recursal/Fanatic-Fandom huggingface dataset:
Cavern Zone

Doctorate | 5 | 8 per second

The **Cavern Zone** is one of the five zones that the player encounters, accessible via a portal at the basement of the Dörwall Community College's left tower, beyond the ice tiles which the player must destroy to gain access. Mobs such as Giant Snowballs, Ice Gargoyles, Antimagic Crystals and Yetis are native to this zone.

Unlike most zones, the level's structure focuses more on verticality rather than being horizontal. The boss room is always spawned near the bottom of the level. Additionally, most areas of the zone are covered in ice tiles, which need to be destroyed for the player to navigate though. Fire Crystal spells, due to their spreading nature, can be used to destroy a lot of connected ice tiles at once.

## Zone-Specific Quests

* The Crystals of MacGuffin
* Equal Rites
* Breaking Bedazzle
* Pain and Panic

## Zone-Specific Artifacts

* Columpus's Compass
* Coach's Stop Watch
* Tipsy's Mysterious Flask
* Izzy's Bookmark
Check-Point

*Bad news! The Ruin Seeker has run out of HEALTH-POINTS! But wait!? A strange being has given us another chance! Such a debt is a dangerous thing to have...*

**Check-Points** can be found throughout the game world and are used as respawn points. Most Check-Points have the same appearance of the Heir kneeling before a fire. However, Check-Points located in the Rooted Ziggurat appear as a statue with a glowing hexagon and blue fire. Some Check-Points cannot be used until a nearby Tomb is activated.

To set a Check-Point, simple approach it and press the Action button. After dying, the player will respawn near the last Check-Point set.

## Offerings

Check-Points can also be used to upgrade stats. See Offerings for more details.

1. ↑ Page 19 of the Instruction Booklet
Rainbow Prism

Internal Values | **ID:** #33**Name:** LIGHT\_MAT

The Rainbow Prism is a material. The game states that it "*Converts even the smallest amount of light into a stunning rainbow. Converts large amounts of light into blindness.*"

## Effects

#### Robes

Description: *Increases sight radius in darkness.*

This value is rounded down in UIs.

* The first Rainbow Prism slotted will grant an additional +0.5 magicmeters of Sight Radius.

* **F Level:**

Sight Radius: +2 magicmeters
* **D Level:**

Sight Radius: +4 magicmeters
* **C Level:**

Sight Radius: +6 magicmeters
* **B Level:**

Sight Radius: +8 magicmeters
* **A Level:**

Sight Radius: +10 magicmeters

#### Spells

Description: *Projectiles illuminate darkness and reveal minimap. Increases spellpower.*

This value is rounded down to 1 decimal point in UIs.

* The first Rainbow Prism slotted will grant an additional +0.3 magicmeters of Sight Radius. Spellpower does not affect this bonus.

* **F Level:**

Sight Radius: +1.2 magicmeters
Damage and Spellpower: +5.0%
* **D Level:**

Sight Radius: +2.4 magicmeters
Damage and Spellpower: +10.0%
* **C Level:**

Sight Radius: +3.6 magicmeters
Damage and Spellpower: +15.0%
* **B Level:**

Sight Radius: +4.8 magicmeters
Damage and Spellpower: +20.0%
* **A Level:**

Sight Radius: +6.0 magicmeters
Damage and Spellpower: +25.0%
* Sight Radius is 83.3333% affected by spellpower - a 100% increase of spellpower will result in a 83.3333% increase of the Sight Radius.
Necrom-nomicon

Internal Values | **ID:** #29**Name:** MINION\_MAT

The Necrom-nomicon is a material. The game states that it "*Requires a steady diet of research papers, carrots, and fear. Handle with care.*"

## Effects

#### Robes

Description: *A flock of crows follows you and attacks enemies.*

Each crow deals approximately 1 damage per second.

* The first Necrom-nomicon slotted will grant an additional +3 Flock Size.

* **F Level:**

Flock Size: +2
* **D Level:**

Flock Size: +4
* **C Level:**

Flock Size: +6
* **B Level:**

Flock Size: +8
* **A Level:**

Flock Size: +10

#### Spells

Description: *Summons a minion ally on projectile expiration.*

* **F Level:**

Minion Health: +1
Minion Damage: +2
* **D Level:**

Minion Health: +2
Minion Damage: +4
* **C Level:**

Minion Health: +3
Minion Damage: +6
* **B Level:**

Minion Health: +4
Minion Damage: +8
* **A Level:**

Minion Health: +5
Minion Damage: +10
* Minion Health and Minion Damage are 100% affected by spellpower - a 100% increase of spellpower will result in a 100% increase of both Minion Health and Minion Damage.
System requirements

*This article is a stub. You can help Tunic Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Tunic*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Minimum requirements

* Windows:
	+ OS: Windows 7
	+ Processor: Intel i5 Quad-Core
	+ Memory: 4 GB RAM
	+ Storage: 1 GB available space

* MacOS X:
	+ OS: Mac OS X 10.8
	+ Processor: Intel i5 Quad-Core
	+ Memory: 4 GB RAM
	+ Storage: 1 GB available space

## See also

* How to play guide for Tunic
* Release date
Cards

**Cards** are items that provide various effects, often altering the behavior or characteristics of effects or abilities provided by other items. In some cases, cards provide a tradeoff – for example, the Tincture card increases attack power while decreasing defense. While each card's effect is passive, a card must be assigned to a card slot in order to enable it.

## Card Details

### Location Maps

* The Overworld: Flame Sword, Inverted Ash, and Lucky Cup
* The West Garden: Cyan Peril Ring
* Under the Well: Louder Echo
* Beneath the Earth: Muffling Bell and Orange Peril Ring
* Fortress of the Eastern Vault: Anklet
* The Ruined Atoll: Bracer, Magic Echo, The Bone, and Tincture
* The Quarry: Aura's Gem and Scavenger's Mask
* The Swamp: Dagger Strap and Perfume
Shops

*This article is a stub. You can help Tunic Wiki by expanding it.*

**Shops** can be found throughout Tunic. Most are hidden and are denoted by a pair of glowing eyes in darkness on the map. The inside of the shop is dark with an imposing skeletal figure and various Items.

