recursal/Fanatic-Fandom huggingface dataset:
Alchemical Guard

The Alchemical Guard is an Armor item which costs 8 loadout points to equip. It is also found in the Berserker, Gnome, Magician, Warder, Brawler and Riftwalker premade kits.

## Functionality

The Alchemical Guard is an armor item that provides a random buff every minute. The Alchemical Guard will grant one following buffs every 60 seconds, each lasting 90 seconds.

* Regeneration 4
* Haste 3
* Resistance 2
* Night Vision
* Speed (Slowness -2)
* Strength 3
* **Fortified Armor 6**
* Health Boost 3
* Fire Resistance

### Effect Incompatabilities

If you currently have a potion effect when Alchemical Guard tries to roll a new one, all potion effects you already have, regardless of level, cannot be rerolled. At it's simplest, Alchemical Guard cannot roll whatever effect it rolled most recently (which will have 30 seconds left at the time of rerolling). Practical examples include **Fortified Armor** not being rolled if you were recently shrine repaired, and Hearty Ale, Blood Thread, and Chugging Ale all block **resistance**, **strength**, and **speed** respectively if you use them as Alchemical Guard attempts to roll a new effect.

However, some items and conditions will prevent certain effects from being rolled at all.

* Darkvision, but NOT Lightbow or Midnight Scythe, will prevent **Night Vision** from being rolled.
* If your armor is below 5% durability **Fortified Armor** will not be rolled.
* The Ruby Pendant prevents **Regeneration** from being rolled, seeing as the item always gives regeneration passively.

## Tips

Alchemical Guard is considered to be a bit of a weaker armor due to its inconsistencies, but it is still very useful and can be very powerful if you get the right buffs. There aren't very many items that blatantly pair with Alchemical Guard, but Potion Sellers' Strongest Potion (PSSP) is a potent albeit risky choice, regeneration and resistance at the same time can be strong, but more often P.S.S.P will just roll potion effects already provided by itself or Alchemical Guard, plus the common 20% Slowness can kill Alchemical's Speed buff.
Torus

## **Overview**

Torus is a Doom Mob Hero. One will spawn during the similarly named Torus **Doom Event** in games with one or more initial Survior Heroes. Torus, the King of the Minotaurs, is an incredibly powerful melee class, capable of rending armor and survivors into shreds with their powerful axe. Torus is also easily the tankiest mob hero in general circumstance. Torus' abilites are nothing to scoth at either, for he's capable of punting survivors serveral blocks backwards or cleave multiple survivors half to death in one sweep.

In summary, Torus is a powerful melee class with very high damage weapons and even higher damage abilities, an unparalleled melee combatant only the strongest can challenge.

## **Stats**

Health: 100 Hearts (10 Rows)

Resistance: 90%

Arrow Resistance: 60%

Knockback Resistance: 100%

Speed: +30%

Depth Strider: 3

Shrine Weight: 2

Unproccable

Mob Hero

## **Tools**

### **Torus's Axe**

*"With this axe, I shall rend you to shreds"*

Base Attack: 50

Armor Shred: 50

## **Abilities**

### **Mach Punch**

Right-clicking the axe will cause Torus to stirke a nearby survivor, dealing heavy damage and sending them flying backwards. This attack can only affect one survivor at a time.

Cooldown: 10 Seconds

Damage: Deals **True Damage** equal to 20% of the target's Maximum HP.

Armor Shred: 100

Attack sends the target flying backwards at a mostly horizontal angle. The launching force is **unaffected** by Knockback Resistance.

Deals **Shield Breaking** Damage

### **Crippling Cleave**

Pressing the offhand swap hotkey (default F) will cause Torus cleave his axe through multiple survivors, dealing heavy damage, even stronger armor shred, and greatly weakening all survivors hit.

Cooldown: 30 Seconds

Instantly fire 9 invisbile beams in a curving horizontal arc infront of the user parallel to the ground.

Beam Range: 10 Blocks

Damage per Beam: 50

Armor Shred per Beam: 100

Each survivor can only be hit by 2 beams, but each beam can hit any amount of survivors. (Max Damage 100, Shred 200 per survivor.)

Any survivor hit by at least 1 beam will recieve **Weakness 2**, **Slowness 3**, and **Weakened Armor 4** for 10 seconds, does not stack if hit by 2 beams.

### **Mighty Aura**

Torus will passively buff nearby all greater demons with **Strength 3**. This buff does **not** apply to Torus themself.

Cycle Time: 10 Seconds

Radius: 10 blocks.

### Minor Passives

Unproccable: Cannot be procc'ed

Knockback Immune

Mob Hero Resilience: Greatly resistant to Consecrating Charms and will not die instantly to Shrine Protection strikes. Takes less damage from single high damage hits and takes less damage while surrounded.

## Trivia

- The first hit with a beam from **Crippling Cleave** will not have armor damage augmented by the weakened armor caused by the attack, a second hit will be affected, totaling 240 armor shred for the entire attack.
Gravel

This rocky textured, gravity vulnerable block is a key source of cobblestone in Nightfall.

