recursal/Fanatic-Fandom huggingface dataset:
Sweets

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Sweets are a common consumable used as healing and food. Because sweets eat instantly they are a good food alternative while in combat

1x Bowl + 3x Sugar +1x any Dye

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Cook sweet mix in furnace

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Special:

Right click to consume sweet instantly

Consuming heals 1 heart (0.5s cooldown)

2% chance to give regeneration 2 for 6s

25% chance to recover 4 hunger and set saturation to 6

Cooking sweet mix into sweets gives 6xp

Because of this, combined with sweets low cooking time, making sweets is a good xp farming method if you have the resources

Sweets Dropped by
Upgrade Scroll: Bane of Arthropods

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Upgrades The level of Bane of Arthropods on an item, currently only obtainable fighting the Combat Golem

**Hold Scroll in your off hand and item you are converting in main hand and right click**

Upgrades by 1 level for each use

Each upgrade costs 5 x current level of enchant in XP levels to use (IE upgrading from 4 -> 5 costs 20xp levels)

You must have excess levels over 100 to use the scroll, use of the scroll cannot make you fall below level 100

Upgrading maxes out at level 7, to upgrade past level 5 a Vial of Forge Blood is needed each time
Rogue

Return to Classes

Rogue is a Standard melee DPS class gained by right clicking Rogue's Footsteps, It is the upgraded version of Thief

Scampering: Gain speed 1 for 3s when hit

Agile: 5% chance to passively dodge attacks

Light Load: If above 15 armour, Trickster Guard, Vital Strike, Disengage, Scampering and Agile are all disabled. Also if hit 25% chance to gain slowness 1 for 3s (25% chance to be slow 2 instead) and 10% chance to gain weakness 1 for 4s
Druid Totem

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Druid Totem is a Druid class ability

Source:

Crafting

 File:Druid tot craft.png

vines + oak log

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Special:

Right click Gives Natures Fist 1 potion effect for 20s (deals bonus damage .6s after next attack, gives stunned and then removes) (damage scaled with level maxes out at level 100 dealing 28 acid damage and stunning for 3.5s on non players, 16 acid damage 1s stun on players)

Wild Enforcer: Natures fist 3 for 20s (48 acid damage and 3.5s stun for non players, 32 acid damage and 1s stun for players)

Right click has a 50% chance to give absorption 1 for 6s

Cooldown 25s
Sword

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Vanilla Swords have been adjusted in order to contest with the new added basic weapons in the mod

Special:

Attacking a target gives you speed 1 for 3s

Attacking a target has 10% chance to give you strength 1 for 2s

This special makes swords viable early game but becomes almost useless when you have potions, at which point it is recommend to use other weaponry for maximum efficiency
Upgrade Scroll: Protection

Return to Item List

Upgrades The level of Protection on an item, currently only obtainable fighting the Combat Golem

**Hold Scroll in your off hand and item you are converting in main hand and right click**

Upgrades by 1 level for each use

Each upgrade costs 5 x current level of enchant in XP levels to use (IE upgrading from 4 -> 5 costs 20xp levels)

You must have excess levels over 100 to use the scroll, use of the scroll cannot make you fall below level 100

Upgrading maxes out at level 5, to upgrade past level 4 a Vial of Forge Blood is needed
Wizard Boots

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A robe piece made of Mage Cloth, Low in resistances but helps channel magical energy

4x Mage Cloth

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Wizard Robe set effect:

Wearing a full set of Wizard Robes give Arcane Channelling 1 (+1 for each level of magic power, up to 3 for each piece maxing out at 10)

Stats:

Armour: 2

Toughness: 0

Enchantability: 30

Durability: 312

Knockback resistance: 0
Druid: Enhanced Respite

Return to Classes

Enhanced Respite is a Druid class subclass gained by right clicking an Elite Enhancer with an Glistering Melon in your off hand while Druid class

***Subclasses, unlike main classes, are lost upon death, requiring you to use another Elite Enhancer to get the class back***

Stats:

Druid Teaching Absorption effect increased to level 2
Vial of Blood Essence

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A vial of magical blood dropped by Szugrar. having this in your inventory seems to drain you of your motivation

Used to upgrade the Thunder Bringer Axe, Iron Froge Rapier and Netherite Sword and also an ingredient for make Forge Blood

Special:

Gives weakness 2 while in inventory (this can be avoided by keeping it in a shulker box or lizardskin bag)
Two Handed Sword

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Two Handed Swords are an offensive weapon with very high attack damage but low attack speeds, the high attack damage for their level makes them a good early game choice solo, and a good choice when multiple people are attacking the same boss as the low attack speed wont matter due to minecrafts 0.5s hit cooldown on each entity.

There is a two handed sword for each Vanilla weapon material except gold

1x Stick + 4x Weapon Material

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Attack Damage: 6

Attack Speed: 1

Durability: 59

Enchantability: 15

Stone 2h Sword:

Attack Damage: 7

Attack Speed: 1.1

Durability: 131

Enchantability: 5

Iron 2h Sword:

Attack Damage: 9

Attack Speed: 1.3

Durability: 250

Enchantability: 14

Diamond 2h Sword:

Attack Damage: 11

Attack Speed: 1.3

Durability: 1561

Enchantability: 10

Netherite 2h Sword:

Attack Damage: 12

Attack Speed: 1.3

Durability: 2031

Enchantability: 15

Special:

Two handed

+1 block reach

can have Cleave enchantment
Lizardman Warrior

Return to Monsters

Lizardmen Warriors are a tier 30 melee mob with a small chance to do a venomous strike on hit

Stats:

HP: 22

Armour: 14 (8 base +6 from leather)

Armour Toughness: 0

Attack Damage: 11 (7 base +4 from Stone Spear)

Knockback: base attack

Knockback resistance: 0

Move Speed: 0.3

XP: 28

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Mob Spawning:

Weight: 18

Group size: 1-3

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Mob Spawning Restrictions:

Nearest Player must be level 30 or higher

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Biomes:

Badlands, Swamps, Jungles, Warped Forest, Dripstone/Lush Caves

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Special:

10% chance to deal 8 acid damage on hit

50% chance to give Poison 2 for 10s when dealing acid damage

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Drops:

*Drop tables are all rolled independently of each other, meaning you can get a roll on each of the tables.*

Guaranteed Drops

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25% Chance to roll this Table

