recursal/Fanatic-Fandom huggingface dataset:
Chunk of Gold

The Chunk of Gold is a Consumable item. It cannot be selected in any kit at the start of the game, instead they can be found in the buildphase from mining gold or after buildphase with the Scavenger perk.

During the buildphase, mining any gold ore has a 0.2% chance to contain a single chunk of gold (as **demised** it is automatically given to a non-demised survivor)

When used after buildphase, a random amount of gold is given to the current shrine, 50 gold is also placed into the vault for later shrines. If on the final shrine, the 50 gold is immediately put into the active shrine instead.

Active Shrine Gold on use: 40 - 120

Vault Gold on use: 50

Vault gold is given to active shrine if on final shrine.

Chunks of Gold can be dropped and shared with other survivors.
Enchanted Lamps

Enchanted Lamps are one of the Consumable items. 8 Enchanted Lamps are granted per 4 consumable points spent to a maximum of 24 items for 12 points.

## Enchanted Lamps

Placing a lamp on the ground will spread indestructable light sources on the ground which last for 45 seconds.

Duration: 45 Seconds.

Enchanted Lamps will prevent **Blindness** from low light when held in hand.

Enchanted Lamps can be dropped and shared with other Survivors.
Wraith

## **Overview**

Wraiths are one of the special monsters. They float in the air and strike quickly in large swooping dives which blinds any survivor they touch. Wraiths also excel in dealing mana drain and inflicting potent damage over time effects, making it very easy to jeopardize the life of armor broken survivors. However, Wraiths are far from durable, they are vulnerable to Procs and can only take up to 3 hits from adequate bows.

## **Stats**

Health: 25 Hearts (50 Hp)

Resistance: 50%

Arrow Resistance: 35%

Speed: -20%

Depth Strider 3

Shrine Weight: 0.75

Proccable

## **Tools**

### **Ghastly Dive**

*"Wooooooo"*

Attack: 20

Armor Shred: 15

## **Abilities**

### **Ghastly Dive**

You dive forwards and downwards with great speed, harming, withering and blinding any survivor which comes in your path. Once you reach the peak of your descent you will rise up rapidly. The rapid rise is cancelled if the user takes damage while it's active.

Activated with **Right Click**

Cooldown: 5 seconds

Damage: 50

Armor Shred: 40

Mana Drain: 40

Inflicts Withering:

* 4 Second Duration
* Ticks every half second
* 15 Damage per tick
* 10 Armor Shred per tick

Inflicts **Blindness** for 3 seconds

Receive **Levitation 7** for 2 seconds while diving.

### **Fast Fall**

While sneaking you receive **Slow Falling** instead of **Levitation -1**, effectively allowing you to sink faster and jump higher.

### Poison Immunity

Wraiths are immune to Elven Dagger's **Withering** effects.

### Minor Passives

Jump Boost: Buffed with **Jump Boost 25** while alive.

Levitation: Passively under the influence of **Levitation -1** unless sneaking.

Motionless: Cannot sprint.

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{\displaystyle x = questPoints \* manaDrainStat}

manaDrainStat is statically equal to 40.
 *You must hit at least [X] survivors with your dive!* | Integer from 4 to 8

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{\displaystyle x = questPoints}

30 Exp per quest point.
Armor

Armors are passive upgrades that Survivors can equip in their loadout to augment the **Ancient Armor**. Each has specific benefits. Only one armor type item can be equipped in a custom loadout; conversely some premade loadouts come packaged with multiple. Equipping an armor does not take up inventory slots.

## List of Armors

* Sturdy Armor
* Studded Armor
* Alchemical Guard
* Berserker Armor
* Taproot Armor
* Arcane Tunic
* Vampire Cloak
* Hearty Hauberk
Dark Mage

## **Overview**

Dark Mages are one of the special monsters. They are potent casters which are capable of dealing massive damage with their expansive arsenal of magical gemstones. However, they aren't optimized for close combat, sporting comparatively weak resistances and melee attack strength for a special mob as well as a vulnerability to Procs. If survivors should attempt to close the distance however, the Dark Mage carries two potent close range spells which will greatly hinder aggressing survivors.

In summary, Dark Mages are a potent ranged harassment class which shine best when they can use their great arsenal of magics to keep survivors struggling against them just outside of melee range.

## **Stats**

Health: 30 Hearts (3 Rows)

Resistance: 65%

Arrow Resistance: 40%

Speed: -15%

Depth Strider 3

Shrine Weight: 1.5

Proccable

## **Tools**

### **Gem of Molten Fury**

*Airem may have fallen, but two remain.*

Attack: 15

Armor Shred: 20

### **Gem of Piercing**

*A stable web of lines shine brightly within the gem.*

## **Abilities**

### **Molten Fury**

Activating the **Gem of Molten Fury** will fire a projectile which flies in an arc pulled by gravity. On contact with a solid surface or a survivor it will explode twice in succession, dealing considerable damage and armor shred. A direct hit will deal additional damage but not additional armor shred.

Cooldown: 8 seconds

Range: 35 Blocks

Explosion Damage: 30

Explosion Armor Shred: 40

Second explosion occurs 0.75 seconds after the first.

Total Explosions per cast: 2

Direct Impact Damage: 20

### **Chain Lightning**

Activating the **Gem of Sparking** will instantly shock a nearby survivor, dealing damage to them and weakening them. The attack will chain to up to 2 additional survivors nearby. The lightning also saps speed from it's targets, giving the user Speed temporarily.