The items being offered change as you play through the game and purchase the limited items from the shop.

## Locations

Within the windmill in the overworld.

East of the checkpoint in the ruined atoll.

North of the first checkpoint in the west garden.

2? other locations that belong here.

There is another location that is like a shop within the large skull in the overworld east of the main checkpoint near the forest entrance. The skeleton merchant is there but with a page instead of any items. This shop requires the Hero's Laurels to enter.

## Items Offered

All items in the shop are single use items or potions. Golden coins and potions can only be purchased once and disappear from the store until the next phase that they are available.

### Phase 1

The first set of items being offered are bombs and one potion.

### Phase 2

More items are offered at this stage and there is another potion as well as a golden coin

### Phase 3

Even more items and another golden coin are offered in this phase.

## Prices

150 coins for 3 bombs.

999 coins for each golden coin.

100 for red fruit.

150 for lure.

150 for blue fruit.

90 for ivy.
Offerings

Offerings are items that the player can use to increase their stats in Tunic. The player may trade an offering and some money at a Check-Point to gain one level in a stat. There are six different types of offerings, each boosting a different stat.

### Making an Offering

To make an offering, the player must enter the submenu while standing near a Check-Point. If they have any offering items available and sufficient funds, they will then be able to select one of them from the list in the lower-right corner of the submenu. Initially, the labels above each offering item in this list read "???", but they change to the name of the item's stat after the player makes an offering of that type.

The amount of money required for an offering depends on both the offering type, and the player's current level in the offering's stat.

Page 18 in the Instruction Booklet describe offerings and how to use them.

### Offering Locations

Offerings can be found in chests throughout the game world.

### New Game+

The player's stat levels as well as any unused offerings they have are carried over into a New Game+.
Alchemy

Alchemy allows the player to use stones and essences to create materials. Ingredients come in five different grades; F, D, C, B and A - just like materials.
To perform Alchemy, the player must talk to the Alchemist.

## Operation Modes

#### Combine Mode

In Combine Mode, stones can be selected on one menu and essences on the other. The combination result, along with it's grade, can be viewed before creating it. The grade of the material will be the average of the stone and the essence, rounding up. For example, a Grade A stone combined with a Grade C essence will yield a Grade B material, while a Grade A stone combined with a Grade B essence will yield a Grade A material.

#### Seperate Mode

In Seperate Mode, a material to be split must be selected. The stone and essence resulting from the split could be viewed before splitting the material, and the resulting ingredients would have the same grade as the selected material.
There is no other cost for Alchemy, so it was infinitely possible to combine essences and stones as well as seperate materials.
Stick

The **Stick** is the first weapon found in the game. By following the linear path after starting the game, you will come upon what appears to be a cave or house with a mailbox out front. When entering the "cave" house there will be a chest containing the stick which will be your first weapon. Upon opening the chest and picking it up the achievement should unlock.
Spell

Spells are one of the two primary attack methods for the player, the other being wands. The player only has 1 spell at the start of the game, but the Scroll upgrade at the end of the Castle Zone allows the player to carry 2 at once. The Super Scroll upgrade which grants all spells one additional material slot can be found in the Temple Zone.

By default, it costs 15 mana to cast one projectile, which moves at 20 magicmeters per second and deals 100 damage on impact, but only lasts for 1 second. The width of 1 magicmeter is equal to the side length of 1 tile; see Metrics for more information.

## Enchantment

The player can specify a spell to be an enchantment while crafting a spell with the Librarian. Enchantment spells deal 0 direct damage but have their base spellpower tripled. This can used with spellpower-boostable materials such as Guillotine Blade and Green Belt to dramatically increase their damage.

## Benignment

The player could also specify a spell to be benign while crafting a spell with the Librarian. A benign spell costed less mana to cast, but only had 10% of its base damage and spellpower.

This role appears to have been replaced with the wand in the current version of Magicmaker.
Soul Contract

Internal Values | **ID:** #31**Name:** CONSUME\_MAT

The Soul Contract is a material. The game describes it as "*A contract written in blood on paper that refuses to tear, something about years of torment, yada yada please sign on the line.*"

## Effects

#### Robes

Description: *While at low health, you rapidly recover mana.*

This effect only takes place if the player is at 25% health or lower, regardless of material count and grade.

In Magicmaker, the player naturally regenerates 8 mana per second.

* The first Soul Contract slotted will grant an additional +3 mana per second of Mana Recovery Boost.

* **F Level:**

Mana Recovery Boost: +2 mana per second
* **D Level:**

Mana Recovery Boost: +4 mana per second
* **C Level:**

Mana Recovery Boost: +6 mana per second
* **B Level:**

Mana Recovery Boost: +8 mana per second
* **A Level:**

Mana Recovery Boost: +10 mana per second

#### Spells

Description: *Consumes health instead of mana for increased spellpower.*

By default, the spell's health cost is 37.5% of the would-be mana cost, rounded up.

On wands, the mana cost is assumed to be approximately 1 when calculating the health cost.