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15% Chance to roll this Table
 Slimeball
 Gold Ingot
 Iron Ingot

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7.5% Chance to roll this Table
Wood Elf Marksman

Return to Monsters

Wood Elf Marksmen are tier 50 ranged mobs with a rapid arrow attack

Stats:

HP: 25

Armour: 12

Armour Toughness: 4

Ranged Attack Damage: 12

Knockback: base arrow

Knockback resistance: 0

Move Speed: 0.35

XP: 55

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Mob Spawning:

Weight: 12

Group Size: 1-4

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Mob Spawning Restrictions:

Nearest Player must be level 50 or higher

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Biomes:

All Wooded Biomes

Badlands

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Special:

17.5% Chance to heal 4 hearts when hit (12s cooldown) (Other elves cannot trigger this effect)

Volley Strike: Fire a cone of 5 arrows that deal 12 damage (4s Cooldown)

12% Chance to reset Volley strike Cooldown when hit (Other elves cannot trigger this effect)

Drops:

*Drop tables are all rolled independently of each other, meaning you can get a roll on each of the tables.*

Guaranteed Drops

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25% Chance to roll this Table
 String
 Gold Ingot
 Sweets | 1/4

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15% Chance to roll this Table
Divine Thunder Rod

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The Divine Thunder Rod is an item used to teleport to the nearest Aashni, Bearer of Lightning

Stick + Diamond + Thunder Bringer Axe

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Stats:

Uses: 10

Speical:

Right click to teleport to the nearest Aashni, will not teleport to aashnis with the showmodel tag. if teleport fails durability is still used

Source:

Crafting
Lizardskin Buckler

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A small shield made from the pelt of a lizardman. Low tier defensive, right click to block attacks. Non Vanilla shields will block direct special attack damages, vanilla shields will not

1x string + 3x any planks + 2x leather + 1x Lizardman Skin

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Stats:

Durability: 200

Enchantability: 5

Special:

Right Click to block attacks in a FoV infront of you,

Shields have a max block value which recharges while holding a shield that isn't blocking, shields actual block value is hidden, displayed as a percentage near the off-hand slot.

When an attack is blocked, shield block health is reduced by 20 x amount of damage blocked by default. This is reduced by the Heavy Block Enchantment

Base Max Shield Block Health: 2000

Base recharge value in combat: 1 per tick (20 per second)

Base recharge value out of combat: 3 per tick (60 per second)

Enchants available: Tenacity, Meticulous Defence, Swift Block, Heavy Block, Static Guard, Enfeebling Guard
Blood Forge Rapier

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Blood Forge Rapier is a melee weapon, upgraded from an Iron Forge Rapier

 File:Bloodrapier.png
 File:Bloodrapiercraft.png

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Iron Forge Rapier + Vial of Blood Essence

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Stats:

Attack Damage: 10

Attack Speed: 2

Durability: 1750

Enchantability: 25

Special:

Right Click to give Attack Block for 2.5s (3s Cooldown)

Passively Gain Martial skill 1

11% change to apply Open Guard on hit

2% x level of Bloodfall enchant chance to use 1 mana to heal 1 heart

Cannot have mending enchant

Sources:

Crafting
Spell Book

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Spell Book is the class item for the Wizard class

Right clicking this item will remove all your current potion effects and then give you the Wizard class

 File:Wizardcraf.png

1x any Enchanted Book + 1x Thunder Essence + 1x Nature Essence + 1 Magma Essence + 3x Unleashed Runestone + 2x Diamond
Wizard Spells

Return to Wizard Class

**Primary Wizard Spells**

Magic Missile (and its typed counterparts)

Static Fist

**Secondary Wizard Spells**

Bolt of Holding

Agile Steps

Mana Guard

Ability Boost

Exhaust

Acid Arrow

**AoE Wizard Spells**

Lightning Storm

Ice Storm

Meteorite Shower

Negative Burst

Toxic Burst

Arcane Burst

Frost Prison

Fireball

Demoralise

**Ultimate Wizard Spells**

Disintegrate

Icicle Judgement

Arcane Deflection

Summon Vile Scorpion

Perfect Caster

Martial Call

Summon Spirit Tiger

Void Cage

Flight
Warrior: Magma Skin

Return to Classes

Magma Skin is an Warrior class subclass gained by right clicking an Elite Enhancer with Magma Essence in your off hand while Warrior class

***Subclasses, unlike main classes, are lost upon death, requiring you to use another Elite Enhancer to get the class back***

Stats:

Unchanged from Warrior Class

Special:

Gain Fire Resistance 5 (50% Fire Magic Damage reduction)
The Flesh Ripper

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A vampiric sword that drains the life from those it strikes. Created by infusing a Netherite Sword with Szugrars magical blood essence

 File:Fleshripcraf.png

1x Netherite Sword + 1x Vial of Blood Essence

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Stats:

Attack Damage: 8

Attack Speed: 1.6

Durability: 1000

Enchantability: 12

Special:

Right click to gain Vampires Kiss 4 for 10s (12s Cooldown, costs 3 mana) (next attack within 10s heals 4 hearts)

5% chance to use 1 mana to heal 1 heart when hitting a target without the bloodfall enchantment

5+2% x level of Bloodfall enchant chance to use 1 mana to heal 2 hearts

Cannot have mending enchant
Warrior: Medical Marvel

Return to Classes

Medical Marvel is an Warrior class subclass gained by right clicking an Elite Enhancer with a Ghast Tear in your off hand while Warrior class

***Subclasses, unlike main classes, are lost upon death, requiring you to use another Elite Enhancer to get the class back***

Stats:

Unchanged from Warrior Class

Special:

Gain Healing Affinity 2 (30% increased healing from Heal)
Item List

Return to Main Page

A.

Aqua Essence

B.

Brigandine Armour

Boss Warp Runestone

Bull Hide

C.

Charged Runestone

Collapsed Nether Star

D.

Dagger

Defender Upgrade Parts (Diamond)

Diamond Defender

Divine Thunder Rod (NYI)

Druid Initiation

E.

Endurance Runestone

F.

Fighters Vow

Forge Egg

Forge Ingot

Frost Essence

G.

Gaia Moss

Gaia Moss Boots

Gale Essence

H.

Hunter's Accuracy

I.