Cooldown: 8 seconds

Damage: 20

Armor Shred: 15

Range: 10 Blocks

Chain Range: 7 Blocks

Max Targets: 3

Survivors hit by the lighting receive **Slowness 2** and **Weakness 2** for 6 seconds.

User receives Speed 1-3 for 2-4 seconds, based on the amount of survivors hit.

### Piercing Ray

Activating the **Gem of Piercing** will create a instant beam which hits all survivors it passes through. Hit survivors are given Weakened Armor and Weakness on hit. and The beam does not auto aim like **Gem of Sparking** but can be fired quickly in succession. Up to 8 charges can be used in succession.

Usage Cooldown: 0.4 Seconds

Charge Cooldown: 2 Seconds per charge

Maximum Charges: 8

Range: 8 Blocks

Deals considerable knockback on hit.

Damage: 25

Armor Shred: 20

Hit Survivors are given Weakened Armor 3 and Weakness 1 for 5 seconds.
Spiderling

## **Overview**

Spiderlings are one of the special monsters. A Spiderling's purpose is to melt walls along with sneaking past defenses with their high jump, speed, small size, and climb, at the cost of being 1 hit by basically anything. They can also harass survivors during shrine fights with their poison globs.

## **Stats**

Health: 5 Hearts (10 Hp)

Resistance: 60%

Speed: +30%

Depth Strider 3

Shrine Weight: 1

Proccable

## **Tools**

#### **Spider Mandibles**

*"Spiders are gross."*

Attack: 15

Power: 15 (Poison Glob)

Armor Shred: 5

Allows usage of Poison Glob

## **Abilities**

### Poison Touch

Melee attacks will poison survivors.

* Duration 4 Seconds
* 1 Tick every 0.4 Seconds
* 4 Damage per tick
* 3 Armor Shred per tick

### Poison Glob

Right clicking will cause the user to spit a ball of poison which can damage survivors or corrode walls into slime blocks. Each shot can only impart one of these effects, not both.

Cooldown: 0.4 Seconds

Destruction Strength: 2.2

Destruction Type: **Corrosion**

Power: 15

Armor Shred: 5

Inflicts **Poison** (same as **Poison Touch**) and **Slowness 2** on survivors.

Duration: 4 Seconds

### Wall Climb

Recieve **Levitation 3** while sneaking near a wall or ceiling.

### Poison Immunity

Spiderlings are immune to Elven Dagger's Withering effects.

### Minor Passives

Jump Boost: Passively affected by **Jump Boost 3** while alive.

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{\displaystyle x = questPoints}

 *You must hit survivors at least [X] times with your corrosive spit!* | Integer from 2 to 5

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{\displaystyle x = questPoints}

35 Exp per quest point.
Warhammer

The Warhammer is one of the selectable **Melee Weapons**, it costs 16 loadout points to equip.

## Overview

Warhammers are heavy metalic mallets which excel in thinning crowds with their sweeping strikes. All demons struck by the hammer take full weapon damage and can be PROC'd if susceptible, but the weapon gains half bonus damage from **Strength** effects and Procs. The activated ability of Warhammer temporarily increases the damage of attacks and allows attacks to regenerate the user's armor and health.

Attack: 15

Knockback Resistance: +10%

Cleaving: 3 Blocks Radius

## Abilities

### Cleaving 3

Attacks from this weapon will hit all enemies in a 3 block radius centered on the initial target.

This weapon only gains half benefits from **Strength**, Berserker Armor, and Proc, and half negatives from **Weakness**.

This weapon cannot crit.

### Roar

Right-clicking the Warhammer will empower it, granting you bonus attack and speed. Attacks made with the Warhammer during the ability duration will also heal your health and armor.

Duration: 8 Seconds

Cooldown: 90 Seconds

Killing enemies will reduce the ongoing cooldown of this ability by 0.5 seconds.

Bonus Attack: +10 (Not affected by Cleave nerf)

Grants Strength 1, Speed 2, Night Vision, and Resistance 2

Grants **Fortified Armor 3** for 16 seconds

Attacking demons will repair health and armor.

Attacking players will give a flat amount for hitting them and can give more than attacking Lesser Demons.

All Lesser Demons and players hit during an attack scale to individual damage conversion caps.
Ranger's Padding

Ranger's Padding is an accessory which costs 4 loadout points to equip.

It is a passive item which has the following attributes:

Attacks made with ranged weapons will have +5 power. This effect is applied to all ranged type damage and additionally stacks with the Shrine ranged damage buff.

Your ammo will regenerate at an increased pace. Arrows and Essense will regenerate once every 3 seconds instead of 4.
Mortar

Mortar is a Consumable item, and a basic but critical component of wall maintenance. A few bowls of mortar can be included in a kit using Builders Supplies consumable items but they are also one of the few items that can be crafted reliably ingame.

Bowls can be filled with **Oil** to act as Mortar, don't ask where the bowls go after you use the mortar, bowls are acquired by doing the following:

* Chop wood from logs using a **Lumberjack's Axe**. Two logs per chop.
* Process the wood three times at a **Sawmill** by turning small logs into planks. 1 : 1
* Then turning planks into sticks. 1 plank : 2 sticks
* And finally turning sticks into bowls... don't ask how. 1 : 1

Mortar serves two roles, based on the phase of the game they are used in. In **Build Phase** they are perfect for reinforcing weak stone walls placed by the map, one bowl will turn all walls in it's radius into **Deepslate Brick**, including stairs and half-slabs.