Mining a block a gravel will grant it's miner 3 cobblestone placed directly into a free slot of their inventory, any extra of which will be dropped into the world at the player's origin. If the player happens to also be under the effect of **Haste** an extra 3 cobblestone will be placed inside the public chest, if that inventory fills up the extra drops will be voided.

## Quarry Drop

Mining gravel has a small chance of revealing a random treasure.

At default you have a 0.05% chance (1-2000 odds) of receiving a quarry drop. If you mine gravel under the effect of **Haste** the chances increase to 0.08% (1-1250 odds). Players using the Untimely Demise kit are half as likely to find quarry drops, resulting in a net total of 1-2500 odds to find quarry drops due to their Tombmaker. If they get a quarry drop it is gifted randomly to a non-demised player.

Once a treasure is found it can be of common, uncommon, rare, or **legendary** rarity, which rarity is received is based on the rarity's chance.

Commons have a chance of 56.74% to drop and can include following items:

* 1 Slab
* 2 Healing Stations
* 8 Enchanted Lamps
* 1 Wiggly Wrench
* 3 Blacksmith Mortar
* 2 Procs in Bottles
* 2 Turrets
* 8 Scaffold Pillars
* 2 Conducting Rods
* 4 Polishing Rags
* 3 Mana Patches
* 64 Throwable Mortar

Uncommons have a chance of 28.37% to drop and include the following:

* 2 Slabs
* 4 Healing Stations
* 16 Enchanted Lamps
* 1 Consecrating Charm
* 2 Wiggly Wrenches
* 6 Blacksmith Mortar
* 4 Procs in Bottles
* 4 Turrets
* 16 Scaffold Pillars
* 4 Conducting Rods
* 8 Polishing Rags
* 6 Mana Patches

Rares have a chance of 14.18% to drop, and include the following:

* 3 Slabs
* 6 Healing Stations
* 2 Consecrating Charms
* 3 Wiggly Wrenches
* 6 Procs in Bottles
* 6 Turrets
* 6 Conducting Rods
* 12 Polishing Rags
* 9 Mana Patches

**Legendarys** have a chance of 00.71% to drop.

## Legendary Quarry Drops

These exceptionally rare artifacts are prestigious, albeit mostly trivial, tokens of good fortune. A survivor who has dug up one or more **Legendaries** in a given round is given **Immunity** to the Plague Event until the round ends.

### The True Perfect Torch

**After many years of experimentation, we have been able to create the one true perfect torch.**

*Except it doesn't protect you from the darkness.*

This item additionally grants it's user permanent immunity to Blindness from poor lighting conditions, despite the lore text suggesting otherwise.

### Lucky Clover

*Only the luckiest have been able to find this rare clover.*

This item doesn't impart any additional bonuses aside from the Legendary exclusive effect of Plague Immunity.

### Cherry Pie

**Kiwi 5000's source of power.**

*Remember kids, always wash your hands after washing your hands.*

This item turns the holder into **Kiwi 5000** until death, may result in +20% or more blame from Tui.

Transformation is purely cosmetic.
God of Magic 6

## General Information

God of Magic on Amazon

God of Magic on Audible

## Book Blurb

Having uncovered a conspiracy within the Mage’s Guild to use the all-powerful Shodra magic items to conquer the world, Gabriel and the Shadow Foxes have no choice but to break into the Mage’s Tower and get them away from the forces of darkness.

Easier said than done, especially when one of Gabriel's lovers is pregnant with his child, but nothing is impossible for Gabe as he continues to master his arcane abilities and become the God of Magic.
Elven Kit

*"With increased movement speed, and Water Breathing, an immunity to Poison, Blindness, Soulsand, and Fire, the Elven class adapts naturally to their surroundings."*

## Items

### Primary

* Elven Dagger
* Lightbow
* Safety Juice
* Studded Armor
* Taproot

### Accessory

* Slowfall
* Star Fragment
* Scavenger

### Consumable

* 3 Stacks of Cobblestone
* 8 Blacksmith Mortar
* 4 Wiggly Wrenches
* 2 Consecrating Charms
* 6 Procs in Bottles
Shivering Temple

Shivering Temple is a Secondary Rotation map with one Shrine.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X ----, Y ---, Z ----
	+ Is actually pretty far from Smithing Tables, Fletching Tables, and Potions.
* ---
* ---
* ---
* ---

## Shrine Locations

* Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 1/1
	+ Shrine Gold: All vault gold.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region

## Tips and Trivia

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

## Map Author(s) and Additional Credits

Map Author(s): ---

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

Additional Credits
Warrior

*"The basic all Around Fighter with the ability to dash around and constantly rampage as well as heal automatically."*

## Items

### Primary

* Mystic Runesword
* Phoenix Bow
* Safety Juice
* Sturdy Armour

### Accessory

* Slowfall
* Reinforced Boots
* Avenge
* Resurrection

### Consumables

* 192 Cobblestone
* 128 Mortar
* 128 Torches
* 6 Procs in Bottles
* 8 Enchanted Lamps
* 4 Wrenches
* 2 Consecrating Charm
Turret

Turrets are one of the Consumable items. 6 Turrets are granted per 4 consumable points spent to a maximum of 18 items for 12 points.