Ice Shard

Immortal Runestone

Inert/Empowered Crystal

Infected Runestone

Iron Defender

Iron Forge Rapier

Ironskin Runestone

J.

K.

Knight Runestone

L.

Lesser Pyre Gem

Lizardman Skin

Lizardskin Buckler

M.

Mace

Magma Essence

Mana

Miners Bags

Miners Runestone

N.

Nature Essence

Nether Forge Kite Shield

O.

Orc Tooth

P.

Phoenix Chestplate

Poison Sack

Preacher's Devotion

Prismatic Essence

Q.

Quiver

R.

Ranger's Accuracy

Reparation Runestone

Rogues Footsteps

Runestone

S.

Salve Runestone (NYI)

Scorpion Shell

Shade Essence

Shaman Staff

Shining quiver

Spear

Steel Skin Runestone

Sweets

Sword

T.

Tagger/Detagger (Removed)

Thief's Footsteps

Thunderbringer Battleaxe

Thunder Essence

Tunnellers Runestone

Two Handed Sword

U.

V.

Void Walker Egg

W.

Wand of Blaze

Wand of Lightning

Warriors Vow

X.

Y.

Z.
Boss Warp Runestone

Return to Item List

Boss Warp Runestones are a consumable used to teleport bosses to your location with a very short cooldown

Runestone + Amethyst Shard + Nether Star

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Boss Warp Runestones will not teleport bosses that are in combat. Bosses (that can be teleported) are considered in combat for 6s after attacking something or 2 minutes after being attacked

Boss Warp Runestones can only teleport certain bosses, typically only those that spawn naturally.

Bosses that can be teleported:

Arthur

Lesser Lich

Aashni, Bearer of Lightning

Nature Spirit

Bosses the **Can't** be teleported:

Elf Commander

Void Walker

Forge Golem
Bloodfall Upgrade Scroll

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The Bloodfall Upgrade Scroll will, When right clicked increase the level of Bloodfall Enchantment on an item by 2. This item must already have Bloodfall on it and the level of Bloodfall must be 5 or less (at bloodfall level 5 only increases level by 1).

 File:Bloodfallscroll.png

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Sources:

Currently this item is unobtainable in survival
Angling Kunai

Return to Item List

Angling Kunai are a ranged thrown weapon that can also be used a melee weapon.

 File:Image.png
 File:Anglingkunaicraft.png

Kunai + 3 string

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Stats:

Melee Damage: 3

Melee Attack speed: 1.6

Ranged Damage: 7

Cooldown: 55 (2.75s)

Stack Size: 6

Special:

Drags target towards you on hit (drag strength 1.2 horizontal, 1 vertical)

Gives slowness 1 to target for a duration of 35 (1.75s) on hit

Gives speed 1 to self for a duration of 60 (3s) on hit

Sources:

Crafting
Static Fist Spell

Return to Wizard Spells

Melee Attack Enhance spell that deals lightning damage on the next melee attack within 4s of casting (this spell is automatically overwritten by magic missile if you are below level 100)

Damage: 14 + 0.8 x {level of Arcane Channelling} + 2 x {Level of Strength} (current obtainable max of 26 lightning damage per hit, ***in version 0.810***

Cooldown: 3.25s - 0.15s x {level of Arcane Channelling}

Spell Cost: 1 mana
Shade Leather Boots

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Boots made from Shade Leather, Provides Mid tier protection and Necrotic Resistance

 File:Shadebootcraf.png

4x Shade Leather

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Special:

Gain Necrotic Resistance 2

Set Effect:

Wearing a full set of Shade Leather armour will provide Necrotic Resistance 4

Stats:

Armour: 2

Toughness: 3

Durability: 1560

Knockback resistance: 1
Farland Chronicles Minecraft Mod Wiki

**Welcome to the Farland Chronicles Minecraft Mod Wiki!**
Wiki for the Farland Chronicles minecraft mod

It is always recommended to have the latest version of the mod, which will always be found at https://www.curseforge.com/minecraft/mc-mods/farland-chronicles/files. The information on this wiki is only correct to the latest version (unless out of date) and information on previous versions is not available unfortunately ***(the 1.16 version of this mod is discontinued and a lot of the information here is no longer accurate to that mod, apologies for the inconvenience, happy to answer any questions about the 1.16 version on my email kakreth@outlook.com)***

Fair warning that, as i am creating and updating the mod and the wiki solo, things may be missing, out of date, or incorrect. If you think something is missing please let me know.

## Table of Contents

Basic Strategy Guide

Item List

Enchantments

Classes

Wizard Spells (wizard NYI on 1.18 version)

Potion Effects

Monsters (non boss)

Monters (Demi bosses)

Monsters (Bosses)

Gamerules

Commands

Boss Strategy Guides

XP Farming Guide

Useful Item Farming Guide

*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.
Martial Skill

Return to Potion Effects

Martial Skill provides a 10% X level chance to parry (nullify) an attack passively, however once an attack is nullified the ability goes on cooldown for 1.5s, meaning this effect is most useful against slow attacking targets

*Currently the source of the damage is not considered when determining if an attack is parried meaning you can parry things like fall damage, this can easily be fixed but I found this to be entertaining. If people find this to be 'too silly' then I may add in a gamerule that allows you to toggle parrying fall damage*
Diamond Apple

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Diamond Apples are an improved Golden Apple crafted using Diamonds

Golden Apple + 8x Diamond

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Stats:

Hunger: 8

Saturation: 20

Stack Size: 64

Eating Speed: 32 (1.6s)

Special:

Heals 2 hearts

gives speed 2 for 5s

Gives regeneration 2 for 5s

Give Absorption 1 for 2 minutes

Gives strength 1 for 15s

Source:

Crafting

Dropped By Andrias the Tempest 5% chance to drop 5-10

Dropped By Ferocious Lizardman 10% chance to drop 5-14

Dropped By Frostseal Wizard 10% chance to drop 3-8

Dropped By Nightmare Forge Golem 3% chance to drop 6-15
Wand of Storms

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Ranged attack stave dropped by Andrias. Shoots a frozen lightning bolt

Stats:

Durability: 1200

Damage: deals 12 Ice and Lightning magic damage (+2 for every 3.3333 levels (rounded down) of Arcane Channelling, maxing out at +6 at arcane channelling 10) (18 ice and lightning)