After build phase mortar weakens significantly but still has vital purpose, serving as an excellent reactive defense against explosive wall destruction.

* Gravel is not repaired, make sure to repair walls before it is powderized.
* Cobblestone is repaired to Cracked Stone Brick
* Cracked Brick is repaired to Regular Stone Brick
* Stone Brick has a 5% chance of turning into Deepslate Brick.

Stairs do not have a phase between cobble and regular stone brick.

Repair Radius: 6 Blocks (All Game)

Blocks not at the center of the radius have a 35% to not be repaired a stage (Post Build-Phase).

Mortar can be dropped and shared with other survivors.
Magma Stronghold

Magma Stronghold is a Primary Rotation map with three Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X ----, Y ---, Z ----
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
* Oil
* Sawmill
* Quarry
* Blacksmith
* Gold Mine

## Shrine Locations

* Geode Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/3
	+ Shrine Gold: 20% of the current vault.
	+ Mob Spawn Coordinates: X -47.5, Y 101, Z -74.5
	+ Mob Protection Region

* Skylight Shrine
	+ Coordinates: X ----, Y --- Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 2/3
	+ Shrine Gold: 40% of the current vault.
	+ Mob Spawn Coordinates: X -102, Y 96, Z -13
	+ Mob Protection Region
* Magma Grotto 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 45, Y 76, Z 53
	+ 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): Elrastenos and Sir\_Calibur

Map Credits Room Coordinates: N/A

Additional Credits
Hearty Ale

The Hearty Ale is a support item which costs 8 loadout points to equip.

## Overview

Hearty Ale is a basic ale which primarily serves to increase it's wielder's vitality with increased max health and temporary resistance buffs.

This item grants +4 Max Hearts when equipped.

You can heal yourself to full for 100 mana, additionally granting **Resistance 2** for 7 seconds.

Cooldown: 1 Second

## Effective Health Modifier

Due to hearty ale's increased max health, usage of this potion will increase the amount of damage you can take

Effective Health Bonus w/o healing: 480--240 Hp across 24 Hearts.

Mana Point -> Health: 4.8--2.4hp
Avenge

The Avenge passive is an accessory which costs 4 loadout points to equip.

## Overview

Avenge is a powerful passive which will grant any survivor with it a powerful proc whenever any other survivor falls in battle. While the proc is active the user will also gain Shield Hearts every time they kill something.

When another survivor dies in battle gain PROC:

Duration: 12 Seconds

Bonus Attack: +15

Bonus Speed: **Speed 3**

Bonus Mining Speed: **Haste 3**

Killing a monster while the proc is active will grant up to 3 Shield Hearts to the user.
Band of the Sun and Moon

The Band of the Sun and Moon is an accessory which costs 4 loadout points to equip.

It is a simple item which will passively give it's wearer bonus stats at different times of day.

At Daytime, the band grants it's wearer +5% speed and +5% Knockback resistance. At Night, the band will instead grant 5% damage resistance (multiplicative) and +1 mana regen per second. When day or night starts the band will make a noise.
Ranger

*"The Ranger is a perfect choice for single target combat. With the ability to poison and cloak quickly to escape, as well as use the Longbow for long ranged defense."*

## Items

### Primary

* Elven Dagger
* Longbow
* Ruby Pendant
* Studded Armor
* Taproot Armor

### Accessory

* Massive Quiver
* Slowfall
* Dark Vision
* Ranger's Padding

### Consumables

* 192 Cobblestone
* 128 Mortar
* 8 Enchanted Lamps
* 1 Consecrating Charm
* 4 Turrets
* 4 Spare Quivers
Enchanted Aegis

Enchanted Aegis is an accessory that costs 8 points that has several useful defensive abilities.

## **Overview**

The Enchanted Aegis is a magical blue shield which serves as a great utility for negating knockback and damage.

Attack: 5

Knockback Resistance: +10% when held.

### Ability (Rightclick)

Right clicking the item will enhance the aegis temporarily granting several powerful defense buffs while held. Taking damage while the buff is active will cause Shield Hearts to be granted when the buff expires, regardless of if the aegis is held or not.

Cooldown: 90 Seconds

Duration: 5 Seconds

Grants 20% Damage resistance while held. (is **not** a potion effect)

Grants +50% Knockback resistance while held. (stacks with regular held effect, totals +60% from item during the buff)

Enchanted Aegis receives **Knockback 1** while buff is active.

Each hit taken is converted into a Shield Heart when the buff expires, to a maximum of 3 shield hearts when 3 hits are taken.

The power of the hit does not matter, nor the Aegis being held when the hit is delivered or when the buff expires.
Chrome Canyon

Chrome Canyon is a Primary Rotation map with three Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X -140, Y 95, Z -196
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
	+ Very close to **Library Shrine**.
* Oil
	+ Coordinates: X -275, Y 95, Z -125
	+ Very close to the sawmill.
	+ Has Woodcutter's Axes nearby.
	+ Covered by mob protection after **Canyon Shrine** falls.
* Sawmill
	+ Coordinates: X -280, Y 91, Z -125
	+ Very close to the oil.
	+ Has Woodcutter's Axes nearby.
	+ Covered by mob protection after **Canyon Shrine** falls.
* Quarry
	+ Coordinates: X -220, Y 93, Z -222
	+ Also contains a goldmine under the gravel.
		- Goldmine is comprised of regular Gold Ore.
	+ Has Dwarven Pickaxes and Rusty Shovels, Woodcutter's Axes are still fairly near.
	+ Covered by mob protection after **Canyon Shrine** falls.
* Blacksmith
	+ Coordinates: X -123, Y 95, Z -222
	+ Has Dwarven Pickaxes and Armor Forging Pistons