* **F Level:**

Health Cost: +12.5% of mana cost
Damage and Spellpower: +30.0%
* **D Level:**

Health Cost: +25% of mana cost
Damage and Spellpower: +60.0%
* **C Level:**

Health Cost: +37.5% of mana cost
Damage and Spellpower: +90.0%
* **B Level:**

Health Cost: +50% of mana cost
Damage and Spellpower: +120.0%
* **A Level:**

Health Cost: +62.5% of mana cost
Damage and Spellpower: +150.0%
Spells that cost too much health cannot be cast until the player has enough health.
Vulcan Wrench

Internal Values | **ID:** #28**Name:** TURRET\_MAT

The Vulcan Wrench is a material. The game states that it "*Has a tendency to rotate with an extreme force at random. Terrifies pets.*"

## Effects

#### Robes

Description: *A turret ally periodically shoots at nearby enemies.*

By default, the turret shoots once every 2 seconds regardless of material count and grade.

* **F Level:**

Turret Damage: +10
* **D Level:**

Turret Damage: +20
* **C Level:**

Turret Damage: +30
* **B Level:**

Turret Damage: +40
* **A Level:**

Turret Damage: +50

#### Spells

Description: *Creates a turret that fires copies of the spell. Cannot be cast again until turret is done firing.*

By default, the turret shoots 2 times per second regardless of material count and grade.

* The first Vulcan Wrench slotted will grant an additional +1 Turret Shots.

* **F Level:**

Turret Shots: +1
* **D Level:**

Turret Shots: +2
* **C Level:**

Turret Shots: +3
* **B Level:**

Turret Shots: +4
* **A Level:**

Turret Shots: +5
Magic Boomerang

Internal Values | **ID:** #22**Name:** BOOMERANG\_MAT

The Magic Boomerang is a material. The game states that "*Fact: All boomerangs are magic. This one is just extra special.*"

## Effects

#### Robes

Description: *Charges a shield that knocks away enemies.*

Each charge requires 2 seconds to be regenerated, regardless of material count and grade.

* The first Magic Boomerang slotted will grant an additional +5 Max Charges.

* **F Level:**

Max Charges: +5
* **D Level:**

Max Charges: +10
* **C Level:**

Max Charges: +15
* **B Level:**

Max Charges: +20
* **A Level:**

Max Charges: +25

#### Spells

Description: *On hit, returns a boomerang the refunds mana if caught.*

The mana returned by the boomerang will correctly account for fractional values, though the value will still appear to be rounded down in UIs.

On Soul Contract spells, the boomerangs heal the player instead.

* The first Magic Boomerang slotted will grant an additional +10% of Boomerang refund.

* **F Level:**

Boomerang refund: +10%
* **D Level:**

Boomerang refund: +20%
* **C Level:**

Boomerang refund: +30%
* **B Level:**

Boomerang refund: +40%
* **A Level:**

Boomerang refund: +50%
The maximum boomerang refund is 100%, which can be achieved by slotting 1 Grade A Magic Boomerang and 1 Grade B Magic Boomerang onto the spell.
Trick Bullet

Internal Values | **ID:** #34**Name:** RICOCHET\_MAT

The Trick Bullet is a material, one of the first six that the player obtains. The game states that it "*Has a tendency to appear at highly climactic moments. Strangely enough, does not require a trick gun.*"

## Effects

#### Robes

Description: *Boosts self-knockback distance on spellcast.*

In Magicmaker, casting any spell inflicts the stackable Knockback status effect for 1/30th of a second for spells and 1/300th of a second for wands. The Trick Bullet further increases the duration of the status effect, causing more knockback. This effect is the opposite of the Diamond material's robe effect.

Note that the knockback duration is also increased by 100% for each 100% increase in spellpower.

Unlike spells with the Repulsor Energy material, the player will still take damage from colliding with enemies while knocked back by this effect.

* The first Trick Bullet slotted will grant an additional +50% of Knockback Increase.

* **F Level:**

Knockback Increase: +100%
* **D Level:**

Knockback Increase: +150%
* **C Level:**

Knockback Increase: +200%
* **B Level:**

Knockback Increase: +250%
* **A Level:**

Knockback Increase: +300%

#### Spells

Description: *Ricochets towards the nearest enemy on hit.*

Every time a projectile collides with an enemy, its lifetime is also increased back to max if it was below the maximum lifetime (1 second by default) except for spells and wands with the Optic Lens material. However, it also loses 20% of its damage and spellpower after every hit, regardless of material count and grade. This reduction cannot be overcome with the Chaos Butterfly material.

* **F Level:**

Ricochet Hits: +1
* **D Level:**

Ricochet Hits: +2
* **C Level:**

Ricochet Hits: +3
* **B Level:**

Ricochet Hits: +4
* **A Level:**

Ricochet Hits: +5
It is usually pointless to equip more than one Grade A Trick Bullet, as the projectiles that ricochet after the fifth enemy will deal only 1 damage and have 0 spellpower.
Mite

*Cet article est une ébauche. Vous pouvez aider Cultist Simulator Wiki en ajoutant à l'article.*

6: La parabole d'une Ecdysiaste
10: Testament du Mille-Pattes
14: Jument-dans-l'Anneau
8: Admonitions Moldywarp
 Converts from
8: Peinture 'La Mite'

* Sylvia
* Porter
 Hirelings
 Summons
* Prophète Tordu
* Mort Aphone
* Caligine

La **Mite** est le principe de la Mite, de Satine, et de la Malachite, du changement, du caprice, de la déraison, du secret, de la nature et du Bois. Elle est associée aux barbiers et à la perte d'objets inutiles. Ses adeptes se caractérisent par leur discrétion, leur comportement erratique et leurs agendas qu'ils sont les seuls à connaître. C'est l'aspect auquel le Wildwood Club se consacre.

