recursal/Fanatic-Fandom huggingface dataset:
Ore Blocks

Some Nightfall maps may include various non-gold ore blocks scattered in various locations which grant unique temporary effects when mined. Only Survivors are capable of extracting any positive effect from mining these blocks.

## Coal Ore

Mining coal ore grants the minor a temporary Resistance buff.

Grants Resistance 1 for 5 Seconds

## Copper Ore

Mining copper ore will grant the miner a temporary Night Vision effect, which is potent defense against low light Blindness.

Grants Night Vision for 8 Seconds

## Iron Ore

Mining iron ore will repair the miner's armor for free as well as temporarily fortify it against further damage.

Grants Fortified Armor 2 for 6 Seconds

Armor Repair: 30

## Gold Ore

Mining gold ore gives the shrines gold, which is a key resource for armor repair and maintaining shrine weight. More detailed reading can be found on Gold's dedicated page.

## Redstone Ore

Mining redstone ore will slightly restore the miner's mana as well as granting temporary Fire Resistance.

Grants Fire Resistance for 5 Seconds

Mana Heal: 3

## Diamond Ore

This ore vein of vanilla minecraft's second most coveted tool material, only behind netherite, possesses a similarly sought after effect. Mining a Diamond Ore grants the miner a Shield Heart. Each survivor can only have one diamond granted Shield Heart at a time.

## Emerald Ore

These green gemstone veins which are renamed to **Jade Ore** in serveral ingame tooltips / lore will give a very short but none-the-less powerful Proc when mined. A survivor who manages to successfully kill an enemy player with this Proc is granted the **Green Sparkles Achievement**.

Grants PROC:

Duration: 1 Second

Bonus Attack: +6

Bonus Speed: Speed 2

## Tips and Trivia

* Lapis Lazuli Ore doesn't do anything when mined but was formerly retextured into the powerful **Blue Wall** blocks, these walls are slightly faster to break with the iron pickaxes Survivors and Doppelgangers possess, but were significantly stronger against the wooden pickaxes most other breaching class monsters had compared to current day's **Deepslate Brick** blocks.
* Deepslate varients of the non-gold ores have the same effect as their stone block varients.
* Nether Quartz has no effect.
Mana Patch

Mana Patch is a Consumable item. 4 Mana Patches are granted per 4 consumable points spent to a maximum of 12 items for 12 points.

## Mana Patch

Mana Patches allow you to quickly regain mana in a pinch. While they don't have the same potential as a well placed Healing Station, they are more reliable as they always give a reliable 150 total mana, which you can't be knocked away from or have be destroyed by monsters. When used, a mana patch will give 30 instant mana and an additional +4 mana regen over 30 seconds, totaling a bonus 120 mana regenerated. Multiple mana patches can be used at once to stack the effects, no value is lost.

Shift-clicking a patch allows you to heal other survivors instead.

Instant Mana Heal: 30

Bonus Mana Regen: +4 per second.

Mana Regen Duration: 30 Seconds

Mana Patches cannot be dropped or placed in the shared chest.
Flask of Flames

The Flask of Flames is a support item which costs 8 loadout points to equip.

## Overview

The Flask of Flames is a basic ale which comes bundled with several unique offensive abilities.

You can heal yourself to full for 100 mana, additionally granting Fire Resistance for 6 seconds.

Cooldown: 1 Second

Healing with the flask will also create a small firey blast which hits all enemies near the user. Killing enemies with the blast restores some mana.

Radius: 3 Blocks

Damage: 20

Damage vs Lesser Demons: 25

Recover 15 mana per monster killed.

The first source of damage you inflict within 2 seconds after healing will deal more damage, or will oneshot if the target(s) are Lesser Demons.

Duration: 2 Seconds, or until used.

Bonus Damage: +15

Damage will oneshot Lesser Demons.

## Effective Health Modifier

The standard heal of flask of flames doesn't affect effective health at all, but the flame blast's mana recovery is a consideration. However, healing only with the intent to deal damage can lead it's user to less than favorable scenarios.

Effective Health Bonus w/o healing: +0hp

Mana Point -> Health: 4--2 Hp
Basic Zombie

## Overview

The Basic Zombie is a rather uncommon monster which typically only spawns whenever Nightfall fails to summon another valid monster class. In practice a Basic Zombie typically spawns from the Ogre Shamans **Doom Event** when a filler monster player does **not** have a basic monster class selected.

Basic Zombies are similar to Fury Zombies, albeit notably weaker than a sufficiently upgraded fury.

## Stats

Health: 20 Hearts (2 Rows)

Resistance: 60%

Depth Strider 3

Shrine Weight: 1

Proccable.

## Tools

### Makeshift Sword

*"A cross between a runesword hilt and plank debris. The dead use anything of their fallen comrades."*

Attack: 10

Armor Shred: 5

Melee attacks will heal the zombie for 1 hp (half heart) and give **Speed 1** for 5 seconds.

## Abilities

### Leap

Right Clicking the Makeshift Sword will send the Basic Zombie forward in a dash. This leap provides no immunity or resistance.

Activated with **Right Click**

Cooldown: 25 Seconds

### Melee Hit Bonuses

#### Vampirism

Attacking survivors will heal the user. This effect can only occur every 8 ticks, meaning you can't stack it by attacking multiple survivors at once.

Restores 1 Hp (1/2 Heart) on hit.

Cooldown: 0.4 Seconds

Interestingly, this is more powerful than Fury Zombie's Vampirism, as a Fury's Vampirism cooldown is 0.5 seconds.
Potion Seller's Strongest Potion

The Potion Seller's Strongest Potion is a support item which costs 8 loadout points to equip.

## Overview

Potion Seller's Strongest Potion is a basic, albeit costly, healing ale which can grant its user temporary invulnerability when used to heal with.

You can heal yourself to full for 175 mana.