## Shrine Locations

* Canyon Shrine
	+ Coordinates: X -269, Y 90, Z -158
	+ Capture Region: 5 Block Radius Sphere
	+ Shrine Protection: X >= -192 **AND** Z <= -140
	+ Shrine Rank: First
	+ Shrine Number: 1/3
	+ Shrine Gold: 33% of current vault.
	+ Mob Spawn Coordinates: X -202.5, Y 122, Z -8.5
	+ Mob Protection Region: Z >= -70

* Library Shrine
	+ Coordinates: X -108.5, Y 96 Z -196.5
	+ Capture Region: 8 Block Radius Sphere
	+ Shrine Protection: X >= -86
	+ Shrine Rank: Middle
	+ Shrine Number: 2/3
	+ Shrine Gold: 50% of current vault.
	+ Mob Spawn Coordinates: X -207, Y 91, Z -183
	+ Mob Protection Region: X <= -183
* Dragon Cavern Shrine
	+ Coordinates: X 40, Y 52, Z -226
	+ Capture Region: Cube
		- Corner 1: X 36, Y 50, Z -221
		- Corner 2: X 46, Y 57, Z -232
	+ Shrine Protection: None
	+ Shrine Rank: Final
	+ Shrine Number: 3/3
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X -94, Y 95, Z -196
	+ Mob Protection Region: X <= -78

## 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): Machiggins

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

Additional Credits
Conqueror

*"Jumping around the battlefield at will, the Conqueror Class specializing in being where they need to be and dealing AoE damage."*

## Items

### Primary

* Soul Blade
* Crossbow
* Bombardier
* Safety Juice

### Accessory

* Dark Vision
* Slowfall
* Last Blessing
* Massive Quiver
* Ranger's Padding

### Consumables

* 192 Cobblestone
* 4 Procs in Bottles
* 2 Wrenches
* 4 Polishing Rags
Star Fragment

The Star Fragment is an accessory which costs 4 loadout points to equip.

It is a simple item which will passively grant buffs which greatly lend to preserving the wearer's mana pool.

The Star Fragment will passively regenerate an additional 1 mana per second to it's wearer. Additionally it will grant 20% resistance to mana drain inflicted from Fury Zombie's **Fury of the Night**, Wraith's **Ghastly Dive**, Doppelganger's **Cursed Healing Stations**, Lackeys, and Tickers. Mana Drain Resistance is ineffective against Mirror Arthea's **Poisoned Healing**, Curse of Doom, and survivor mana costs.
Environmental Damage

Environmental damage effects are a vanilla mechanic which is expanded on to fit Nightfall's terms.

## Alterations

* Most effects can deal armor shred, so be a bit cognisant
* All damage, unless otherwise specified, is resisted by all forms of damage resistance.
* Environmental damage is never buffed by Darkness
* No damage is dealt by suffocation inside a block, such as from gravel.
* Monsters are immune to all sources of environmental damage.
* Soulfire doesn't deal more damage than regular fire.

## Source List

### Fall Damage

For each block fallen after a safe range, target takes a random amount of damage from 2 - 4.

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{\displaystyle 4 \* (1- (random(0,1))^2 / 2)}

* Damage tends to be biased towards higher numbers
* 0 Armor Shred
* Safe falling range is increased by Shield Hearts and Slowfall
* Damage is additionally resisted by Slowfall and Survivor Heroes' Fall Damage resistance.

### Fire

Damage dealt by fire blocks and afterburn.

* 10 Damage
* 4 Armor Shred
* Damage is tripled by during the Hellhounds Doom Event
* Soulfires do not deal more damage.
* Blocked by Fire Resistance

### Lava

Damage dealt by contact with lava.

* 20 Damage
* 6 Armor Shred
* Can hit every 0.3 seconds.
* Damage is doubled during the Hellhounds Doom Event
* Blocked by Fire Resistance

### Magma Blocks

Damage dealt by contact with magma blocks.

* Deals half a heart of damage which bypasses survivor armor effects and doesn't properly break Shield Hearts
* Very broken, can kill survivors by bypassing Auto-Heals and Resurrection.
* 0 Armor Shred
* Survivors are immune during build phase, Heroes are always immune, both to midigate life robberies.
* Should normally deal the following:
	+ 8 Damage
	+ 5 Armor Shred
* Blocked by Fire Resistance

### Drowning

* 12 Damage
* 2 Armor Shred
* Blocked by Water Breathing

### Freezing

Damage dealt by prolonged exposure to powder snow.

* 10 Damage
* 4 Armor Shred

### Thorny Blocks

Damage dealt by contact with blocks like cactus and sweet berry bushes.

* Deals half a heart of damage which bypasses survivor armor effects and doesn't properly break Shield Hearts
* Very broken, can kill survivors by bypassing Auto-Heals and Resurrection.
* 0 Armor Shred
* Survivors are immune during build phase, Heroes are always immune, both to midigate life robberies.
* Should normally deal the following:
	+ 4 Damage
	+ 2 Armor Shred

## Trivia

Magma Blocks and thorny block damage are fairly broken as of the current patch, dealing vanilla minecraft damage and bypassing most Nightfall mechanical checks due to a bug in the server engine Nightfall runs on, reported bug, will be patched in a hypothetical minecraft version update.
Builders Pack

The Builder's Supplies is a Consumable item.