## Turret

Turrets can be placed on any block, creating a dispenser which shoots an arrow in a single direction every second. Turrets can be rotating by the person who placed it by right clicking a side of the dispenser. Each arrow does 50 damage and can oneshot any Lesser Demons.

Max Duration: 60 Seconds.

Getting touched by a monster reduces the duration by 1.5 seconds.

One attacking monster is granted 4 **Exp** each time they damage a Turret.

The duration can only be reduced every 0.2 seconds.

Fires an arrow every second.

Power: 50

Attacks oneshot any Lesser Demons.

Turrets cannot be dropped or put in the shared chest.
Brawler Kit

*"Masters of the Fist, needing nothing but their arm as a weapon, these fighters have learned to channel their energy through their gauntlets."*

## Items

### Primary

* Volcanic Gauntlet
* Hearty Ale
* Sturdy Armor
* Alchemical Guard
* Berserker Armor

### Accessory

* Massive Quiver
* Dark Vision
* Avenge
* Resurrection
* Enchanted Aegis

### Consumables

* 192 Cobblestone
* 128 Mortar
* 128 Torches
* 4 Wrenches
* 1 Consecrating Charm
* 4 Procs in Bottles
Spare Quiver

The Spare Quiver is a Consumable item. It cannot be selected in a custom kit, 4 are included exclusively in the Ranger class.

The spare quiver is a simple item which instantly restores arrows on use. When used, the user regains all of their ammo up to capacity.

Spare Quivers cannot be dropped or placed in the shared chest.
Scaffold Pillar

Scaffold Pillar is a Consumable item. 12 Scaffold Pillars are granted per 4 consumable points spent to a maximum of 36 items for 12 points.

## Scaffold Pillar

Scaffold Pillars can be deployed to instantly create a temporary tower of scaffold blocks. The scaffolding can be built on and climbed as normal and additionally will not collapse if support to the ground is removed.

Each pillar is 9 blocks tall, they can be placed horizontally instead if placed on existing scaffolding or by sneaking. Scaffolds will vanish after 20 seconds.

Scaffold Pillars can be dropped and shared with other survivors.
Paper Mario: The Origami King

***Paper Mario: Origami King*** to szósta gra z serii Paper Mario, która ukazała się na całym świecie 17 lipca 2020 roku na Nintendo Switch. Gra nawiązuje do estetycznego stylu swojego poprzednika, Paper Mario: Color Splash, i dotyczy Mario, który przeciwstawia się złej armii origami postaci znanych jako Folded Soldiers, rządzonej przez króla Origami, króla Olly, który przejał Mushroom Kingdom.
Tomb Of Osiris

Tomb Of Osiris is a Primary Rotation map with four Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X -130, Y 74, Z -140
	+ Has Smithing Tables, Fletching Tables, Potions, Dwarven Pickaxes, and armor forging pistons nearby.
* Oil
	+ Coordinates: X -135, Y 74, Z -185
	+ Very close to the sawmill and survivor spawn.
	+ Very near mob protection after **Temple Shrine** falls.
* Sawmill
	+ Coordinates: X -120, Y 74, Z -185
	+ Very close to the oil and survivor spawn.
	+ Very near mob protection after **Temple Shrine** falls.
	+ Covered by mob protection after **Pyramid Shrine** falls.
* Quarry
	+ Coordinates: X -40, Y 80, Z -215
	+ Has Dwarven Pickaxes, Rusty Shovels, and furnaces nearby.
	+ Covered by mob protection after **Temple Shrine** falls.
* Blacksmith
	+ Coordinates: X -115, Y 74, Z -135
	+ Very close to the survivor spawn.
	+ Has Dwarven Pickaxes, and armor forging pistons.
* Goldmine
	+ Coordinates: X -130, Y 74, Z 30
	+ Fully covered by mob protection after **Cavern Shrine** falls.
	+ Has Dwarven Pickaxes

## Shrine Locations

* Temple Shrine
	+ Coordinates: X -132.5, Y 80, Z -29.5
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/4
	+ Shrine Gold: 20% from current vault
	+ Mob Spawn Coordinates: X 52, Y 107, Z -32
	+ Mob Protection Region

* Pyramid Shrine
	+ Coordinates: X -264, Y 75 Z - 31
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 2/4
	+ Shrine Gold: 25% from current vault
	+ Mob Spawn Coordinates: X -163.5, Y 84, Z -43.5
	+ Mob Protection Region
* Cavern Shrine
	+ Coordinates: X -159.5, Y 56, Z 94.5
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 3/4
	+ Shrine Gold: 40% from current vault
	+ Mob Spawn Coordinates: X -261.5, Y 74, Z -14.5
	+ Mob Protection Region
* Osiris' Tomb
	+ Coordinates: X -123.5, Y 45, Z 215.5
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 4/4
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X -151.5, Y 54, Z 127.5
	+ Mob Protection Region

## Tips and Trivia

* As a monster, you can dig through the back of the gold mine to get the height advantage on the third shrine.

