recursal/Fanatic-Fandom huggingface dataset:
The Epic RPG - Tropical Lake

The path fades as it reveals a large lake surrounded by a good chunk of flat land. Tropical fish swim around, as more dangerous animals stay in the border of trees and bushes. A small island floats in the middle, with a lush green chest resting on it and some beautiful flowers sitting.

You leap over to the island and open the chest, obtaining 5 Tyro Tokens, 15 Soliditium Ore, a Greater Mana Potion, and a Vine Whip (365 damage to all enemies and inflicts entangled for two turns, has a cooldown of eight turns)! You jump back to land and go back down the trail.
The Epic RPG - Right Path

You walk down the path. Glass structures illuminate the forested path, and send sparks to one another. Flying would be a bad idea in this environment. As you walk down the path, you encounter a large rock. You try to move it, but it grows legs and attacks!

Boulder Beast Pattern: Great Roar (x0.5 party member damage for five turns), Spell Nulling, Dodge, Ground Pound, Metal Coat, Assist (summons a Steel Slime), Dodge, Doomsday, Slay, Paint, Dodge, Stun Spray, Headbutt (600 damage to a team member), Headbutt, Dodge, Ground Pound, Hijack, Fatal Cut (250 piercing damage and bleeding for 2 turns, which reduces attack and defense by 80).

Boulder Beast Stats: 2600 HP, 100 defense, immune to fire, red fire, plague, and confusion, x2 vulnerable to defense reduction

You slay the beast, earning 14 Darkshards. The beast also drops a Crag Pickaxe. You continue on the path and find a deposit of 7 Contrast Ore and 3 Shiny Ore. You mine the ores with your new pickaxe. A loud chirping noise comes from behind you. You turn around and see three Zappy Falcons!

Zappy Falcon 1 Pattern: Prey (450 damage to one team member and stuns them for two turns), Fatal Cut, Dodge, Current (540 damage to two team members and stuns), Charge Up (x1.5 attack for three turns), Current, Dodge, Headbutt, Dodge, Modernize, Blue Paint, Dodge, Headbutt.

Zappy Falcon 2 Pattern: Headbutt, Current, Dodge, Prey, Charge Up, Current, Headbutt, Orange Paint, Dodge, Slay, Slay, Electric Breath (750 damage to two teammates and stun for three turns) Dodge, Prey, Dodge, Dodge, Fatal Cut, Headbutt, Wing Cover (x2 defense next turn).

Zappy Falcon 3 Pattern: Odd Movements (confusion for three turns), Current, Dodge, Headbutt, Prey, Dodge, Slay, Doomsday, Ground Pound, Dodge, Moon Calling (450 piercing damage to teammates), Dodge, Slay, Prey, Prey, Dodge, Headbutt, Metal Coat, Current, Dodge.

Zappy Falcon Stats: 1950 HP, 65 defense, immune to stun, curse, and confusion, x2 damage from spells

You defeat the three birds, obtaining 30 Darkshards. They also drop 1 Health Potion each. You pocket the items and turn to a cliff in the distance. Quite peculiar...

...trying to ignore the cliff, you run down the path further.
The Epic RPG - Realm of the Titan

Stepping out of the weird portal, you find yourself on a large, navy blue island floating in the middle of a vast white sea. Up ahead, a large, fleshy beast is sleeping, blocking whatever's behind it from view. You try to sneak around the titan, but you fail and make it wake up. Its fist glow blue in fury, and it attempts to clobber you!

Titan Pattern: Clobber (70 damage and stun this turn), Crush, Jump Crush, Sword Fling, Sanguine Stab, Titan Fists (50 damage this turn and next turn), Crush, Crush, I like TrAiNz, Clobber, Jump Crush, Flesh Wall, Nauseous, Jump, Wiggle, Jump Crush, Clobber, Titan Fists, Shockwave (60 damage to player and self), Jump Crush, Jump Crush.

Titan Stats: 740 HP, 6 defense, immunity to fire, x0.5 stun duration

Piercing the titan through the chest, it collapses to the ground, fading into dust. It leaves behind twenty Crystal Coins, which you gather before seeing what's on the other side of the island - a sparkly, golden chest. Opening the chest, you find a Life Crystal, three Ruins Swords, a Frost Flower, and a Titan Glove (x1.17 melee damage). After pouring the contents into your backpack, you sit on the island for a while longer. It's peaceful. But you have things to do, so you can't stay long. Making sure nothing else is on the island, you leap back through the portal.
The Epic RPG - The Land of Deadly Flora

You crash to the ground, taking 100 piercing damage from the fall. You get up and look around. You're surrounded by poisonous plants except forwards, which you start walking that way. As you trek through the dangerous flora, something wraps around your legs, or rather, some *things*. You try to break out of the plants' grasp, but you fail horribly. The Thornbush and Creeping Vines attack!

Creeping Vines Pattern: Chance of Wind, Chance of Wind, Guard Up, Guard Up, Strangle, Creep, Creep, Guard Up, Creep, Stretching Vines, Guard Up, Guard Up, Guard Up, Strangle, Lay Trap, Guard Up, Chance of Rain, Guard Up, Curl (800 damage to a party member and inflicts entangled for three turns, and also disables damage to the party member for two turns), CALCIUM, Guard Up, Chance of Wind, Creep, Guard Up.

Creeping Vines Stats: 2666 HP, 80 defense, immune to piercing, plague, and entangled, x1.5 damage from all fire types

You chop the plants into bits. They retreat, and you find 6 Tyro Tokens on the ground where they were. You continue downwards for a bit. You find an escape from the deadly flora, but a Wildcat blocks the way!

You cause the cat to perish, obtaining 3 Tyro Tokens. No other creatures approach, so you leave the area.
The Epic RPG - Mysterious Place

***"You feel vibrations from deep below..."***
This page is an archived page. It is content that is no longer being used for an idea, and as so has been retired. It is not deleted for those who wants to see what it used to be.

You walk in and see a mysterious, cloaked figure. He offers you a table of objects.