Selecting a Builder's Supplies will instantly give you building supplies at the start of the game.

The Builder's Supplies cost 4 consumable points per tier of the item, to a maximum of 12 points.

For each 4 points spent on Builder's Supplies you gain the following:

* 32 Torches
* 32 Mortar
* 2 Stacks of Cobblestone
* 1 Stack of **Blast Proof Glass**
* 1 Stack of Cobblestone Stairs
* 1 Stack of Cobblestone Half Slabs

Items given by the Builder's Supplies can be dropped and shared with other survivors.

There is no risk of losing items by taking too many Builder's Supplies under normal circumstance, taking both copies (12 points) will only result in the occupation of **19 slots out of 36** at the start of the game.
Melee Weapons

Melee Weapons are one of the two armaments **Survivors** can equip themselves with. They range from swords to daggers and primarily function in close quarters. They have benefits and buffs that only apply, activate, or benefit from being in melee combat or range

## List of Melee Weapons

* Mystic Runesword
* Bloodied Waraxe
* Warhammer
* Elven Dagger
* Arcane Scepter
* Soul Blade
* Radiant Wand
* Midnight Scythe
PROC

The PROC (Powerful Rampage, of Course) is one of the main combat mechanics of the survivors.

PROC gives a strength buff to the survivors which will help him do more damage against Greater Demons and one shot any enemy without the **Unproccable** Attribute. Having a proc also grants a speed effect and makes the user immune to Blindness from poor lighting conditions. A survivor with proc will periodically emit sparkly green particles, shiny and deadly.

Procs from different sources (unless the sources are listed in the same box) can be simultaneously applied, stacking damage with seperately tracked durations.
Throwable Mortar

Throwable Mortar is a Consumable item, which is a fairly uncommon upgraded variant of the Mortar item which can only be found from Quarry Drops or Scavenger.

Throwable Mortar can only be used during the **Battle Phase** but otherwise behaves identically to regular mortar during battle when the projectile contacts a surface. The projectile travels in an arc affected by gravity until it hits a solid block.

* Gravel is not repaired, make sure to repair walls before it is powdered.
* Cobblestone is repaired to Cracked Stone Brick
* Cracked Brick is repaired to Regular Stone Brick
* Stone Brick has a 5% chance of turning into Deepslate Brick.

Stairs do not have a phase between cobble and regular stone brick.

Damage: 5

Repair Radius: 6 Blocks

Blocks not at the center of the radius have a 35% to not be repaired a stage.

Throwable Mortar can be dropped and shared with other survivors.
Minotaur

## **Overview**

Minotaurs are one of the special monsters. Minotaurs are the third tankiest and durable special monster, only behind Battering Rams and Iron Golems. They have high damage and mediocre armor shred. They sport decent resistances which are tied with Brawlers against most damage sources, but Minos also boast competent resistances against projectiles and an immunity to knockback. They are also able to quickly charge across the battlefield, throwing around any survivors or goblins which cross their path. They usually spawn in huge swarms during the **Torus Doom Event** which makes it even easier to trap survivors in an endless sea of charges and spiking.

## **Stats**

Health: 50 Hearts (100 Hp)

Resistance: 75%

Arrow Resistance: 50%

Speed: -15%

Knockback Resistance: 100%

Depth Strider: 3

Shrine Weight: 1

Unproccable

## **Tools**

#### **Minotaur Club**

*"Clobber the survivors, knock them away!"*

Attack: 25

Armor Shred: 15

## **Abilities**

### **Mighty Charge**

After a short wind up the user will charge forward at high speed, dealing damage, damaging blocks, and knocking back survivors. The charge can be steered like normal, you are not obligated to move in a straight line. If you collide with glass or foliage, you will break it and continue moving. If you collide with any other solid surface you will damage nearby walls slightly and stop your charge. Charging into any goblin will also knock them into the air, but won't deal any damage.

Activated by **Right Clicking** the Minotaur Club.

Cooldown: 20 Seconds

Duration: 1.5 Seconds

Windup Time: 1 Second

Receive **Resistance 3, Slowness 8**, and **Jump Boost -8** while winding up.

Damage: 60

Armor Shred: 50

This attack ignores Immunity Ticks

Deals no damage vs hit goblins, deals heavy knockback to hit survivors and goblins.

Destruction Strength: 2.5

Destruction Type: **Charge**

### **Club Spike**

Pressing the offhand key on a survivor in your melee range will immidiately spike them, dealing high damage, moderate armor shred, and sends the survivor downwards, halting their momentum if they are on the ground, or into the depths of whatever body of water, cheese gold (lava), or void they might be in. The affected survivor is also Stunned and given Specials Disabled. This ability can only affect one survivor when cast, it will not miscast if there are no valid targets in range.

Cooldown: 12 Seconds

Range: 4 Blocks

Damage: 50

Armor Shred: 25

Deals heavy knockback straight downwards.

Hit survivor is Stunned for 0.75 seconds.

Hit survivor receives **Specials Disabled** for 3 seconds.

### Minor Passives

Knockback Immune

Unproccable: Cannot be procc'ed.