Cooldown: 1 Second

When you heal with P.S.S.P you take 0 damage from **all** attacks for 2 seconds. You also only receive 75% armor shred for the effect's duration.

## Effective Health Modifier

This potion is a very poor deal if you don't make good use of the invulnerability, that being said, the ability to tank any and all damage for 2 seconds at a time can be invaluable in the right hands.

Effective Health Bonus w/o Healing: +0 Hp

Mana Point -> Health (No Invulnerability): 2.29 -- 1.14 Hp

## Trivia

* The invulnerability will not protect any Shield Hearts on the user.
* The invulnerability is **not** Resistance 5+, so any resistance effects which are applied to the user are not cleared.
Pack Leader

## **Overview**

The Pack Leader is a Doom Mob Hero. They are **Hellhound** Alphas who serve in gameplay as conduits for the powerful **Pack Instincts Ability**. One will spawn from the **Hellhounds Doom Event** as long as there was initially a **Survivor Hero** and two more will spawn for each extra initial **Survivor Hero**. The primary difference in combat of a Pack Leader compared to the **Hellhounds** is they are noticeably tankier but deal slightly less direct damage.

In summary, Pack Leaders serve as the heart of a wave of **Hellhounds**, bolstering them with powerful buffs to shred unfortunate survivors to pieces.

## **Stats**

Health: 50 Hearts (5 Rows)

Resistance: 85%

Arrow Resistance: 25%

Speed: +25%

Depth Strider: 3

Shrine Weight: 1

Unproccable

Mob Hero

## **Tools**

#### **Fangs of the Pack Leader**

*"Aroooooooo."*

Attack: 15

Armor Shred: 25

Fire Aspect: 5

## **Abilities**

### **Leap**

Right clicking your fangs will cause you to leap forwards a great distance. Shifting while activating this will cause you to instead jump higher with less horizontal momentum.

Cooldown: 10 seconds

### **Pack Instincts**

Standing near **Hellhounds** will grant them **Strength 3** and **Resistance 3**, while this is active you will also recieve **Strength 4** and **Resistance 2**.

Buff Cycle Duration: 2 seconds

### **Frenzy**

Attacking a survivor will grant **Speed 2** for 6 seconds

### Minor Passives

Unproccable: Cannot be procc'ed

Mob Hero Resilience: Greatly resistant to Consecrating Charms, will not die instantly to shrine protection strikes, takes less damage from heavy attacks and while surrounded by multiple survivors.
Healer

*"Focused on healing and supporting other survivors, the Healer kit provides health, mana, armor, and procs to their allies."*

## Items

### Primary

* Arcane Scepter
* Jade Bow
* Regrowth Star
* Arcane Tunic

### Accessory

* Slowfall
* Resurrection
* Avenge
* Star Fragment
* Enchanted Aegis
* Last Blessing

### Consumables

* 192 Cobblestone
* 128 Mortar
* 128 Torches
* 8 Healing Stations
* 2 Consecrating Charm
Regrowth Star

The Regrowth Star is a support item which costs 4 loadout points to equip.

## Overview

It leans on supporting fellow survivors more than other potions by allowing you to heal them and repair their armor for no gold cost.

### Primary Heal

You can heal yourself to full for 150 mana, additionally granting **Regeneration 4** for 8 seconds.

You can heal another nearby survivor within 20 blocks and line of sight.

Cooldown: 1 Second

## Special Heal

The Regrow Star specializes in healing other survivors.

Right clicking a survivor you have line of sight on will heal them and yourself.

Cooldown: 0.6 Seconds

It will cost 20 mana if you heal a survivor with full armor.

The intensity and cost of the heal will scale linearly based on the damage of the target's armor, costing a max of 70 mana.

You will heal yourself for 5-15 hearts and 4 armor, with health heal based on target's armor.

Target Health Heal: 1 Heart - 3 Hearts

Target Armor Repair: 6 - 31

Target Mana Heal: 2

## Effective Health Modifier

This contextualization of health will only factor in the primary heal of this item. The health regen factored into effective health can be correlated with the **Ruby Pendant** table accurate with bonus health granted by regen capping at 266.7--133.36 per heal, (1600--800 Hp Across 6 heals, basically only matters against minimal effective damage.)

Effective Health Bonus w/o healing: +0hp

Mana Point -> Health (No Regeneration): 2.67--1.33 Hp

Temporary Effective Health Regen after Heal: 33.33--16.67 Hp per second.

Rough Total Effective Health Regen: 60--18 Hp per second.

Mana Pool -> Health (No Regeneration, 900 Mana): 2400--1200 Hp

Below values assume broken armor (80% resistance) and constant dps, includes health regen but not mana regen, 900 mana only (6 heals).
 42 or less (Fury, Husk, Drowned, Hellhounds, Day Wolf, and Polar Babe)
 50 (Minotaur, Brawler, buffless Nightbearer, melee Flamelancers)
 60 (Lackeys)
 70 (Nightbearer buffed 40s mobs, Lesser Zombie Hordes)
 80(Iron Golem, Most **Mob Heroes**, Nightbearer buffed 50s, Lesser Burning Skeleton Hordes)
 110 (Torus +5)
Wolf

## **Overview**

Wolves are one of the special monsters. Wolves are a very strong and rather small sized monster. They are very similar to a fully upgraded Fury Zombie, but have a couple extra abilities. Their vertical and horizontal leaps make them able to travel huge distances easily and bypass defenses, along with escaping from bad situations. Their high movement speed, short stature, decent life steal, true damage in darkness, and additional movement/damage utility with their short hops makes any 1v1 fight against a wolf an uphill battle.

## **Stats**

Health: 40 Hearts (80 Hp)

Resistance: 70%

Arrow Resistance: -10%

Speed: +10%

Depth Strider 3

Shrine Weight: 1

Proccable

## **Tools**

#### **Wolf Claws**

*"Aroooooooo."*

Attack: 15

Armor Shred: 25

Melee attacks will heal the wolf 2.5 hp (1.25 hearts) and give **Speed 2** for 6 seconds.