Cooldown: 0.75s

Ammo: 3x Mana, 0.25x prismarine shard
Wizard: Stormcaller

Return to Classes

Stormcaller is a Wizard class subclass gained by right clicking an Elite Enhancer with Thunder Essence in your off hand while Wizard class

***Subclasses, unlike main classes, are lost upon death, requiring you to use another Elite Enhancer to get the class back***

Lightning Storm

Ice Storm

Meteorite Shower
Titan Maul

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A giant stone maul so heavy that most struggle to wield it. Signature weapon of the Titan class, most other classes wont find this weapon very useful

 File:Titanmaulcraf.png
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2x Stick + 2x any Stone (not cobble)

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Stats:

Attack Damage: 20

Attack Speed: 1

Durability: 4500

Enchantability: 50

Special:

Can't have mending

Whenever item is enchanted it will always get knockback 8 ---- *bugged in 0.76 and before: if has knockback enchant below 8, adds knockback 8 infinitely until max integer reached and game crashes, fixed in 0.77 and later*

If held while not Titan class gain weakness 3 and slowness 2

If attacking while Titan class 10% chance to stun target for 2s (gains benefits of Impact and Crushing Fist enchants also) --- *in 0.76 and before impact compatibility hasn't been added yet*

Right click while Titan class to stun and deal 8 damage to all non allies within 4 blocks for 3s (30s cooldown)
Ice Crawler

Return to Monsters

Ice Crawlers are a tier 0 melee arthropod that spawns in cold biomes and deals cold magic damage

Stats:

HP: 6

Armour: 0

Armour Toughness: 0

Attack Damage: 2

Knockback: base attack

Knockback resistance: 0

Move Speed: 0.3

XP: 6

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Mob Spawning:

Weight: 20

Group size: 2-3

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Mob Spawning Restrictions:

none

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Biomes:

All Icy/Cold biomes

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Special:

20% chance to deal 4 cold magic damage on hit

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Drops:

*Drop tables are all rolled independently of each other, meaning you can get a roll on each of the tables.*

Guaranteed Drops

.

40% Chance to roll this Table
 Bonemeal
 Snowball
 carrot
Holy Water

Return to Item List

Holy Water is an anti undead and demon ranged weapon carfted by brewing a diamond into a bottle of water

 File:Holypotcraf.png

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Stats:

Ranged Damage: 1

Cooldowns: 0.25s

Stack size: 16

Special:

Applies 1 of 2 effects based on type of creature in a 3 block radius (if not of a specified creature type them has no effect)

If target is Undead then Deal 4 magic damage, stun for 0.75s and apply Grievous Wounds 4 for 20s

If target is a demon then deal 10 magic damage
Shaman Staff

Return to Item List

A stave wielded by an Orc Shaman, useful for it's healing effect

2x Stick + 2x Feather + 2x Orc Tooth + 1x Slime Ball

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Stats:

Attack Damage: 4

Attack Speed: 1.5

Durability: 2100

Enchantability: 8

Special:

Right click to heal 3 hearts and gain regeneration 2 for 30s (Cooldown 50s) (uses 2 mana, 90 durability and 60% chance of using an orc tooth)
Desert Scorpion

Return to Monsters

Desert Scorpions are a tier 0 Arthropod with a venomous bite

Stats:

HP: 12

Armour: 0

Armour Toughness: 0

Attack Damage: 5

Knockback: base

Knockback resistance: 0

Move Speed: 0.3

XP: 12

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Mob Spawning:

Weight: 20

Group Size: 1-4

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Mob Spawning Restrictions:

None

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Biomes:

Deserts

Badlands

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Special:

8% chance to deal 7 Acid Damage and give poison 2 for 10s on hit

Drops:

*Drop tables are all rolled independently of each other, meaning you can get a roll on each of the tables.*

Guaranteed Drops

.

40% Chance to roll this Table
 Glowstone Dust
 Emerald
 Poison Sack | 1/6.2
 Desert Scorpion Shell | 1/8.9
Crystsilk Leather Boots

Return to Item List

Boots made from Crystsilk Leather, provides equal protection to regular leather but with added armour toughness

 File:Crystbootscraf.png

4x Crystsilk Leather

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Crystsilk Set effect:

Wearing a full set of crystsilk leather armour provides Regeneration 2 and Free Movement

Wearing a full set of crystsilk leather armour gives a 7.5% chance to stun attackers for 1.5 seconds

Stats:

Armour: 1

Toughness: 1

Durability: 1300

Knockback resistance: 0
Mace

Return to Item List

Maces are a main hand weapon with high damage, slow attack speed and chance to stun targets hit. Maces can find use at most stages of the mod due to this stunning effect.

There is a mace for each Vanilla weapon material except gold

1x stick, 1x any planks, 2x weapon material type

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Attack Damage: 5

Attack Speed: 1.1

Durability: 59

Enchantability: 15

Stone Mace:

Attack Damage: 6

Attack Speed: 1.2

Durability: 131

Enchantability: 5

Iron Mace:

Attack Damage: 7

Attack Speed: 1.3

Durability: 250

Enchantability: 14

Diamond Mace:

Attack Damage: 8

Attack Speed: 1.3

Durability: 1561

Enchantability: 10

Netherite Mace:

Attack Damage: 9

Attack Speed: 1.4

Durability: 2031

Enchantability: 15

Special:

!0% chance to stun targets hit for 2 seconds (chance increased by impact enchant)

This effect can be made into a small aoe effect with the Crushing enchant
Puncture

Return to Enchantments

Min Level: 1

Max Level: 3

Rarity: Uncommon

Type: Normal

Can be Applied to: Spears

Restrictions: Shield Breaker, Rune Blade

Effect:

18% chance to deal bonus damage to targets with 20 armour or more

Damage below Puncture 5: Damage + armour level of target / (5 - {level of Puncture}) (deals their total armour as bonus damage at level 4)

Damage at Puncture 5 and up: Damage + armour level of target x (1 + 0.1 x {level of Puncture}) (damage is increased by 10% of the targets armour level with each level increase)

(testing has not been completed on this, I suspect it will be too strong in pvp and will need a pvp nerf)
Nature Essence

Return to Item List

Nature Essence is an elemental essence, can be used to enhance the player

used in recipes throughout the mod

Special:

Right click to gain Acid Resistance 1 for 4 mins (4 min cooldown) (cooldown Shared with all elemental essence)