WEAPONS

Fusion Weapon - Magic and sword in one. Deals 135 damage and inflicts Energy Break for 2 turns. Can only inflict Energy Break every 6 turns. Energy Break reduces enemy attack by 40. Uses 45 mana with each swing. Even if you're out of mana, you can still swing it. However, it will not inflict Energy Break. Crafted with a Voidrastaff and a Voidrablade. Gives 1/4 extra max HP and +40 Mana. 8 Darkshards

Ancient Revolver - The gun is cracked and crumbled. Uses arrows as ammo. Inflicts Pharoah's Curse for 4 turns on enemy hits (Enemy loses 20 HP every turn, and 20 extra each subsequent turn). Pharoah's Curse can only be inflicted every 8 turns. Deals 120 damage. Crafted with 4 Ruins Swords and 5 Wooden Arrows. 7 Darkshards

Fiery Greatsword - Heats up the air and sets things on fire. Deals 235 damage, and can only be used every 2 turns. Inflicts Intense Heat for 1 turn, reducing enemy damage by 25 and dealing 50 extra damage a turn. Gives 1/3 extra max HP. Requires the Archdemon's Plan and a Melted Core. 12 Darkshards

Knight's Edge - Send waves of holy fire at your foes! Deals 450 damage. Inflicts Paladin's Grip for 3 turns, reducing enemy defense by 15 and enemy damage by 50. Alternate Ability: Uses 250 mana, casting a wave of holy fire at all opposing enemies. Deals 500 damage. Inflicts Holy Fire for 3 turns, reducing enemy damage by 20 and dealing 200 damage a turn. Alternate Assist: Uses 50 mana and heals all party members for 30 HP. Holding the Knight's Edge gives +150 max HP to the player and +20 max mana to all party members. Crafted with a Marinblade, a Fiery Greatsword, 5 Ruins Swords, a Voidrablade, and the Paladin's Plan. 30 Darkshards

ARMOR

Universal Warding Charm - Grants an additional 20 HP and 20 defense to all party members. Requires the Paladin's Plan. 15 Darkshards
The Epic RPG - The Forest of Neverknow

You walk along the path. The trees watch over you like guards. It's very dark, almost like it's night. A cold wind flies past you, bringing a chill up your spine. You eventually find some sort of construction in the middle of the forest. A sign next to it requests one Darkshard. You have flashbacks to the Soul Room, but you drop a Darkshard in anyways.

Suddenly, thunderbolts appear in the outskirts of the forest and the wind picks up heavily. The Darkshard glows a pale white and turns into a red smoke that floats into the sky and dissipates. The altar rises from the ground and grows fifty dark red tentacles. It opens an eye and stares at you, then screeches at the top of its lungs. You have to fight the satanic creature, or else bad things might happen...

Hellish God Pattern: Soulless (300 piercing damage to a party member nullifies the Heart of the Elements and its upgrades), Root (regenerates 250 HP each turn for seven turns), Dodge, Horrendous Gaze (1000 damage and petrifies one party member, which stuns them until cured, and counts as them being dead), Tenta Spike (500 piercing damage to a party member), Dodge, Demonic Scream (800 damage to you and three party members), Grand Slam (850 damage), Defense Chopping (100 piercing damage and removes 1/2 defense for seven turns), Tenta Spike, Dodge, Dodge, Refresh (removes all defense reduction from self if inflicted, otherwise deals 400 piercing damage to all party members), Gateway to the Underworld (summons two Curse Soldiers), Potion Warp, Demonic Scream, Dodge, Reanimate (summons two Bloodshedder Beast 2s and a Blue Slime), Grand Slam, Insanity (888 damage and inflicts insanity for four turns, which gives x2 attack but has the effects of brainshock as well), Dodge, Dodge, Dodge, Dodge, Tenta Spike, Grand Slam, Dodge, Root, Demonic Scream, Horrendous Gaze, Dodge, Dodge, Reanimate, Grand Slam, Demonic Scream, Dodge, Demonic Scream, Dodge, Dodge, Tenta Spike, Unpiercing, Immune System Flare (heals 100 HP and becomes immune to a random debuff for eleven turns), Dodge, Tenta Spike, Refresh, Dodge.

Hellish God Stats: 13275 HP, 165 defense, immune to stun, fire, demonfire, shattered, confusion, and brainshock, x0.5 vulnerable to spells and curse, x0.8 damage from plague and redfire, x1.1 damage from metal inferno, x1.4 vulnerable to defense reduction

You thrust your weapon into the demon one last time. It lets out an ear-piercing cry as it fades into thousands of dust particles that fade into nothingness. It leaves behind 1000 Dino Coins and... a key with engravings on it. How underwhelming. There's probably a use for the key, though. You study the engravings quickly, and they look like a castle, a skull, and a door. Pondering what its use might be, you pocket the money and key and return to the plains.
The Epic RPG - The Dried Right Sea

***"You feel vibrations from deep below..."***
This page is an archived page. It is content that is no longer being used for an idea, and as so has been retired. It is not deleted for those who wants to see what it used to be.

You find a chest wedged into the ground containing 2 Soliditium Ore, 3 Healing Potions, 4 Ruins Swords, a Burst Staff (38 damage and +8 defense for two turns, has a five turn cooldown), and 8 Gold Ore! A deposit of Gold Ore is also nearby. You then leap into the black hole.
Wheat

Wheat is an item and crafting material. Random patches of it spawn around the world, in almost every biome. It can be harvested using a Sickle. Patches of wheat can have up to 40 stocks of wheat per patch, and upon breaking a wheat stalk there is a 50% chance you will get double. Wheat can also be planted on a grass block and will eventually grow and can be harvested for double the amount.

### Stats

* Type: Block/Crafting Material
* Placeable: Yes
* Dimensions 1 x wide x 1 high (when planted), 1 x wide x 6 high (when fully grown)
* Use Time: 15 (Very fast)
* Rarity: White
* Buy/Sell: NA/5

### Crafting

Wheat can be crafting into Bread:

* Bread: 10 Wheat. Crafted At: Sawmill.
The Epic RPG - Ra'zac's Challenge

You wake up in a strange location. You slowly rise up, and see yourself in a colorful arena.

A Ra'zac Brute and 2 Ra'zacs walk out of the gate and challenge you. Your HP is set to 150 HP for this battle.