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{\displaystyle x = questPoints}

 *You must hit at least [X] survivors with your charge!* | Integer from 3 to 7

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{\displaystyle x = questPoints}

30 Exp per quest point.
Iron Golem

## **Overview**

Iron Golems are one of the special monsters. Iron golems are one of the strongest and tankiest special monsters, only being beaten by Battering Rams and Monster Heroes. Their attacks do an incredible amount of damage, and have the highest armor shred of any melee attack. Additionally each strike is able to destroy blocks in a single hit, albeit at a metered rate. They are unable to move normally and have to jump to move. They are usually used for pushing through defenses and leading a charge.

## **Stats**

Health: 100 Hearts (200 Hp - **Medium** Game Size)

Iron Golems have Health Scaling, and receive +/- 10 Hearts per game size away from **Medium**

Resistance: 85%

Arrow Resistance: 50%

Knockback Resistance: 100%

Speed: -100%

Depth Strider 0

Shrine Weight: 1.5

Unproccable

## **Tools**

#### **Ancient Pick**

*"Smash survivors in Melee!"*

Attack: 40

Armor Shred: 100

## **Abilities**

### **Darkness Affinity**

The Iron Golem receives some additional stacking benefits on top of standard darkness attacks.

In **Moderate Darkness** the golem will deal slightly less knock back.

In **Full Darkness** the golem will deal an additional +10% damage and even less knock back.

### **Block Destroyer**

Each strike with the golem's pickaxe will instantly break nearly any block it touches. However, this pickaxe is incapable of breaking glass, blocks protected by shrines with the exception of lights, and natively unbreakable blocks like bedrock, Enchanted Lamps, and ice. This ability doesn't impart any bonuses when attacking Turrets, Healing Stations, or Conducting Rods. The golem cannot break blocks while affected by a Consecrating Charm.

Cooldown: 0.5 Seconds

### Minor Passives

Mining Fatigue: Passively affected by Mining Fatigue 4 while alive.

Unproccable: Cannot be procc'ed.

Knockback Immune

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

attackStat is statically equal to 40.
 *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 100.
 *You must hit survivors at least [X] times this life!* | Value from 4 to 9, said value can be decimal.

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{\displaystyle x = questPoints}

 *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.
Infused Ale

The Infused Ale is a support item which costs 8 loadout points to equip.

## Overview

Infused ale is a basic ale which will additionally grant **Shield Hearts** on heal, at the cost of max heart health and a slightly increased mana cost.

This item reduces your max health by 2 Hearts when equipped.

You can heal yourself to full for 125 mana, additionally granting 4 **Shield Hearts**.

Cooldown: 1 Second

## Effective Health Modifier

This potion has a lot of changed values but the 4 shield hearts do provide comperable damage reduction over the negatives even in worse case.

Effective Health Bonus w/o healing(No Shields): 360--180 Hp across 18 Hearts

Mana Point -> Health(No Shields): 2.88--1.44 Hp

Mana Point -> Health(Estimated Shield Breaking): 4.16--2.08 Hp

The most effective health against shield breaking attacks are those which deal slightly less than damage divisible by 80--40.
Dwarven Council

Dwarven Council is an Off Rotation map with four Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X ----, Y ---, Z ----
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
* ---
	+ Coordinates: X ----, Y ---, Z ----
* ---
	+ Coordinates: X ----, Y ---, Z ----
* ---
	+ Coordinates: X ----, Y ---, Z ----
* ---
	+ Coordinates: X ----, Y ---, Z ----
* ---
	+ Coordinates: X ----, Y ---, Z ----

## Shrine Locations

* shrine1
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/4
	+ Shrine Gold: 20% of current vault.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region
* shrine2
	+ Coordinates: X ----, Y --- Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 2/4
	+ Shrine Gold: 25% of current vault.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region
* shrine3
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 3/4
	+ Shrine Gold: 40% of current vault.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region
* Final Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 4/4
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X ----, Y ---, 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): ---

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

Additional Credits
Beneath the Waves

Beneath the Waves is a Secondary Rotation map with two Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X ----, Y ---, Z ----
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
* ---
* ---
* ---
* ---

## Shrine Locations

* Boney Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/2
	+ Shrine Gold: 33% of current vault.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region

* Final Shrine
	+ Coordinates: X -14, Y 75, Z 0
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 2/2
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region: X>59 *(Please check)*

## Tips and Trivia

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

* Beneath the Waves has the *reducedDebugInfo* Gamerule enabled, meaning among other debug menu features, coordinates are hidden, meaning actually navigating the map by means of the above documentation is a greater hastle than it should be.

## Map Author(s) and Additional Credits

Map Author(s): Alfa\_She\_Wolf

Map Credits Room Coordinates: X ----, Y ----, Z ---- (lobby)

Additional Credits *as nicknames. If you are confident in knowing full usernames, please complete this section -MaxWilderD*

* El(rastenos?)
* Fawn(?)
* Jas(?)
* Div(\_i\_de?)
* Deimo
Nightwalker

*"Adapted to the darkness, Nightwalkers roam the battlefield freely, identifying and taking out priority targets with their powerful weapons."*

## Items

### Primary

* Midnight Scythe
* Longbow
* Safety Juice
* Studded Armor
* Hearty Hauberk

### Accessory

* Reinforced Boots
* Slowfall
* Massive Quiver

### Consumables

* 128 Cobblestone
* 64 Mortar
* 2 Procs in Bottles
* 4 Healing Stations
* 2 Wrenches
Nightbearer

## **Overview**

Nightbearers are one of the special monsters. They are supportive melee monsters which possess moderate damage and armor shred, augmented knockback, and middling resistances but overall subpar vitality. While their basic stats are underwhelming, they possess a powerful banner which can rally and buff nearby greater demons. While alone a Nightbearer may not pose much of a threat, a Nightbearer which sticks with powerful monsters or deploys a banner in massive swarms of greater demons can easily melt survivor vitality.

