proc every **10 seconds**.
Unused Items

**Items** and **data** found within the game files which weren't used or were scrapped for gameplay purposes are placed in here.

Unused items can also appear as a loot table for the Omega Chest- this decision was made because the game developer wanted to give a purpose to these unused items even though they may never be found in most runs.
Magic Cakes

**Magic Cakes** are an item that can be obtained through chests and mimics. Like most consumables in the game, Magic Cakes can be used by pressing F (or the offhand keybind). When consumed, they will increase or decrease a random **statistic** the player currently has.

There are various different sprites and variants that a Magic Cake can come in, but most of these are used in similar fashion to each other. This means that no one specific Magic Cake sprite will increase or decrease a specific statistic- it will **always** be randomized. The different Magic Cake sprites are as shown below:

## **Additional Notes**

* If a player has a statistic that is at the **lowest possible level** (for instance, Fire Rate being at level 1), a Magic Cake will not decrease it any further even when it says it does.
* The **Rainbow Magic Cake** will always increase a statistic by **two points**, but will only decrease a statistic by **one**.
* There's a 1% chance that a Magic Cake will make the player feel full or stuffed instead of adjusting a statistic when consumed. If this occurs, the player will be greatly slowed for **5 minutes**- *or 300 seconds*.
* If the player consumes a **Golden Magic Cake**, there's a **50% chance** that the cake will not be consumed when used. This means that a single golden magic cake can potentially increase or decrease the player's statistic a multitude of times.
Jarate Spell

## Jarate

### Description

Water pools near your bolts will convert into urine. Enemies that stand in urine are applied with a major slowness and weakness debuff.

## Jarate Spell

The Jarate spell is a projectile modifier spell which converts all **water pools** near the player's magical bolts into small **urine pools**.

The urine pools produced by the Jarate spell will apply a major **weakness** and **slowness debuff** to both enemies and the player if they are not careful enough.

## Additional Notes

* Certain water pools such as the Hex of Water or Rain Cloud spells will not proc the effects of the Jarate spell.
* The player will lost **2 mana points** every **tick** regardless if there are any water pools currently present on the floor.
* Certain spells such as the Purify spell can help easily generate urine pools when used in conjunction with the Jarate spell.
* The Jarate spell is a direct homage to a item in the game *Team Fortress 2*, in which the item in that game is also called "Jarate."
* The noise that the Jarate spell makes when converting water pools into urine is the **soundfile** of the character within the game *Team Fortress 2* who uses said item above.

## Lore

**Jarate**

*"Hey! Mapmaker here. Look guys, I'm gonna be honest with you... I was running out of spell ideas and this was the best I could come up with. Is it good? Does it make sense? No, no not really. Cut me some slack though! After coming up with 200 spells, there's bound to be some flops."*

*"-PeteAleha"*
Magic Safeguard Spell

The Magic Safeguard spell is an utility spell that provides the player with **resistance level 3** buff whenever the **Wave Activator** is spawned in.

The Wave Activator is the red floating orb at the center of a floor that spawns at the end of a wave to start the next one. As long as the player can see the Wave Activator in the center of the floor, the Magic Safeguard spell will proc.

## Additional Notes

* The Magic Safeguard spell will proc every 5 seconds. When the spell procs, the player will consume **20 mana points**.
* The amount of damage that is reduced when the Magic Safeguard procs is roughly **60%** of all damage.
White Hole Spell

## White Hole

### Description

You cast a stationary white hole instead of a bolt. The white hole instantly sucks in projectiles, and repels enemies.

### Spell Tier

2

see also: Black Hole

The White Hole spell is a projectile modifier spell which creates an enormous white hole that sucks in **enemy projectiles**, as well as repelling any nearby enemies away from it similar to the Personal Repulsion Field spell.

## Additional Notes

* The white hole will last **10 seconds** before collapsing and will suck in specified objects within a **15 block radius**.
* The repelling effect of the White Hole spell can prove to be quite useful in **combat** if the player stays close nearby it. Though not that strong, much slower enemies with a **low** **base speed** are not able to reach the player if they stand under it.
* Certain **homing spells** such as the Unconventional Homing spell can make fighting enemies quite hilarious as the white hole will continue to repel away enemies while also try to home in onto them.
* The **sound effects** used for the White Hole spell is the same used in the Black Hole spell, the difference being that the sounds are **reversed**.