Melee attacks will deal bonus damage as **True Damage** in Moderate **Darkness** or greater.

Attacks in Moderate **Darkness** also deal Shield Breaking damage.

## **Abilities**

### **Leap**

Right clicking the wolf claws will cause the user to bound forwards into the air, covering a great distance. Sneaking makes the leap not send you as far horizontally, ideal for leaping tall instead of far. A loud howling sound is played whenever you leap, so don't expect to get anywhere quietly with this.

Cooldown: 10 Seconds

### **Short Hop**

Offhanding with the wolf claws will immediately activate a silent and much shorter leap, perfect for getting a jump on a survivor in close quarters or clearing smaller obstacles without expending your main leap. A small strength and speed buff is given after short hopping.

Cooldown: 8 Seconds

Receive **Slowness -2** and **Strength 2** for 3 seconds after hopping.

### **Melee Hit Bonuses**

#### True Strikes

Attacks against survivors in **Moderate Darkness** or greater will deal increased damage.

Attacks in **Moderate** Darkness will also deal Shield Breaking damage as well.

Bonus Damage: 3 **True Damage**

True damage is unaffected by any positive or negative modifiers, allowing for consistant damage regardless of survivor armor or bonus resistances.

#### Vampirism

The user heals for 2.5 Hp (1.25 Hearts) on hit.

Can only occur every half second.

#### Frenzy

The user receives Speed 2 for 6 seconds on hit.

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{\displaystyle x = questPoints \* attackStat \* 0.15}

attackStat is statically equal to 15.
 *You must deal at least [X] armor shred this life!* | Value from 4 to 9, said value can be decimal.

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{\displaystyle x = questPoints \* armorShredStat \* 0.9}

armorShredStat is statically equal to 25.
 *You must hit survivors at least [X] times this life!* | Value from 4 to 9, said value can be decimal.

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 *You must stand in the shrine for at least [X] seconds!* | Integer from 6 to 10

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{\displaystyle x = questPoints}

30 Exp per quest point.
Dwarves

rename this page to survivors

Survivors are the opposing faction to the Demons. Their objective is to build their defenses and hold out as long as possible, while killing the attacking Demons and protecting their base and eachother.

While Survivors are limited in number, they are incredibly strong, and able to take down many Demons alone with ease.

Survivors spawn at the begin of the game after selecting their kit, a preset loadout of items, or custom choosing the items they want for their loadout.

## Kits

Predetermined sets of items that suggest a particular playstyle

* **Warrior** - Melee - Mixed
* **Ranger** - Ranged - Offense
* **Berserker** - Melee - Offense
* **Elven** - Ranged - Mixed
* **Gnome** - Mixed - Mixed
* **Healer** - Mixed - Support
* **Paladin** - Melee - Defense
* **Brawler** - Melee - Offense
* **Magician** - Ranged - Mixed
* **Builder** - Mixed - Support
* **Riftwalke**r - Ranged - Mixed
* **Hunter** - Ranged - Offense
* **Warder** - Ranged - Support

## Items

Individual items. Far too much to fit on a single page.
Magic Slab

Magic Slabs are one of the Consumable items. 2 Magic Slabs are granted per 4 consumable points spent to a maximum of 6 items for 12 points.

## Magic Slab

Magic Slabs can be used to instantly create a wall made of solid deepslate brick infront of the user. Shift-clicking the slab allows you to make the wall out of glass instead. The slab will replace damaged walls or soft blocks like carpet or leaves in either mode.

Dimensions:

* 6 Blocks Tall
* 15 Blocks Across
* 4 Blocks Deep

Wall will be placed a maximum of 7 blocks infront of you. If you punch a solid block it will build the wall from that location instead.

Magic Slabs cannot be dropped or placed in the shared chest.
Glacial Chateau

Glacial Chateau is a Secondary Rotation map with three Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X ----, Y ---, Z ----
	+ Is actually pretty far from Smithing Tables, Fletching Tables, and Potions.
	+ Has Armor Forging Pistons and Dwarven Pickaxes nearby.
* Sawmill and Oil
	+ Coordinates: X 110, Y 68, Z 180
	+ Has Dwarven Pickaxes, Woodcutter's Axes, and Rusty Shovels
	+ Covered by Shrine Protection until **Chilled Forest Shrine** falls.
	+ Covered by Mob Protection after **Frigid Cavern** falls.
* Quarry
	+ Coordinates: X 100, Y 62, Z 100
	+ Has Sand, Dwarven Pickaxes, Woodcutter's Axes, and Rusty Shovels nearby.
	+ Covered by Mob Protection after **Chilled Forest Shrine** falls.
* Blacksmith
	+ Coordinates: X 20, Y 68, Z 285
	+ Has Armor Forging Pistons and Dwarven Pickaxes.
* Gold Mine
	+ Coordinates: X -70, Y 55, Z 190
	+ Has Dwarven Pickaxes, Woodcutter's Axes, and Rusty Shovels
	+ Covered by Shrine Protection until **Chilled Forest Shrine** falls.
	+ Covered by Mob Protection after **Frigid Cavern** falls.

## Shrine Locations

* Chilled Forest Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/3
	+ Shrine Gold: 25% of current vault.
	+ Mob Spawn Coordinates: X 52, Y 88, Z -83.5
	+ Mob Protection Region

* Frigid Cavern
	+ Coordinates: X ----, Y --- Z ----
		- Has Smithing Tables, Fletching Tables, Potions, Dwarven Pickaxes, Woodcutter's Axes, and Rusty Shovels nearby.
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 2/3
	+ Shrine Gold: 40% of current vault.
	+ Mob Spawn Coordinates: X 32.5, Y 83, Z 83.5
	+ Mob Protection Region
* Glacial Refuge
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 3/3
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X 22.5, Y 68, Z 252.5
	+ Mob Protection Region

## Tips and Trivia

*tips, trivia, unique interactions, non-gameplay landmarks, lore, and cool bug fact's.*

* The beacons on 2nd shrine do not work; they are blocked by sticky pistons in the bedrock roofing.

