Survivors

Survivors are rather self explanatory, being the team that everyone that joins at the start of the game spawns as, and the defensive team in the game, having a large arsenal of items at their disposal, both prepared and self-built in the pre-game menu. Their goal is to survive for as long as possible against the endless wave of monsters that spawn after the Plague Event, though it inevitably pointless as they can never win.

## Gameplay Overview

Survivors will spawn at the start of the game or any time midgame during the **Build Phase** at the map's designated **Survivor Spawn**. The more survivors there are at the end of the pregame-lobby the tougher the monsters become and the greater chances **Survivor Heroes** will spawn at the beginning roster.

### Acquiring Armor and Armaments

Survivors will spawn with any held accesories, building supplies or consumable items they picked in their pregame loadout, but no weapons, armor, or tools. Survivors gather melee weapons by going to **Smithing Tables**, ranged at **Fletching Tables**, and gather potions and tools by finding copies of them across the map. As of now, melee and ranged weapons can also be found by finding crossed swords or bows placed on the map.

Armor on the other hand is created by finding an unoccupied piston. Right-clicking the face of a piston with a pickaxe will refine a block of gold. Once it's shiny, mining the block will yield a golden chestplate (cannot be equipped as a chestplate). Punching another survivor with the chestplate will instantly equip a full set of reforged ancient armor on them.

### Creating Building Supplies

Once the game starts you will have 12 minutes to create defenses in safety before the monsters arrive. However, creating an insurmountable fortress can't be done without proper supplies.

#### Cobblestone

The key building block of any great defense is, fittingly enough, the building blocks. A few stacks can be spawned with for free by equipping the **Builder's Pack** or **Speedy Bricklayer** loadout items, but to acquire more ingame, you'll need to mine **Gravel**. Gravel is usually marked on the **/compass** near a map's quarries, proceeding to mine blocks of gravel will yield 3 cobblestone blocks.

Placing a block of cobblestone during the **Build Phase** will instantly transmute it into **Deepslate Brick**. Deepslate Bricks have a greater durability to being mined and generally have the greatest blast resistant of all stone. When Deepslate bricks are hit with explosives they will degrade into regular stone bricks, which if hit further will degrade into cracked stone brick, cobblestone, gravel, then air. When Cobblestone is placed during the **Battle Phase**, it will not transmute into deepslate.

#### Mortar

Broken walls are much easier to mine away and require less explosives to vaporize, so keeping them in good condition will help ensure breaches don't develop. That's where mortar comes in. These bowls of gooey paste will instantly repair most cobblestone and cracked stone it is applied to within a range of 6 blocks. Additionally, applying mortar to fixed stone bricks will have a chance of making them deepslate. If used in the **Build Phase** they will instead instantly deepslate any wall which is cobblestone or above.

Survivors can spawn with free mortar if they select the **Builder's Supplies**. Otherwise, you'll need to fill bowls with oil. Chopping wood will grant you logs, proceeding to sawmill the logs to planks, planks to sticks, and then sawmill the sticks will grant bowls. Finding oil and right-clicking them with the bowls will create bowls of mortar.

#### Torches

The night brings many terrors, the least of which being the endless hordes of monsters. If you wander too far from light you will be blinded and more vulnerable to attacks from various demons. Torches are fragile permanant fixtures of light, ideal for placement at the tops of walls. They can be created with the same process of mortar, but instead of continueing to saw the sticks, you instead stop and cover them in oil, creating torches. Additionally, free torches can be spawned with if the **Builder's Supplies** kit item is selected.

#### Blast Proof Glass

Glass is an unorthodox and uncommon material for building, considering it breaks swiftly if the monsters gain control for the slightest moment. However this glass is enchanted to be completely immune to explosives, they will not prevent damage to blocks behind them though. However, with clever planning or a **Glass Magic Slab** you may also be able to completely seal an independent Iron Golem, Battering Ram or a group of **Tickers**.

Some amount of glass is provided in the **Builder's Supplies** but more can be created on a few maps by harvesting grains of sand from sand blocks or concrete powder. Taking those grains to a furnace will passively generate a piece of glass every half second. Sand can also be smelted in the /furnaceomatic.

### Gold

Ancient Armor is mighty, but not impenetrable, sustained battle will wear it out, making it block half as much health damage and greatly reduce the mana recovery of the survivor. Repairing armor ensures the long term survival of survivors, and repairs cost gold. Gold can be mined as ore in each map's **Goldmines**. Gold additionally provides power for shrines, generally once a shrine has less than 500 gold, it grows weaker, making it harder to hold and regenerate.

## Survivor Stock Items

Survivors have a lot of weapons and armors to choose from, but also have the same base armor and a few fallback items if they don't choose any specialized kit weapons.

### Lesser Runesword

*"That blade could do with a bit of sharpening" - Velvetine*

The Lesser Runeblade is a basic and comparatively weak melee weapon which survivors acquire if they don't select a melee weapon in their kit.

Attack: 15

Melee weapons which don't hit multiple targets can crit when you strike a demon while you are falling, Dealing 1.25x damage.