Infinite uses

Dropped by
 Pink Tiefling | 0.00625
 Phase Spider | 0.015
 Nature Spirit | 0.15
Shield Loadstone

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Shield Loadstones are used to enchant with shield enchantments, these can then be applied to the shields through a Smithing table

 File:Shieldloadcraf.png

Stone + Vanilla Shield

***Note vanilla shields do not benefit from the shield enchantments, just the shields added via the mod***
Upgrade Scroll: Rune Blade

Return to Item List

Upgrades The level of Rune Blade on an item, currently only obtainable fighting the Combat Golem

**Hold Scroll in your off hand and item you are converting in main hand and right click**

Upgrades by 1 level for each use

Each upgrade costs 5 x current level of enchant in XP levels to use (IE upgrading from 4 -> 5 costs 20xp levels)

You must have excess levels over 100 to use the scroll, use of the scroll cannot make you fall below level 100

Upgrading maxes out at level 4, this enchantment cannot be upgraded past its natural limit using this scroll (or currently at all)
Sturdy

Return to Enchantments

Min Level: 1

Max Level: 3

Rarity: Uncommon

Type: normal

Can be Applied to: Hand Ballista, Ballista Loadstone, Book

Restrictions: none

Effect:

33.33 x {level} %chance to gain absorption 2 for 5s when firing the Hand Ballista (100% at max)

15 x {level} %chance to gain resistance 1 for 10s when firing the Hand Ballista (45% at max)
Acid Arrow

Return to Wizard Spells

Ranged spell attack that deals acid magic damage and poisons targets hit, this spell is augmented by a level 100 Enchanter Class

Damage and poison from this spell scale with level

Damage at:

level 25: 12 + 0.6 x {level of Arcane Channelling} acid damage

level 50: 14 + 0.6 x {level of Arcane Channelling} acid damage

level 75: 16 + 0.6 x {level of Arcane Channelling} acid damage

level 100: 20 + 0.6 x {level of Arcane Channelling} acid damage

Cost: 2 mana

Cooldown: 6s - 0.1s x {level of Arcane Channelling}

Special at:

level 25: Poison 1 for 5s + 0.4 x {level of Arcane Channelling}

level 50: Poison 1 for 6s + 0.5 x {level of Arcane Channelling}

level 75: Poison 2 for 6s + 0.6 x {level of Arcane Channelling}

level 100: Poison 2 for 6s + 0.6 x {level of Arcane Channelling}

Enchanter Augment at level 100+: Poison 3 for 6s + 0.6 x {level of Arcane Channelling}
Wizard Spell Focuses

Return to Item List

Wizard Spell Focuses are used to select your wizard spell choices, right click a focus to bring up a list of spells.

there are 4 spell focuses:

Primary Spell Focus - selects your primary spell (Crafted using a book + mana or Ultimate Spell Focus + Mana)

Secondary Spell Focus - selects your secondary spell (Crafted using a Primary Spell Focus + Mana)

AoE Spell Focus - selects your AoE spell (Crafted using a Secondary Spell Focus + Mana)

Ultimate Spell Focus - selects your ultimate spell (Crafted using an AoE Spell Focus + Mana)

List of Wizard Spells
Bolt of Holding

Return to Wizard Spells

Ranged spell attack that deal force magic damage and stuns targets hit, this spell is augmented by a level 100 Enchanter Class

Damage: 14 force magic damage

Cost: 2 mana

Cooldown: 14s - 0.65s x {level of Arcane Channelling}

Special: Stun targets hit for 1s + 0.05s x {level of Arcane Channelling}

Enchanter Augment at level 100+: Stun targets hit for 1.5s + 0.1s x {level of Arcane Channelling}
Upgrade Scroll: Unbreaking

Return to Item List

Upgrades The level of Unbreaking on an item, currently only obtainable fighting the Combat Golem

**Hold Scroll in your off hand and item you are converting in main hand and right click**

Upgrades by 1 level for each use

Each upgrade costs 5 x current level of enchant in XP levels to use (IE upgrading from 4 -> 5 costs 20xp levels)

You must have excess levels over 100 to use the scroll, use of the scroll cannot make you fall below level 100

Upgrading maxes out at level 5, to upgrade past level 3 a Vial of Forge Blood is needed each time
Diamond Defender

Return to Item List

Diamond Defenders are an off-hand hybrid item that increase damage and can block attacks

Iron Defender + Defender Upgrade Parts (Diamond)

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Stats:

Durability: 1561

Special:

dealing damage while holding a defender in the off-hand stacks a hidden value based on how much damage the attack does (pre mitigation); when this value exceeds another hidden value based on the armour of the target, deal bonus damage

[D] = Stacking value from attacks

[A] = static value from armour

Iron Defender increases [D] by (21 x damage) + (20 x {level of precision enchantment}).    when [D] exceeds 390 + 60 x armour level **deal 4 bonus damage**

Defenders can also parry attacks attacks by right clicking albeit in a much smaller FoV to shields, you can only hold your defensive stance for 0.75s before you lose focus and will fail to parry (release right click and right click again to re-enter a defensive stance). when successfully parrying, releasing the defender or running out of time your defender will go on cooldown for 0.75s

Successfully parrying will set [D] to the value required for bonus damage meaning the next attack with your defender in your off-hand will deal the bonus damage

[D] is independent for each defender type and will begin to drain after an entity has not been attacked by someone holding a defender (of the same type) for 0.5s, resetting to 0 after not being attacked for 6s

***Note: defenders are considerably more effective vs targets with low armour and considerably more effectively used by attackers with high attack damage (IE rogues)***

Sources:

Crafting (parts dropped by Ereb)
Assassin

Return to Classes

Assassin is a DPS class, gained by right clicking Assassins Footsteps

Disengage item ability - Right click to dash backwards (16s Cooldown)

Subclasses:

Impaler - greater attack damage (Elite Enhancer + Iron Dagger)

Shadowstalker - necrotic damage burst damage effect (Elite Enhancer + Shade Essence)

Swashbuckler - slightly greater attack damage, improved defensive effects (Elite Enhancer + Golden Apple)
Upgrade Scroll: Sharpness

Return to Item List

Upgrades The level of Sharpness on an item, currently only obtainable fighting the Combat Golem

**Hold Scroll in your off hand and item you are converting in main hand and right click**

Upgrades by 1 level for each use

Each upgrade costs 5 x current level of enchant in XP levels to use (IE upgrading from 4 -> 5 costs 20xp levels)