## Fragments de Lore

L'Avertissement du Barbier [ **Mite** 2 ]: *"Le pouvoir du Bois profite de la séparation entre la mèche et le cuir chevelu. Pour attirer l'attention, brûlez-la. Pour saisir une opportunité, enterrez-la. [Utilisé ceci dans un rituel avec un cadavre, avec l'aspect Hiver présente, et le cadavre s'élèvera."*

Un Murmure du Bois [ **Mite** 4 ]: *"Reste éveillé, et écoute. Le vent parle dans les branches. La maison pleure dans son sommeil. Il y a des routes que le chaos emprunte."*

La Parabole d'une Ecdysiaste [ **Mite** 6 ]: *"L'énigme de l'Ecdysiaste est 'Qu'est-ce qui peut être perdu ?' Chaque parabole de l'Ecdysiaste est une tentative de réponse à l'énigme."*

Admonitions Moldywarp [ **Mite** 8 ]: *"Moldywarp garde ses couronnes dans la mousse, ses pieds dans la terre et les arbres serrés dans sa mâchoire. Moldywarp a ces avertissements pour vous."*

Testament du Mille-Pattes [ **Mite** 10 ]: *"Le Mille-Pattes sortit du sable et passa sous les racines. Elle a trouvé un nouveau foyer, mais maintenant elle ne peut plus rentrer chez elle. Elle se faufile partout ailleurs : les trous de serrure, les histoires, les canaux de la naissance, de la vue et de l'ouïe. Voilà ce qu'elle a à dire."*

Né-de-la-Cuisse Doux-Thorax [ **Mite** 12 ]: *"Le Roi-Mite est né de la cuisse du le Roi Tonnerre qui est mort. Buvez sa limphase abdominale. Ce sont les curiosités que vous verrez."*

Jument-dans-l'Anneau [ **Mite** 14 ]: *"Les vraies Heures ne rencontrent pas les Dieux-du-Néant, mais l'Anneau à rencontré Jument-dans-l'Arbre là où le Bois s'épanouit. Leur relation est interdite, et les choses interdites ont du pouvoir, et c'est l'histoire de leurs relations."*

## Outils

 Alakapurine Shears | 12
 Dappled Mask | 8
 Whispering Amulet | 2
 Wingèd Doll | 4

## Ingrédients

* Pigment Pie [ **Mite** 4, Vendable 2, Pigment ]: *"Des ailes écrasées de rares lépidoptères. 'Peindre en noir, ou peindre en blanc, c'est ce qu'il te faut.'"*
* Léthal [ **Mite** 8, Vendable 4 ]: *"Une liqueur sombre et sirupeuse que l'on aime dans les villages forestiers perdu. 'La langue ou l'œil, et maintenant nous commençons ! Oublie ton nom, oublie ta peau.'"*
* Hémolymphe Sainte [ **Mite** 12, Vendable 6 ] *"De faibles traces d'une substance énigmatique répandues lors de la perpétration d'un crime ancien, scellées hermétiquement dans une ampoule en verre. 'Qui se souviendra du fils du coiffeur ?'"*
Rift Crystal

Internal Values | **ID:** #24**Name:** TELEPORT\_MAT

The Rift Crystal is a material. The game states that it is "*An otherworldly object that can sever the fabric of space and time. A leading cause of missing keys.*"

## Effects

#### Robes

Description: *Has a chance to ignore damage taken.*

* The first Rift Crystal slotted will grant an additional +7% of Evasion Chance.

* **F Level:**

Evasion Chance: +3%
* **D Level:**

Evasion Chance: +6%
* **C Level:**

Evasion Chance: +9%
* **B Level:**

Evasion Chance: +12%
* **A Level:**

Evasion Chance: +15%
The maximum Evasion Chance is 50%, which can be achieved by slotting 3 Grade A Rift Crystals onto the robe.

#### Spells

Description: *Teleports you towards the cursor when cast.*

* The first Rift Crystal slotted will grant an additional +3 magicmeters of Teleport Range. Spellpower does not affect this bonus.

* **F Level:**

Teleport Range: +1.25 magicmeters
* **D Level:**

Teleport Range: +2.5 magicmeters
* **C Level:**

Teleport Range: +3.75 magicmeters
* **B Level:**

Teleport Range: +5 magicmeters
* **A Level:**

Teleport Range: +6.25 magicmeters
* Teleport Range is 80% affected by spellpower - a 100% increase of spellpower will result in a 80% increase of the Teleport Range.

Technically, the maximum teleport range is the whole screen, as the player's cursor cannot point to locations that are out of the screen. Increasing the screen resolution of the game can increase the maximum teleport range.

## Notes

1. ↑ Actual value is 7.1%, but is shown as 7% in UIs.
Le Colonel

**Le Colonel**, aussi appelé **le Cartographe des Cicatrices**, **la Tribune des Cicatrices**, **le Capitaine Cicatrice**, ou **le Chiliarque**, est l'une des Heures, associée à l'heure VII, ou 7:00am. Ses aspects sont Bord, Hiver, et Lanterne. Il est connu pour avoir des cicatrices sur tout le corps, de sorte qu'il est aveugle et sourd. Cela ne diminue en rien sa létalité; il est si puissant que les autres Heures l'ont chargé de défendre et d'entretenir le Musée des Vers, ses cicatrices le rendent impossible à blesser.

Le colonel est l'un des Dieux-de-la-Chair, et il fut mortel. Selon certaines sources, il aida à la fondation de Mycènes en tuant le Dieu-de-la-Pierre appelé les Sept-Serpents. Selon *Le septuple meurtre des Sept Serpents*, le Colonel a obtenu ses premières cicatrices (y compris celles qui l'ont rendu aveugle) afin le protéger de la vue des Sept-Serpents. C'est apparemment en tuant Les Sept-Serpent qu'il a accompli son ascension et est devenue une Heure.

Plus tard, il fut tuteur du le Lionsmith et fut trahi par lui, ce qui déclencha une rivalité qui se poursuit encore aujourd'hui.

Le Colonel est mentionné dans le livre *La Victoire des Couronnes* comme étant le maître de divers cultes d'assassins qui ont chassé, tué et consommé des êtres immortels à travers l'histoire.