## Map Author(s) and Additional Credits

Map Author(s): fawnic

Map Credits Room Coordinates: X ----, Y ----, Z ----

Additional Credits
Accessories

Accessories range from small trinkets to useful devices which are equipable by Survivors. They range from free gadgets which can be acquired anytime to powerful passive effects or augments to tools, the latter both requiring loadout points to equip.

## List of Accessories

### Free Accessories

* Compass
* Chestomatic
* Furnaceomatic
* Gnomish Clock
* Bricklayer [cannot be used with Speedy Bricklayer]
* Spyglass

### Special Accessories

* Slowfall
* Dark Vision
* Avenge
* Resurrection
* Reinforced Boots
* Enchanted Aegis
* Massive Quiver
* Tombmaker
* Speedy Bricklayer
* Star Fragment
* Ranger's Padding
* Ring of Pneuma
* Band of the Sun and Moon
* Last Blessing
* Scavenger
* Pocketwatch of Bent Time
Infernal Wastes

Infernal Wastes is a Primary Rotation map with three Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X 419, Y 51, Z 1355
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
	+ Is also near Rusty Shovels and **Village Shrine**.
* Oil
	+ Coordinates: X 465, Y 51, Z 1295
	+ Also near the Sawmill and Woodcutter's Axes
* Sawmill
	+ Coordinates: X ----, Y ---, Z ----
* Quarry
	+ Coordinates: X ----, Y ---, Z ----
* Blacksmith
	+ Coordinates: X ----, Y ---, Z ----
* Blacksmith 2
	+ Coordinates: X ----, Y ---, Z ----
* Gold Mine
	+ Coordinates: X ----, Y ---, Z ----
* Gold Mine 2
	+ Coordinates: X ----, Y ---, Z ----

## Shrine Locations

* Sun and Moon Shrines
	+ Sun Shrine Coordinates: X ----, Y ---, Z ----
	+ Sun Shrine Capture Region
	+ Moon Shrine Coordinates: X ----, Y ---, Z ----
	+ Moon Shrine Capture Region
	+ The two capture regions are simultaneous and only connect to one (1) shrine health bar.
	+ Squids spawn on top of the Sun Shrine, and only the Sun Shrine will explode when the shrine falls.
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/3
	+ Shrine Gold: 33% of current vault.
	+ Mob Spawn Coordinates: X 147, Y 70, Z 1349
	+ Mob Protection Region

* Village Shrine
	+ Coordinates: X ----, Y --- Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 2/3
	+ Shrine Gold: 50% of current vault.
	+ Mob Spawn Coordinates: X 323, Y 51, Z 1350
	+ Mob Protection Region
* Idol Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 3/3
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X 459, Y 51, Z ----
	+ Mob Protection Region

## Tips and Trivia

*tips, trivia, unique interactions, non-gameplay landmarks, lore, and cool bug fact's.*

## Map Author(s) and Additional Credits

Map Author(s):

* GlassOcelot - Creator
* Wyataz - Builder and Advisor
* Mazamx - Builder and Advisor
* Sir\_Calibur - Builder and Advisor

Map Credits Room Coordinates: X 370, Y 97, Z 1345

Credits room is inside of the **/lobby**. Credits room just includes all credits mentioned above.
Eyilen Stillshiv

Rytir is a former war general in the Ehran Army who, after learning of the corruption blossoming in the army that left citizens to starve, betrayed his country and has instead began to lead an uprising upon which caused the entirety of Ehran to despise the male. He was instantly considered a national threat and had a bounty of 7,500 platinum placed upon his head. However, no one knows whether or not the capital city of Ehran can be trusted to pay out, so very few take up the bounty, especially considering his unmatched ability in combat.

## Appearance

Rytir is a tall, muscular and dark skinned man, who usually wears his former military uniform so as to slip in and out of important bases easily and sabotage them before anyone realizes he was inside.

## Biography

Rytir was born to a noble family, but as the result if his father's unfaithfulness, so he was unable to inherit anything except the name and his right to join the military. And so, he did. With his lightweight yet strong frame, he proved himself on the battlefield time and time again, quickly rising to the rank of Corporal before the age of twenty five. Then, he learned his affinities for magic, a major in Augmentation and a minor in Time Manipulation, able to pause time for two seconds at a time. These combined instantly shot him up the ranks and eventually was granted the rank of War General.

And then he learned about the atrocities that his fellow military men were committing in the name of the kingdom. Despising the military, he left at the age of thirty four, and has been fighting against them ever since with those who see his cause equally, even if he has to kill those he worked with and called his brothers in arms before.
Berserker Armor

## Functionality

Berserker Armor is an Armor item which costs 8 loadout points to equip. It is also found in the Berserker, Brawler, and Untimely Demise premade kits.

Berserker Armor is a highly revered armor with potent specializations for melee damage output. While the armor comes at an additonal heavy cost of reducing your max life, it offsets this by giving your melee attacks bonus damage which scales further based on how much mana you are missing.

Berserker Armor enhances the Ancient Armor with the following:

Bonus Health: -4 Hearts

Bonus Attack: +5

The armor can grant an additional +10 Attack based on how much mana the user is missing.

Bonus Speed: +15%

Additonal particle effects will appear at half mana to indicate the presence of the armor's damage bonus. However, the bonus attack from low mana doesn't require the particle effects in order to be active.

