Crystal Caves

*Being worked on. Only Slendy001 and Purrfect Speed may edit this page.*
Also, reminder: the Crystal caves is constantly being worked on due to new features and animals that would live there

## Overview

The Crystal Caves is a **massive** Biome that lurks underneath the mope.io world. It is the "deepest" biome in the game, followed by the Magmatic Corridors and Normal Caves. It is home to many unique features, and powerful animals (such as the infamous Cobalt Night Dragon and OP Knight Dragon). It is also, quite literally so, a gold mine for mope.io lore, having the substance responsible for the creation of the Neon Dragon (and other Neon Animals) as well as some of its own inhabitants.

## Features

### Terrain

The terrain of the Crystal Caves is very unique. There are rocks scattered all across the Crystal Caves, but there are no trees or hills (animals that can't climb rocks **must** beware here!). Rocks here are retextured to look like they have small crystals growing out of them, almost resembling an Ice Monster while growing its shards. Speaking of crystals, there are *at least* *a hundred of them* around the caves. Some are a food source, each with their own qualities, others are pure aesthetic, to keep the mood of the caves, some provide light, and some are even AI enemies in disguise! The Crystal Caves biome is actually larger than the normal map (which says a lot with the addition of biomes like the Arctic Ocean, Deep Oceans, Desert, Jungle, Swamp, Islands, and more). Around this map are several water spots, with most being Crystal Water. Around the Crystal Caves are hiding holes, as well as holes that lead to the surface.

### More About Crystals

There are several types of Crystals, they are scattered everywhere across the cave.

* Aesthetic Crystals: As the name suggests, they are purely aesthetic, and will probably only affect your frame rate. They are the second most common type of crystal in the Crystal Caves.
* Light Crystals: Light Crystals are much like Aesthetic Crystals. But unlike them, Light Crystals, as the name suggests, provide light. This is a helpful feature, as it allows creatures with lower visibility to see easier in the caves.
* Edible Crystals: Edible Crystals are the main food source of the Crystal Caves (there are 6 food sources in total: Crystals, Red Mushrooms, Small mushrooms, Mushroom Bushes, Berry bushes, and players). They come in several different colors and sizes, but size is the only sign of how much XP they're worth. *Color* will tell you their affect:
	+ Red, Blue, Green, and Pink: no affect.
	+ Purple: Temporary Healing.
	+ Lime Green: Temporary healing; stronger heal.
	+ Cyan: Temporary healing; longer heal time.
	+ Orange: Temporary (or temporarily improved) fire resistance.
	+ Glowing Orange: Temporary Fire Immunity and Burning Bites.
	+ Gray: Breaks on impact and gives you nothing.
	+ Yellow: Any XP you get for 20 seconds after eating it will be doubled.
	+ White: Teleports you to the Aether (I don't recommend using this one...)
	+ Glowing Red: Kills you instantly (but you're actually lucky if you run into this Crystal; it's the second rarest one of all, but for good reason)
	+ Rainbow Crystal: Instantly makes you Ultima Tier (the rarest Crystal in the game as well as one of the rarest *things* in the game at all, having a 1/10000 chance of spawning)
* Enemy Crystals: Enemy Crystals are quite dangerous. Upon biting them, they will take no damage, and will instead reveal themselves to be spider-like AI animals guising as crystals. If you are at or above level 11, you can eat these strange creatures. They will run, and they are decently fast, but the XP reward is well worth it. However, if you are at or below level 10, they will chase and try to eat you. Thankfully, they are slower at chasing than they are at fleeing.
* Sharp Crystals: Basically Aesthetic Crystals, but if you touch them, you take a little bit of damage and knockback. Most of the time the damage is very minor, and will heal almost instantly, with the main affect being the knockback.

### Gemstones

Most biomes have only two types of Gemstones: Small Healstones and the Big Healstone. However, there are many different kind of Gemstones in the Crystal Caves.

Here is the list of them from most to least common.

* Healstones: Nothing new really. Just your average heal stone and nothing more. They are especially abundant in the Crystal Caves, though.
* Blue Stones: Blue Stones are high-health stones that are moderately common within the Crystal Caves. They take a long time to break, but if you are sitting on one when it breaks, you will be turned into a Neon variant of the animal you are currently, and will be able to choose Neon Animals all the way up to max tier. To prevent stealing, whoever dealt the most damage to the stone will get the rewards if multiple people are touching it upon breaking.
* Big Healstones: There are two rather than one Big Healstone in the Crystal Caves. One, however, will retain the tradition of spawning in the center of the map, whereas the other one will spawn randomly.
* Fire Stone: Fire Stones spawn all across the map, but not as frequently as most stones. They only heal (and can be damaged by) Lava-based animals, like Land Monsters, and will have no reaction to non-fire based animals. They give more XP than Big Stones, so it may be worth choosing lava-based animals.
* Golden Stones: They just give a lot of XP, the heal factor is improved as well but not by a lot.
* Aether Stone: Aether Stones, like Blue Stones, must be broken for their value: when broken, they will give a shield to the target. Uniquely these shields have no clear HP, but will instead save the user from 3 "hits."
* Pet Rock: The rarest but most worthwhile of these, Pet Rocks will follow you around if you touch them, and will attack foes. They are uniquely indestructible, but they will still play damage animations in appropriate scenarios (e.g. electrocution, stunned, red-circle-flash, burning). A possible save feature will allow you to use these as many times as you want, but you can't claim any more once you have one in use.

### Crystal Water

Crystal Water is a unique feature within the Crystal Caves. As the name suggests, it's actually made of liquid crystals, and "sparkles" to prove it. Strangely enough, no Crystal Caves animals rely on Crystal Water as a source of life (though Cobalt Night Dragons run on Crystal Energy). However, Crystal Water is still very useful, as it refills both the water bar and HP bar of anyone standing in it. Crystal Water is very common throughout the Crystal Caves, and *almost* completely replaces normal water spots and lakes. In the place of the volcano biome, there is a massive Crystal Water Lake in the center of the Crystal Caves. This one is "the Serene Crystal Lake," as it not only replenishes health and water faster than others, but it also reduces the attack damage of all animals here. In fact, standing still in it for about 30 seconds will slowly grant XP.

### "Cruel" Hiding Holes

Being that the Crystal Caves is canonically the deepest accessible biome in the mope.io world (surprisingly deeper than the Magmatic Corridors, which is literally a massive cave within the planet's magmatic regions), hiding holes here are... just a little... overkill. Rather than normal hiding holes, all hiding holes here are made of lava. Fire resistant animals like Cobalt Night Dragons and Phoenixes will have no problem with this, but the few animals within the Crystal Caves that aren't fire resistant will have a hard time here. As a result, the Crystal Caves is truly a place of survival of the fittest.

## Trivia

* It took me a long time to decide between one of three options:
	+ 1. Crystal Caves replaces Cave Biome
	+ 2. Crystal Caves intersects with Cave Biome
	+ 3. Crystal Caves is underneath/above Cave Biome (chose 3.1: Crystal Caves is underneath Cave Biome)
* Despite only having two ways *in* to the Crystal Caves, there are always at least 14 ways out of the Crystal Caves.
* All hiding holes in the Crystal Caves are the large variant, not the small variant, as all Crystal Caves animals that are fire resistant are too high-tiered to fit in small holes.
* All holes that lead to the next level upwards correspond with a hiding hole on that level (so if you go into an exit hole that's under the Desert Biome, you will come out of an *actual* hiding hole in the Desert biome)