recursal/Fanatic-Fandom huggingface dataset:
Minotaur

One of the various Enemies in Oneiro. The **Minotaur** appears as a Miniboss on the second layer of the Labyrinth.

## Location

The **Minotaur** appears in the middle of the Labyrinth on NREM 2 up a couple flights of stairs, in an arena usually above where the player spawns.

## Enemy AI

The **Minotaur** starts inactive until the player enters his unbreakable arena. Afterwards, a metal gate closes behind the player, locking them inside until the **Minotaur** is defeated or the player leaves the arena via teleportation, or breaking a part of the arena with the Mimic Gear.

### Attacks:

* Charge: The **Minotaur** charges at the player, moving very quickly but not being able to sharply turn. If the Minotaur hits a wall he trips and falls into a prostrate position, and gets straight back up after a few vulnerable seconds.
* Roar: The **Minotaur** unleashes a mighty roar and stuns the player, and follows up with his Charge attack.
* Stomp: The **Minotaur** leaps into the air and slams his hooves onto the ground, creating a shockwave that damages the player.

Once the battle starts the **Minotaur** immediately uses his Charge attack. If he hits a wall he will either preform his Charge attack again or use his Roar attack, afterwards he will start preforming his attacks randomly.

## Tips

* The **Minotaur**, like all Minibosses, drops a heavy amount of valuable Essence, making them worth defeating even without a want for their unique items and/or gear.
* The Branch Gear, which drops from Nature Golems on the same NREM layer, is extremely effective against the Minotaur. It is recommended to bring a few of these into the fight to slay the **Minotaur** early before it starts using it's hard to dodge Roar attack. Note that this is possible without the Branch Gear with a high Attack Stat.

## Trivia

* In a conversation on the official Oneiro Discord, Ryan (The Developer) referred to the **Minotaur** as "He". It is unknown at this time if "He" was a typo, or Ryan's defaulting gender when talking about ambiguously gendered characters, or if the **Minotaur** actually is male. For now this page refers to the **Minotaur** as masculine until further notice.
Coffre de sortie

### Description

Le coffre de sortie est une machine basic permettant de stocke tout le résultat de l'utilisation d'une autre machine basic, pour cela il vous suffis de poser le coffre contre le dispenser de la machine basic.

Exemple d'utilisation si l'on utilise une fonderie et que l'on fait fondre une poudre de fer, le lingot ira directement dans le coffre de sortie et ne restera pas dans la fonderie.

### Craft ( table de craft amélioré)

Le craft d'un coffre basic demande un minimum de préparation, il vous suffira de quelque poudre de plomb.

Un coffre de sortie est constituer de cinq lingots de plomb un coffre et un entonnoir.

### Tips

Pour plus de place vous pouvez mettre deux coffre de sortie et ainsi passer de 27place a 54 place.

De plus vous pouvez ajoute sur le coffre de sortie une entre de cargaison pour sortir ce qui est contenue dans le coffre et le rangé dans votre système.
Fire Golem

One of the various Enemies in Oneiro. The **Fire Golem** appears on the third layer of the Labyrinth as a common Enemy.

## Enemy AI

Once the player is spotted, the **Fire Golem** preforms one of two attacks in attempt to aggrieve the player.

* Ground Slam: The Golem puts its stubby arms into the air and swings down at the floor, causing a shockwave to cascade outwards along the ground. This shockwave damages walls (including Living Walls), pots, the player, and other Enemies.
* Punch: The Golem rears back one of it's arms, and swings forwards.

If the player is far enough the **Fire Golem** will begin to approach the player over attacking, rolling towards them at a high speed.

## Tips

* The Ground Slam only does 75% of the **Fire Golem's** damage, while it's Punch does full, so if necessary it's better to take damage from it's Ground Slam than it's Punch.
* The **Fire Golem** only preforms the Punch attack if the player is extremely close to them, try to attack from as far away as possible to bait out the Golem doing the Ground Slam over the Punch.
* The **Fire Golem's** Punch also has extremely short range, and can easily be avoided by backpedaling before impact.
* The Magical Lamp item greatly helps for avoiding the Golem's Ground Slam, but isn't necessary.
* The **Fire Golem** should not be taken lightly, their high defense and attack stat make them a force to be reckoned with.
* **Fire Golem's** are considerably more threatening then a Golem. They move faster, attack 35% faster, have 50% more attack range, have nearly 66% less cooldown between Ground Slams, and their Ground Slam deals 75% of their attack stat in damage instead of the Golems usual 33%.
* The fiery effect from a **Fire Golem's** back isn't just a visual effect, and will actually damage the player and ignite them.
Thief's Dagger

The **Thief's Dagger** is a karambit that can be found within Weapon Chambers in NREM 1 and NREM 2.

Found near the outskirts of the Labyrinth in NREM 1; found closer towards the center of the Labyrinth in NREM 2

## Tips

This is the earliest weapon that the player can find to access a 6 hit combo- technically a 5 hit due to the 4th attack being two separate attacks in one. Due to this early game and high combo count, The *Unstable Aura* item could be seen as more practical with this weapon.

## Trivia

* This was the first Karambit added to the game.
Jelly Coating

**Jelly Coating** is a common tier item that has a chance to drop from any Slimes. Upon pickup, it increases the players Defense by 5%.

## Tips

Defense is vital to improve and **Jelly Coating** is one of the best items to do this. Many things that harm the player hit for plenty of damage and just a few **Jelly Coatings** can make a big difference.