## Map Author(s) and Additional Credits

Map Author(s): Machiggins

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

Additional Credits
Dwarven Heights

Dwarven Heights is an Off Rotation map with three Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X 143, Y 92, Z 57
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
* Oil
	+ Coordinates: X 110, Y 59, Z -55
	+ Is near the Sawmill and Blacksmith
* Sawmill
	+ Coordinates: X 90, Y 60, Z -70
	+ Is near the Oil and Blacksmith
	+ Has Woodcutter's Axes and Rusty Shovels nearby.
* Quarry
	+ Coordinates: X 108.5, Y 52, Z -152.5
	+ Has Rusty Shovels nearby.
	+ Has a lime teleporter which leads to and from this disjointed island.
	+ Entrance Teleporter Coordinates: X 100.5, Y 59, Z -88.5
* Blacksmith
	+ Coordinates: X 90, Y 60, Z -40
	+ Has Armor Forging Pistons and Dwarven Pickaxes
* Gold Mine
	+ Coordinates: X 110, Y 89, Z 215
	+ Has Dwarven Pickaxes

## Shrine Locations

* High Throne
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/3
	+ Shrine Gold: 33% of current vault.
	+ Mob Spawn Coordinates: X -7.5, Y 144, Z -176.5
	+ Three teleporters are located at the mob spawn which flank the first shrine.
	+ Red Exit: X -37, Y 91, Z 71
	+ Blue Exit: X -28, Y 112, Z 19
	+ Pink Exit: X 15.5, Y 91, Z 66.5
	+ Mob Protection Region
* Fortress
	+ Coordinates: X ----, Y --- Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 2/3
	+ Shrine Gold: 50% of current vault.
	+ Mob Spawn Coordinates: X 31, Y 86, Z -21
	+ Mob Protection Region
* Skylight Cave
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 3/3
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X 120, Y 89, Z 198
	+ Mob Protection Region

## Tips and Trivia

### Void Saver

Falling into the void as a Survivor is **not** lethal, instead whenever a survivor falls into the void during the **Battle Phase** they are teleported to the **Current Shrine** at the cost of One Maximum Heart. This effect stacks for each time a single survivor falls into the void. Falling into the void heals the affected target to full health for no mana cost. If a survivor is reduced to 0 or less max health due to **Void Saver** they are **not** killed immediately, but good luck surviving taking fatal damage from literally anything. Arthea is immune to the effects of the **Void Saver**, which is not a good thing, meaning Arthea will just die outright if they fall into the void, which additionally bypasses their Divine Rampage.

## Map Author(s) and Additional Credits

Map Author(s): *Unknown Author(s)*

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

Additional Credits
Mermaid Mayhem

Mermaid Mayhem is a Primary Rotation map with three Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X -123.5, Y 61, Z -155.5
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
* Oil
	+ Coordinates: X 1.5, Y 64, Z 81.5
	+ Is near the Sawmill.
* Sawmill
	+ Coordinates: X -24, Y 60, Z 32
	+ Is near Oil
	+ Has Woodcutter's Axes nearby
* Quarry 1
	+ Coordinates: X 45, Y 67, Z 10
	+ Also doubles as a gold mine.
	+ Has
* Quarry 2
	+ Coordinates: X -, Y -, Z -
	+ Also doubles as a gold mine.
* Blacksmith
	+ Coordinates: X -, Y -, Z -
* Blacksmith 2
	+ Coordinates: X -, Y -, Z -

## Shrine Locations

* Ancient Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/3
	+ Shrine Gold: 33% of current vault.
	+ Mob Spawn Coordinates: X 134, Y 78, Z 231
	+ Mob Protection Region

* Twin Guardians Shrine
	+ Coordinates: X ----, Y --- Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 2/3
	+ Shrine Gold: 50% of current vault.
	+ Mob Spawn Coordinates: X -15.5, Y 66, Z 143
	+ Mob Protection Region
* Herana's Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 3/3
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X 7.5, Y 69, Z -21.5
	+ Mob Protection Region

## Tips and Trivia

Herana spawns at a seperate location at the beginning of the game.

* Herana Spawn Coordinates: X -167.5, Y 79, Z 30.5
* Is near **Herana's Shrine**

### Mermaid's Blessing

All survivors receive additional levels of **Depth Strider**.

Additional Depth Strider: +2

## Map Author(s) and Additional Credits

Map Author(s): Jaz\_Nightfall

Map Credits Room Coordinates: X -640, Y 57, Z -25

Map room is in the lobby underneath the docks.

Additional Credits

* Deimophobe
* div\_Id\_e
* Elrastenos
* fawnic
* kud23
* Machiggins
* Penny
* \_Serenade
Conducting Rod

Conducting Rod is a Consumable item. 2 Conducting Rods are granted per 4 consumable points spent to a maximum of 6 items for 12 points.