You must have excess levels over 100 to use the scroll, use of the scroll cannot make you fall below level 100

Upgrading maxes out at level 5, this enchantment cannot be upgraded past its natural limit using this scroll (or currently at all)
Immortal Runestone

Return to Item List

Immortal Runestones are a survivability consumable that gives the Undying potion effect

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Endurance Runestone + 4x Totem of Undying + 4x Gold Block

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Special:

Right click to gain absorption 2 for 60s and Undying 1 for 20mins (20 min cooldown)

(undying 1: upon taking lethal damage instead set health to 6 hearts, gain 6 gold hearts, resistance 4 for 7s, stunned for 1s, and then remove undying effect)
Lesser Pyre Gem

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A rare burning gem used as a heart for Ballrynn the Pyre Lord

Used to craft the Phoenix Plate

Used to Brew a Molten Mettle 1 Potion into a Molten Mettle 3 potion

Special:

Holding in your off-hand provides fire resistance 1 and Molten Mettle 1 (this is broken in V0.11 and before, fixed for V0.12 and later)
Frostskin Buckler

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Frostskin Bucklers are a defensive item that are upgraded from Lizardskin Bucklers

 File:Frosbuck.png

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 File:Frosbuckcraf.png
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Lizardskin Buckler + 4x Ice Shard

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Stats:

Durability: 105

Special:

18% (+2.5% x level of Meticulous Defence) chance to block attack (holding in both main and off hand will roll twice to block)

Upon blocking an attack, give attacker slowness 2 for 4s and 20% chance to stun for 1s

Upon Blocking an attack, 50% chance to gain martial skill 1 for 2.5s

Sources:

Crafting
Lizardman

Return to Monsters

Lizardmen are a tier 0 melee mob with a small chance to do a venomous strike on hit

Stats:

HP: 12

Armour: 6

Armour Toughness: 0

Attack Damage: 4

Knockback: base attack

Knockback resistance: 0

Move Speed: 0.3

XP: 10

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Mob Spawning:

Weight: 15

Group size: 1-4

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Mob Spawning Restrictions:

none

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Biomes:

Badlands, Swamps, Jungles, Warped Forest, Dripstone/Lush Caves

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Special:

10% chance to spawn holding a stone spear

10% chance to deal 5 acid damage on hit

50% chance to give Poison 1 for 10s when dealing acid damage

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Drops:

*Drop tables are all rolled independently of each other, meaning you can get a roll on each of the tables.*

Guaranteed Drops

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15% Chance to roll this Table

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10% Chance to roll this Table
 Slimeball
 Gold Nugget
 Leather
Endurance Runestone

Return to Item List

Endurance Runestones are a survivability consumable that heals, boosts maximum hp, and gives absorption 1.

Reparation Runestone + 2x Collapsed Nether Star + 2x Slimeball

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Special:

Right click heals 4 hearts, adds 4 additonal max hearts (8hp) for 36mins, absorption 1 for 12s

cooldown 200s
Inert/Empowered Crystal

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Inert Crystals are a rare drop by all full bosses, and a common drop from the Lesser Lich demi boss

Dropped at a rate of 1/20 by non demi bosses and Lesser Liches drop 1-4 at a rate of 1/2

Inert Crystals are turned into empowered crystals using blaze powder, the empowered crystal is then used to brew some powerful potions

1 x Inert Crystal + 8 x Blaze Powder

1 x Empowered Crystal + Awkward Potion = Sparkling Concoction

Endurance Runestone + Sparkling Concoction = Marital Redemption 1 (20mins)

Iron Skin Runestone + Sparkling Concoction = Bulwark of Stoicism 1 (20mins)

Bulwark of Stoicism 1 potion + Iron Block = Bulwark of Stoicism 2 (20mins)

Bulwark of Stoicism 2 potion + Steel Skin Runestone = Bulwark of Stoicism 3 (20mins)

Prismatic Essence + Sparkling Concoction = Radiant Blessing (20mins)

Magma Essence + Sparkling Concoction = Molten Mettle 1 (20mins)

Molten Mettle 1 potion + Lesser Pyre Gem = Molten Mettle 3 (20mins)

Gale Essence + Sparkling Concoction = Gale Force 1 (20mins)

Gale Essence + Gale Force 1 Potion = Gale Force 2 (20mins)

Nether Star + Sparkling Concoction = Excavation Growth 1 (20mins)
Scorpion Basset

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A weak helmet made out of the shell of a desert scorpion. Provides Poison resistance 2. Has a netherite upgraded version with the same defensive stats as a netherite helmet

 File:Scorpionbasscraf.png

1x Poison Sack + 4x Scorpion Shell

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Stats:

Armour: 2

Tougness: 2

Durability: 132

Knockback Resistance: 0

 File:Netherbasscraf.png

1x Netherite Helmet + 1x Scorpion Basset

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Nether Basset Stats:

Armour: 3

Tougness: 3

Durability: 605

Knockback Resistance: 1

Special:

Gain poison resistance 2

Cannot have mending
Disengage

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Disengage is a Rogue and Assassin ability that lets you dash backwards away from danger

 File:Disen.png
Leather boots

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Special:

Right click to dash backwards (-1 dash strength horizontal, -0.5 dash strength veritcal) Cooldown 16s (11s If shadowstalker)

Reset aggro on mob in short area around where you dash from

Gain speed 1 for 2s

If Shadowstalker Subcass for Assassin become invisible for 8s and gain Shadow Strike 6 for 15s (next attack deals 42 necrotic damage after 0.5 seconds) (this has yes to be tested in pvp but it is likely this will be nerfed for pvp later on)

Source:

Crafting
Class Tiers

Return to Classes

Class Tiers determine the power level of a class There are currently 3 tiers of class with more planned for future releases of the mod

Basic

Standard

Veteran

Noble (NYI)

Royal (NYI)

Divine (NYI)

Subclasses fill the gaps between tiers, sometimes elevating a class all the way to the same power level as the next tier, however they are lost upon death and must be regained through the required means
Lizardman Elite

Return to Monsters

Elite Lizardmen are a tier 60 melee mob with a chance to do a powerful venomous strike on hit

Stats:

HP: 60

Armour: 16

Armour Toughness: 4

Attack Damage: 16 (10 base +6 from diamond spear)