Stronger enemies, like Yellow Slimes and Green Slimes have a considerably higher chance to drop this item, so some players may want to hunt for those enemies.

Due to it being considered a common tier item, any Living Walls sell **Jelly Coating** for quite cheap.
Sleep Medication

**Sleep Medication** are gear that any enemy (excluding bosses) has a 1.75% chance to drop. Only a single one will drop. Their drop is calculated separately, so it will never "replace" a gear.

## Gear Effect

Sleep Medication increases the sleep timer by 30 seconds.

## Tips

* The chance for an enemy to drop Sleep Medication is increased by Luck.
Ancient Amulet

The **Ancient Amulet** is a uncommon tier item that can be found in Treasure Chests and bought from Living Walls on the second, third, and forth stages of the Labyrinth. Upon pickup, it gives the player a new passive ability. Every time the player picks up a new, undiscovered weapon, their attack stat increases by 1%.

## Tips

* Unless you are sure you will come across another 6 Weapons in the rest of your run, it is better to use a duplicator on a Knights' Booklet instead.
Yellow Slime

One of the various Enemies in Oneiro. The Yellow Slime appears on the very first layer of the labyrinth as an Elite enemy.

## Enemy AI

The Yellow Slime attacks by spitting yellow goo at the player, and spitting 4 more goo balls around it's self in Cardinal Directions, all whilst hopping towards the player.

## Tips

* As for all slimes, it's spit ball attack can be avoided by circle strafing around the enemy, but one must take care to not get hit by the Yellow Slime's Cardinal Point goo balls whilst employing this tactic.
* It's high defense makes weaker weapons like Throwing Knife less effective, so it's better to use them to try to drop a ceiling onto the Slime, dealing massive damage.
Accursed Core of the Labyrinth

### Description

One of a kind. Upon pickup, recover all your health and boost every base stat by 30%; Lose 1 health per second (Cannot kill).

## Obtained

### Source

Altar

The **Accursed Core of the Labyrinth** is an Extraordinary tier item that can be found within the peak of the Labyrinth in NREM 1. Upon pickup, it increases all of the player's stats by 30%, but curses them by draining 1 health per second.

## Tips

Assuming the player can find a good source of healing, this is an invaluable item to pickup due to the sheer stat increases it offers.

Because of the stat increases, this item is great for those looking to speedrun their fears. They just need to make sure to not lose track of their health.
Hunger

Hunger is one of the three requirements currently in the game. It can be fulfilled by eating food.

### Min Value

0

It is depicted by the hunger bar, which decreases over time if you don't eat. The maximum value for the hunger bar is 100.

## Status Effect

When your hunger bar value drops below 30, your character becomes "Hungry". This causes your character to move slower.

When your hunger bar is empty, i.e. 0, your character becomes "Famished" and moves a lot slower.

## Recovering

Hunger can be recovered by eating food. Higher rarities of food recover more hunger points.

This table depicts the amount of hunger recovered by eating food.
Ancient Dust

**Ancient Dust** is a uncommon tier item that can be dropped by any kind of Wisp throughout every layer of the Labyrinth. Upon pickup, it gives the player an extra 5% jump height.

## Tips

* It is signifcantly more worth while using Duplicators on Magical Lamps instead of **Ancient Dust**, *unless* you've obtained a prodigious 20 Magical Lamps, in which each individual jump with one **Ancient Dust** will have 5% extra height, granting 105% jump height total.
Forest Imp

One of the various Enemies in Oneiro. The Forest Imp appears on the second layer of the Labyrinth as a common enemy.

## Enemy AI

The Forest Imp is docile and hovers in place until the player enters their aggro range. After the player is spotted the Forest Imp quickly disappears for a few seconds, warps back in, and launches a slow moving green projectile towards the player. Then it repeats this battle dance until either side has fallen.

## Tips

* The Forest Imp makes a very noticeable sound when teleporting in, listening for this sound means the Forest Imp will never get a surprise attack on you.
* The Item Unstable Aura can be very helpful for dealing with a Forest Imp, since they follow you wherever you go the Forest Imp can be simply dealt with by attacking another enemy and letting the Unstable Aura's chain damage deal with the pursuing Forest Imp.
Black Powder

**Black Powder** is a uncommon tier item that can be found in Treasure Chests and bought from Living Walls on the third and forth stages of the Labyrinth. Upon pickup, it gives the player a new defensive passive ability. Upon recieving damage, there is a 5% chance to negate all damage taken.

## Tips

* If you *somehow* manage to obtain 20 **Black Powder**, you will become mostly immortal. It's still possible to die to things like the void, and the sleep timer, but all Enemies will be entirely powerless to stop the your reign of unstoppable terror.

## Notes

* **Black Powder** is not effected by Luck.
* On Hurt Items will not trigger if damage is negated by **Black Powder**.
Time

One cycle of day and night in Coronation takes 1 hour of gameplay. Both Daylight and Night-time periods are equal in length and last a total of 30 minutes each.

The daylight and night-time periods are divided into a number of sections.

Tax/Wages/Income/Rent: Applied every 10 minutes, and shows as a popup notification above your stats on the bottom right.
Medicinal Pack

The **Medicinal Pack** is a Unique tier item that can be found in Treasure Chests and bought from Living Walls throughout the second, third, and forth stages of Labyrinth. Upon pickup, it increases the players incoming healing by 10% (10% per stack).

## Tips

* Medicinal Pack works incredibly well with several stacks of Purity, giving you enough healing to take risky health trades with Enemies.
* Medicinal Packs increased healing effect works greatly with Life Potions.