## Livres

* Le septuple meurtre des Sept Serpents
* La Victoire des Couronnes
* Livre de Sang Véritable
Philospher Stone

Internal Values | **ID:** #13**Name:** MPTURBO\_MAT

The Philospher Stone is a material. The game states that it is "*Extremely sought-after by alchemists who want to make something boring, like gold.*"

## Effects

#### Robes

Description: *A percentage of incoming damage is taken from mana instead of health.*

The player will show a purple "Resist" text effect when damage was reduced by mana, similar to the Quiver's damage resistance effect. If the player's mana is too low, excess damage after being reduced goes straight to the player.

* The first Philospher Stone slotted will grant an additional +25% of Mana Shield.

* **F Level:**

Mana Shield: +15%
* **D Level:**

Mana Shield: +30%
* **C Level:**

Mana Shield: +45%
* **B Level:**

Mana Shield: +60%
* **A Level:**

Mana Shield: +75%
The maximum Mana Shield is 99%, which can be achieved by slotting 1 Grade A Philospher Stone onto the robe.

#### Spells

Description: *Consumes extra mana to boost spellpower.*

Fractional mana costs are correctly accounted for in-game, though they will still appear to be rounded down in UIs.

* **F Level:**

Damage and Spellpower: +50.0%
Mana Cost: +7.5
* **D Level:**

Damage and Spellpower: +100.0%
Mana Cost: +15
* **C Level:**

Damage and Spellpower: +150.0%
Mana Cost: +22.5
* **B Level:**

Damage and Spellpower: +200.0%
Mana Cost: +30
* **A Level:**

Damage and Spellpower: +250.0%
Mana Cost: +37.5
Diamond

Internal Values | **ID:** #15**Name:** PENETRATE\_MAT

The Diamond is a material. The game states that "*This gem's sharp edges can cut through anything. Due to saturation, it is has long since been devalued as a currency.*"

## Effects

#### Robes

Description: *Immune to knockback while standing still. Reduces knockback while moving.*

In Magicmaker, casting any spell inflicts the stackable Knockback status effect for 1/30th of a second for spells and 1/300th of a second for wands. The Diamond material reduces the duration of the status effect, causing less knockback. This effect is the opposite of the Trick Bullet's robe effect.

Note that the knockback duration is increased by 100% for each 100% increase in spellpower.

* The first Diamond slotted will grant an additional +10% of Knockback Reduction.

* **F Level:**

Knockback Reduction: +20%
* **D Level:**

Knockback Reduction: +40%
* **C Level:**

Knockback Reduction: +60%
* **B Level:**

Knockback Reduction: +80%
* **A Level:**

Knockback Reduction: +100%
The maximum knockback reduction is 100%, which can be achieved by slotting 1 Grade A Diamond onto the robe.

#### Spells

Description: *Penetrates through multiple enemies.*

Whenever the spell's projectile collides with an enemy, its lifetime is also increased back to max if it was below the maximum lifetime (1 second by default) except for spells and wands with the Optic Lens material.

* The first Diamond slotted will grant an additional +1 Max Hits.

* **F Level:**

Max Hits: +1
* **D Level:**

Max Hits: +2
* **C Level:**

Max Hits: +3
* **B Level:**

Max Hits: +4
* **A Level:**

Max Hits: +5
How to play guide for Magicmaker

This page will serve as a basic **how to play guide for *Magicmaker***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Tips and tricks

* A common powerful 2-material spell includes the Spider Silk and Crystal Ball materials, as this will cause the trails created from the Spider Silk material to also home into enemies.

## See also

* Release date
* System requirements
Spider Silk

Internal Values | **ID:** #30**Name:** TRAIL\_MAT

The Spider Silk is a material. The game states that "*Its supurb tensile strength makes it durable, and its stickiness makes it impossible to sew with.*"

## Effects

#### Robes

Description: *Creates a trail of illusion clones that damage enemies on collision.*

By default, it takes 2.075 seconds to spawn an illusion clone.

* **F Level:**

Clone Timer: -0.075 seconds
* **D Level:**

Clone Timer: -0.15 seconds
* **C Level:**

Clone Timer: -0.225 seconds
* **B Level:**

Clone Timer: -0.3 seconds
* **A Level:**

Clone Timer: -0.375 seconds

#### Spells

Description: *Leaves a trail behind that persists for some time.*

The trailing projectile always creates 19 static child projectiles, regardless of material count and grade. All child projectiles inherit all effects of the parent projectile except they cannot make Spider Silk trails. All child projectiles will also have 80% less spellpower than their parent projectile.

By default, the child projectiles that form the trail will have a lifetime of only 0.25 seconds. Magicmaker represents this statistic as Trail Duration.

* **F Level:**

Trail Duration: +0.25 seconds
* **D Level:**

Trail Duration: +0.5 seconds
* **C Level:**

Trail Duration: +0.75 seconds
* **B Level:**

Trail Duration: +1 second
* **A Level:**

Trail Duration: +1.25 seconds
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Prototype

Cultist Simulator a commencé en tant que prototype d'un concept, qui est toujours disponible : içi. Les événements du prototypes débute le 28 juin 1920. Le prototype vous permet de réaliser les actions suivantes :

* Assigner - Envoyer un adepte ou un autre serviteur pour aider une expédition ou faire face à une menace.
* Rêve - Rêver, c'est trouver la légende, mais cela peut mettre votre santé mentale en danger.
* Explorer - L'exploration permet de localiser des ressources, mais elle peut être imprévisible.
* Renoncer - Ceci disposera généralement d'une ressource, sans avantage ni chichis.
* Étudier - L'étude d'une ressource vous en dira souvent plus à son sujet.
* Parler - Parler recrute des adeptes, entre autres choses.
* Travail - Le travail rapporte de l'argent et crée des ressources.
Items

**Items** may be used and/or equipped to aid the player. These include things like a stick, sword, bombs, and health potions. The game divides items into five different categories.