### Shortbow

*"Don't insult it, I've used this thing plenty of times" - Velvetine*

The Shortbow is a simple bow made of oak wood and hempen rope, serviceable for dispatching certain Lesser Demons, but shows it's weaknesses when attacking **Projectile Resistant** Lesser Demons or enemy players.

Power: 15

All bows - and magic books, and power gloves - also come with a complimentory quiver with a capcity of 20 arrows (shown in your offhand). Arrows will regenerate over time at a rate of 1 arrow every 4 seconds.

Most bows when charged at least 60% will one-shot **Projectile Vulnerable** Lesser Demons

### Healing Ale

*"All fighters need to start somewhere" - Velvetine*

A basic infinite healing potion which is standard service of the survivor's "Don't Die[tm] " arsenal.

Punching, not drinking, this potion will instantly heal it's user to full health at the cost of 100 mana.

Mana Capacity: 1000

Cooldown: 1 Second (acts to prevent accidentally healing multiple times, ineffectively)

### Ancient Armor

*"The origins of the PROC? This could be a clue..."*

This suit of Dwarven armor serves as a mighty defense against the attacks of demons.

Max Health: 20 Hearts (40 Hp)

Resistance: 90% -- 80%

Mana Regeneration: 10 -- 1 per second

Durability: 1000

Knockback Resistance: 10% -- 0%

Repeated attacks will damage the armor, reducing it's defensive stats and mana regen. Additionally it's durability is tied to vanilla minecraft hunger, meaning having 30% durability or lower will prevent the usage of sprinting.

#### Vitality Calculations

If you have big picture questions of how much you life total is influence by being damaged or healed, this is the section for you.

Health Total (Hearts - Resistance)

The amount of damage you can take before dying without a heal is **400 - 200 based on your armor** (40 hp / 0.1 -- 0.2)

Vitality Total (Mana - Hearts - Resistance)

The amount of damage you can take total while using the default ale to it's greatest effect. (40hp / 0.1 -- 0.2 \* 1000 / 100)

Totals to **4000 -- 2000 Effective HP (assuming no mana regen).**

In mircro terms, 1 mana = 4 -- 2 effective hp.

You can add an additional **400 -- 200** (total 4400-2200) effective hp on to account for the fact that the 10 healed health bars are also accompanied by an additional 1 Full health bar to start with, a minor fact which matters more with potions which cost more mana to activate.

Mana Regen -> Health Regen (Mana -> Hearts)

Because mana is the source of healing, it acts additionally as a means of health regen. Because you regenerate a 10th of a heal per second at max armor (10 / 100 mana) you will effectively regenerate 2 hearts per second.

(40 hp \* 0.1) = 2 pre-armor Hearts per second.

Extending the calculations to armor also greatly effects how quickly survivors recover from damage long term

(40 hp / [0.1 -- 0.2] \* [0.1 -- 0.01]) = **40 -- 2 Effective Hp a second.**

This value will sink exponentially based on the damage of your armor.

### Gathering Tools

To conclude the stock items of the survivors, they can acquire infinite durability iron tools from tool posts scattered across the map.

#### Dwarven Pickaxe

*This pickaxe is mighty indeed.*

A basic iron pickaxe which also serves a dual purpose for forging and repairing armor.

Attack: 6

##### Pickaxe Right Click Repair

Right-clicking a survivor with visibly tarnished armor (60% durability or less) will repair 40% durability to the target and 10% to self at the cost of 50 gold. If the target has less than 5% durability on their armor, they will additionally recieve 3 **Shield Hearts** when repaired in this way.

Cooldown: 12 Seconds

##### Pickaxe Self Repair

As a last resort, a survivor can offhand key their Dwarven Pickaxe to initiate a slow inefficient self repair, restoring 5 durability every 1.25 seconds, at the cost of 1 gold each time (comparatively **twice** as expensive as right-click repair). The repair stops when the user makes any movement or once no more armor can be repaired, putting the ability on cooldown. If the user is damaged while channeling this ability, the channel breaking attack is given **triple Damage** and **doubled** **Armor Shred** and the repair is cancelled.

Cooldown: 12 Seconds

#### Rusty Shovel

*It's covered in dirt and rust.*

A basic iron shovel, useful for gathering cobble, sand, and clearing lose soil to prevent monsters from tunneling underneath your walls.

Attack: 6

#### Woodcutter's Axe

*Sometimes it's a makeshift weapon.*

A basic iron axe which incidentally does more damage than the other stock gathering tools, ideal for gathering wood from logs.

Attack: 8

## Loadouts

However, it is highly advisable to NOT go into battle with multiple stock items unless you know what you are doing. Specialized items featured in the loadout provide greater and diversified edges over the stock items.

The item catagories which can be selected, and how many at a time in custom kits are:

* Melee Weapons, Max: 1
* Ranged Weapons, Max: 1
* Potion / Support Item, Max: 1
* Armors, Max: 1
* Accessories, One of each.
* Consumables, Up to 4 shares total, 3 shares of one type maximum. These items use points that are seperate to the other items.

If you wish to not build a custom kit there are prebuilt kit **Classes** to select instead, which are built for an archetype and sport features not possible in custom kits, such as multiple armor items or the **Spare Quiver**. Additionally there are prebuilt kits for just consumable items which lock you to certain items but give you extra value in return.