## Change Notes

* Version 1.3; Medicinal Pack Nerf: ~~25%~~ ==> 10% Increased incoming healing.
Blue Wisp

One of the various Enemies in Oneiro. The Blue Wisp appears on the very first layer of the labyrinth as an Elite enemy.

## Enemy AI

The Blue Wisp attacks by quickly orbiting around the player, leaving fields of frost in it's wake. Standing in one of these fields damages the player and gives them the Ice debuff, restricting the players movement.

Blue Wisps will continuously chase the player even from behind walls. They will always orbit in a clockwise manner.

## Tips

* The Blue Wisp is completely silent, so make sure to be aware of your surroundings in order to properly spot one. However, the Blue wisp only spawns behind ladders in Weapon Chambers, where other Elite Enemies spawn, so the player can instantly tell if there is a Blue Wisp around by seeing a lack of Yellow Slime or Golems behind said ladders.
* The Blue Wisp is very fast and leaves many frost fields, so make sure to slay it fast before things get too out of hand.
* Like the Red Wisp, the Blue Wisp stops moving upon receiving damage. Use this "stagger" to quickly combo the Wisp to deal significant damage or outright kill said Wisp.
Shadow Beast

The **Shadow Beast** is the Miniboss of the First Layer of the Labyrinth. He drops a very situational item called the Shadow Essence.

The **Shadow Beast** can be found by examining 5 glyphs on the walls in your first layer.

## Enemy AI

After activating the 5th glyph, the **Shadow Beast** will spawn below the land the player is standing on. The AI then begins this pattern:

* Waits momentarily.
* Moves to a nearby piece. While moving, it will choose 3 nearby pieces to move individually from the labyrinth. These pieces will remain completely displaced even after the **Shadow Beast** is defeated.
* Upon reaching this new location, it'll choose one of two attacks:
	+ Eye Laser - The enemy shoots a consistent laser and tracks the player down. This attack is a difficult one to avoid- but it cannot hit through walls.
	+ Concentrated Darkness - The enemy charges up and hurls a sphere at you. This attack is a unique "black hole" effect that'll drag the player into it if they're near it. The attack can go through walls within the first few frames that it exists, so keep that in mind. After colliding with a wall, it'll explode into an lingering AoE attack, which is something the player should watch out for.

This is the only enemy in the entire game that can inflict the Cursed debuff- severely limiting your sight and dealing slight damage over time.

## Tips

The **Shadow Beast**- while they might appear difficult at first has a few notable weaknesses to exploit.

* The defense stat is pitifully low at a value of 5- the same as the Red Wisp. This means that Throwing Knives are very effective and deal considerable damage.
* An easy way to defeat the **Shadow Beast** is to awaken him within a Weapon Chamber. Considering his movement options- he'll most likely move upwards- exposing himself to easy damage opportunities as he's moving.

Another thing to mention- is that it's a good idea to have good mobility for this fight. You'll want to get rid of them as soon as possible, and Magical Lamps can be a life saver in this. Grapple Hooks are a good alternative.
Arachnid

One of the various Enemies in Oneiro. The Arachnid appears on the very first layer of the Labyrinth as a common enemy.

## Enemy AI

The Arachnid spends most of it's time avoiding the player once provoked, only stopping to lay an egg or to do a damaging leap at the player from a distance. If the Arachnid spawns an egg, after a delay another Arachnid will come out of the egg. Once the Arachnid is slain, and rigor mortis sets in, the Arachnid explodes in a shower of web dealing minor damage and giving the player the "webbed" debuff, heavily slowing the player.

## Tips

* The Arachnid should be killed as soon as possible to prevent their reproduction from getting out of hand.
* The Arachnids "webbed" debuff from the it's death explosion should be avoided at all costs, as it practically restricts the players movement entirely.
Enemies

"Enemies" encompasses all the main threats that the player faces within their Labyrinth. They come in 4 variations, each described below. Defeating Enemies grants the player Essence, which can be used at Living Walls. Some enemies will drop other loot, such as Items, gear, or Weapons.

## Common Enemies

Common enemies spawn the most frequently, and are often considered to be the weakest.

Examples: Red Wisp, Arachnid, Skull

Due to their rarity- or lack thereof, enemies of this tier only drop 6 to 8 Essence.

## Elite Enemies

Elites are found in certain generations through the Labyrinth. A prime example of this would be within a Weapon Chamber, where there will always be 1 elite behind the ladder. These are often regarded as the games first major hurdle to new players due to their high stats and difficult AI to deal with.

Examples: Yellow Slime, Golem, Spore Bulb

Elites drop anywhere from 10 to 15 Essence upon being defeated.

## Miniboss Enemies

Minibosses are considerably tough enemies to defeat, and their loot is often amazing compared to other loot. NREM 1, 2, and 3 all have predetermined minibosses; all of which are completely optional.

Examples: Shadow Beast, Minotaur, Golden Mimic

Each Miniboss defeated grants the player 75 Essence.

## Boss Enemies

There are only 4 of them, but Boss enemies are possibly the diverse AI you'll come across in Oneiro. Defeating a boss will cause the player to travel further in their Labyrinth and advance to the proceeding layer.

Examples: Terror, Panic, Dread

They drop the most amount of Essence starting at 75 and increasing the value by 50 for each previous boss you defeated.