Ra'zac Brute Pattern: Pow (15 damage), Spin (9 damage), Brute Charge (19 damage and x0.5 defense next turn), Spin, Cross Arms, Stun Punch (7 damage and stun), Spin, Dodge, Pow, Spin, Brute Charge, Potion Chug

Ra'zac Brute Stats: 210 HP, 2 defense

Ra'zac Pattern: Spin, Flame Pass (16 damage and fire for two turns), Pow, Cross Arms, Pow, Slick (block 1/2 damage next turn), Flame Pass, Spin, Deter (player deals x0.5 damage next turn), Pow, Stun Punch

Ra'zac Stats: 150 HP, 1 defense

You deal the final blow to the Ra'zac, toppling them over. They explode into mist, leaving behind 3 fangs. The audience members toss rewards at you, giving you a Crystal Coin, 2 Shells, 4 Ruins Swords, and 6 Golden Ore. Some Ra'Zacs arrive and escort you to a strange village.
The Epic RPG - Deep Quarry

You ride down the railway for a while before your cart crashes into a large chunk of 16 Soliditium Ore. You get out of the cart, it in an irreparable state. You mine the ore and continue onward. On your left is a very dark tunnel you can enter. You follow cracked rails until you encounter a Gem Bat 2 and a Cavern Ghoul!

Cavern Ghoul Pattern: Hex (random teammate deals x0.5 damage for the rest of the battle), Cast Demonflames (demonfire for three turns), Dodge, Spectre Charge (600 damage to a random team member), Spectre Charge, Spectre Charge, Dodge, Cast Paralysis (random team member stunned for three turns), Spectre Charge, Large Jump, Dodge, Dodge, Dodge, Cast Shattering (shattered for two turns), Dodge, Spectre Charge, Pickarang, Perch.

Cavern Ghoul Stats: 4600 HP, 15 defense, immunity to stun, curse, bleeding, and shattered

You strike down the bat and ghoul, earning 11 Pearls and three Skynite Ore. You pocket the items and continue walking forward, only to almost fall into a pit. You move backwards before you do, and look into it. A monstrous shadow is sleeping down in it. It's the den of one of the beasts.
Bloby

Bloby

Opiekun sięgający po Bloba

Bloby są to swobodnie lewitujące bańki z cieczą tworzone przez Siewców Cieczy. Po zebraniu płynów z atmosfery Kalibium, Siewca przetwarza ją na Bloby, które zostają umieszczone wraz z pomocą Opiekunów w kielichach Rdzawego Drzewa.

Bloby powstają również z roślin otaczających Drzewa Odrodzenia.
Poison Potion

Poison Potion. Posion Potions are Super mode consumable potions.

## Description

Posion Potions look just like Lesser Healing Potions, except their contents are green.

## Effects

When consumed, the potion will deal 10  of damage and poison the player for 30 seconds.

## Crafting

Poison Potions can be crafted with the following:

## Use

There is really no use for these potions unless suicide (because when you die by this potion's damage or poison you don't lose money (coins)) or the crafting of the Poisonous Antidote.
The Epic RPG - Aquawaste Road

The gelatinous trees ominously stand tall, their slime slowly moving. The path you walk on seems to be carved from a blue gemstone, though you can't tell which. Watchful eyes peer from the shadows of the pine forest, making you feel unsafe. You stop at a hole in the path, with no indication of how it got there. Two slimes leap out of the hole, making you stagger backwards in surprise. Their texture is watery, like the ocean. They gurgle in a malicious tone, and jump at you!

Aqua Slime 1 Pattern: Crush, Crush, Dodge, Slap, Flood (60 damage and fire-themed weapons/spells are disabled for the next two turns), Slap, Crush, Damage Cutter (51 damage and damage reduced by x0.5 for three turns) Dodge, Crush, Charge.

Aqua Slime 2 Pattern: Dodge, Slap, Flood, Essence Leech (30 piercing lifesteal damage), Crush, Dodge, Crush, Slap, Flood, Crush, Crush, Dodge, Slap, Crush, Flood, Essence Leech.

Stats: 430 HP, 3 defense, immunity to fire

The two slimes implode, releasing twenty Crystal Coins. The eyes around the area glare at you, angry for you killing their brethren. They seem to be making no advances, however, so you continue forwards.

At the end of the road, you see a cyan chest glimmering in the sunlight. Upon approaching it, a shell flings itself at you from the forest, barely missing your head. Pointing your weapon at the shell, the legs and head of a turtle appear from it, and it growls angrily. An Aqua Slime 1 also appears from the forest to avenge its fallen brothers.

Steelshell Turtle Pattern: Steel Hide, Slap, Conjour (68 damage), Dodge, Potion Chug, Quiver Wipe (steals 4 arrows if you have any, otherwise deals 5 piercing damage), Conjour, Dodge, Slap, Crush, Roll, Steel Hide, Dodge. Stats: 400 HP, 6 defense, immunity to fire and stun

As the Aqua Slime vibrates and explodes into a puddle of water, the turtle is smacked far into the goop-filled forest. From the two kills you gather 15 Crystal Coins lying on the ground. After dealing with the attackers, you open the chest, collecting 3 life crystals that increases max HP by 50, a vial of Mana Goo that increases max mana by 50, and 20 Contrast Ore.

Looking around, it appears the eyes have disappeared. All that even hints to their previous residence in the dark is some eerie glows, however they seem to be harmless. Up ahead, you see a large, greenish-blue valley. Pushing the chest aside, you run into the Tealland Valley.
The Epic RPG - Jungle of Downpour

You continue walking on the path. A heavy rain starts up as you avoid stepping too close to anything that could potentially harm you. Up ahead, something seems to be forming from the raindrops. You don't really have any choice but to fight the thing so you can advance...

Stormcast Slime Pattern: Dodge, Chance of Rain (590 damage to you and all party members), Dodge, Dodge, Triple Cast (640 damage to three team members and bleeding for two turns), Deep Wound, Creep, Dodge, Dodge, Tight Grip, Creep, Dodge, Chance of Rain, Chance of Wind (670 damage to two party members), Dodge, Dodge, Triple Cast, Lay Trap (for five turns, all melee damage dealt to enemy causes 150 piercing damage and inflicts entangled for two turns), Dodge, Chance of Wind, Deep Wound, Creep, Dodge, Dodge, Dodge, Triple Cast, Creep.