## **Stats**

Health: 30 Hearts (60 Hp)

Resistance: 70%

Knockback Resistance: 30%

Speed: -10%

Depth Strider 3

Shrine Weight: 1.25

Unproccable

## **Tools**

#### **Sword of Darkness**

*A blackened sword of an undead mercenary.*

*"Defend the banner!"*

Attack: 25

Armor Shred: 15

Knockback: 1

The Sword of Darkness, like many melee weapons, is capable of shearing leaves, vines, and wool with great efficiency.

#### **Banner of the Night**

Places a temporary banner down on the ground or a wall which grants a Strength, Resistance and Speed buff to nearby monsters, including the user.

*"We are the Drow of the West! The banner of Hafnir flies above all others!"*

## **Abilities**

### **Banner of the Night**

When deployed on a valid surface, the Banner of the Night will passively buff all surrounding greater demons, including the Nightbearer who placed it for as long as they remain near the banner.

The banner lasts 15 seconds before vanishing naturally although survivors may attack the banner as a hit-based structure to destroy it early. The survivor which deals the final blow to a banner will receive **Slowness 2** and **Blindness**. Any greater demon which is affected by the power of the banner will receive **Strength 5, Speed 3**, and **Resistance 2** while next to the banner.

Radius: 9 Blocks

Cooldown: 15 Seconds

Banner Duration: 15 Seconds

Banner Health: 5 Hits

Banner may only be damaged every 0.2 seconds.

When broken, gives the survivor who dealt the last hit **Slowness 2** and **Blindness** for 7 seconds.

Player monsters in the radius are given **Strength 5, Speed 3**, and **Resistance 2**.

Every time a new banner applies it's buff to a unique player, the user of said banner is given 8 **Experience**.

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Jade Bow

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

## Overview

The Jade Bow is an unconvetional bow which leans to supporting fellow survivors with it's PROC granting beams. Their beams can penetrate multiple targets but deals the least direct damage among all bows, except the Shortbow, and cannot oneshot any Lesser Demons.

Power: 35

Arrow Cost: 2

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

Projectiles from this weapon do not oneshot Lesser Demons.

## Abilities

### Jade Beam

Firing with the Jade Bow will shoot a red beam of particles in the direction you are facing. This beam ignores gravity, can pentrate multiple enemies and can phase though walls. If a beam travels through solid blocks it loses its ability to damage enemies for the rest of its duration. If the beam kills any monster it becomes green and gains the ability to grant Procs to survivors the beam makes contact with. Survivors hit by a red beam can be retroactively and immediately granted a Proc if said beam kills later in its flight. Firing this weapon costs 2 arrows per shot.

Range: 40 Blocks

If a Jade Bow beam kills a monster it gains the ability to grant Procs to survivors on hit:

* Duration: 3 Seconds
* Bonus Attack: +6
* Bonus Speed: **Speed 1**

Traveling through solid blocks prevents beams from dealing damage, however they will still grant Procs.
Kraken

## **Overview**

The Kraken is a Doom Monster. They are unable to spawn by normal means, one will spawn from a **Glow Squid** in games with one or more Survivor Heroes after 30 seconds of a Deadly Squids Doom Event starting. Krakens are large and powerful cephalopods which attack from a distance with powerful beams and various storm related attacks. In summary, don't let Glow Squids flee with their lives or evolve from Squids to begin with, or else the resulting chaos of the Kraken's powerful crowd control tools may prove insurmountable.

## **Stats**

Health: 50 Hearts (100 Hp)

Resistance: 90%

Arrow Resistance: 70%

Knockback Resistance: 100%

Speed: -30%

Depth Strider: 3

Shrine Weight: 1

Unproccable

## **Tools**

### **Beam Lance**

Attack: 20

Armor Shred: 20

Prevents the usage of vanilla melee attacks.

## **Abilities**

### **Beam Lance**

Attemping to attack with the Beam Lance will fire a line of energy which travels instantly to a set range, striking the first thing to cross it's path. The beam can hit up to a single survivor or a section of wall, dealing damage to either but not both. Using the Beam Lance prevents damage being dealt by vanilla minecraft punching.

Attack: 20

Armor Shred: 20

Range: 12 Blocks

Destruction Strength: 4.0

Destruction Type: **Explosion**

Cooldown: 0.5 Seconds

### **Wind Bolt**

Right clicking with the beam lance item will fire a powerful bolt of wind which can send survivors flying. The bolt flies in a straight line and will either send the first survivor it hits flying or explode on the first block it hits. Direct hits will deal damage and intense vertical knockback to the targeted survivor, direct hits have no splash radius. Hits on blocks instead blast nearby survivors away without dealing damage.

Cooldown: 10 Seconds

Direct Hit Damage: 40

Armor Shred: 0

Block Hit Splash Radius: 4 Blocks

Range: 60 Blocks

### **Power Dash**

Left clicking the power dust will cause the user to dash forward, striking all survivors near the Kraken shortly after activated. The lightning bolts cannot splash onto nearby survivors who were not struck initially.