## List of Enemies

### NREM 1:

* Arachnid
* Blue Slime
* Blue Wisp
* Golem
* Red Slime
* Red Wisp
* Shadow Beast
* Treasure Mimic
* Yellow Slime
* (Boss) Terror

### NREM 2:

* Forest Imp
* Golem
* Minotaur
* Nature Golem
* Nature Mimic
* Plant
* Spore Bulb
* (Boss) Panic

### NREM 3:

* Bat
* Cerberus
* Depth Mimic
* Depth Wisp
* Fire Golem
* Golden Mimic
* Skull
* (Boss) Dread
Grapple Hook

### Description

Send forth a chained drill to pull yourself to an object. Can be used to pull yourself to enemies/structures, as well as pull items towards you.

**Grapple Hooks** are gear that the player can find within any pots in their dreams. They're found in groups of 3 to 5. They allow the player to quickly traverse a great distance.

## Gear Effect

Using this, a grapple projectile will shoot outwards at a quick speed. After it travels for a certain time, it ends up retracting back towards the player, eventually vanishing and being used up.
If the projectile hits any Enemy or Structure, it'll latch on, and the player will be drawn towards it.

## Tips

* Grapples can be used to pull Items and Weapons(even impaled spears).
* Upon hitting an Enemy, the grapple will paralyze them.

## Trivia

* Grapples cannot break walls entirely. If they hit a highly damaged wall, the damage is not inflicted whatsoever on it.
* The interaction with the Grapple and Spear weapons is the first thing shown in the Official Trailer.
Knights' Booklet

The **Knights' Booklet** is a common tier item that can be found in Treasure Chests and bought from Living Walls throughout the entire Labyrinth. Upon pickup, it increases the players Fighting Stat by 5%.

## Tips

* Knights' Booklet works great in conjunction with A Lesson in Hoplology and any items that deal damage based of your damage such as Unstable Aura.
The Labyrinth

**The Labyrinth** consists of 4 Layers that the player must conquer before the Sleep Timer reaches zero.

All Layers will generate Enemies, Weapons, Treasures Chests, Living Walls, Pots, Traps and contain a Boss. In addition to all of this, all the Layers of the Labyrinth have a "void" below, which is instant death to anything that touches it.

Each layer has an overarching hidden theme to make each one feel unique from one another.

## Layers of the Labyrinth

### **NREM 1**

NREM 1 is the calmest of the four; it is meant to simultaneously ease new players into the game loop, and demonstrate just how rough the game can be.

NREM 1 will always generate a Core Tower above the Players spawn that consists of several Elite Enemies, and a Core of the Labyrinth- which is likely the first extraordinary item the player will find in *Oneiro*.

NREM 1 will also generate numerous engravings along random walls; activating 5 of these will summon the Shadow Beast.

### **NREM 2**

NREM 2 starts to introduce hard-hitting enemies to the player such as the Spore Bulb and Imp.

Compared to NREM 1, the size of each piece is considerably larger and taller- allowing less restrictive movement- and larger area of effect for traps.

Above the player, NREM 2 will spawn a squared arena with a Minotaur. Defeating them will grant them an infinite use Gear and a special weapon.

### **NREM 3**

NREM 3 was designed to test the player and their abilities; With large rooms, plenty of strong enemies, and fire sources, you'll find that your health will decrease quickly if you're not paying attention.

NREM 3 will always spawn a Golden Mimic high in the sky. If the player can access this area and defeat the Miniboss, they will be rewarded with an Extraordinary Item that changes based on what weapon the player has equipped at the time of defeat.

### **REM**

REM is the final Layer of the Labyrinth. It's drastically smaller than the other Layers, and it lacks any random generation excluding the Living Wall placements. It has a singular enemy standing in the players path- Fear- the Final boss.

REM layer starts with the player dropping down a large vertical shaft with a single exit. Upon using this exit, they'll end up at Fear's arena which consists of 4 Spike Traps towards the center, and several pitfalls around the perimeter.

Once conquering REM, the player will have overcome the entirety of their fears. In doing so, they will have beaten Oneiro.

## Lore

As mentioned by NPCs, a Labyrinth is specific to each resident on the Island- as it encompasses all the fears they've acquired over the years.
Red Slime

One of the various Enemies in Oneiro. The Red Slime appears on the very first layer of the labyrinth as an common enemy.

## Enemy AI

Once the player is noticed, the Red Slime attacks by spitting red goo balls at the player while hopping towards them.

## Tips

* As for all slimes, it's goo balls can easily be avoided by strafing around them.
* Unstable Aura or Fiery Essence can help deal with the occasional group of Red Slimes, otherwise try to either lead one away from the group and deal with them one at a time, or try to group them up as tightly as possible so the strafing strategy is still effective.
Purity

**Purity** is an Uncommon tier item that can be found in Treasure Chests throughout the entire Labyrinth. Upon pickup, it grants passive health regeneration.

## Tips

**Purity** offers one of- if not- the best health recovery methods in the game assuming you can find multiple of them.

Some players may find a good synergy between **Purity** and the Accursed Core of the Labyrinth. If the player stacks 10 of these, the passive health regen effectively cancels out the downside to the Accursed Core of the Labyrinth.

Like all regen/recovery, the Medicinal Pack will improve **Purity's** effectiveness.

The player can always sit still for an extended period to heal, but they should keep an eye on the Sleep Timer.
Blue Slime

One of the various Enemies in Oneiro. The **Blue Slime** appears on the very first layer of the Labyrinth as a common Enemy.

## Enemy AI

The **Blue Slime** attacks by spitting blue goo at the player, whilst hopping towards the player once agitated.