## Lore

**White Hole**

*"Let's try a new exercise. Instead of condensing your bolts, expand them. Like we have done before in creating an infinite mass of negative energy. I want you to create a mass of positive energy. Where there is darkness, there is bound to be some light. Imagine that, imagine your bolts being confined in a vacuum of ever-expanding space."*
Hollow Egg Spell

## Hollow Egg

### Description

If a bolt lands into an alchemical liquid, it leaves behind an egg. When struck, the egg will release a small random pool of liquid.

## Hollow Egg Spell

The Hollow Egg spell is a projectile modifier spell that summons an **egg** at the center of an alchemic pool. When an egg is summoned it sponges up the original pool.

When the egg takes a single point of damage, it bursts and creates a **hollow version** of an alchemic pool from a set of basic liquids.

## Additional Notes

* Even though the in-game description states that the bolt needs to "land into an alchemical pool," the bolt only needs to be near or fly pass an alchemic pool to proc.
* Some hollow pools that generate from the Hollow Egg spell will not apply a specific buff to their normal counterparts. Some of these liquids include the **Hollow Blood Pool** and **Hollow Water Pool**.
* If the player decides to summon an egg but stash away the Hollow Egg spell in their **Spell Sack**, then they **wont** be able to crack open the egg until they put the spell back in their spell slots.

## Lore

**Hollow Egg**

*"Being a janitor has its benefits- you get to think outside the box."*

*"Some people laugh when I tell them that I love my job. They always ask me what there is to even enjoy. I always respond with: 'eggs,' which confuses them."*

*"I love my job."*
Affinities

**Affinities** are special **talismans** that the player can choose from at the start of the run. The affinity system acts as the **class-system** in TOTA, in that the player can choose a single affinity that can slightly alter the playstyle of that run.

In order for the player to choose an affinity, they must have a single **emblem** to pay up. If not, they can choose to select an **Empty Affinity** which does nothing.

When entering the affinity selection room, the player will have a choice between **2** affinities. Each time the player re-enters the affinity selection room, 2 new affinities will be rerolled and placed on the podiums.

There is a small possibility that the affinity selection room will roll the same affinity twice on each podium.
Bees!! Spell

## Bees!!

### Description

You cast a small angry bee instead of a bolt. The bee will wander around and sting any enemy that gets too close to it.

## Bees!! Spell

The Bees!! spell is a projectile modifier spell which summons a **small bee** instead of firing the player's magic bolts. These bees will act similar to those from the Hive Swarm spell.

## Additional Notes

* The bees created by the Bees!! spell will wander around for **10 seconds** before expiring and deal **24 damage** to any nearby enemy.
* When a bee **stings** an enemy, they will instantly expire.
* Unlike the bees summoned from the Hive Swarm spell, the bees from the Bees!! spell will only start dealing damage to enemies after a short **2 second delay**. This is because the bees need a moment to move around instead of instantly dying if too close to an enemy.

## Lore

**Bees!!**

*"Assistant, I need you to fill out another request form for me."*

*"Certainly Headmaster. What do you need this time?"*

*"I require more bees."*

*"Alright, and how many shipments of bees do you need?"*

*"Fetch me... all of them."*

*"..."*
Magic Overflux Spell

## Magic Overflux

### Description

Covert all the current mana stored in your wand into raw power. Damage is increased based on increments of 100 mana points.

## **Magic Overflux**

The Magic Overflux spell is a wand modifier spell that coverts all but **1 single mana point** from the player's wand and turns it into damage based on the next bolt casted.

The mana to damage increments when converted are as shown below:

* *1-99 Mana Points - 25 damage*
* *100-199 Mana Points - 47 damage*
* *200-299 Mana Points - 70 damage*
* *300-399 Mana Points - 93 damage*
* *400-499 Mana Points - 117 damage*
* *500-599 Mana Points - 133 damage*
* *600-699 Mana Points - 161 damage*
* *700-799 Mana Points - 188 damage*
* *800-899 Mana Points - 212 damage*
* *900-1000 Mana Points - 233 damage*

## **Additional Notes**

* Most projectile modifier spells that contain **'mana drain'** will ruin the Magic Overflux spell. This is due to the effects of the Magic Overflux spell consuming all but 1 mana point from the player in a **single tick**- if the player were to have another spell that drained mana within the same tick, it will force the wand into a **recharge mode**.
* Damage generated by the Magic Overflux spell **does not** stack on top of other damage **data modifying** spells such as the For Power and Epitaph spells.
Summon Barrel Spells

Summon: Explosive Barrel

Summon: Toxic Slime Barrel

The Summon Barrel spells are a group of material spells that conjure a **barrel trap** that explodes when damaged.