## Tips

Berserker Armor is best used alongside ales like Chugging Ale, Infused Ale, and Blood Thread. Chugging allows you to essentially ignore the health reduction since you want to heal early anyways, Infused gives shield hearts which allow you to play super-aggressively due to Shield Hearts' invincibility ticks, and Blood Thread gives +4 hearts and works well with Berserker since both items encourage playing offensively and getting kills.

The additional low mana attack bonus is dependant on your maximum mana, items like Soul Blade will allow you to maintain a higher attack bonus when at comparatively higher mana.

Cleaving weapons such as Warhammer, Radiant Wand, and Midnight Scythe's **Cleaving Stance** only receive halved benefits from Berserker Armor.
Polishing Rag

Polishing Rag is a Consumable item. 4 Polishing Rags are granted per 4 consumable points spent to a maximum of 12 items for 12 points.

## Polishing Rag

Polishing Rags allow you to do minor patching repairs to armor by yourself without costing gold like a Wiggly Wrench. Using a rag on yourself or another player repairs 10% armor and has the added benefit of granting **Fortified Armor 4** for 12 seconds, reducing incoming armor damage significantly.

Shift-clicking a rag allows you to repair other survivors instead.

Using a rag puts it on cooldown for 4 seconds.

Polishing Rags cannot be dropped or placed in the shared chest.
Compass

The Compass is an accessory and one of the five free gadgets.

## Overview

It can be obtained ingame at any time with the **/compass** command or opted into for 0 loadout points.

It serves to aid in map navigation as it's needle will point to selected points of interest on any given map. Left clicking the compass displays the name of the current interest point. Right-clicking will cycle to the next selection, shift right-clicking will cycle backwards instead.
Ticker

## **Overview**

Tickers are a Doom Monster that spawn with the Tickers Doom Event. They are unable to attack normally, with their only actual attack being a self-detonation, much like an Exploder Goblin's Kaboom, only a lot more powerful. Additionally, they are immune to all damage, ignore **Shrine Protection** and Consecrating Charms, and are completely Invisible, save for a few particles. They are exceptionally capable of killing Survivors with their singular blast, especially those on low armor. When a Ticker spawns, they will have a random timer between 40 and 100, which begins counting down at a rate of 1/second. When this timer reaches 0, they will explode and damage all nearby Survivors.

## **Stats**

Health: 10 Hearts

Resistance: 100%

Speed: +30%

Shrine Weight: 0

Unproccable

## **Tools**

### **Overtick**

*"Click to make your timer decrease rapidly, however your movement will be greatly inhibited."*

## **Abilities**

### Time Bomb

All tickers spawn with a random timer which decays persistantly until it reaches 0. When the timer hits 0 the ticker explodes, dealing massive damage to any nearby wall or survivor. All affected survivors are sent flying into the air, but all effects fall off considerably with distance, only survivors within 1.5 blocks of a blast will suffer the worse effects of the explosion.

Fuse: 40 - 100 Seconds

Radius: 12 Blocks

Damage: 250

Armor Shred: 1200

Mana Drain: 700

Destruction Strength: 10.0

Destruction Type: **Explosion**

All affected survivors receive intense vertical knockback.

Distal Damage Falloff: All harmful effects are reduced by the following formula.

* Multiply values by 1.5/Distance
* Multiplier cannot be greater than 1.

#### Overtick

Clicking the overtick will irreversibly overdrive the timer, greatly increasing the speed at which it ticks but at the cost of nearly all mobility.

While Active:

* Fuse depletes 5 times faster
* Propulsion is unusable
* Receive Slowness 20 and Jump Boost -10

### Propulsion

Clicking propulsion boosts the user into the air, this can be used frequently and in midair to act as pseudo flight.

Cooldown: 0.5 Seconds

### Greater Mining Fatigue

Tickers are passively affected by Mining Fatigue 10 and are unable to break **any** blocks or damage deployable structures such as Conducting Rods, Turrets, and Healing Stations. Tickers are **not** in Adventure Mode like Battering Rams are.

### Charm and Shrine Immunity

Tickers are immune to the effects of Consecrating Charms and are never harmed by **Shrine Protection**.

### Minor Passives

Unproccable: Cannot be procc'ed.

Invisible: Affected by Invisibility while alive.

Cannot use Melee Attacks
Gold

Gold is a key resource in Nightfall which is used by the Survivors to cover armor repair costs and to empower Shrines.

## Gold Ore

Nightfall Maps usually have a form of Gold Mine which houses a vast quantity of Gold Ore blocks. Every time a survivor mines a gold ore block during **Build Phase**, the vault is immediately given 3 - 5 gold at random. During **Battle Phase** mining gold is less effective, only 2 - 3 gold is given to the **vault** for each ore mined. On Final Shrine gold ore is actually contains more gold than **Build Phase**, each golden ore mined is garanteed to give 5 gold to the **Active Shrine Storage**.

### Gold Chunks

Chunks of Gold can be obtained by mining any gold ore block during the **Build Phase**, with odds of 1-500 no matter what, regardless of block type, having Haste or being an Untimely Demised. It may be worth noting that if all the survivors are Untimely Demised then Chunks of Gold which are dropped are instead voided.

### Block Type Varience

Some varients of gold ore mine at different speeds, the three main types with differences being Gilded Blackstone - the softest block -, regular Gold Ore / Nether Gold Ore both have moderate block toughness, and finally Deepslate Gold Ore is the toughest gold ore block. **Gilded Blackstone** grants -1 less gold when mined at any time, where as **Deepslate Gold** gives +1 extra.

The difference in average gold mining rate per second between the different block types is pretty narrow thanks to the gold modifiers, but is still noticable, so what blocks you mine can make a difference.