## Tips

* The **Blue Slime**s goo ball attack can be easily avoided by circle strafing around the Enemy.
* A well aimed swing with any Hammer can instantly kill the **Blue Slime**, ending conflict very early.

## Trivia

* Due to it's sub par defense, weak attack, and abysmally low health, the **Blue Slime** is arguably the weakest Enemy in Oneiro.
Bag of Sand

### Description

Grants 15% Damage, Defense, or Speed for a short period of time after receiving damage.

## Obtained

### Source

Treasure Chest, Living Wall

**Bag of Sand** is a rare tier item that can be found in Treasure Chests or purchased from Living Walls from the 2nd layer of the Labyrinth onwards. Upon pickup, it provides the player with a new passive defensive ability: Taking damage grants you an additional 15% Damage, Defense, or Speed for a short period of time.

## Tips

* **Bag of Sand** is considered an "On Hurt" item by the Shields, and thus activates whenever you succesfully parry an attack. Logically this item is more effective when parried with any Shield.
* The bonuses **Bag of Sand** provides can stack on themselves, granting ridiculous Damage, Defense, or Speed. The Defense one is especially noteworthy, allowing you to sustain more damage and thus trigger **Bag of Sand** more if the player wishes. Sadly Oneiro is yet to implement a Woodchipper to abuse this effect.
Boots

Boots is a common tier item that can be found in Treasure Chests or purchased from Living Walls throughout the entire Labyrinth. Upon pickup, it increases the players Speed by 5% (5% per stack).

## Tips

* Boots do great at countering the Speed penalty of Golem Fragment.
* Boots, and speed items as a whole, are very useful for avoiding Traps.
* The effectiveness of Boots is amplified by A Lesson In Choreology, making it a valuable combo to go for.
Life Potion

### Description

A flask of red liquid. It seems to be eminating a glow of life. Recovers 25% of your max health.

**Life Potions** are gear that the player can find within any pots in their dreams. Only a single potion will drop per pot. Using them will heal the player by a set amount.

## Gear Effect

The Life Potion will heal the player by 25% of their max health. Nothing more, nothing less.

## Tips

* The Medicinal Pack makes this item much more effective.
Waraxe

The **Waraxe** is a hammer-type weapon found within NREM 2. It boasts incredibly high attack damage, and can one shot many enemies with the alternative attack.

## Tips

The high attack allows the weapon to deal major damage even to enemies that have a high defense stat, such as Spore Bulbs.

In addition to this, this is the earliest weapon the player can find to destroy a wall in a single hit, which can be good for caving in ceilings.

## Trivia

* This has the highest damage value out of any weapon. On the contrary, it's also the weapon with the lowest combo count in the game.
Dice

### Description

A couple of dice. The effects upon rolling them seem to be completely unpredictable.

**Dice** are gear that the player can find within any pots in their dreams. They drop in groups of 2 to 5 per drop. Using them will cause a random effect to occur.

## Gear Effect

As explained above, using Dice will cause something random to happen. All of the effect possibilities are listed below.

* Recover Health by 20 or 50
* Temporarily increase your Attack, Defense, Speed, or Luck by 50% for a short time.
* Grant extra essence(anywhere from 10 to 35)
* Add 30 seconds to Sleep Timer
* Remove 15 seconds from the Sleep Timer
* Duplicate something from the Inventory
* Teleport somewhere random
* Cure yourself from a current status effect
* Inflict you with any following status effect: Poison, Frozen, Burned, Cursed
* Imbue the player with a random element

### Influencing the Outcome

Despite the description claiming it's "unpredictable", there is code present to make certain possibilities either more or less likely depending on the current situation at hand; For example, it will only give you a harmful status effect, if you are not already inflicted with one. An even better example of this is the Dice will be more likely to teleport you if you're falling off of the Labyrinth; it's not a guarantee though, so perform this at your own risk.

### Influencing the Outcome with Luck

The Luck stat also plays a part in the Dice outcome. Each possibility is labeled as either a "good" or "bad" outcome, and if the game rolls a bad outcome; a higher luck stat will result in a better chance to reroll the outcome. This does not mean that you'll always get a good outcome at 100 luck, though, as it only rerolls the outcome a singular time.

Luck will also influence some of the actual outcomes themselves, such as the players luck value being directly added to the Essence granted(ie. if the game rolls you +24 essence, and you have 12 Luck, you'll be granted +36 essence).
Mimic

**Not to be confused with the Nature Mimic or the Depth Mimic, 2 separate enemies that appear on different layers of the labyrinth.**

One of the various Enemies in Oneiro. The **Mimic** appears on the very first layer of the Labyrinth as a unique Enemy. Instead of spawning anywhere like common Enemies, or at the bottom of Weapon Chambers like elite Enemies, The **Mimic** can spawn in place of any chest.

## Loot

### Item Drop

Any unique tier item in the NREM 1 chest item pool (100%)

## Enemy AI

The mimic starts nonaggressive to the player, wearing a façade as a regular chest until they either take damage from the Player, other Enemies, or the environment, or once the player has attempted to interact with the **Mimic**. Once provoked, the **Mimic** spews a volley of bombs around it's self and starts running in random directions while periodically recklessly chucking a bomb with no concern for direction nor accuracy. This unsurprisingly eventually leads to the **Mimic**s death (suicide?), either having blown it's self up, fallen into a Trap, fallen into Enemy fire, or thrown itself off the layer into the ceaseless void.