The barrels that are created from the Summon Barrel spells are the barrel traps that are found on the floors **The Vault** and **Spell Forge**.

## Additional Notes

* The barrels that are created from the Summon Barrel spells can be placed as many times as the player desires. A good way to utilize this is by **pre-placing** a bunch of summoned barrels in places that the player wants to deal maximum damage.
* The explosive barrels that are created from the **Summon: Explosive Barrel** spell can be **chain-reacted** with one another if placed near one another.
* Unlike the trap version of these barrels, the ones that are created by the Summon Barrel spells will **not** explode when the player steps near them.
Nullifying Bolt Spell

The Nullifying Bolt spell is a projectile modifier spell that deletes any **minor-enemy spells** that are near the player's bolts.

Most minor-enemy spells are spells that are casted by an enemy on a **non-boss wave**.

## Additional Notes

* The proc range of the Nullifying Bolt spell is very small- only being **2 blocks**.
* Enemy spells that are nullified will instantly be killed or disappear, and instead be replaced by a **barrier block visual**.
* Very few enemies will be unaffected by the Nullifying Bolt spell, those enemies being ones in which they cast spells for a **single tick**, or onto themselves instead of the player.
* Certain attacks that bosses may summon or cast can also be neutralized by the Nullifying Bolt spell.

## Lore

**Nullifying Bolt**

*Magic for Dummies - Vol. 1*

*"All spells that contain magic produce a certain frequency. If one were to match the wavelength of a frequency being produced by a spell, they can freely control it. In most cases, attempting to control said wavelengths lead to either party's frequency to fade away- ultimately neutralizing it."*
Slime Launcher Spell

## Slime Launcher

### Description

You cast a random alchemic slime instead of a bolt. These slimes will burst into a pool of liquid they're made of when attacked.

## Slime Launcher Spell

The Slime Launcher spell is a projectile modifier spell which casts a small **alchemic slime** (from a large selection of slimes) on the player. These slimes will slowly follow the player and will burst when **provoked**.

The Slime Launcher spell will spawn between 10 different slimes. *(As shown below):*

1. Agilimorphine
2. Acid
3. Blood
4. Gravitium
5. Slime
6. Polymorphine
7. Romantium
8. Water
9. Whiskey
10. Oil

## Additional Notes

* The pools created by the alchemic slimes will last for **5 seconds** before expiring. The only exception to this is polymorphine which lasts for only **2 seconds** before expiring.
* The alchemic slimes that spawn from the Slime Launcher spell act similar to those that are found in the Slimy wave modifier event.
* The player can **exploit** the usage of **Soul Points** by repeatedly summoning and killing a slime over and over again- essentially creating an infinite soul farm.
* The pools created by the alchemic slimes will contain their usual **properties** unlike other spells such as Hollow Egg.

## Lore

**Slime Launcher**

*"It is said that the slimes found in Clynn follow a migration route to the north every spring. Some suggest that the slimes do this in order to avoid the scorching heat of the summer. Who knew that slimes could melt?"*
Phi Spell

The Phi spell is a greek letter spell that halves the **total mana points** of the player, but refills their mana at an **increased rate**.

The major drawback to the Phi spell is that the player can't cast most high-mana cost spells anymore. *(Some of these include* Hex of Multiform*,* Napalm Sea*,* Black Hole*, and* Arcana Eden *just to name a few)*

## Additional Notes

* If the player is playing with the Monarch affinity, the Phi spell will still reduce the player's max mana to **500 points** instead of **1000 points**.
* The amount of mana refill that the player gets when using the Phi spell is **5 mana per tick** *(or 100 mana / second).*
Cast Spells

Inferno Cast

Electric Cast

Explosive Cast

The Cast spells are a group of wand modifier spells which apply a certain effect on themselves when the player casts their wand.

## Additional Notes

* Certain Cast spells such as the **Inferno Cast** and **Electric Cast** spell have a proc range of **5 blocks**.

**Inferno Cast -** When casting a bolt, you ignite all nearby enemies.

* The Inferno Cast spell deals **10 damage** over a period of **10 seconds** to all enemies that were ignited.
* Certain enemies like **vex-type** mobs will **not** be ignited due to the properties of Minecraft vexes.

**Electric Cast -** When casting a bolt, you deal instant damage to all nearby enemies.

* The Electric Cast spell deals **6 damage** per cast.