Stormcast Slime Stats: 2950 HP, 75 defense, immunity to entangled and all fire types, x0.5 vulnerable to defense reduction, x1.3 damage from plague, x1.5 vulnerable to curse

You defeat the slime, gaining 6 Tyro Tokens. The rain starts to fade away as you resume heading forward to reach somewhere more hospitable.
Vile Spellbook

Vile Spellbook. The Vile Spellbook is a Super mode weapon dropped by Black Skulls and Dark Warriors. It acts very similar to the Golden Shower.

## Description

The Vile Spellbook looks like the Golden Shower, except the actual book is a dark purple (there is also no outline on the cover of the book), the little golden drop symbol is light green, and the the pages of the book are light purple.

## Attack

When used, the Vile Spellbook will fire a long green stream (same length as the Golden Shower). The stream can be fired at any angle, and will damage any enemies that come in contact with it. It takes 12 mana, so it should be used somewhat wisely. The green stream will also inflict the Cursed Inferno debuff.

## Trivia

* Despite the Vile Spellbook's low damage, it has excellent DPM, and can quickly drain the health of many Super mode enemies.
The White Man

*Note: This page actually lists real facts and sightings, this is not fake*

The White Man is a Terraria creepypasta. He is the apparent "brother" of The Wicked Man.

## Description

### Appearance

The White Man is technically a 100% white player that has no eyes. There may be eyes, but they're just completely white.

### Abilities

The White Man has been seen before, doing other stuff that apparently only this entity can do.

* Has been seen teleporting to random locations
* Can make the entire screen go white and apparently broke parts of the world while the screen was shrouded
* Is incredibly fast, confirmed by players who tried to catch him in the act
* Can also jump extremely high, up to sky islands
* Has the strength to attack with his hand (?)
* Can one hit kill (?)
* Can turn passive mobs into their vile state
* Can turn invisible (?)
* Can somehow morph into mobs (?)

### Signs

There has been several claims of signs in some players Terraria worlds that were suspected to be The White Man's work:

* Random patches of blocks turn white
* Screen will sometimes flash completely white for a millisecond
* Death with the message: "White"
The Epic RPG - Shark's Cave

You're in a gloomy, dark cave. There's a shark, what did you expect?

Shark Pattern - Clamping Jaw (Inflicts 2 turns of bleeding and deals 400 damage to a party member), Mad Dash (Stuns for 4 turns and deals 355 damage), Mark of Blood (Inflicts 3 turns of bleeding and summons a Baby Shark), Tail Smack (Deals 723 damage), Dodge, Dodge, Biting Dash (Deals 755 damage to three party members and inflicts 4 turns of bleeding), Dodge, Dodge, Tail Smack, Clamping Jaw, Clamping Jaw, Dodge, Dodge, Dodge, Dodge, Biting Dash, Tail Smack, Tail Smack, Mark of Blood, Dodge, Dodge, Dodge, Dodge, Tail Smack, Clamping Jaw

Shark Stats - 8333 HP, 66 defense, immune to stun, all types of fire, brainshock, confusion, corrosive acid, and broken armor.

Baby Shark Pattern - Small Nibble (Deals 300 piercing damage to a party member), Tiny Ram (Stuns for 1 turn and deals 355 damage), Small Smack (Deals 263 damage), Small Nibble, Clamping Jaw, Mad Dash, Tail Smack, Tiny Ram

Baby Shark Stats - 3000 HP, 44 defense, immune to all types of fire, confusion, corrosive acid, broken armor, and stun.

You defeat the Shark and find a key, a life crystal, a Sharkbone Bow (deals 248 damage + 35 piercing damage, has a 1/5 chance to inflict brainshock for three turns), 34 Wooden Arrows, and 25 Tyro Tokens in its stomach. Your max HP has increased by 50! And a carcass too. You forcefully ignore that and take the items and go back to the empty ocean.
Zombie Buddies

The Zombies Buddies is a Pet that is summoned by the Zombie Buddy Staff, sold by the Phantom for 10 at night. It consists of a group of 3 harmless zombies that follow the player.

### Appearance

The zombies are random, meaning, each time they are summoned, there will always be 1 or more different variants of zombies (i.e Pincushion Zombie, Bald Zombie, etc. etc.)

### Behavior

When summoned, the 3 zombies will follow the player around until the player dies, uses the Magic Mirror or uses the staff again. The zombies are also invincible, do not attack and will fly towards the player if they get stuck or land in an area that they can't reach.
The Gem of Wonders

***"You feel vibrations from deep below..."***
This page is an archived page. It is content that is no longer being used for an idea, and as so has been retired. It is not deleted for those who wants to see what it used to be.

## Gem of Wonders

### Cost to sell

30

The Gem of Wonders is a summoning item for the Earth Holder, one of the 3 World Bosses.

## Stats

* Summons the Earth Holder
* Tooltip: *You can see the world in this... look, it's you!*

## Crafting

### Recipe

****The Gem of Wonders****

* Gem of Truth
* Radioactive Rock
* Mysterious Map
The Epic RPG - Watery Winds

You start swirling around the center of the great storm. You snatch the Tyro Tokens that you had gotten from the previous enemies and try to escape. However, it seems that the world wishes you not to do that, as an Aquarach, Chilly Skate, and Jagged Sea Krait swim at you, thirsty for blood.

Aquarach Pattern: Aqua Roll (830 damage), Dodge, Self Buff (x1.4 damage and defense for three turns), Barrel Fling, Claw Snap, Snatch, Dodge, Dodge, Aqua Roll, Claw Snap, Snatch, Snatch, Dodge, Aqua Roll, Dodge, Sharp, Dodge, Slam, Watching Eye (x0.8 party member damage for three turns and stuns one for two turns), Dodge, Dodge.

Aquarach Stats: 2001 HP, 80 defense, immunity to confusion, brainshock, and all fire types, x2 vulnerable to curse

Chilly Skate Pattern: Self Buff, Shadow (stuns a party member for four turns), Slam, Slam, Dodge, Dodge, Sharp, Hypnotize, Dodge, Slam, Self Buff, Dodge, Water Dash, Water Dash, Dodge, Dodge, Sharp, Lung Snap (100 piercing damage for three turns), Dodge, Dodge, Shadow, Dodge, Water Dash, Slam, Dodge, Snatch, Dodge, Water Dash.