### Gear

These items provide abilities to the player that are always available once the player has acquired the item, either because the ability is passive, or because it is permanently assigned to a button.

### Equipment

These items provide abilities to the player, and must be assigned to an action button in order to be used.

### Single Use

These items are consumed when used by the player. They must be assigned to an action button in order to be used. Can be found in Chests. Some can be purchased in Shops.

### Cards

*Main article:* Cards
Cards provide a variety of special effects, often altering the behavior or characteristics of abilities provided by other items. Their effects are passive, but a card must be equipped in a card slot in order for it to take effect.

### Offerings

*Main article:* Offerings
Offerings may be offered at a Check-Point along with a sum of money to gain a level in a stat. Each stat requires a different type of offering item, and each level upgrade for a stat requires more money than the last. Offered items are consumed after use.
Capture the Flag

Capture the Flag, aka CTF, is a gamemode for **Quake Champions**. It was announced on July 27, 2018 and finally released December 20, 2018.

## Summary

In CTF, two teams will face off and attempt to snatch each other's flag while simultaneously defending their own. Such a task will require multiple players using teamwork and their own individual skill to attack and defend.

## Rules

* The two Teams consist of 4 players each
* Score a point by stealing the enemy team's flag and returning it to your team's base
* To capture and score a point, your team's flag must not be taken.
* Matches are split into 2 halves and teams will switch bases.
* The team with the most flag capture points wins the match..
* If the match results in a tie, the team with the higher XP wins.

## Supported Maps

The currently available maps to play CTF are:

* Burial Chamber
* Church of Azathoth
* Citadel
* Lockbox
* Tempest Shrine

## Initial Announcement

> You hoped, you speculated, and now your dreams are coming true: Capture the Flag is CONFIRMED! The quintessential team-based mode that started it all, in Capture the Flag, two teams will vie for control of the enemy team’s flag while protecting their own at all costs. Currently, the team with the most caps after 20 minutes wins, but we may implement a flag cap limit. Matches are played in two 10-minute halves, with teams switching positions at the half. Champions also cannot use abilities while carrying the flag.
>
>

> This is the mode players have been waiting for, and as Quake Champions is very community-driven we want to heavily involve you in the creation process. Our plan is to get CTF onto the Public Test Server soon and have the community weigh in with your feedback. This mode is very much a work in progress: with your help, we’ll be iterating on it to make sure it’s awesome.
>
>

## Gallery

*This article is a stub. You can help Quake Champions Wiki by expanding it.*

1. ↑ 1.0 1.1 https://quake.bethesda.net/en/news/1YVC3dFnGcWusAMOcygW4S
2. ↑ https://quake.bethesda.net/en/news/3YswYbVv3GcWKuSy8aEkOg
Materials

Materials are used for customizing and improving the player's wand, spells, and robe. Materials can be obtained from chests and enemies or crafted from stones and essences using alchemy.

At the start of the game, the player usually starts with 6 materials unlocked, which are the Explosive Powder, Fire Crystal, Lightning Rod, Rock, Trick Bullet and Quicksilver Gear. However, this number may be lower if the player does not find at least one of all 6 in the chests at the end of the Dörwall Community College Aptitude Test. For every mission completed, an additional three materials are unlocked for the player, in ascending order based on the material's number. This is capped at 15 in the demo version of the game.

Each material also has an associated *internal name*, always ending with the "\_MAT" prefix. These names are commonly used for quest definitions.
Vampire Tooth

Internal Values | **ID:** #9**Name:** LIFESTEAL\_MAT

The Vampire Tooth is a material. The game states that it is "*A tooth with the power to drain the essence of life. Does not sparkle.*"

## Effects

#### Robes

Description: *Boosts all healing effects.*

* The first Vampire Tooth slotted will grant an additional +25% of Heal Boost.

* **F Level:**

Heal Boost: +5%
* **D Level:**

Heal Boost: +15%
* **C Level:**

Heal Boost: +25%
* **B Level:**

Heal Boost: +50%
* **A Level:**

Heal Boost: +75%

#### Spells

Description: *Recovers health on kill with direct damage.*

Killing damage must be caused by the **spell's projectile(s)** for the player to receive any healing, which makes the material useless on enchanted spells aside from Guillotine Blade spells.

The player will not receive healing from killing blows caused by bonus damage granted from Green Belt spells unless the projectile itself deals enough damage to kill an enemy *before* bonus damage takes place.

* **F Level:**

Heal: +5% of maximum health
* **D Level:**

Heal: +10% of maximum health
* **C Level:**

Heal: +15% of maximum health
* **B Level:**

Heal: +20% of maximum health
* **A Level:**

Heal: +25% of maximum health

## Notes

1. ↑ If an enemy gets executed due to excess Execution Buildup, the player will receive healing if the killing blow is caused by either the spell's projectile damage or the spell's projectile increasing the Execution Buildup to the lethal threshold.
Essences

Essences are spheres of color that can be collected in various levels and used in Alchemy with Stones to make Materials. Essences come in 9 colors: Red, Orange, Yellow, Green, Blue, Purple, Black, White and Pink.

## Combinations

Every material has a different combination that requires one essence and one stone. To figure out the respective combination for a certain material, select it within any inventory. Under the material's name, the combination to make it is represented as two icons - the leftmost icon indicates the essence required and the icon to the right of it indicates the stone required.

## Sources

Essences and stones will never appear in chests. Rather, they are commonly found as item drops from enemies. If the player leaves a level without entering the treasure portal, then proceeds to the hub world, any gems collected by the player will break, yielding essences and stones.