## Conducting Rod

Conducting Rods are a powerful crowd control structure which can be placed on the floor to zap any monster it has line of sight on every second, after a short charging time. While they fill a similar niche to the Turret, Conducting Rods are better suited to close quarters and clearing crowds of Lesser Demons. Conducting rods can not be placed too close to each other.

Max Duration: 25 Seconds

Getting touched by an enemy player reduces the duration by 1.25 seconds.

One attacking monster is granted 4 **Exp** each time they damage a Conducting Rod.

The duration can only be reduced every 0.25 seconds.

Placement Block Radius: 8 Blocks from other rods.

Attack Radius: 6 Blocks

Warm-up Time: 3 Seconds

Attack Rate: 1 per second

Damage: 20

Attacks oneshot Lesser Demons

Conducting Rods cannot be dropped or placed in the shared chest.

## Trivia

* The Storm Shaman is immune to the conducting rod,
Dinosaur World

Dinosaur World 1Dinosaur World 2Dinosaur World 3Dinosaur World 4Dinosaur-world-5-logan-jacobs-harem.jpgDinosaur World 5Dinosaur-world-6-logan-jacobs-harem.jpgDinosaur World 6Dinosaur-world-7-logan-jacobs-harem.jpgDinosaur World 7Dinosaur-world-8-logan-jacobs-harem.jpgDinosaur World 8Dinosaur-world-9-logan-jacobs-harem.jpgDinosaur World 9Dinosaur-world-10-logan-jacobs-harem.jpgDinosaur World 10
* Dinosaur World 1
* Dinosaur World 2
* Dinosaur World 3
Reinforced Boots

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

## Overview

The Reinforced boots are a simple item which primarily serves to make the wearer more sturdy, both by increasing the longevity of their armor and by making the wearer harder to move with knockback or pull forces.

This item enhances the Ancient Armor with the following:

+15% Effective Durability

+10% Knockback Resistance

-5% Speed

The boots always are cosmetically enchanted regardless of condition.

+Immunity to the **Miasma Goblin's** Voracious Vortex
Warpweaver Bow

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

## Overview

The Warpweaver Bow is a simple bow which deals moderate damage compared to other bows. While it's basic arrows are simple, the Warpweaver Bow has the ability to charge it's arrows with the ability to teleport it's user to any block they land on, making the Warpweaver heavily specialized for mobility and positioning.

Power: 50

## Abilities

### Warp Shot

Left clicking the Warpweaver Bow will prime an empowered arrow for your next shot. Firing the bow while enchanted will make the sent arrow glow purple, allowing it to teleport you to any block it lands on. The arrow can teleport you any distance, with exceptions. If the arrow hits a mob they will take more damage.

The arrow will NOT teleport you if any of the following conditions apply:

* You take damage from a player mob while the arrow is flying.
* The arrow would teleport you into **Mob Spawn** or inside a wall.
	+ The Bow will be put on a 7.5 second cooldown if shot into **Mob Spawn**.
* You unempower the bow while the arrow is flying, voluntarily or automatically from another arrow landing.
* The arrow hits a monster.

Power: 75

Cooldown after sucessful teleport: 30 Seconds

Teleporting grants Night Vision for 5 seconds.

Unempowering the bow does not change the power of empowered arrows, but prevents them from teleporting you.
Blood Thread

The Blood Thread is a support item which costs 8 loadout points to equip

## Overview

The Blood Thread is a basic ale which has the ability to cost less than regular potions if it's wielder can keep up with kills.

You can heal yourself to full for 175 mana, additionally granting **Strength 2** for 4 seconds.

This item grants +4 Max Hearts when equipped.

The Monsters cannot see you bleed.

Cooldown: 1 Second

Killing a demon while you have blood thread equipped will reduce the cost of healing.

Killing an enemy player grants 3 cost reduction stacks.

Killing a Lesser Demon grants 1 cost reduction stack.

Each kill stack reduces heal cost by 5

Maximum Stacks: 30

Healing with the Blood Thread removes 10 stacks.

The max mana cost is 175 and the minimum is 25.

If you have lower than 300 mana, the next heal is reduced by 50 mana, even if you regenerate above 300 mana before healing. This heal reduction is **not** tied to stacks, but also cannot reduce healing cost below the minimum cost of 25.

## Effective Health Modifier

Blood Thread, similar to **Chugging Ale**, can be very mana efficient. Maintaining efficiency takes effort however, and is additionally affected by max health.

All values assume the user has 24 Max Hearts.

Effective Health Bonus w/o healing: 480--240 Hp

Worse Case Mana Point -> Health: 2.75--1.37 Hp

Best Case Mana Point -> Health: 19.2--9.6 Hp
Sapper Goblin

## Overview

The Sapper Goblin is a legacy monster which is no longer spawnable by any means. Sapper Goblins were reworked into the Hobgoblin as of the 10/26/2021 Update.