**Explosive Cast -** When casting a bolt, you explode... wait what.

* As useless as this spell sounds, there are actually some useful implications with the Explosive Cast spell. For instance, if the player is applied with the invincible buff or has the Stained Armor spell in their spell slots, they can become a personal explosion emitter.
* If the player doesn't take careful precautions when making a wand build with the Explosive Cast spell, they can **instantly kill themselves** when casting a bolt.
* A weird interaction with the Explosive Cast and Explosion Conditioning spell will make the player skyrocket in a certain direction when they cast a bolt. Be warned though, as you can still take some **explosive damage** even with the Explosion Conditioning spell.
More Damage Spell

see also: More Mana

The More Damage spell is a wand modifier spell that increases the total amount of **base damage** a bolt will deal to a target. The damage will increase based on whichever **upgrade level** that player's Bolt Damage is.

The damage that is added to a bolt from the More Damage spell is exactly **+1 level** from the current Bolt Damage upgrade level.

## Additional Notes

* Certain damage modifying spells such as the For Power, To Damage, and Epitaph spells will **negate** the effects of the More Damage spell.
* The player will consume **30 mana points** when casting a bolt whilst having the More Damage spell in their **spell slots**.
* The Twenty Four spell will **not synergize** with the More Damage spell as the damage **cannot** be increased on by any means when using the Twenty Four spell.
Drill Quest

## Overview

The Drill Quest is a optional **side quest** that the player can partake in. The quest can be started by entering the **Cave System portal** spawned at the end of the Alchemist Observatory.

When entering the Cave System for the first time, the player will be put in a small dialogue cutscene with **Joe** the NPC.

## Guide

In order to complete the Drill Quest, the player must obtain and bring Joe certain items. These items will most likely be obtained throughout multiple runs; progress towards the Drill Quest will be saved permanently on the **save file**.

### Part 1:

* The player must bring Joe the Drill Engine.
* The Drill Ending can be occasionally found spawned in the Holy Mountain on the Offering Pedestal.

### Part 2:

* The player must bring Joe the Electric Charge spell.
* Even though the in-game dialogue from Joe can be assumed that any electric-type spell can work, this is not the case.

## Unlocks

Upon completing the Drill Quest, the player will unlock a **Shortcut Portal** which will spawn on the opposite side of the Cave System. This portal will continue to remain spawned in the Cave System permanently throughout runs.

The Shortcut Portal will allow the player to skip The Vault / Frozen Cavern *(Floor 5)* altogether and send them to the next Spell Shop.

## Additional Notes

* Although very unlikely, the player can obtain both items in a single run to complete the Drill Quest. If this happens, the Shortcut Portal will **not** open until the next run the player starts.
* The Cave System area is not considered a **safe-zone** and will still damage the player.
* The Cave System portal will spawn in the same place as **NPC Portals** do at the end of a floor.
Star Shower Spell

## Star Shower

### Description

When casting, falling stars will appear around you. Stars that impact a surface will burst into glittery shimmer.

### Spell Tier

1

The Star Shower spell is a wand modifier spell which summons **falling stars** around the player whenever they **cast** a magic bolt from their **wand**. The falling stars that impact the **ground** will explode into **glitter**.

When the player casts the Star Shower spell, **3** falling stars will summons in a random location around the player. This randomization is determined on the player's **Y-height**. This means that if the player is on higher, or more elevated areas, the falling star projectiles will randomize around a **lower elevation**.

Certain nearby star projectiles that hadn't yet burst when impacting the ground may have their location **reshuffled** again when the player casts their wand. This is because the Star Shower spell will randomize locations of the **3-nearest** star projectiles to the player.

## Additional Notes

* The glitter bursts that the star projectiles generate from the Star Shower spell can also damage the **player**. Having spells such as Glitter Damper can help provide a **safe** way of using the Star Shower spell.
* The star projectiles from the Star Shower spell having **infinite** 'piercing.' This means that they will always impact into the floor no matter how many enemies are blocking their path.
* Having a high Fire Rate upgrade can prove to be **very useful** with the Star Shower spell, as it allows the player to rapidly cast **multiple** glitter bursts around themselves.

## Lore

**Star Shower**

*"I was born into the infinite darkness of space by a dying star. But still, I find no purpose to live in this universe."*

*"These planets, these creatures, these people. Why do they feel as if they are happy with their world? They could use so much more. They need a leader who can help guide them to the ideal world. I can provide that. All I require is the Eye."*

*"The Eye which can change everything- the laws, spirits, materials, and science of existence. That is what I truly seek. And yet, the voice leads me here in search of it... why?"*
Radius Enhancer Spell

The Radius Enhancer spell is projectile modifier spell which increases the **proc range** of certain projectile modifier spells in the player's **spell slots**.