## Storage and Usage

Gold which has been mined or deposited by Chunks of Gold will go into one of two storages:

* **Vault**
	+ The storage for inactive gold which is taken from whenever a Shrine is activated.
	+ This is the storage where gold acquired from mining ore is deposited, except during **Final Shrine**.
	+ The only storage present during **Build Phase**.
	+ Repair costs and forced gold drain are **not** be fulfilled with this storage.
* **Shrine Gold**
	+ The storage of the currently active Shrine.
	+ If this storage runs low, Survivor Shrine Weight will be weakened.
	+ Gold is deducted from this storage to pay for repair costs or whenever gold is forcably taken, such as from Rats.
	+ This storage is not used until **Build Phase** ends.
	+ Gold is only deposited here when Chunks of Gold are used or from ores when **Final Shrine** is active.
	+ If the Shrine holds any gold when it falls, it is lost and converted to **Experience** at a 1:1 ratio, which is given to each monster player.
Chestomatic

The Chestomatic is an accessory and one of the five free gadgets.

## Overview

It can be obtained ingame at any time with the **/chest, /chesto** or **/chestomatic** commands or opted into for 0 loadout points.

The Chestomatic acts as a wireless access point for the **Shared Resource Chest**, a 54 slot chest which anyone can access. The chest accepts building materials and basic gathering tools and is where bonus items are deposited whenever a resource is gathered with **Haste**. **Weapons** -Melee and Ranged-, Healing items, Accessories, the **Tombmaker** and most Consumable items can't be placed in the shared resource chest.
Sturdy Armor

Sturdy Armor is an Armor Item which costs 8 loadout points to equip. It is also found in the Warrior, Gnome, Paladin, Brawler, Builder, and Conqueror premade kits.

## Overview

Sturdy Armor is a simple armor tailor made to improve defensive stats, making the user and the armor equally last longer in the heat of battle.

Sturdy Armor enhances the Ancient Armor with the following:

Bonus Health: +4 Hearts

Bonus Durability: +40%

Bonus KB Resistance: +10%

## Trivia

* The durability increase is not an increase of maximum armor points, rather it reduces the armor damage by a certain percentage based on the user's total +Durability stats.
* Repairing is technically more efficient when you have +Durability items such as Sturdy Armor, as repairing always restores the same amount of armor durability, but you take less armor point damage overall.
* It may be worth noting that, for example, having +50% durability does **not** reduce armor damage by **half**.
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Volcanic Gauntlet

The Volcanic Gauntlet is one of the selectable Ranged Weapons, it costs 16 loadout points to equip.

## Overview

The Volcanic Gauntlet is an unconventional ranged weapon which can fire beams of heat capable of searing anything in it's path. It's beam can hit multiple targets and is not subject to gravity, but it has a limited range and consumes 3 arrows to fire. The Gauntlet's heavy weight also means it can double as an improvised, yet powerful, melee alternative.

Attack: 18

Power: 60

Arrow cost: 3

Fires fast moving beams instead of projectile arrows, cannot fire without full draw.

## Abilities

### Volcanic Beam

Firing with the Volcanic Gauntlet will shoot a beam of fire in the direction you are facing. This beam ignores gravity and can pentrate multiple enemies, but not walls. The beam will also instantly kill **Projectile Vulnerable** Lesser Demons within the first quarter of it's range. Firing this weapon costs 3 arrows per shot.

Range: 50 Blocks

Lesser Demon KO range: 12.5 Blocks
Proc in a Bottle

The Proc in a Bottle is a Consumable item. 4 Procs in Bottles are granted per 4 consumable points spent to a maximum of 12 items for 12 points.

## Proc in a Bottle

Proc Bottles can be broken to give yourself a powerful proc which lasts for 7 seconds.

On use gain PROC:

Duration 7 Seconds

Bonus Attack: +15

Bonus Speed: **Speed 2**

Bonus Mining Speed: **Haste 3**

Procs in Bottles cannot be dropped or placed in the shared chest.
Warder

*"Able to summon defensive shields at a moments's notice, Warders are excellent at protecting their allies."*

## Items

### Primary

* Mystic Runesword
* Spellbook
* Infused Ale
* Alchemical Guard

### Accessory

* Massive Quiver
* Enchanted Aegis
* Avenge
* Ring of Pneuma
* Last Blessing

### Consumables

* 128 Cobblestone
* 12 Blacksmith Mortar
* 1 Consecrating Charm
Ring of Pneuma

The Ring of Pneuma is an accessory which costs 4 loadout points to equip.

Ring of Pneuma grants its wearer an increased affinity for knockback effects, allowing the user to send mobs further with each strike while in exchange taking more knockback when receiving hits. Attacks from the wielder also ignore 15% of monster's knockback resistance by multiplication.

Knockback Resistance Piercing: +15%

User takes 20% more Knockback

## Abilities

When equipped, attacking enemies will gradually increase knockback dealt by subsequent attacks. Each hit will make later hits deal +6% knockback, to a maximum of +70% knockback.

Max Bonus KB: +70%

Knockback gained per consecutive hit: +6%

Combo Timer: 2 Seconds

All bonus knockback is lost if an attack doesn't connect within 2 seconds of the most recent previous attack.

## Strategies

### As the user

* Be careful around Impact Skeletons, **especially when the shrine falls.** If you do not retreat quickly enough, you will be launched into Mob Protection and be unable to escape.
* You can combo quite a lot of monster classes and can even slightly knock Mob Heroes away.
	+ When Blizzard shows up, be very, very careful. Even AI monsters can get you trapped into a corner.