*The Sapper is one of three selectable goblin classes. Sapper goblins specialize in making breach points and tearing down the defenses of survivors, and applying a decent amount of damage. Sappers are the most resilient and most combat capable of the gobo classes, able to take multiple hits without dying and in return being able to knock around any survivor which gets too close. Furthermore, the health damage of a Sapper's dagger can rival the damage of zombies after offloading their Gobo Boxes. However, compared to other gobos, Sapper goblins don't excel in burst damage and need time to prepare their boxes before they explode.*

*In summary, Sapper goblins are a sustain driven wall destruction class, sporting an improved inventory of destructive implements compared to all other basic classes. Additionally Sapper goblins are more capable of fending off survivors compared to the other goblin subclasses.*

## Stats

Health: 18 Hearts (1.8 Bars)

Resistance: 60%

Knockback Resistance: 30%

Depth Strider: 3

Shrine Weight: 1.25

Proccable.

## Tools

### Gobo Pick

*"A crude pickaxe able to bearly break through defenses."*

Base Attack: 5

Armor Shred: 5

Mining Tier: Wooden Pickaxe

### Gobo Box

*"Gobos, primed and ready!"*

Quantity: 20

## Abilities:

### Gobo Box

Place a gobo box on a nearby wall. A box cannot be placed in liquids, or on top of another box. After 9 seconds, it will detonate, dealing tremendous damage to nearby walls and moderate damage to survivors. Sapper Gobo Boxes attacked several times by survivors will be destroyed, stopping the Box from denotating at all.

Base Damage: 30

Armor Shred: 25

Base Placement Cooldown: 2 seconds

Fuse: 9 Seconds

Box Health: 2-5 (Randomly chosen when placed)

Cost: 1 Gobo Box

### Lighter Back

Every time you place a gobo box, you will gain a +1 Melee Damage increase, which lasts until you die. The buff stacks until it reaches its cap, indicated by the fullness of your experience bar. However, by default, the ability has a damage cap of +0 damage, effectively being disabled, with the primary means of upgrading this perk taking the form of buying the Lighter Back upgrade.

## Upgrades:

Sapper Goblin Basic Upgrades
 Lighter Back | Increase the cap of the Lighter Back ability by +4 per level.
 Shrapnel | Gobo Boxes Gain:
+5 Damage per level.
 Destruction | Gobo Boxes Gain:
Improved Wall Damage per level.

Capstone Upgrade

Infinite Upgrades
 Upgrade Damage Bonus | Increase the cap of the Lighter Back ability by +3 per level. | Infinite. | 1500
Magician

*"Wielding a variety of magic infused items, Magicians have many tools to adapt to any situation on the battlefield."*

## Items

### Primary

* Arcane Scepter
* Spellbook
* Potion Seller's Strongest Potion
* Alchemical Guard

### Accessory

* Massive Quiver
* Slowfall
* Dark Vision
* Star Fragment

### Consumables

* 192 Cobblestone
* 4 Blacksmith Mortar
* 8 Enchanted Lamps
* 2 Consecrating Charm
* 4 Procs in Bottles
Flamelancer

## **Overview**

Flamelancers are one of three Skeletons monsters. Flamelancers specialize in sowing chaos among the survivors, with their ability spread fire through their ranks, and summon additional Lesser Demons.

## **Stats**

Health: 10

Resistance: 60%

Depth Strider 3

## **Tools**

#### **Bow go Pew!**

*"Text go Brr!."*

Allows usage of Dragon's Teeth

#### **Sword go whack!**

*"Whack? I have no idea - Alec."*

Fire Aspect I

Allows usage of Blaze Runner

## **Abilities**

Blaze Runner - (Right click with sword) - (Unlockable) - Run so fast you leave a trail of flame behind you, upgradeable with your infinite.
Untimely Demise

The least survivable of the batch of survivor pre-built classes, otherwise known as the Untimely Demised.

## Summary

The **Untimely Demised** is a kit specialized entirely for mobility and pre-game resource gathering / construction. Performing certain tasks like smelting sand, gathering gravel or gold, and making torches, and mortar will reward extra **Experience** at the start of the night. The Untimely Demised is garanteed to die to the **Plague** at the start of the first night, although certain plague events behave slightly differently against **Demised** players compared to regular survivors.

### Mark of the Demised

A player selecting the **Untimely Demised** kit is garanteed to die to the starting night's **Plague**. If they choose to not do anything before then they will instead spawn with much less **Experience** than normal (minimum of 3000). Crafting items will increase the amount of exp that you start with when you die, to a maximum of 6000 total starting Exp.

The following will count as progress to the **Mark of the Demised:**

* Digging Gravel
* Mining Gold
* Mining Armor Blocks
* Chopping Logs
* Sawmilling Logs, Planks, and Sticks.
* Making Torches and Mortar
* Smelting sand into **Blastproof Glass Blocks**.