## Tips

* The **Mimic** disguise isn't perfect, and can it easily be distinguished from a regular chest via it's darker bottom half.
* The **Mimic** only becomes aggressive once damaged or interacted with, meaning that a careful player can avoid them entirely.
* The **Mimic** is guaranteed to drop a unique tier Item, and is likely to drop a valuable gear, making them a sought after Enemy. Keep this in mind when deciding to either kill the **Mimic,** avoid it, or let it throw itself into a position where it's loot is either difficult to obtain or impossible.
* An extremely powerful and risk free way of dealing with the **Mimic** is using the stunning attack from your Fists, immobilizing and tranquilizing it, and repeating this attack until the **Mimic** succumbs.
* The chances of getting it's Gear becomes significantly lower if the **Mimic** is spawned using a Mimic Gear.

## Trivia

* Prior to a small patch after v1.2.1, the odds of getting the Mimic Gear from the **Mimic** were not changed if the **Mimic** was spawned using the Mimic Gear, creating a potentially endless loop of items with some good RNG, only limited by the games timer.
Living Wall

Living Walls are helpful peddlers with questionable motivations that spawn across the map, acting as Oneiro's "NPCs". Living Walls trade Essence for Items.

## Lessons

Living Walls are unique in that they offer a variety of Items and a "Lesson". Lessons increase one of your stats by a flat number which is calculated before the percentage increases from Items, making them synergize extremely well and act as the building blocks of any sublime Oneiro build. A Living wall only offers one Lesson at a time.

Lessons include:
Duplicator

### Description

A magical device with the description, "Duplicator". Upon using this item, choose any item or gear to create 1 extra copy of it.

**Duplicators** are Gear that the player can find within any Pots in their dreams. Only a single **Duplicator** will drop per Pot. Using an **Duplicator** grants one additional Item or Gear of the players choosing.

## Gear Effect

Once a **Duplicator** has been found and used, a UI showing the player's Items and Gear is displayed. Clicking any Item or Gear at this point will give the player an additional copy of the Item/Gear, regardless of rarity. Note that **Duplicators** cannot duplicate One of a Kind Items nor other **Duplicators**.

## Tips

* In order to use them the most effectively, it's recommended to use **Duplicators** on rare or otherwise highly desireable Items or Gear.
* It's not often, if ever, worth it to use **Duplicators** on Throwing Knives, as using the **Duplicator** only gives a single Throwing Knife. If a ranged build is being attempted, use **Duplicators** on a Headband instead.
* Duplicating Sleep Medication is a good way to buy the player some valuable time. Even if the player is in no danger of waking up, unspent time grants a significant amount of Score at the end of a successful dream.
* When the inventory is brought up, hitting the pause button will allow you to cancel out of duplicating saving the **duplicator**.
Echo Barrier

### Description

Fires a projectile that deals 10% of your maximum Health in damage upon recieving damage.

## Obtained

### Source

Treasure Chest, Living Wall

**Echo Barrier** is a uncommon tier item that can be found in Treasure Chests and bought from Living Walls on the all stages of the Labyrinth. Upon pickup, it gives the player a new passive ability. Every time the player recieves damage, a slow moving homing projectile is fired in retaliation. Upon striking an enemy, this projectile deals 10% of the players maximum Health in Damage.

## Tips

* **Echo Barrier** is considered an "On Hurt" item by the Shields, and thus activates whenever you succesfully parry an attack. Logically this item is more effective when parried with any Shield.
* Blessed Artery and a Lesson in Biology pair execellently well with **Echo Barrier**, since **Echo Barrier** deals more damage based on your maximum Health.
* It's more worth while to use a Duplicator on an **Echo Barrier** instead of a Blessed Artery, since a singular **Echo Barrier** grants 10% more **Echo Barrier** damage, and a single Blessed Artery provides 10 extra Maximum Health, which is only a mere 1 additional damage for **Echo Barrier**. However, Blessed Artery comes with it's own additional defensive benefits, and grants 1 additional damage *per* **Echo Barrier.** Once the player reaches 10 **Echo Barrier**s, it becomes more worth while to use one Duplicator on a Blessed Artery, because it grants more survivalability and equal damage for **Echo Barrier,** and then use an Duplicator on **Echo Barrier** *again* because suddenly an **Echo Barrier** provides 11 extra damage instead of just 10. But then, *double however,* because **Echo Barrier** is now dealing damage equal to 110% of your maximum Health, it becomes more worth it to ***again*** Duplicate a Blessed Artery. The cycle repeats ad infinitum.

## Editor's Note/Clarification

### *"Wow, that's a lot of words... too bad I didn't read 'em!"*

*Just look at this goofy ass mathmatical formula so you can understand what the HELL i'm talking about:*

*Or you can look at this graph:*
Essence

Essence (or Dream Essence) is a type of currency used in Oneiro used to buy products from Living Walls. Essence is NOT saved between dreams, and vanishes once the dream is over.

## Sources

* Dropped by defeating enemies. Stronger foes give out more.
* Potential reward from using Dice.
* Activating Wall Engravings in NREM 1.
* Given to the player after taking damage with Dream Catcher.
Headband

The **Headband** is a uncommon tier item that can be found in Treasure Chests and bought from Living Walls on the second, third, and forth stages of the Labyrinth. Upon pickup, it increases the damage and velocity of thrown gear and thrown Spears by 15%. (15% per stack)

## Tips

* The extra velocity granted from the **Headband** can assist in aiming a thrown spear, as the spears' trajectory arcs considerably less.
* The **Headband** also effects the velocity and damage of the Mimic gear, boasting an impressive damage increase, but note that it is almost always more worth it to use a duplicator on a Mimic gear instead of the **Headband**.
* **Headband** synergizes beautifully well with Marksmen Blessing and a powerful Spear, rewarding throwing as many Spears as possible.
* Obtaining a few Gauntlets may help in a Spear related quagmire.
Gear

Gear- Not to be confused with the passive equipment, Items- are consumable equipment found within pots around the Labyrinth. Gear can have a wide variety of effects, and can often make/break a run.