### As a Monster

* If you are good at 1.8 style combos, you can juggle **Ring of Pneuma** users.
Tharnfaldir

Tharnfaldir is a Primary Rotation map with three Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X -222.5, Y 56, Z -9.5
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
	+ Also near sawmills, oil, a quarry/goldmine, all of the tools, and Armor Forging Pistons.
	+ Covered by Shrine Protection until **Market Shrine** falls.
	+ Close to, but not inside, mob protection after **Market Shrine** falls.
* Oil
	+ Coordinates: X -75, Y 60, Z -62
	+ Very close to a sawmill.
	+ Covered by Shrine Protection until **Mine Shrine** falls.
	+ Covered by mob protection after **Market Shrine** falls.
* Oil 2
	+ Coordinates: X 40, Y 60, Z 0
	+ Covered by mob protection after **Mine Shrine** falls.
* Oil 3
	+ Coordinates: X -202 Y 69, Z -65
	+ Covered by Shrine Protection until **Market Shrine** falls.
* Sawmill
	+ Coordinates: X -75, Y 67, Z -50
	+ Very close to oil.
	+ Covered by Shrine Protection until **Mine Shrine** falls.
	+ Covered by mob protection after **Market Shrine** falls.
	+ Has various tool and weapon stations inside nearby tents.
* Quarry
	+ Coordinates: X 50, Y 64, Z -55
	+ Has Rusty Shovels nearby.
	+ Very near **Mine Shrine** and the goldmine.
	+ Covered by mob protection after **Mine Shrine** falls.
* Blacksmith
	+ Coordinates: X -201, Y 71, Z 46
	+ Has Smithing Tables, Fletching Tables, Potions, all of the tools, and Armor Forging Pistons nearby.
* Gold
	+ Coordinates: X 20, Y 64, Z -70
	+ Has Dwarven Pickaxes nearby.
	+ Very near **Mine Shrine** and the quarry.
	+ Covered by mob protection after **Mine Shrine** falls.

## Shrine Locations

* Mine Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/3
	+ Shrine Gold: 20% of current vault.
	+ Mob Spawn Coordinates: X 83.5, Y 66, Z -175.5
	+ Mob Protection Region

* Market Shrine
	+ Coordinates: X ----, Y --- Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 2/3
	+ Shrine Gold: 30% of current vault.
	+ Mob Spawn Coordinates: X 29.5, Y 65, Z -38.5
	+ Mob Protection Region
* Cake Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 3/3
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X -148, Y 70, Z -9.5
	+ Mob Protection Region

## Tips and Trivia

*tips, trivia, unique interactions, non-gameplay landmarks, lore, and cool bug fact's.*

## Map Author(s) and Additional Credits

Map Author(s): Captain\_M654

Map Credits Room Coordinates: X -64, Y 83, Z -110

Additional Credits: *"Thanks to the TvZ and NF build teams for all the help!"*
Longbow

The Longbow is one of the selectable Ranged Weapons, it costs 16 loadout points to equip.

## Overview

The Longbow is a simple but powerful bow which trades unique activated abilities and passives for the ability to deal high damage to targets for those who can keep good aim. It accomplishes this with its passive, which will increase the damage of the arrows fired up to double base power, and also pierces arrow resistance. Without any stacks the Longbow is still easily the most damaging bow against single targets, making it possible to oneshot most basic monsters consistently as the game progresses.

Base Power: 75

## Abilities

### Combo Shot

Landing fully charged arrow hits against enemy players will grant a stack, up to a maximum of 5. Each stack increases damage of arrows by +15 and will cause all damage inflicted by the arrow to ignore 5% of a target's Arrow Resistance. The total of arrow resist pierce is applied by multiplication, not subtraction. For example: 75% arrow resist turns to 56.3% arrow resist when at 25% arrow resist pierce. Stacks will be lost over time, at a rate of one stack every 6 seconds. The timer resets if you kill any monster with anything or if you hit a player monster with a charged Longbow arrow.

Receive a stack every time you land a charged hit on enemy players.

Max Stacks: 5

Bonus Power per Stack: +15

Arrow Resist Pierce per Stack: +5%

Stack Duration: 6 Seconds

One stack is lost at the end of duration, resetting the timer.

Duration resets if you gain another stack or kill any monster with anything.

### Point Blank Weakness

Longbow deals less damage against enemies within 5 blocks of the user.

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Longbow only deals 30% damage to targets within 3 blocks of the user.

## Tips and Trivia

* In the past when Battering Rams were **arrow immune**, Longbow's arrow resistance piercing would have no effect against them.
Tombmaker

The Tombmaker is an accessory which costs 4 loadout points to equip

## Overview

The Tombmaker is an upgraded form of the Rusty Shovel, which digs faster, hits harder, and grants **Haste** upon mining gravel. Due to the nature of this item granting haste, it specializes in boosting the rate at which you recieve **Quarry Drops**.

Attack: 10

Mining Tier: Diamond Shovel

Breaking a gravel block grants Haste 3 for 3 Seconds.

This item will inherit the effect of Mystic Runesword if both are equipped at once.

On kill grants PROC:

Duration: 3 Seconds

Bonus Attack: +5

Bonus Speed: Speed 1
Lightbow

The Lightbow is one of the selectable Ranged Weapons, it costs 12 loadout points to equip.

## Overview

The Lightbow is a simple bow which also specilizes as a great defense against the darkness and a potent single target marking tool. It's arrows are weaker than most but will apply lamps to blocks they touch and also outline any monster they touch. Glowing monsters are vulnerable to subsequent attacks from the user from any weapon they use. Wielding this bow also grants immunity to being blinded from the night.

Power: 45

Grants immunity to being blinded by poor lighting.

## Abilities

### Illuminance Arrows

Firing charged shots will imbue your arrows with light, causing them to place a lamp into the ground or cause monsters to glow and take more damage.

Lamps are indestructable but will convert back to their regular block after 8 seconds.

Any greater demon hit by a sufficiently charged shot will Glow and become marked.

The most recent player hit with a user's lightbow will take 10% more damage from any attack from the user of the lightbow. This bonus is **not** reduced by **Cleaving** weapons like Warhammer, Radiant Wand, and Midnight Scythe. The vulnerability is canceled if you hit another monster with lightbow.

The Glowing is **not** canceled early if the mark switches targets.