## Descriptions

In previous versions of Magicmaker, the game had described each individual essence as shown below:

* **Essence of Red:** The very essence of the color red, inspiring fervor and heat. Red materials tend to change the way a spell deals damage.
* **Essence of Orange:** The very essence of the color orange, reminding you of a setting sun. Orange materials tend to affect the health and mana of the user.
* **Essence of Yellow:** The very essence of the color yellow, which makes you feel a bit cheerful. Yellow materials tend to affect a spell's movement.
* **Essence of Green:** The very essence of the color green, a very natural color. Green materials tend to cause spells to hit many targets very quickly.
* **Essence of Blue:** The very essence of the color blue, evoking peaceful feelings. Blue materials tend to affect the movement of the user or enemies.
* **Essence of Purple:** The very essence of the color purple, a strange color indeed. Purple materials tend to provide additional damaging effects.
* **Essence of Black:** The very essence of darkness. Black materials tend to provide utiltiy effects designed to aid combat spells.
* **Essence of White:** The very essence of light. White materials tend to provide useful utility effects for adventurers.
* The **Essence of Pink** has no description since it was added after the descriptions became unviewable.
Miniature Sun

Internal Values | **ID:** #35**Name:** CONSTANT\_AOE\_MAT

The Miniature Sun is a material. The game states that it is "*Perfect for miniature tans on minature beaches. Highly flammable.*"

## Effects

#### Robes

Description: *Nearby enemies take damage.*

The damage radius is always 6 magicmeters regardless of material count and grade.

* **F Level:**

Damage: +15 per second
* **D Level:**

Damage: +30 per second
* **C Level:**

Damage: +45 per second
* **B Level:**

Damage: +60 per second
* **A Level:**

Damage: +75 per second

#### Spells

Description: *Projectiles have a damaging aura.*

The aura radius is always 5 magicmeters regardless of material count and grade.

* **F Level:**

Aura Damage: +10 per second
* **D Level:**

Aura Damage: +20 per second
* **C Level:**

Aura Damage: +30 per second
* **B Level:**

Aura Damage: +40 per second
* **A Level:**

Aura Damage: +50 per second
Bouncy Ball

Internal Values | **ID:** #7**Name:** BOUNCE\_MAT

The Bouncy Ball is a material. The game states that "*This curious object bounces unusually high when dropped. Commonly marketed as a novelty.*"

## Effects

#### Robes

Description: *While crouching, you bounce off surfaces.*

While crouching and in mid-air, the player gains the Bouncy status effect, enabling the player to bounce off floors and ceilings. If the player is being knocked back by spells with the Repulsor Energy material, the player will also be able to bounce off vertical walls.

* The first Bouncy Ball slotted will grant an additional +70% of Elasticity.

* **F Level:**

Elasticity: +5%
* **D Level:**

Elasticity: +10%
* **C Level:**

Elasticity: +15%
* **B Level:**

Elasticity: +20%
* **A Level:**

Elasticity: +25%
The maximum elasticity is 95%, which can be achieved by slotting 1 Grade A Bouncy Ball onto the robe.

#### Spells

Description: *Bounces off walls.*

Whenever the spell's projectile bounces off of a wall, its lifetime is also increased back to max if it was below the maximum lifetime (1 second by default) except for spells and wands with the Optic Lens material.

* The first Bouncy Ball slotted will grant an additional +1 Maximum bounces.

* **F Level:**

Maximum bounces: +1
* **D Level:**

Maximum bounces: +2
* **C Level:**

Maximum bounces: +3
* **B Level:**

Maximum bounces: +4
* **A Level:**

Maximum bounces: +5
Guillotine Blade

Internal Values | **ID:** #26**Name:** MAXHPREDUCE\_MAT

The Guillotine Blade is a material. The game states that it was "*Taken from a real guillotine that actually executed people. Rumor has it that said guillotine no longer functions properly.*"

## Effects

#### Robes

Description: *Increases maximum health.*

* **F Level:**

Max Health: +20
* **D Level:**

Max Health: +40
* **C Level:**

Max Health: +60
* **B Level:**

Max Health: +80
* **A Level:**

Max Health: +100

#### Spells

Description: *Instantly destroys low health enemies when their execution buildup exceeds their current hp.*

Execution buildup is represented as a thin purple bar below the enemy's (or player's) health bar. It decays at a rate of 5 per second regardless of material count and grade. However, the player's buildup will decay faster after casting a Sundial spell.

* **F Level:**

Execution Buildup: +10
* **D Level:**

Execution Buildup: +20
* **C Level:**

Execution Buildup: +30
* **B Level:**

Execution Buildup: +40
* **A Level:**

Execution Buildup: +50
* Execution Buildup is 100% affected by spellpower - a 100% increase of spellpower will result in a 100% increase of the Execution Buildup.

Spells and Wands with the Optic Lens material will cause this material to be 90% weaker. However, the beams cast from such spells hit 10 times per second, overcoming the reduction.
Vacuum Cleaner

Internal Values | **ID:** #32**Name:** PULL\_MAT

The Vacuum Cleaner is a material. The game states that "*Janitors are often the quickest to discover their latent magical talent.*"

## Effects

#### Robes

Description: *Pulls nearby loot to you.*

"Loot" here refers to any collectible except for gems. This includes quest items, health pickups and even arrows from the Quiver material.

* **F Level:**

Pull Range: +5 magicmeters
* **D Level:**

Pull Range: +10 magicmeters
* **C Level:**

Pull Range: +15 magicmeters
* **B Level:**

Pull Range: +20 magicmeters
* **A Level:**

Pull Range: +25 magicmeters

#### Spells

Description: *Pulls enemies and loot towards the projectile. Enemies take damage if knocked into terrain.*

Pull Strength is always 7 magicmeters per second regardless of material count and grade.

* The first Vacuum Cleaner slotted will grant an additional +4 magicmeters of Pull Radius. Spellpower does not affect this bonus.