## Gear Subtypes

### Throwable Gear

This type encompasses all gear that the player has to physically throw ahead of themselves. More often than not, these are used offensively to help during combat.

Examples: Throwing Knife, Grapple Hook, Fireball

### Consumable Gear

Consumable gear is often visually represented by potions; These often help the players in terms of defensive measures.

Examples: Life Potion, Antidote, Liquid Rock

### Usable Gear

Usable gear is where the variety shows the most. This gear doesn't limit itself, and can either harm, or help the player.

Example: Dice, Sleep Medication, Minotaur Horn

## List of Gear

* Antidote
* Ashes of a Blue Wisp
* Ashes of a Green Wisp
* Ashes of a Red Wisp
* Branch
* Contained Energy
* Dice
* Duplicator
* Fireball
* Grapple Hook
* Life Potion
* Liquid Rock
* Minotaur Horn
* Mimic
* Power Capsule
* Sleep Medication
* Throwing Knife
Oneiro Wiki

**Welcome to the Oneiro Wiki!**

*Oneiro* is a first person rogue game that takes place within the players nightmares. Conquer your fears by defeating enemies and bosses through the use of collecting and stacking items to improve your abilities.

## Important Pages

* The Island
* The Labyrinth
* Labyrinth Generation
* Enemies
* Weapons
* Items
* Gear

*Need help building out this community?*

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

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*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.
Red Wisp

One of the various Enemies in Oneiro. The Red Wisp appears on the very first layer of the Labyrinth as a common enemy.

## Enemy AI

The Red Wisp attacks by orbiting around the player, leaving fields of fire in it's wake. Standing in one of these fields damages the player and Burns them, dealing damage overtime.

Red Wisps will stop pursuing the player if their line of sight is blocked. They will always orbit in a counter-clockwise manner.

## Tips

* The Red Wisp is completely silent, so make sure to be aware of your surroundings in order to properly spot one.
* While potentially dangerous, the Red Wisp itself has very low Defense and stops moving briefly after taking a hit, use this "stagger" mechanic to combo the Wisp to it's demise.
Blessed Artery

The **Blessed Artery** is a common tier item that can be found in Treasure Chests and bought from Living Walls throughout the entire Labyrinth. Upon pickup, it increases the players Max Health by 10%.

## Tips

* This is an effective item early on to duplicate and greatly improves your chances of survival if you come across it.
* When combined with Lessons of Biology the player can become quite the tank and take several hits before needing to heal.
* These effectively increase potency of Life Potions as well because of them healing based on percentage.

## Trivia

* This has an internal ID of 0, meaning it was the first item that was added to the game.
* Correction: Despite the in game description, Blessed Artery gives you *10* health*,* and not *10%* of your Max Health.
Pot

At the start of each layer, pots are spawned randomly around The Labyrinth. When broken, pots have a chance to drop Gear, such as the Grapple Hook, Life Potion, and the Dice.

## Generation

Pots are generated directly from Walls. Each Wall has a chance to spawn Pots, and then it randomly decides to put a certain amount of pots along the wall. They will spawn evenly spaced out from the center of the wall.

## Contents

Pots are limited to one drop, but depending on what drop it is, it could have more than 1 of it. All the contents found in pots are listed below.

* Antidote
* Dice
* Duplicator
* Grapple Hook
* Life Potion
* Power Capsule
* Throwing Knife

All the pots in all layers have the same chance to drop this equipment. You can influence the drop rate with your Luck stat.

## Tips

* The first pot you destroy in your Labyrinth will have a much higher chance to be a duplicator.
* You are considered "grounded" momentarily when you land on one. This could be used to save yourself or to avoid triggering a trap.
* It's recommended to not use a hammer shockwave to break these, as it can potentially launch whatever gear it drops away from you.
Chambre de pression

### Description

La chambre de pression est une machine basic qui permet de compresser encore plus vos objet pour créé des composent plus complexe, elle comprime tout en chauffant. cette machine ne vous servira pas dans l'immédiat mais préparer vous quand même a faire cette machine elle sera très utile pour avancer dans votre aventure.

### Placement ( machine multiblock )

Le placement ce fait donc dans votre monde sur le sol.

Poser tout d'abords un chaudron au sol.

Puis poser par dessus une vitre.

Puis ajouter un dispenser face vers le bas ( la face avec le trou ).

Pour finir de chaque coté placer deux pistons et une dalle de roche lise par dessus.
Power Capsule

**Power Capsule** is a gear that has a chance to drop from destroyed Pots. Only a single one will drop.

## Gear Effect

**Power Capsule** grants 25% extra damage for 15 seconds. Afterwards, the player's damage output will return to normal.

## Tips

* **Power Capsule**'s effects are multiplicative, meaning **Power Capsule** gets better the more the player stacks it. Remember that using an Additional **Power Capsule** starts a new timer, and does not renew the timers of the previous **Power Capsules** used.
* The 25% damage increase becomes more significant if the player is dealing more damage than less, so logically **Power Capsule** is even better if the player has a high Attack stat.