Marked player takes 10% more damage from the user.

Charge to place Lamps: 80%

Charge to inflict Glowing/Mark: 60%

Glowing/Mark and Lamp Duration: 8 Seconds
Support

Support Items are items that serve to heal the **Survivors** that hold them at the cost mana. Each support item also has powerful abilities, some may come at the cost of mana efficiency, while others may improve it instead.

* Safety Juice
* Hearty Ale
* Ruby Pendant
* Regrowth Star
* Chugging Ale
* Potion Seller's Strongest Potion
* Infused Ale
* Blood Thread
* Flask of Flames
Nehve

**Nehve** is a city located in the Middle-East of Negame. It used to be a city mostly ruled by elves before humans took over hundreds of years ago. It has been told that humans didn't kill them but actually "used" them. It is still a myth, but Nevhe is known for having a lot of half-elves inhabitants.

**Lorae** lives not so far away from this city.
Vampire Cloak

The Vampire Cloak is an Armor item which costs 8 loadout points to equip. It is also exclusively found in the Hunter premade kit.

## Overview

Vampire Cloak has a powerful effect of restoring mana for each enemy killed and an ability to dodge melee attacks. These effects come at the cost of a significantly reduced maximum mana pool.

Vampire Cloack enhances the Ancient Armor with the following:

* Killing Monsters will grant stacks which increase health and mana regeneration
	+ Maximum of 3 kill stacks, gaining stacks above capacity will not refresh duration.
	+ Each stack lasts 4 seconds.
	+ Heal +0.4 hp/second per stack.
		- +2 mana regenration per second at one stack.
		- +3 mana regen/second at two stacks total.
		- +4 mana regen/second at three stacks total.
* Enemy melee hits have a 10% chance to be "dodged".
	+ Melee attacks from Lesser Demons have a 30% to be dodged.
	+ Dodged hits deal half damage.
	+ When a hit is dodged, the user is boosted forward in the direction they are facing instead of taking regular knockback.
	+ A stack is gained which lasts for 4 seconds, these stacks will increase movement speed.
	+ Maximum of 3 dodge stacks, gaining stacks above capcity will not refresh duration.
		- At one stack, gain +10% movement speed
		- At two stacks, +15% total
		- At three stacks, +20% total
* Bonus Mana Capacity: -200

## Effective Health Calculations

This item doesn't have any notable passive health effects other than a 20% cut to user's max mana pool.

This item also grants 5% psuedo-resistance against melee, or 15% against Lesser Demons. Each dodge is also a useful tool for closing distance to prevent enemy combos, or as a means of making distance on a retreat.

Still, the effects you get for participating in vacumn space isn't the selling point of the armor, items that can efficiently clear masses of enemies can make great use of the mana on kill effect of the Vampire Cloak.

Still, take this description of the health benefits with a bit of a grain of salt.

## Tips

The mana gained from kills can synergize especially well with **Blood Thread** as they scale off of performing the same action.

There is little room for error with this armor as one missed heal will at best put you at 100 mana after a **Just in Time Heal**.
Arcane Tunic

## Functionality

Arcane Tunic is an Armor item which costs 8 loadout points to equip. It is also exclusively found in the Healer premade kit.

The Arcane Tunic is a simple albeit frail armor which sacrifices some max life **and** durability in exchange for an expanded mana pool and greater mana regeneration.

Arcane Tunic enhances the Ancient Armor with the following:

Bonus Health: -2 Hearts

Bonus Durability: -10%

Bonus Mana Capacity: +250

Bonus Mana Regeneration: +2 per Second

## Tips

Arcane Tunic works best in a support kit with Regrowth Star as it allows you to heal more. Additionally, you can do a fair job negating the debuffs Arcane Tunic gives since most support kits revolve around the backline.
NightfallMC Wiki

# Welcome to the Nightfall wiki !

**Please read the "Adding Pages" tutorial before adding any pages.**

Nightfall IP : 65.110.45.109:25565

Minecraft Version : 1.17+

Discord : https://discord.gg/74gBUYv

This wiki is still a work in progress! Feel free to add any information about the server!

## Introduction to Nightfall

Nightfall is one of the many DvZ remakes. It features the survivors/dwarves angainst a horde of monsters. Their goal ? Survive until the inevitable doom of their existence !

In short, Nightfall offers a unique experience for those who played the newer versions of DvZ. With new weapons, consumables, mobs, dooms, heroes, and maps, Nightfall adds more onto the DvZ experience, while also changing up many of the classic weapons and mobs. Nightfall focuses more on the teamwork side of DvZ and offers a new alternative for those looking to return to the game.

Most of the games are played on the week end but there are still a lot of games during the week especially between 2 PM EST and 8 PM EST. Nightfall is constantly updated with special updates for special time period during the year (Christmas,Halloween...).

## Important Articles

* Monsters
* Survivors
	+ Items
* Mechanics
* Gameplay
* Shrines
* Maps

## Gameplay and Mechanics

* **How to Play ?**
* **Mechanics**
* **Goals :**
	+ Shrines

## Survivors (Dwarves)

* **Heroes :**
	+ Velvetine
	+ Arthea
	+ Herana
	+ Lyra
	+ Tui
	+ Oxysis

* **Pre-made kits :**
	+ Warrior
	+ Ranger
	+ Berserker
	+ Elven
	+ Gnome
	+ Healer
	+ Paladin
	+ Brawler
	+ Magician
	+ Builder
	+ Riftwalker
	+ Hunter
	+ Warder
	+ Nightwalker
	+ Conquerer
* **Custom Made Kits**
* **Items :**
	+ Weapons
		- Melee Weapons
		- Ranged Weapons
	+ Ales/Potions
	+ Armors
	+ Consumables
	+ Accessories
	+ Building Materials

## Monsters

* **Mob Heroes**
* **Normal Monsters**
* **Doom Events**

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.