Chilly Skate Stats: 2410 HP, 85 defense, immunity to brainshock and all fire types, x1.5 vulnerable to defense reduction

You defeat the sea creatures, collecting 9 Tyro Tokens and an Aqua Cloak (debuffs you inflict have a 1/5 chance to last one turn longer) that you snatch quickly before they go in an endless cycle in the hurricane. Your scuba mask is damaged, so you start swimming up to reach the ocean's surface.
The Epic RPG - Xai Desert

You trek through the desert, the hot sun blasting onto you. It's the type of environment where you could get illusions. You see a bee and a wasp... must be hallucinations. But the wasp stings you for 5 damage, and it's quite obviously not fake. A javelina also charges over. You're now fighting a Xai Bee, Xai Wasp, and Largetusk Javelina!

Xai Bee and Xai Wasp Pattern: Sting (190 damage and venom to player, 30 damage to enemy), Sting, Dodge, Mega Guard, Sting, Sting, Dodge, Potion Chug, Heal, Sting, Dodge, Metal Coat, Sting, Sting, Dodge, Potion Chug. Xai Bee and Xai Wasp Stats: 999 HP, 7 defense, immunity to stun

Largetusk Javelina Pattern: Dugout, Sidelines (Party members take x2 damage for 3 turns), Magic Beam, Tusk Charge (290 damage to two party members), Rally, Magic Beam, Tusk Charge, Tusk Charge, Magic Beam, Mana Taker (Party member mana drained by 1/2), Tusk Charge, Magic Beam, Sidelines, Mana Taker, Mana Taker. Largetusk Javelina Stats: 1300 HP, 12 defense, immunity to curse and all fire types

You slay the beasts, earning 30 Darkshards. You continue through the desert to Cacti Fields or Javelina Oasis.
The Epic RPG - Shadow Tunnel

The tunnel is so dark that you can barely see a thing. Many times you almost trip over something. Eventually, you give up on blindly walking and take out a torch and light it, only to see a dead body. It starts twitching, and then stands up, ready to attack!

Undead Miner Pattern: Pickarang, Diamond Shield, Dodge, Uber Guard, Large Jump, Lights Out (instakills one party member), Dodge, Dodge, Bright (stuns for three turns), Triple Slash (825 damage to three party members), Shield Break, Dodge, Dodge, Large Jump, Dodge, Sweeping Kick (410 piercing damage to one party member and stuns for this turn), Taunt (no potions can be used for four turns), Dodge, Harvest (500 lifesteal damage), Who Am I?, Pickarang, Dodge, Ground Pound, Dodge, Dodge, Dodge, Bright, Cast Shattering, Spectre Charge, Dodge, Large Jump.

Undead Miner Stats: 5555 HP, 95 defense, immunity to curse, bleeding, and shattered, x2 vulnerable to defense reduction and demonfire

You slice the head off the reanimated corpse, making the body collapse into a heap. Behind the zombie is a chest that you open, obtaining 5 Shiny Ore, 15 Contrast Ore, 5 Gold Ore, a Spirit Tome, and the Haunt Plan! You can craft new items! You return to the mines.
Harold

**Harold** is a main character.

## Persona

Harold is a new locomotive. He is proud to be apart of Union Pacific's roster. He is often assigned to pulling intermodals, coal trains, autoracks, and manifests. Harold can often be working with Bryce and Rob.

## Basis

Harold is a Union Pacific AC45CTE numbered 5420.

## Trivia

* His number is one digit below Tyler from TOSR.
Jerry

**Jeremy**, often referred as **Jerry**, is a minor character.

## Bio

For a full description, check this page: http://talesonharrisonrails.wikia.com/wiki/Jerry

## Persona

Jerry is known to be vain and arrogant, but still does his work. Sometimes, he can act as a jerk towards the other engines, such as teasing them whenever they get into a bad situation. But unlike Lachlan, Jerry enjoys watching My Little Pony.

## Basis

Jerry is a Union Pacific Snoot Nose SD40T-2 numbered 2905.

## Trivia

* He is named after YouTube user mrlegofan404.
* In reality, he was presumably sold to a leaser railroad.
The Epic RPG - Wild Lands

The path starts fading away in some places, which isn't a good sign. The sides of the trail are completely filled with plants that could probably kill you easily. A large tree breaks the path in half, meaning you'll have to find a way to cut down the tree to continue that way. As you think about what would be good for chopping it down, some creatures approach from the foliage, deciding you are easy prey. A Wildcat, Stormcast Slime, and Jungle Slime attack!

Wildcat Pattern: Deep Wound, Dodge, Dodge, Z Claw (450 piercing damage to three party members), Lay Trap, Dodge, Weak Scratch (650 damage to a party member), Weak Scratch, Lash Out (310 piercing damage and bleeding for five turns), Dodge, Dodge, Dodge, Weak Scratch, Strangle, Dodge, Chance of Wind, Dodge, Chance of Rain, Dodge, Creep, Creep, Weak Scratch, Dodge, Creep, Z Claw, Lash Out, Dodge, Dodge, Creep, Creep, Dodge.

Wildcat Stats: 2380 HP, 85 defense, immunity to entangled, x0.75 vulnerable to bleeding and broken armor

Jungle Slime Pattern: Slimy Hop (710 damage to you or a party member), Slimy Hop, Dodge, Dodge, Creep, Strangle, Inner Fling (throws either a Lesser Mana Potion, which deals 470 damage and has a 3/8 chance, Ruins Sword, which deals 360 piercing damage and has a 2/8 chance, Tyro Token, which deals 720 damage and has a 2/8 chance, or a Soul Shard, which deals 460 piercing damage, inflicts demonfire for five turns, and has a 1/8 chance), Dodge, Dodge, Dodge, Slimy Hop, Creep, Chance of Wind, Dodge, Chance of Rain, Dodge, Slimy Hop, Stretching Vines (630 damage to two party members and entangled for two turns), Dodge, Dodge, Lash Out, Creep, Dodge, Slimy Hop, Slimy Hop, Slimy Hop, Dodge.

Jungle Slime Stats: 2400 HP, 80 defense, immunity to entangled and plague, x1.5 damage from all fire types

You defeat the three enemies, gaining 11 Tyro Tokens. The Jungle Slime also drops two Healing Potions. The battle efficiently cleaned out some of the flora, giving way to another path you can walk on. (You can also chop down the tree if you have a post-Shards of Titanium axe.)
The Epic RPG - Second Floor

You jump off the ladder and view the second floor. It's basically like the first, but without the large entrance. There's also a lot more vines on this floor. A single chest lies within the room. You move towards the chest carefully and open it silently.