Knockback: base attack

Knockback resistance: 0

Move Speed: 0.3

XP: 120

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Mob Spawning:

Weight: 18

Group size: 1-2

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Mob Spawning Restrictions:

Nearest player must be level 60 or higher

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Biomes:

Badlands, Swamps, Jungles, Warped Forest, Dripstone/Lush Caves

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Special:

15% chance to deal 14 acid damage and give poison 2 for 20s on hit

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Drops:

*Drop tables are all rolled independently of each other, meaning you can get a roll on each of the tables.*

Guaranteed Drops

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25% Chance to roll this Table

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15% Chance to roll this Table
 Slimeball
 Gold Ingot
 Iron Ingot

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5% Chance to roll this Table
(Iron spear with Puncture 5)
 Diamond Spear
(Puncture 3, Gluttony 4, Rune Blade 5)
 Emerald
 Diamond
Blizzard Spider

Return to Monsters

Blizzard Spiders are a tier 60 melee arthropod that spawns in cold biomes and deals cold magic damage

Stats:

HP: 55

Armour: 16

Armour Toughness: 6

Attack Damage: 9

Knockback: base attack

Knockback resistance: 0

Move Speed: 0.3

XP: 140

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Mob Spawning:

Weight: 15

Group size: 1-2

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Mob Spawning Restrictions:

Nearest player must be level 60 or higher

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Biomes:

All Icy/Cold biomes

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Special:

Leaps at attack target like vanilla spiders

35% chance to deal 20 cold magic damage on hit, 70% chance to give slowness 3 for 12s when this happens

12% chance when attacked to stun attacker for 1.25s and deal 12 magic damage, also places attacker in powder snow (8s cd when this effect occurs)

50% resistance to Cold damage

Permanent Resistance 1

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Drops:

*Drop tables are all rolled independently of each other, meaning you can get a roll on each of the tables.*

Guaranteed Drops

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70% Chance to roll this Table

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75% Chance to roll this Table
 Bonemeal
 Snowball
 Glowstone

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40% Chance to roll this Table
 Golden Carrot
 Gold
 Diamond
 Mana | 1/4

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Undying

Return to Potion Effects

Undying is a potion effect that nullifies death while you have it, after nullifying death the effect is removed. When nullifying death your health is a set to a certain level and you gain effects based on the level of Undying

Sets health to: 8 + {level of Undying x 4} \_\_\_\_\_\_ (6 hearts (12 health) at level 1)

Absorption: 3 + {level of Undying} for 30s \_\_\_\_\_\_ (8 Absorption hearts (16 points of temporary health) at level 1)

Resistance : 4 for 7s

Stunned: 1.5s
Shinobi

Return to Classes

Shinobi is a veteran DPS class, has a high attack dodge chance but suffers if wearing high amounts of armour. It is gained by right clicking Shinobis Honor

Iron Katana - Right Click dash attack cooldown reduced from 8s - > 4s

Frost Steel Katana - Right Click dash attack cooldown reduced from 7s - > 4s
Wizard Robe Bottoms

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A robe piece made of Mage Cloth, Low in resistances but helps channel magical energy

7x Mage Cloth

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Wizard Robe set effect:

Wearing a full set of Wizard Robes give Arcane Channelling 1 (+1 for each level of magic power, up to 3 for each piece maxing out at 10)

Stats:

Armour: 3

Toughness: 0

Enchantability: 30

Durability: 360

Knockback resistance: 0
Agile Steps

Return to Wizard Spells

Self buff defensive spell that provides martial skill, this spell is augmented by a level 100 Enchanter class

Cooldown: 20s - 0.4s x {level of Arcane Channelling}

Cost: 3 mana

Special: gives caster Martial Skill 4 for 10s

Enchanter Augment at level 100+: Gives Caster Martial Skill 5 for 10s and Absorption 1 for 4s
Salve Runestone

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A highly potent survivability consumable. heals, gives regeneration and absorption

Salve runestones currently can't be crafted but are dropped by several bosses

Special:

Right click to heal 6 hearts, gain regeneration 2 for 39s (55s Cooldown, cooldown is shared with Reparation Runestone)
Iron Defender

Return to Item List

Iron Defenders are an off-hand hybrid item that increase damage and can block attacks

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Iron Dagger + Nether Star

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Stats:

Durability: 250

Special:

dealing damage while holding a defender in the off-hand stacks a hidden value based on how much damage the attack does (pre mitigation); when this value exceeds another hidden value based on the armour of the target, deal bonus damage

[D] = Stacking value from attacks

[A] = static value from armour

Iron Defender increases [D] by (20 x damage) + (20 x {level of precision enchantment}).    when [D] exceeds 400 + 60 x armour level **deal 3 bonus damage**

Defenders can also parry attacks attacks by right clicking albeit in a much smaller FoV to shields, you can only hold your defensive stance for 0.75s before you lose focus and will fail to parry (release right click and right click again to re-enter a defensive stance). when successfully parrying, releasing the defender or running out of time your defender will go on cooldown for 0.75s

Successfully parrying will set [D] to the value required for bonus damage meaning the next attack with your defender in your off-hand will deal the bonus damage

[D] is independent for each defender type and will begin to drain after an entity has not been attacked by someone holding a defender (of the same type) for 0.5s, resetting to 0 after not being attacked for 6s

***Note: defenders are considerably more effective vs targets with low armour and considerably more effectively used by attackers with high attack damage (IE rogues)***

Sources:

Crafting

See:

Iron Katana (NYI)
Wand of Burning

Return to Item List

Ranged attack stave dropped by Ballrynn. Shoots a small fireball that burns those it hits

Stats:

Durability: 850

Damage: deals random between 8-12 fire magic damage (+2 extra fire magic damage for every 2.95 levels of Arcane Channelling, maxing at +6 at Arcane Channelling 8) (14-18 fire magic damage at max)

Cooldown: 0.75s

Ammo: 2x Mana, 1x Fire Charge
Insulator Gem

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Insulator Gems are a reusable artifact used to give cold and lightning resistance, it is also used to craft the Insulator Bracelet.