Cooldown: 15 Seconds

Attack Delay: 1 Second

Attack Radius: 5 Blocks

Damage: 30

Armor Shred: 50

### **Lightning Storm**

Upon becoming a Kraken a powerful storm is created which will randomly strike survivors anywhere on the map for 2 minutes.

Damage: 30

Armor Shred: 50

### **Levitation**

Sneaking will allow the user give themself a **Levitation** effect. This effect can be toggled off by sneaking again.

Gives the Kraken **Levitation 1** when toggled on.

Cooldown: 1 Second

### **Beneath the Waves**

When a Kraken spawns they have a timer set for 5 minutes. When 5 minutes pass the Kraken will sink back into the depths from which they came, effectively dying.

### Minor Passives

Unproccable : Cannot be procc'ed.

Knockback Immune

Jump Boost: Permanantly receive **Jump Boost 3** while alive.
Building Items

Building Items are any items used for building and constructing defenses. Building Items can be divided into two types, normal and special building items. Normal building items are much more plentiful and can be obtained easily, but easier to destroy. Special Building Items are much stronger and have a variety of different uses, but you only have a very limited supply of them.

## List of Normal Building Items

* Cobblestone
* Mortar
* Torch
* Bricklayer

Cobblestone is obtained by digging gravel, and gravel can be found in the Quarry. For each piece of gravel you dig, you will receive 3 Cobblestone.

Mortar is obtained by right-clicking a Bowl on Oil.

Torches are obtained by right-clicking a Stick on Oil.

The Bricklayer is a useful building tool, and acts somewhat like a WorldEdit wand. To use it, you must first select an area by choosing 2 corners. Left click on a block to select the first corner, shift-left click to select a second corner. Once you have selected two corners, you can right click to start building. Right clicking again will pause or resume the building.

Make sure you have cobblestone in your inventory when using the Bricklayer. If you run out of Cobblestone, the Bricklayer will stop until you get more Cobblestone and right click to resume the building process.

* Tombmaker
* Stairs
* Glass

## List of Special Building Items

* Wizard Mortar
* Enchanted Lamp
* Healing Station
* Slab
* Turret
* Builders Pack
Heroes

Heroes are essentially superpowered survivors, having a set kit and unique abilities within their arsenal. They spawn with more health, unique armor, weapons, and tools. They will spawn if enough players are present on the server at the time of the start of the game.

These heroes include:

* Velvetine
* Arthea
* Herana
* Lyra
* Tui
* Oxysis

## Heroic Resistances

All survivor heroes have greater resistance to various effects as well as custom damage resistance scaling.

* Survivor Heroes do not wear **Ancient Armor**, and are unaffected by Armor Shred, Weakened Armor, and Fortified Armor and other related armor effects.
* Heroes auto-heal whenever they would take fatal damage, at the cost of 100 mana
	+ Heroes regenerate 5 mana per second and have a capacity of 1000 mana.
	+ The auto heal always leaves the user at full health afterwards.
* Heroes receive 75% less Mana Drain from all sources except Curse of Doom and Mirror Arthea's **Poisoned Healing**.
* Heroes have an extra 90% Fall damage resistance.
* Heroes are always Plague Immune.
* Stun duration from Husk's **Staggering Slams** is reduced by 40% and doesn't give Blindness, Weakness 1, or Nausea 1.

### Damage Resistance

Heroes have dynamic damage resistance.

* Resistance approaches 85% at maximum
* Resistance is roughly 79% after plague ends.
* Minimum Resistance of 70% (before **monster player scaling**)
* More players generally increases resistance
* More survivors than monsters decreases resistance
* More monsters than survivors increases resistance

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### Blindness Resistance

Heroes are resistant to some Blindness sources.

* Blindness from poor lighting conditions.
* Curse of Blindness only blinds for 40 seconds instead of 60.
* Husk's **Staggering Slams**

### Adrenaline

Survivor heroes fight a little stronger when they are on low mana.

* At 400-200 Mana remaining, survivor heroes gain +5 Melee Attack Damage, Speed 1, and Regeneration 2
* At 200 or less Mana remaining, survivor heroes gain +15 Melee Attack Damage, Speed 2, and Regeneration 3

## Spawning Conditions

Heroes only spawn at the start of a game when a certain amount of players are present.

* 12 Players is the minimum for a chance at 1 Hero
	+ Chance is guaranteed at 16+ players
	+ Velvetine, Arthea, Herana, or Lyra will spawn
* 20 Players is the minimum for a chance at 2 Heroes
	+ Chance is guaranteed at 26+ players
	+ Any two unique heroes can spawn
	+ Tui and Oxysis can spawn in the same game
* 30 Players is the minimum for a chance at 3 Heroes
	+ Chance is guaranteed at 36+ players
	+ Any three unique heroes can spawn
Resurrection

The Resurrection passive is an accessory which costs 8 loadout points to equip.

## Overview

Resurrection will save it's user from any death during the **Battle Phase** once, when they die in this way they are healed for free but lose 4 max hearts for the rest of the game. Reviving will also restore most mana and armor, provide 2 Shield Hearts and will grant a powerful proc.

Upon taking fatal damage it is prevented and you recover to full health, this can only occur once during the game and only during the **Battle Phase**.

Max Health Decrease: -4 Hearts

Armor Repair: 700

Mana Restore: 700

Exp Granted: +500 to each monster.

Grants PROC:

Duration: 8 Seconds

Bonus Attack: +20

Bonus Speed: **Speed 4**

Bonus Mining Speed: **Haste 3**