## Items

### Primary

* Elven Dagger
* Warpweaver Bow
* Chugging Ale
* Studded Armor
* Berserker Armor
* **Mark of the Demised**

### Accessory

* Slowfall
* Dark Vision
* Speedy Bricklayer
* Tombmaker

### Consumables

* 128 Cobblestone
* 32 Mortar

## Trivia

* Demised survivors gift any Quarry Drops and Chunks of Gold to a random non-demised survivor upon unearthing one. If no non-demised survivors are alive the item is instead deleted, and will fail to show up in the unearthing player's inventory.
* Demised only unearth Quarry Drops half as often as regular survivors, (meaning with tombmaker their odds for any given block is 1/2500).
	+ Chunk of Gold drop rates are unaffected
* Demised receive permanant Night Vision while alive.
Mystic Runesword

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

## Overview

The Mystic Runesword is arguably the quintessential example of a melee weapon. It is also a favorable beginner's weapon and an incredible jack of all trades, sporting a great mix of mobility, crowd clearing, and single target utility.

It allows it's user to go into a **Powerful Rampage, of course**, more simply known as a gaining a **Proc**, when slaying any demon with the blade. This proc, as with any proc, has the powerful effect of allowing its user to **instantly** kill certain demons the user strikes, if that kill was with the Runesword it will grant a proc again, refreshing the duration and continuing the cycle. Even against demons which are not slayed outright by a proccing blow - more simply known as demons with the **Unproccable** trait - the proc will still deal extra damage against them.

Base Attack: 15

On Kill: Gain Proc

Duration: 3 Seconds

Bonus Attack: +5

Bonus Speed: **Speed 1**

## Abilities

### Runedash

Powerful wind magics imbued in the blade also allows its user to momentarily **Runedash**, sending the user forwards at blinding speeds. The dash additionally grants a shorter but stronger **Proc** and a short burst of **Invulnerability**. A potent tool for striking a demon from a great distance away, or simply to make a hasty retreat.

Cooldown: 25 Seconds

Buff Duration: 0.6 Seconds

Grants Proc

Bonus Attack: +20

Bonus Speed: **Speed 20**

Grants 12 immunity ticks.

## Tips and Trivia

If you do not have any melee weapon equipped in your kit, you will instead recieve a Lesser Runesword. It is a basic and weak weapon similar in appearance to a Mystic Runesword, although it cannot PROC upon killing and it does not have a Runedash ability.
Studded Armor

Studded Armor is an Armor item which costs 8 loadout points to equip. It is also found in the Ranger, Elven, and Nightwalker premade kits.

## Functionality

Studded Armor grants its user a considerable speed buff which grows as the armor is damaged.

Base Speed: +20%

Only recieve +10% base speed if Elven Dagger is also equipped.

More Speed is given as the armor takes damage:

* +15% extra when <70% durability
* +30% extra when <50% durability
* +50% extra when <30% durability

## Tips

Studded Armor is best used in kits that prioritize speed and hunting among all else. The Elven and Nightwalker kits make the best use of Studded Armor, combining its speed with Berserker Armor. In a custom kit, Studded works best with Dagger and Pendant, although this combo is rarely as good as Elven and Nightwalker.

## Zoom

Studded Armor used to be considered the most overpowered armor in the game. In the 1.13 update, Studded received +10% durability, passive speed at lower armor, and +15% passive speed. This, paired with the birth of the Elven kit, led to the birth of "Zoom." Zoom was a playstyle that revolved around moving fast and killing things even faster. People hated this, and in the 1.15 update, Studded was unintentionally buffed. Instead of receiving more speed at lower armor, it received more speed at higher armor as well as a passive speed buff. This made it so people could run fast without the penalties of low armor. In a later update, Studded was nerfed to a pre 1.13 state where is only had a flat speed boost and durability reduction.

As of the current 1.17 update (September 17th, 2021) Studded has been buffed back to a state functionally similar to the 1.13 studded armor, though probably with different numbers.
Gnome

*"Gnomes were always magically adept and this shows with their mighty volcanic gauntlets. Using three arrows per shot, Demons burn and crumble. Using the magic of the Massive Quiver artifact, the Gnomes were able to sustain their rate of fire.*

## Items

### Primary

* Warhammer
* Volcanic Gauntlet
* Ruby Pendant
* Sturdy Armor
* Alchemical Guard

### Accessory

* Massive Quiver
* Tombmaker
* Avenge
* Ring of Pneuma

### Consumables

* 3 Stacks of Cobblestone
* 2 Stacks of Mortar
* 2 Stacks of Torches
* 1 Consecrating Charm
* 3 Slabs
* 3 Turrets
Ruby Pendant

The Ruby Pendant is a support item which costs 8 loadout points to equip.

## Overview

Ruby Pendant is special healing item which passively regenerates the health of it's wielder.

This item passively grants the **Regeneration 4** buff at all times when equipped.

You can temporarily empower the pendant for 200 mana, granting **Regeneration 6** and **Resistance 3** for 3 seconds.

Cooldown: 1 Second

## Effective Health Modifier

The ruby pendant primarily exchanges efficiency on it's active heal for increasing effective health regeneration instead.

Effective Health Regen (Regen 4 Only): 33.3--16.7 Hp per second

Effective Health Regen (Active Heal): Full Recovery in roughly 2 seconds. (10 Hearts/second + **Resistance 3**)

Mana Point -> Effective Health: 2--1 hp

Mana Regen + Effective Health Regen: 53.3--17.7 Hp per second.