Some spells that are effected by the Radius Enhancer's effects are as follows below:

1. Radar Bolt
2. Electric Charge
3. Withering Aura
4. Nullifying Bolt
5. Vacuum Field
6. Trail Spells
7. Emitter Spells
8. Transmogrification
9. Infestation
10. Firework Radius
11. Pinpoint of Light

## Additional Notes

* Though the visual effects of the spells effected by the Radius Enhancer spell are only **slightly increased** in size, the actual proc range of these spells is **greatly increased**.
* Most spells effected by the Radius Enhancer spell have their proc radius's increased by **3-5 blocks**.

## Lore

**Radius Enhancer**

*"A spell that works in conjunction with other spells. With just a small sacrifice on the user's mana, they are able to unlock the full potential of their spells."*
Healing Shot Spell

## Healing Shot

### Description

Your bolt will slightly heal anything it strikes. The strike radius is also slightly increased.

## Healing Shot Spell

The Healing Shot spell is a projectile modifier spell that heals **24 HP** to any entity that is struck by the player's bolts.

The **healing properties** of the Healing Shot spell can also be applied to the player if they manage to strike themselves with their own bolt. The healing amount and **mechanic** is slightly altered if it strikes a player *(more information explained below)*.

## Additional Notes

* Certain enemies such as enemies from the Relentless faction will actually receive **more damage** when using the Healing Shot spell. This is due to how "undead" mobs in Minecraft take damage to the **instant health** effect.
* If the player wants to heal themselves with their own bolt whilst using the Healing Shot spell, they can use certain spells in conjunction such as Slow but Steady, Manifestation, and Fountain Formation etc.
* The in-game description for the Healing Shot spell states that the *"strike radius is also slightly increased."* This mechanic is similar to that of the Twenty Four spell- but only when applying it to players.
* The amount of healing that can be given in a single bolt to the player is **3 HP**.

## Lore

**Healing Shot**

*"Never getting treatment from an underground doctor ever again."*

*"Were they expensive or something?"*

*"No their prices are fine, it's their... medical techniques that I hated."*

*"Oh how come?"*

*"I needed a blood transmogrification and instead of giving me blood, they decided to shot me!"*
Alchemy Lab

## Overview

The **Alchemy Lab** is an area located in the ??? floor. In order to enter the **Fractured Portal** that leads to the Alchemy Lab, the player must locate and destroy a variety of **emerald orbs** located around each floor.

When entering the Alchemy Lab, it will contain a variety of secret Alchemy Spells, as well as a robotic enemy.

## Guide

When entering a new run, an emerald orb will appear in **one** of **four** different locations. Shooting the orb will cause it to **shatter** and announce a **sound cue**. Every time a orb is destroyed in a floor, it will spawn a new one in the next floor the player enters. Starting a **wave** will cause the emerald orbs to **disappear** and will **not** show up anymore.

### All Possible Orb Locations

* 155 -5 -5
* 178 0.5 -29
 Enchanting Dome
* 220 -11.5 -17
* 242 -6.5 -40
 Mycelium Emporium
* 293 -6.5 -33
* 273 -7.5 -23
 Purification Plant
* 298 -9.5 5
* 279 3 46
 Alchemist Observatory
* 349 -7.5 -15
* 349 -7.5 -43
 The Vault
* 390 -2.5 -29
* 406 -6.5 -26
 Frozen Cavern
* 373 -10.5 37
* 389 16 25
 Spell Forge
* 182 -3.5 30
* 182 -10.5 10
* 169 4 37

## Unlocks

    When entering the Alchemy Lab, an assortment of **secret spells** will spawn on a column of pedestals. Every time the player enters the Alchemy Lab, these spells will be present. Do note though, that the player can only enter the Alchemy Lab once for their entire run. Any additional New Game+ loops will not let you respawn the portal.
Epitaph Spells

Fate

Destiny

### Description

Whenever you cast a bolt, it will deal damage, but there's an extremely small chance that an outcome will occur.

## Epitaph Spells

The Epitaph spells are a group of wand modifier spells which will **very rarely** trigger a certain positive or negative **outcome** whenever the player casts a bolt.

These positive and negative "outcomes" will result in the **instant death** of an enemy or you depending on which spell is used. The bonus to casting a bolt with the Epitaph spells is that the player's bolts can potentially deal lethal amounts of damage.