* **F Level:**

Pull Radius: +2 magicmeters
* **D Level:**

Pull Radius: +4 magicmeters
* **C Level:**

Pull Radius: +6 magicmeters
* **B Level:**

Pull Radius: +8 magicmeters
* **A Level:**

Pull Radius: +10 magicmeters
* Pull Radius is 50% affected by spellpower - a 100% increase of spellpower will result in a 50% increase of the Pull Radius.
Siren's Seafoam

Internal Values | **ID:** #17**Name:** WAVE\_MAT

The Siren's Seafoam is a material. The game states that "*It hums in the moonlight. The melodies it makes are absolutely enchanting.*"

## Effects

#### Robes

Description: *Charges a shield that reflects enemy projectiles.*

Reflected projectiles tend to be more effective in New Game+ since enemies deal more damage.

Each charge requires 7 seconds to be recharged, regardless of material count and grade.

* The first Siren's Seafoam slotted will grant an additional +1 Maximum Charges.

* **F Level:**

Maximum Charges: +1
* **D Level:**

Maximum Charges: +2
* **C Level:**

Maximum Charges: +3
* **B Level:**

Maximum Charges: +4
* **A Level:**

Maximum Charges: +5

#### Spells

Description: *Projectile travels in a wave pattern, reducing mana cost.*

The pattern is sinusoidal, completing a cycle every 0.5 seconds with a wavelength of 10 magicmeters. On spells with the Optic Lens material, a solid wave is produced but the wave itself also bobs up and down in a sinusoidal manner, creating nodes (static points) every 10 magicmeters.

By default, the wave's amplitude is 1.5 magicmeters. Magicmaker represents this statistic as Wave Width.

* **F Level:**

Wave Width: +0.5 magicmeters
Mana Cost: -15%
* **D Level:**

Wave Width: +1 magicmeter
Mana Cost: -30%
* **C Level:**

Wave Width: +1.5 magicmeters
Mana Cost: -45%
* **B Level:**

Wave Width: +2 magicmeters
Mana Cost: -60%
* **A Level:**

Wave Width: +2.5 magicmeters
Mana Cost: -75%
The minimum mana/health cost to cast a spell is 1 mana, which can be achieved with 1 Grade A Siren's Seafoam and 1 Grade D Siren's Seafoam (-105% cost).
Sundial

Internal Values | **ID:** #36**Name:** HASTE\_MAT

The Sundial is a material. The game states that "*Parts of it glow in the dark to accurately show the time, even at night.*"

## Effects

#### Robes

Description: *At low health, time slow. 30 second cooldown.*

When the player reaches 50% health or lower, the player gains the Time Freeze status effect for 5 seconds and the Time Slow Robe Cooldown status effect for 30 seconds.

The former causes all game entities to slow down to 5% of the normal rate, regardless of material count and grade. Player movement is not affected during the slowdown and any status effects on the player tick down as normal. All spellcasting delays also tick down as normal, however all projectiles created by spells and wands will be affected by the slowdown.

The Time Slow Robe Cooldown status effect prevents the slowdown from occurring. This status effect can be worn off faster by casting a Sundial spell.

* The first Sundial slotted will grant an additional +2.5 seconds of Duration.

* **F Level:**

Duration: +0.5 seconds
* **D Level:**

Duration: +1 second
* **C Level:**

Duration: +1.5 seconds
* **B Level:**

Duration: +2 seconds
* **A Level:**

Duration: +2.5 seconds

#### Spells

Description: *Hastes on cast, temporarily increasing movement and spellcast speed.*

Casting a spell with this material applies the Haste status effect on the player, always lasting for 1.5 seconds regardless of material count and grade.

* The first Sundial slotted will grant an additional +50% of Haste. Spellpower does not affect this bonus.

* **F Level:**

Haste: +6%
* **D Level:**

Haste: +12%
* **C Level:**

Haste: +18%
* **B Level:**

Haste: +24%
* **A Level:**

Haste: +30%
* Haste is 83.3333% affected by spellpower - a 100% increase of spellpower will result in a 83.3333% increase of the Haste.
Repulsor Energy

Internal Values | **ID:** #23**Name:** SELFKNOCKBACK\_MAT

The Repulsor Energy is a material. The game describes the material as "*An interesting cluster of energy that acts almost like a gel. Distorts disproportionately to any force.*"

## Effects

#### Robes

Description: *Increases the power of your next spell after taking damage.*

Taking damage applies the Spell Boost status effect on the player, which increases the spellpower and damage of the next spell cast. The status effect only lasts for 10 seconds regardless of material count and grade.

* **F Level:**

Revenge Boost: +20%
* **D Level:**

Revenge Boost: +40%
* **C Level:**

Revenge Boost: +60%
* **B Level:**

Revenge Boost: +80%
* **A Level:**

Revenge Boost: +100%

#### Spells

Description: *Knocks you backwards when cast due to increased spellpower.*

Casting a spell with this material will inflict a special type of knockback onto the player, unlike a robe with the Trick Bullet material (though their effects do synergize with each other). Colliding with enemies while being knocked back this way will inflict damage to enemies equal to the player's velocity. The maximum amount of damage that can be dealt this way is 100.

Self-Knockback Force is in magicmeters per second, though the unit is not shown in-game.

* The first Repulsor Energy slotted will grant an additional +5 Self-Knockback Force. Spellpower does not affect this bonus.

* **F Level:**

Self-Knockback Force: +2
Damage and Spellpower: +10%
* **D Level:**

Self-Knockback Force: +4
Damage and Spellpower: +20%
* **C Level:**

Self-Knockback Force: +6
Damage and Spellpower: +30%
* **B Level:**

Self-Knockback Force: +8
Damage and Spellpower: +40%
* **A Level:**

Self-Knockback Force: +10
Damage and Spellpower: +50%
* Self-Knockback Force is 50% affected by spellpower - a 100% increase of spellpower will result in a 50% increase of the Self-Knockback Force.