Inside is 10 Tyro Tokens, 5 Gold Ore, a Broken Cranium (reduces the defense of enemies by 15 and your team by 5 for two turns every nine turns), and a Cursed Staff (uses 40 mana, deals 352 damage and inflicts curse on you for two turns and the enemy for three turns every eight turns, Extra Ability: costs 295 mana, deals 200 piercing damage and inflicts curse and plague for five turns, has a fourteen turn cooldown)!

You go back onto the ladder and go up to the top of the abandoned outpost.
Truest Chip

***"You feel vibrations from deep below..."***
This page is an archived page. It is content that is no longer being used for an idea, and as so has been retired. It is not deleted for those who wants to see what it used to be.

The Truest Chip is a Manis Mode summoning item that summons the final boss, the Lord of All. It has a large crafting tree.

## Crafting

* Star of the Skies
* Pillar of the Mysterious
* Bullet of the Adventures
* Pencil of the Journey
* Orb of the World

## Trivia

* ...it doesn't need a tooltip to show how end-game it is
The Epic RPG - Valley of Serenity

You walk into the valley. It's calm and peaceful. There aren't many creatures around, but there is lots of plants and even some fungi. You walk past a large tree and accidentally step on a mushroom. The mushroom unroots itself out of the ground, and it seems reallllly pissed.

Living Truffle Pattern: Tantrum (500 damage to all party members), Twirl (600 damage and stun), Dodge, Summon Shield (x2 defense this turn), Tantrum, Dodge, Spore (400 damage to one party member and sapping for two turns, which deals 100 lifesteal damage each turn), Dodge, Twirl, Sharp Leaf (350 piercing damage), Dodge, Kick, Summon Shield, Dodge, Summon Shield, Summon Shield, Dodge.

Living Truffle Stats: 2300 HP, 65 defense, immunity to lifesteal and spells, x2 damage from plague and all fire types

The Living Truffle does not die, but retreats into the ground. It surrenders 2 Darkshards and a Mushroom. You carefully watch where you step as to not anger one again.

You find a path that goes into the distance. You start travelling on the road.
Truffle Drone

Truffle Drone. Truffle Drones are Super mode, post-Fist of Pain enemies that spawn in both below-ground and above-ground Mushroom Biomes.

## Description

Truffle Drones resemble small, mushroom-like drones. They are about the size of Giant Flying Foxes. They look like flying mushrooms from a distance, but start to look more like mushroom-covered drones as you get closer. Mostly an illusion.

## Attack Style

When one spots you, it fly towards you at a fast pace. It will start shooting lasers while flying. If it manages to ram you, it will automatically get knocked back, but still does damage to you. When the Truffle Drone is flying towards you and you are inside of a wall (assuming you dug a whole in it), if it hits the wall, it will just bounce back but still try to attack you, similar to bats.

## Stats

HP: 1000

ATK: 60  (melee) 98  (lasers)

DEF: 50

Immune to: None

Drops: Mushroom Crystal Shard (4.5% chance)

Environment: Above-gound and below-ground Mushroom Biomes, once the Fist of Pain has been defeated

AI Type: Drone AI

Rarity: Somewhat common

KB Resist: 93%

Coins: 4
The Epic RPG - Suspicious Path

You walk on the suspicious path. It just... *screams* 'oh no you're going to die oh boo hoo nOBODY CARES' or something along those lines. The water around you seems to be disappearing, and all that's left is the dry land and those... looming trees that are quite intimidating. As you walk down the path, an Enchanted Wand and a Magic Slime appear!

Enchanted Wand Pattern: Fair Game (Kills your strongest party member), Dodge, Soothe (x2 attack for two turns and player is stunned), Magic Beam (180 damage to 2 party members), Specter (120 damage), Aura (110 damage and x2 defense that turn), Dodge, Specter, Split (Strongest living party member's HP is set to enemy's HP), Dodge, Magic Beam, Aura, Dodge, Paralyze (All team members are stunned), Specter.

Enchanted Wand Stats: 765 HP, 5 defense, immunity to stun and fire

Magic Slime Pattern: Specter, Aura, Magic Beam, Paralyze, Metal Coat (x3 defense this turn), Soothe, Aura, Magic Beam, Essence (160 lifesteal damage and one party member is stunned), Metal Coat, Magic Beam, Ritual (Summons a Demon Slime), Spider Dance, Aura, Paralyze, Specter.

Magic Slime Stats: 790 HP, 4 defense, immunity to spells

As you defeat the two monsters, the Magic Slime plops into a puddle of goop holding 20 Crystal Coins and 5 Darkshards, and the Enchanted Wand falls to the ground and produces 10 more Darkshards. You then continue walking down the path to Deep Marsh.
The Epic RPG - Abandoned Outpost

You locate a tall, moderately sized outpost hidden amongst the trees. You're not sure what the use of it was. You approach the entrance, but as soon as you try to go inside, out of the ground comes two Skeletal Swordsmen! A Jungle Slime also approaches from behind.

Skeletal Swordsman 1 Pattern: Dodge, Dodge, Z Claw, Swing (800 damage to a party member), Swing, Dodge, Lay Trap, Dodge, Swing, Curse Imbue (for three turns, all attacks by enemy inflict curse for five turns), Slimy Hop, Dodge, Swing, Slimy Hop, Strangle, Dodge, Dodge, Dodge, Swing, Deep Wound, Dodge, Sword Thrust (500 piercing damage), Weak Scratch, Swing, Dodge, Dodge, Creep, Dodge, Lash Out, Sword Thrust, Swing, Dodge, Dodge, Z Claw.

Skeletal Swordsman 1 Stats: 2710 HP, 85 defense, immunity to stun, curse, and bleeding

Skeletal Swordsman 2 Pattern: Swing, Dodge, Dodge, Chance of Wind, Chance of Rain, Dodge, Thief (550 lifesteal damage to a party member), Dodge, Swing, Swing, Creep, Dodge, Dodge, Creep, Creep, Dodge, Z Claw, Lay Trap, Dodge, Deep Wound, Weak Scratch, Living Skulls (625 damage to two party members and curse for three turns), Dodge, Dodge, Dodge, Swing, Strangle, Z Claw, Dodge, Dodge, Slimy Hop, Dodge, Creep.