## Additional Notes

* The proc chance of an outcome occurring while using Epitaph spells is **1/20 bolts** for the **Fate** spell, and **1/10 bolts** for the **Destiny** spell. This means that the chance to trigger the positive outcome of the Destiny spell are significantly easier as compared to the negative outcome of the Fate spell.
* The Epitaph spells do **not synergize** with each other when used. Instead, the game will **randomly** decide which spell to proc when casting a bolt.

**Fate -** Whenever you cast a bolt, it will deal massive damage, but there's an extremely small chance you instantly die.

* The bolts casted while using the Fate spell **can** effect boss-type enemies.
* Unlike most **insta-kill damage sources** such as 'Touch of' damage, the damage inflicted by the negative outcome of the Fate spell can be **blocked** if the player is effected by the invincibility buff.
* The damage a bolt inflicts when under the effects of the Fate spell can vary. This is due to the random nature of Minecraft arrow damage- but will normally deal a median damage of **200**.

**Destiny -** Whenever you cast a bolt, it will deal 1 damage, but there's an extremely small chance an enemy instantly dies.

* The Bolt Damage upgrade will not effect how much additional damage a bolt will deal when under the effects of the Destiny spell.
* The bolts casted while using the Destiny spell **cannot** effect boss-type enemies.
* When the positive outcome of the Destiny spell procs, the bolt that is effected by it will turn into a bolt with similar properties to the Twenty Four spell.
Minga-

*Minga-* is an SI prefix denoting a factor of 1060, or one novemdecillion, invented as part of an extension of the standard SI system by James "Jim" V. Blowers. It shares the same roots as its reciprocal prefix, Mikto-, and derives from the Greek "**Ic**osa", for twenty, (Where 'c' is exchanged for 'ng', reasoning for this adaptation is unclear) as it is the twentieth positive prefix in Blowers' system pertaining to the pattern 103n.

1. ↑ https://sites.google.com/site/largenumbers/home/2-2/2-2-3-non-canonical-si-prefixes
2. ↑ https://googology.fandom.com/wiki/SI\_prefix#Jim\_Blowers'\_extension
Triggered Rewind Spell

## Triggered Rewind

### Description

Press F on your wand to place a small Rewinder. After 10 seconds, you will be teleported back to the Rewinder's position.

## Triggered Rewind Spell

The Triggered Rewind spell is a wand modifier spell which creates a **Rewinder** that teleports the player back to its location after **10 seconds**.

The Triggered Rewind spell is one of the few wand modifier spells that is triggered when the player **presses F** (or the offhand keybind) on their wand.

## Additional Notes

* If the player decides to cast the Triggered Rewind spell multiple times, the Rewinders created will teleport the player **periodically** in order.
* In order to **prevent exploitation** of the teleportation from the Rewinder, if a player decides to enter a new area via **portal**, it will kill all current Rewinders.
* Since the Rewinder is still qualified as an **entity**, the player's bolts and other projectiles can be stopped while airborne if they impact with the Rewinder.
Directional Bolts Spell

The Directional Bolts spell is a projectile modifier spell which causes the player's magic bolts to fire out in a random **cardinal direction** occasionally when **casting**.

Using **multicast** spells such as Card spells or Triplicate Bolt will cause the cardinal bolt to snap back into place to where the player would normally cast.

## Additional Notes

* The **proc chance** for the Directional Bolts spell is **40%**.
* If the spell Manifestation is used in **conjunction** with the Directional Bolts spell, the wands which proc the spell will snap the cardinal bolts to the **player's position** instead of theirs.
* Having a high **Fire Rate upgrade** can allow the Directional Bolts spell to proc far more often.

## Lore

**Directional Bolts**

*Wand Repair Notice:*

*"Greetings! We've sent this letter to your dorm to inform you about your wand's yearly projectile checkup. Our system seems to have no recorded data of any checkups from you since your graduation. The academy offers free repair service to staff and faculty. It is imperative that you schedule an appointment with us at once in order to keep your wand from breaking."*
Chaos Magic Spell

see also: Chaos Impact

## Chaos Magic

### Description

Whenever you cast a bolt, this spell will morph into a random projectile modifier spell (from a limited selection).