## Notes

* Currently Minotaur Horn is effected by the player's Attack stat, so **Power Capsule** inadvertently increases the damage of Minotaur Horn.
Items

Items- not to be confused with the consumable equipment, Gear- are passive equipment that the player can collect within their labyrinth. These items can be stacked and duplicated (theoretically) infinitely, and the player can keep stacking effects of each item onto each other.

Items can be found by finding Treasure Chests, defeating enemies, or purchased using Essence at Living Walls

Items, just like everything else, vanish once the dream ends- regardless whether or not the player wins.

## Item Rarity Explained

Items come in 5 "Rarities", *Common*, *Uncommon*, *Rare*, *Unique*, and *Extraordinary*.

Typically, the higher the rarity, the better the item. There's a few main differences to remember between them:

* *Extraordinary* items can't be duplicated and stacked. They're one of a kind.
* *Common* items are found towards the player spawn point, and *Unique* is found on the Outer skirts of the Labyrinth. The other rarities are split between the remaining distance.

## List of Items

Common

* Blessed Artery
* Boots
* Gauntlet
* Jelly Coating
* Knights' Booklet

Uncommon

* Ancient Amulet
* Ancient Dust
* Black Powder
* Echo Barrier
* Emerald Ring
* Headband
* Purity
* Sapling

Rare

* Bag of Sand
* Broken Fang
* Cerberus Paw
* Golem Fragment
* Magical Lamp
* Plush Imp
* Pocket Bonfire
* Quartz
* Rabbit's Foot
* Scarf
* Serpent's Eye
* Spider Egg

Unique

* Fiery Essence
* Fish Scale
* Lifeblood
* Medicinal Pack
* Spiked Boots
* Unstable Aura
* Vulture Skull

Extraordinary

* Core of the Labyrinth (Accursed)
* Core of the Labyrinth (Angelic)
* Core of the Labyrinth (Demonic)
* Core of the Labyrinth (Energetic)
* Crossbones
* Dumbbell
* Knights' Chainmail
* Marksmen Blessing
* Monks Aura
* Ninja Scroll
* Shadow Essence
Terror

***Terror*** is the first boss that the player encounters in their Labyrinth. It's often considered one of the biggest hurdles for new players for good reason.

## Terror AI

Terror goes through 4 stages. Each transition will provide Terror with damage immunity for 1 second.

### Dormant

Terror is passive until threatened. He stays still, and will not fight until damaged. Players should make sure to abuse this and get a heavy hit on him.

### Insight

Once damaged, Terror will begin a transition to "Insight". This is mostly a passive stage as well. Terror begins circling the arena, and periodically dispatches an eyeball then will remain hovering in the arena for the entire fight.

### Hunger

Once Terrors health reaches 85% of the max, he'll transition to "Hunger". All the eyes dispatch outwards, Terror shows teeth, and will now only perform 1 attack.

This attack is a consecutive 3-part dash, where Terror lunges at the player and pauses between each one. At the end of the dashes, Terror becomes vulnerable momentarily, and this is your time to strike. This is quickly performed, and will take some time to react accordingly.

### Despair

Once Terror's health reaches 35% of the max, he'll transition to "Despair". The mouths from the previous stage go away. Terror starts this stage by moving to the center and spitting out projectiles. He'll then repeat the following pattern:

1. Move to a random pillar, spit out projectiles (does this 3x)
2. Chooses 2 random pieces of land in the center, and slams down to destroy them. Keep an eye on the land to make sure you don't fall.

## Strategies

* Magical Lamps, Boots, and Grapple Hooks will help the most with mobility in the fight.
* Spears are effective in this fight. The long range helps prevent you from taking contact damage.
* The Hunger stage is arguably the most difficult stage in this fight. Make sure to listen for the audio cues, and be aware of your surroundings.
* In the despair stage, you can hit back the projectiles, and this offers a good long range offense.
* Keep an eye on the eyeballs, if you're in the air, you can accidently hit them. Make sure to not have your back facing them for too long as well; they travel closer to you while your back is turned and move away if you look at them.

## Trivia

* In early versions of Oneiro, before there were multiple Layers of the Labyrinth, Terror would drop the item, "Nothing", and upon pickup, would wake the player up and return to the real world.
* Terror has undergone some changes in the past versions, and used to be a consumable enemy; akin to Red Slimes and Golems, for use with Vulture Skull.
Golem

One of the various Enemies in Oneiro. The Golem appears on the very first layer of the Labyrinth and rarely as on the second layer an Elite enemy.

## Enemy AI

Once the player is spotted, the Golem preforms one of two attacks in attempt to aggrieve the player.

* Ground Slam: The Golem puts its stubby arms into the air and swings down at the floor, causing a shockwave to cascade outwards along the ground. This shockwave damages walls (including Living Walls), pots, the player, and other Enemies.
* Punch: The Golem rears back one of it's arms, and swings forwards.

If the player is far enough the Golem will begin to approach the player over attacking.

## Tips

* The Ground Slam only does a third of the Golems damage, while it's Punch does full, so if necessary it's better to take damage from it's Ground Slam than it's Punch.
* The Golem only preforms the Punch attack if the player is extremely close to the Golem, try to attack from as far away as possible to bait out the Golem doing the Ground Slam over the Punch.
* The Golem's Punch also has extremely short range, and can easily be avoided by backpedaling before impact.
* The Magical Lamp item greatly helps for avoiding the Golem's Ground Slam, but isn't necessary.