Skeletal Swordsman 2 Stats: 2580 HP, 80 defense, immunity to stun, curse, and bleeding

You defeat the undead creatures and the slime, collecting 8 Tyro Tokens. You then safely enter the outpost.
Trident of Tides

The Trident of Tides is a special Super mode weapon/item dropped by Neptune. It looks like a giant yellow trident covered in tons of green, red and purple gems along with the entire trident covered in coral.

### Attack

The Trident of Tides us a completely useless item for attacking as it is covered in coral. The main use of it is crafting, in which you can craft it into the working version, the Trident of Tides (It has the same name, that is just the working version after it's been crafted).

### Crafting

The Trident can be crafting into working version with the following:

***Trident of Tides (Working)***

### Notes

* The player can swing the tide as if it were a weapon, but it deals 0 damage.
Momoka

**Momoka** is a character in Midwest Rail Adventures.

## Persona

Momoka is a friendly engine. She likes to ninja train in her free time. She is good friends with many locomotives such as Lilim, Lily, Nicholas, Matthew, Marie, and other engines.

## Basis

Momoka is a Union Pacific SD70M numbered 3984. She started her life as Southern Pacific SD70M numbered 9810.

## Trivia

* She is named after the Eight Marbles character with the same name.
Water Tornado

The Water Tornado is an enemy spawned by the Seaweed Thing and Neptune in the Sand Castle. It looks basically like a tornado made out of water. The tornado obeys gravity and travels in the castle with Fighter AI. However, it tends to jump very high to dodge and ram the player.

### Behavior

When spawned, the tornado will chase the player and jump up and down to dodge/ram the player. The tornado will know when to attempt to doge any melee attacks near it and projectiles by the player. The tornado will occasionally fling itself at the player, leaving a bubble trail and dealing heavy damage. It can also commonly spawn several Mechanical Piranhas to attack the player.

### Stats

* HP: 3000
* ATK: 100 (Melee) 200 (Ram)
* DEF: 70
* Immune to: All
* Drops: None
* KB resist: 25%
The Realms

***"You feel the air getting colder around you..."*** This article is a work-in-progress! When it is completed, please remove this template.

### *"10 Ancient Portals open up.... Will you go through them?"*

The Realms are a series of 10 Ancient Portals that open up in this order: The Realm of Light, The Realm of Night, The Realm of Fate, The Real of Deceiving, The Realm of Hell, The Realm of Eternity, The Realm of 666, The Realm of Fear, The Realm of Jeopardizing and The Realm of Unity. Successfully defeating all the extremely hard enemies and bosses in a realm will destroy the Realm itself and move onto the next one. Once all Realms have been destroyed, the real finale true Realm, The End Realm. Defeating The End Realm ends Super mode to activate Void Mode.

### WIP

This article is a Work-In-Progress. Once all the other Super mode articles have been completed, I will work on the Realms.

### Hint (Of the final boss)

The final boss of Supermode is either going to be the True Void, The Worldbender or the Void Cultist.

### Hint (Of the final Void boss)

The final boss of Void Mode is either going to be the Darkhearted, Spirit of the Souls or Logic.

### Notes

* The final boss of Super mode and Void Mode is not going to be stated on this page. Rather, a page possibly named "Final Boss Revealings".
* There may also be another mode called Spiritual Mode. (Idea)
Water Infused Crystal (GDhaxer95 Things)

The Water Infused Crystal Is an Ranged/Throwing Accesory thats Can be crafted with Some Soul of Aqua and Some Fishron's Scale and Can be used in Extreme Mode to make the Natural Crystal.

## Effect

* + 15% Ranged Damage and + 15% Throwing Damage.

## Crafting

#### Recipe

* **At an Soul Anvil**

* *Water Infused Crystal* = Soul of Aqua (20) + Fishron's Scale (13)

#### Used in

* **At An Soul Anvil**

* Natural Crystal = *Water Infused Crystal* (1) + Earth Infused Crystal (1) + Lava Infused Crystal (1) + Soul of Natura (20) + Moon Lord's Skin (13)
Zombie Buddy Staff

The Zombie Buddy Staff is a pet-summoning staff sold by the Phantom for 10 during the night. It is a small red staff with a Pincushion Zombie head attached to the top.

### Summoning

* When used, the staff will summon a trio of Zombie Buddies. These zombies are harmless and follow the player wherever they go, and will only despawn unless the staff is used again, the player dies or they use the Magic Mirror.
* Using this staff costs 10 Mana
* The Zombie Buddies can be stacked with other pets.

### Stats

* Type: Pet Summon
* Use Time: 20 ( Very Fast)
* Tooltip: *I wonder why only these zombies don't attack you...*
* Grants Buff: Zombie Trio (Icon Image: 3 small zombies in a blue background)
* Buff Tooltip: *More brains*
* Buy/Sell: 10/250

### Notes

* This item may have been a reference to one of the Phantom's quotes during night saying "Yup. Night is the best. My ol' *zombie pals* should be here soon."
Twisted Serpent

### Bestiary Entry

A large serpent that has been infected with some sort of physical form-changing disease. It's not one of Terraria's normal infections, however, so it's unknown what could be affecting these creatures.

Twisted Serpents are enemies found in the final sector of the Laboratory. They are basically just normal worms.
Water Mage

The Water Mage is a mini-boss found in the Sand Castle, and always spawns in front of Neptune's Gate. They are the enemy that must be defeated to obtain Neptune's Key. In Appearance, they look identical to Tim, but they have no hat, their skeleton body is fully blue with red eyes and their cloak is white.

### Behavior

#### Stage 1

When spawned, the mage will immediately teleport to a close location to the player. Then, the mage will use one of these 6 attacks:

* Evil Magician: The mage will summon 10 Evil Bubbles to attack the player. (will always do at first) Cooldown: 8 sec
* Wand Teleport: The mage will raise its wand and teleport to wherever it points. (never off-screen) Cooldown: 6.5 sec
* Kelp Zap: The mage will fire a whip-like string of large kelp at the player, dealing heavy damage upon contact. Cool down: 3.2 sec
* Water Ball: The mage will fire a barrage of Water Balls that pass through walls, deal heavy damage and ignore gravity. (This is it's most used attack, usually every few seconds) Cooldown: 1.5 secs
* Regen: The mage will put itself in a forcefield to absorb 1500 damage and the mage will generate 250 health a second while in the field. Cool down: 10 sec.
* Call of the seaweed: The mage will summon 2 Seaweed Things to attack the player. Cool down: 15 secs, but the mage will only use this attack occasionally.