### Spell Tier

3

The Chaos Magic spell is a projectile modifier spell which changes itself into a **different** projectile modifier spell every time the player fires a magic bolt from their wand. The **randomization** of which projectile modifier spell the Chaos Magic spell will turn into is picked from a small **limited selection** of spells as shown below:

1. Damage Field
2. Flame Trail
3. Rainbow Trail
4. Slow but Steady
5. Acid Cloud in a Bolt
6. Infestation
7. Directional Snowball
8. Glitter Blast Popper
9. Collapse
10. Pinpoint of Light

## Additional Notes

* The random spell that the Chaos Magic spell morphs into will abide by the same **mechanics** and **mana cost** as its normal counterparts.
* Even though the **spell sprite** changes for the Chaos Magic spell, the spell name and description remain the same as to not lead to any confusion for players when using the spell in a wand build.
* The Chaos Magic spell is a direct homage to the similarly named *'Chaos Magic'* spell in **Noita**.

## Lore

**Chaos Magic**

*"That spell tablet looks kinda odd, where did you get it from?"*

*"Hm? Oh I bought this off of a Scavenger. I got it for a pretty good deal!"*

*"Oh nice! So, what does this spell do?"*

*"I don't quite know... I feel like it might be broken honestly."*

*"What? How so?"*

*"Well the issue is that every time I look away, it almost seems like the tablet itself is... changing."*
Confused Anti-Impact Spell

## Confused Anti-Impact

### Description

Bolts morph into a wandering spark right before striking an enemy. The spark creates a small electric explosion randomly.

## Confused Anti-Impact Spell

The Confused Anti-Impact spell is a projectile modifier spell which summons a wandering spark bomb whenever a bolt gets within 3 blocks of an enemy. The bolt that summons a spark bomb disappears before striking the enemy.

The wandering spark bolts fly around randomly and are uncontrollable. Additionally, the spark blast can also damage players if they're not careful enough.

## Additional Notes

* The in-game description states that the spark bolts will *"explode randomly,"* though this isn't entirely true as the spark bolts will always blow up after **4 seconds**.
* The Confused Anti-Impact spell **does not synergize** well with any projectile modifier spells that require a bolt to initially strike the enemy to cast.

## Lore

**Confused Anti-Impact**

*Article 1 Subject: Plasma Crystal*

*"A man-made creature that was accidentally created within the academy's spell forge. They were said to be created whenever the forge began to malfunction and imbue certain tablets with too much magical energy. These sentient crystals tend to float around and crash into walls. Due to their fragile nature, they shatter upon impact and release magical sparks everywhere. Perhaps we can learn something from this mistake."*
Mist Spells

Steam Mist

Liquor Mist

Slime Mist

### Description

Press F to create a mist of material which applies a certain effect to anything that steps inside it.

### Spell Tier

1 | 1 | 2

Mist spells are a group of material spells which creates a small **mist** of **material** around the **user** when casted. The mist that is summoned will apply certain effects such as **buffs** and **debuffs** to anything that steps inside of it.

Unlike **pools** and **hexes** created by other material spells such as Hex of spells and Sea spells, the Mist spells will create a spherical-shaped entity of material. This means that **flying entities** such as vex-type enemies can also be affected by the Mist spells when inside their visual radius.

## Additional Notes

* When casted, the mist entities that are created from the Mist spells have a radius of **3 blocks** and will stay for **5 seconds** before **expiring**.
* Multiple **different** Mist spells can be casted on top of each other and will **stack** each of their own effects onto one another.

**Steam Mist** - Press F to create a mist of **steam** which conceals anything that steps inside it.

* The Steam Mist spell is the only Mist spell which will **benefit** the player when they are inside it.
* When concealed in the Steam Mist spell, the **detection range** of all nearby enemies is reduced by **80%**.

**Liquor Mist** - Press F to create a mist of **whiskey** which applies the tipsy debuff to anything that steps inside it.

* The Liquor Mist spell can prove to be quite **useless** on its own as it will essentially apply the tipsy debuff to the player as well when they use it.
* The **duration** of the tipsy debuff that is applied to enemies that step inside the whiskey mist lasts for roughly **3 seconds**.

**Slime Mist** - Press F to create a mist of **slime** which applies a moderate slowness debuff to anything that steps inside it.

* The amount of **movement speed** that is reduced by the slowness debuff of the slime mist is roughly **80**%. Certain slower enemies such as boss-type enemies will be far more vulnerable to damage when slowed- as they are essentially **stationary** temporarily.
ЧВК "Оранжевый закат"

ЧВК "Оранжевый Закат " Группировка на пару с Боевиками захватила власть в Римске, но после возник конфликт. Имеет полностью развёрнутый лагерь на территории Римска. Приоритет на качественную пехоту. Вооружены по последнему слову техники и подготовка кадров высшего сорта. На контакт идут крайне редко, но при этом за сумму можно воспользоваться услугами разных техников или взять списанное оборудование. Также они рады любому содействию.