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4x Frost Essence + 4x Thunder Essence + Collapsed Nether Star

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Special:

Right click to gain 20% resistance to cold and lightning damage for 1 minute and also gain slowness 2 for 9 seconds (20s for v 0.66 or earlier)

Sources:

Crafting

See:

Insulator Bracelet
Tiefling (Blue)

Return to Monsters

Tieflings are tier 60 Demonic Mobs with special abilities based on their colour. Blue Tieflings cast Cold/Lightning magic

Stats:

HP: 22

Armour: 8

Armour Toughness: 2

Attack Damage: 12 ranged magic (hybrid cold/lightning)

Knockback: base attack

Knockback resistance: 0

Move Speed: 0.3

XP: 130

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Mob Spawning:

Weight: 10

Group Size: 1-2

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Mob Spawning Restrictions:

Nearest Player must be level 60 or higher

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Biomes:

All Nether Biomes

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Special:

5% chance on hit to stun for 1s

when dropping below half health for the first time: heal 10 health, gain regeneration 2 for 15s and after 0.9 seconds strike all non Tieflings in a radius of 8 block with lightning (18 lightning damage) *Note if the strike that would initiate this effect kills the blue Tiefling then the effect will not occur, however if the Tiefling dies after the special is initiated the damage stage will resolve*

15% chance to spawn a Pink Tiefling on spawn

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Drops:

*Drop tables are all rolled independently of each other, meaning you can get a roll on each of the tables.*

Guaranteed Drops

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40% Chance to roll this Table
 Golden Apple
 Golden Carrot
 Apple

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10% Chance to roll this Table
 Endurance Runestone | 1/4
 Ice Shard | 1/4
 Prismarine Crystals

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5% Chance to roll this Table
 Thunder Essence | 1/4
Shade Leather Body

Return to Item List

A Chestplate made from Shade Leather, Provides Mid tier protection and Necrotic Resistance

 File:Shadechestcraf.png

8x Shade Leather

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Special:

Gain Necrotic Resistance 2

Set Effect:

Wearing a full set of Shade Leather armour will provide Necrotic Resistance 4

Stats:

Armour: 6

Toughness: 3

Durability: 1920

Knockback resistance: 1
Crystsilk Leather Helmet

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A helmet made from Crysilk Leather, provides equal protection to regular leather but with added armour toughness

 File:Crysthelmcraf.png

5x Crystsilk Leather

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Crystsilk Set effect:

Wearing a full set of crystsilk leather armour provides Regeneration 2 and Free Movement

Wearing a full set of crystsilk leather armour gives a 7.5% chance to stun attackers for 1.5 seconds

Stats:

Armour: 1

Toughness: 1

Durability: 1100

Knockback resistance: 0
Magic Missile

Return to Wizard Spells

Ranged Spell attack that has elemental typed counterparts at level 100+ (there is no lightning damage magic missile counterpart)

Cooldown: 2.25s - 0.15s x {level of Arcane Channelling}

Spell Cost: 1 mana

Magic Missile:

Damage at level 0 to 24 : 7 + 0.3 x {level of Arcane Channelling} Physical Damage

Damage at level 25 to 49 : 9 + 0.3 x {level of Arcane Channelling} Physical Damage

Damage at level 50 to 74 : 11 + 0.3 x {level of Arcane Channelling} Physical Damage

Damage at level 75 to 99 : 13 + 0.3 x {level of Arcane Channelling} Physical Damage

Damage at level 100+ : 14 + 0.6 x {level of Arcane Channelling} Force Magic Damage

Ice Shard:

Damage at level 100+ : 14 + 0.6 x {level of Arcane Channelling} Cold Magic Damage

Fire Bolt:

Damage at level 100+ : 14 + 0.6 x {level of Arcane Channelling} Fire Magic Damage

Dark Bolt:

Damage at level 100+ : 14 + 0.6 x {level of Arcane Channelling} Necrotic Magic Damage

Poison Sting:

Damage at level 100+ : 14 + 0.6 x {level of Arcane Channelling} Acid Magic Damage
Combat Tag

Return to Potion Effects

Combat Tag is a potion effect granted to all entities upon taking or dealing damage.

It is used to mark an entity as 'in combat' for determining certain effects and abilities, for example a Wood Elf will only perform a volley attack while it is marked as 'in combat' by the combat tag potion effect
Area 3

This is the last normal area before facing the final boss. The monsters in this area are significantly better than in area 1 and 2, and also introduces the skulls, which has negative loot.

###### Non-boss monsters

 Alien Dark cloud Demon skull Death orb Drip-Face Drop Fish Flame skull Good elf Ghostblade Machine Mana skull Moor creep Rattle Eye Robot Scorpion Skull Spark Tyhpoon Watcher Wisps
Brigandine Armour

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Brigandine Armour is a low defence armour that provides some armour toughness, typically used by rogues and rangers to keep below the armour threshold for their class abilities or for pre-diamond armour toughness

It is crafted the same way you craft vanilla armour sets, using brigandine scraps

1 x leather + 1 x chain

Armour: 2

Toughness: 1

Durability: 550

Knockback Resistance: 0

Vest:

Armour: 5

Toughness: 1

Durability: 800

Knockback Resistance: 0

Leggings:

Armour: 4

Toughness: 1

Durability: 750

Knockback Resistance: 0

Boots:

Armour: 1

Toughness: 1

Durability: 650

Knockback Resistance: 0
Tiefling (Pink)

Return to Monsters

Tieflings are tier 60 Demonic Mobs with special abilities based on their colour. Pink Tieflings heal other Tieflings

Stats:

HP: 28

Armour: 8

Armour Toughness: 2

Attack Damage: 8

Knockback: base attack

Knockback resistance: 0

Move Speed: 0.28

XP: 70

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Mob Spawning:

N/A

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Mob Spawning Restrictions:

Only spawns Alongside other Tieflings (effectively tier 60)

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Biomes:

N/A (effectively all nether biomes)

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Special:

Heals all Tieflings in a 6 block radius 4hp and gives regeneration 1 for 8s (4s CD)

11% chance to spawn alongside Tiefling (Yellow)

15% chance to spawn alongside Tiefling (Blue)

23% chance to spawn alongside Tiefling (Red)

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Drops:

*Drop tables are all rolled independently of each other, meaning you can get a roll on each of the tables.*

Guaranteed Drops

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40% Chance to roll this Table
 Golden Apple
 Golden Carrot
 Apple

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10% Chance to roll this Table
 Endurance Runestone | 1/4
 Ghast Tear
 Glistering Melon

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