#### Stage 2

Once the mage has reached 5000 health, it will enter Stage 2 and use these attacks (Can still use the Water Ball, Regen and Kelp Zap attacks)

* Enraged Magician: The mage will summon 10 random enemies from the Sand Castle to attack the player, guarantee to spawn an additional Sandnado. Cool down: 15.2 secs
* Electric Mage: The mage will shoot 5 Energize Beams at the player. Cool down: 5 secs.
* Sandball: The mage will fire a giant Sandball at the player that ignores gravity and locks on to the player for 5 secs until exploding or hitting them successfully. Cool down: 7.5 secs

#### Stage 3

Once the mage has 2500 health, it will enter its last stage (Can still use all the Stage 2, Water Ball, Regen and Kelp Zap Attacks):

* Furious Magician: The mage will summon 15 random enemies from the Sand Castle to attack the player, guaranteed to spawn 2 Sandnados and 2 Mini-Nados. Cool down: 14 secs.
* Water Rage: The mage will summon around 30 Water Balls to attack the player. 5 secs.
* Red Kelp Zap: The mage will fire a whip-like string of large red kelp at the player, dealing heavy damage upon contact. Cool down: 3 secs.

### Stats

* HP: 10000
* ATK: 10 (Contact) 80 (Kelp Zap) 101 (per Water Ball) 125 (Energize Beams) 200 (Sandball) 200 (Red Kelp Zap)
* DEF: 123
* Immune to: All
* Drops: Neptune's Key (100% chance)
* Rarity: Will always spawn at the front of Neptune's Gate
* KB Resist: 54%
* Coins: 5

## Notes

* The mage only drops the key and nothing else, as Neptune itself drops technically most (if not all) of the loot found in the Sand Castle.
Zombie Bowman

Zombie Bowmen are enemies that spawn during Wave 3 of the Zombie Invasion event. They are stronger than the Wave 2 & 1 enemies. These are normal zombies, except they carry large bows and fire them from long range.

### Attack Style

Zombie Bowmen will walk towards the player, and then fire a wooden arrow from up to 50 blocks away every 3 seconds. While firing the zombie will stand still until the player is out of reach or line-of-sight, and then move to a different position until they can se the player and begin shooting at them again.

### Stats:

* HP: 220
* ATK: 13  (melee) 24  (arrow)
* DEF: 15
* Drops: None
* KB Resist: 15%
* Rarity: Common
Undead Devote

Undead Devotes are enemies spawned by the Undead Cultist during Stage 2.

### Appearance

Undead Devotes take the appearance of the Undead Cultist itself, except with no head and shower cloth.

### Behavior

Once spawned, the devote(s) will walk levitate slightly above the ground in the direction they are spawned, and after, levitate aimlessly. Once in reach of the player the devote will charge up for a second and then fire a **Spasmodic Laser**, and will continue to do this whenever they have sight of the player. Once all devotes are dead or the forcefield dissipates, the Undead Cultist will do the Stage 2 attacks instead of Stage 1.

### Stats:

HP: 1500

ATK: 20 (Melee) 111 (Spasmodic Laser)

DEF: 77

### Spasmodic Laser

The Spasmodic Laser is the main attack used by the **Undead Devotes**. The laser will pass through walls, and travels **extremely** fast. It is very hard to evade without the right dodging technique, and also depends on the terrain.

### Stats:

Damage: 111

Lifespan: Until off-screen

Invincible: Yes
The Epic RPG - The Keenaklha Soul Room

You walk into a grey room with some sort of ancient altar. The walls have ancient hieroglyphs etched into them, far beyond your understanding. Cold blue stairs lead up to the ritualistic structure, with a worn sign reading *"Insert Crystal Coin for a new beginning."* standing in a patch of reddish brown earth. You take out a Crystal Coin from your pockets, are about to put it into a slot in the altar when a raptor scurries in behind you yelling about how it'll rebirth a creature that will eliminate all of civilization, but they trip over a pebble and crashes through a doorway to the outside.

While watching the series of events, you accidentally drop the coin into the altar, causing it to disintegrate, leaving behind a blue smoke. A large growl emits from the ground, shaking the entire room. On the floor in front of the altar appears a large hole, which a giant fleshy being emerges from, its hundreds of eyes staring at you with malice. Another growl rings through the room, and you both engage in combat.

Guardian of Souls Pattern: Laser (43 damage), Dash, Laser, Sanguine Stab (20 piercing damage), Super Laser (67 damage), Dash, Jump Crush, Crush, Laser, Dash, Potion Chug, Flesh Wall (x1.5 defense and x0.7 attack for three turns), Crush, Dash, Jump, Charge, Jump, Jump, Super Jump. Stats: 285 HP, 2 defense

The beast is struck a final time. It collapses onto the ground, causing it to shake as it explodes from the damage. Gore coats the walls, though luckily you were out of blast range. Twenty Crystal Coins and a life crystal emerge from the carcass of the entity, which you pick up, increasing your max HP by 50. The raptor walks back into the room, relieved of the defeat of the creature, but grossed out by the blood n' guts. It then asks you to follow it out of here to civilization, which you do so.
Wet

Wets are Super mode enemies that spawn when Squelch does the special "slime rain" attack.

## Description

Wets are green light blue slimes that are the size of purple slimes.

### Attack Style

Wets follow the basic Slime AI, but they have one special feature: They will spew random blue water streams everywhere that deals about 50 damage each.

## Stats

HP: 1000

ATK: 100  (Contact) 75  (Water streams)

DEF: 50

Immune to: None

Drops: 1 - 2 Gel (50% chance) 1 - 2 Wet Gel (60% chance)

Environment: During slime rain attack

AI Type: Slimy Slime AI

Rarity: Very common (during attack)

KB Resist: 55%

Coins: 5 - 10