Известные личности: Главнокомандующий ЧВК "оранжевый закат" - Луиза Ноан

Хоть и после официального обращения к населению с показательной казнью на главной площади Римска главнокомандующий разошёлся по СМИ и по сарафанному радио, но до сих пор покрыт тайной. Да и верить той информации которая была получена помимо угроз не лучшая идея.

Подконтрольные территории: Римск, Прогресс.

Их территории простираются от северных гор, до южных болот, на западе единственная в регионе река.

Также имеют лагерь и базу. Им принадлежит основная территория Римского региона.

Постепенно вводят на подконтрольных территориях "Оранжевые и красные повязки"

Это что-то вроде полиции. Название получили за их повязке на плече. Если оранжевая повязка это ещё возможно просто переоборудованный и немного переквалифицированный но всё ещё обычный боец, то в красные повязки нанимают специалистов. Периодически среди них можно встретить кинологов и прочих необычных людей специально завезённых сюда для поддержания порядка на подмятых территориях.

Примечание: Карта на действительный момент + обновление с болотом
Necromancy Spell

The Necromancy spell is an utility spell which summons friendly **skeleton allies** at the position of where you killed an enemy.

Certain entities such as **interactables** and **buttons** will also trigger the Necromancy spell.

An interesting mechanic with the Necromancy spell is that the player can **loop** the effect of the skeleton summoning. This is done by striking a summoned skeleton ally with a bolt which turns their death into the **"player's kill"** which tricks the Necromancy spell into summoning a new skeleton ally again.

## Additional Notes

* Certain killable **enemy spells** can also proc the Necromancy spell.
* The skeleton allies that are summoned from the Necromancy spell will last roughly **7 seconds** before expiring. If an enemy is within **3 blocks** of the skeleton ally, they will take **6 damage** constantly.

## Lore

**Necromancy**

*"A sinister spell which was sealed away and strictly prohibited in order to protect the scholars within the Academy. It is said that the queen of the Dark Realm was the first being to cast this spell- and hopefully the only one as well."*
Money to Spells

Money to Soul

Money to Explosion

### Description

Press F on your wand to turn all dropped shillings on the current floor into something else.

### Spell Tier

1 | 1

The Money to spells are a group of wand modifier spells which coverts all the **shillings** on the ground into something else when activated.

The Money to spells are part of a unique set of wand modifier spells which are only activated when the player **presses F** (or their offhand keybind) on their wand.

## Additional Notes

* Dropped shillings refer to the **coin items** that aren't picked up by the player.
* The Money to spells will also consume **100 mana points** from the player when activated regardless if there is any dropped shillings on the current floor.
* **Stacked versions** of shillings will still count as a single entity. This means that stacked shillings that have **2+ shillings** in their entity will only give the player one instance of the Money to spells.

**Money to Soul** - Press F on your wand to turn all dropped shillings into **soul points**.

* When the Money to Soul spell is activated, the player will earn a soul point for each dropped shilling on the current floor. Doing so will cause the dropped shillings to be **deleted** in the process.

**Money to Explosion** - Press F on your wand to turn all dropped shillings into small explosions.

* When the Money to Explosion spell is activated, the player will turn each dropped shilling on the current floor into a explosion. Doing so will cause the dropped shillings to be **deleted** in the process.
Remove Delay Spell

see also: Increase Delay

The Remove Delay spell is an utility spell which removes the timer attribute of all **timer-type spells**. This means that the player will **instantly cast** the timer spell when triggered instead of waiting roughly 3 seconds.

While this spell **alone** is completely useless, it can make certain wand builds that utilize timer spells much more effective in **combat**.

## Additional Notes

* When casting any Touch of spell with the Remove Delay spell in the player's **spell slots**, it will cause the player to die instantly.
* Certain spells that have the word "Delay" in their spell name are **not** effected by the Remove Delay spell. These spells include Delay Cast spells.
Energy Shield Spell

The Energy Shield spell is a utility spell that grants the player **4 temporary health points** which refills after **75 seconds**.

The player also gains a small visual "bubble" on the floor when using this spell in their **spell slots**.

## Additional Notes

* The Energy Shield spell procs every **20 seconds** and applies the absorption buff for 75 seconds.
* When the Energy Shield procs, the player consumes **100 mana points**.
* Certain damage proc spells such as Tagged-Damage Conversion and Blood to spells will **not synergize** well with the Energy Shield spell because it requires the player to **take damage**, not **absorb damage**.