To contextualize health total, the calculation will be done across a spreadsheat with damaged assumed constant, no mana regen or drain, and broken armor.

Note to self:

# y
1000
−
(
d
p
s
−
16.67
)
x

{\displaystyle y=1000-(dps-16.67)x}

, when y is less than 0, multiply final X by 16.67 for effective added hp.
 20 (basic Husk)
 30 (max Husk, Drowned, basic Fury, Day Wolf, Polar Babe, solo Pack Leader)
 40 (soft capped Fury, Hellhounds, max Wither Skeleton melee)
 50 (Minotaur, Brawler, buffless Nightbearer, Flamelancer melee)
 60 (Lackeys)
 70(Nightbearer buffed 40s mobs, Lesser Zombie Hordes)
 80(Iron Golem, most **Mob Heroes**, Nightbearer buffed 50s, Lesser Burning Skeleton Hordes)
 110 (Torus +5)
 Approaching any higher. (Mama Bear, co-ordinated explosive or Wither Skeleton barrages)
Final Retreat: Prologue

Final Retreat: Prologue is a Primary Rotation map with four Shrines.

## Compass Locations

* Survivor Spawn
	+ Coordinates: X -99, Y 92, Z 29
	+ Has Smithing Tables, Fletching Tables, and Potions nearby.
	+ Has Armor Forging Pistons, Furnaces, Dwarven Pickaxes, and Rusty Shovels nearby.
* Oil
	+ Coordinates: X -40, Y 89, Z 10
	+ Very close to Sawmill and **Forward Bulwark Shrine**.
	+ Has Woodcutter's Axes nearby.
	+ Covered by Mob Protection after **Forward Bulwark Shrine** falls.
* Sawmill
	+ Coordinates: X -30, Y 89, Z 10
	+ Very close to Oil and **Forward Bulwark Shrine**.
	+ Has Woodcutter's Axes nearby.
	+ Covered by Mob Protection after **Forward Bulwark Shrine** falls.
* Quarry
	+ Coordinates: X 5, Y 84, Z -80
	+ Very close to the Gold Mine
	+ Has Dwarven Pickaxes, Rusty Shovels, and Sand.
	+ Covered by Mob Protection after **Forward Bulwark Shrine** falls.
* Blacksmith
	+ Coordinates: X -100, Y 92, Z 50
	+ Has Armor Forging Pistons, Furnaces, Dwarven Pickaxes.
	+ Has Smithing Tables, Fletching Tables, and Potions, and Rusty Shovels nearby.
* Gold Mine
	+ Coordinates: X 5, Y 84, Z -80
	+ Very close to Quarry
	+ Covered by Mob Protection after **Forward Bulwark Shrine** falls.

## Shrine Locations

* Forward Bulwark Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: First
	+ Shrine Number: 1/4
	+ Shrine Gold: 25% of current vault.
	+ Mob Spawn Coordinates: X 56, Y 106, Z -14.5
	+ Mob Protection Region

* Keep Shrine
	+ Coordinates: X ----, Y --- Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 2/4
	+ Shrine Gold: 33% of current vault.
	+ Mob Spawn Coordinates: X ----, Y ---, Z ----
	+ Mob Protection Region
* Yggdrasil Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Middle
	+ Shrine Number: 3/4
	+ Shrine Gold: 50% of current vault.
	+ Mob Spawn Coordinates: X -198, Y 83, Z 28.5
	+ Mob Protection Region
* Flee of the Fleet Shrine
	+ Coordinates: X ----, Y ---, Z ----
	+ Capture Region
	+ Shrine Protection
	+ Shrine Rank: Final
	+ Shrine Number: 4/4
	+ Shrine Gold: All remaining vault gold.
	+ Mob Spawn Coordinates: X -285, Y 91, Z 15
	+ Mob Protection Region

## Tips and Trivia

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

## Map Author(s) and Additional Credits

Map Author(s): Elrastenos

Map Credits Room Coordinates: X -551.5, Y 87, Z 21.5

Credits room is under lava in the lobby room.

Additional Credits

* Helpers
	+ ArcaneWarrior
	+ SciStar
	+ Sir\_Calibur
	+ Penny
Custom kits

You can find here a Google document made by Shoo0 listing all the custom kits that we as a community we created.

Be aware that those kits are often more difficult than the premade ones and we reccommend you to try out first the different kits that were made for beginners.

**The Google Doc :**

https://docs.google.com/spreadsheets/d/1-7ptXypT\_bkDcyNsOXyIkzVrkP7tM\_4hKD0WJcEAQNw/edit
Paladin

*"Paladins are always on the front line, pummeling the monsters with a proc-empowered hammer and weathering the heaviest of blows."*

## Items

### Primary

* Warhammer
* Phoenix Bow
* Hearty Ale
* Sturdy Armour

### Accessory

* Dark Vision
* Avenge
* Resurrection
* Band of the Sun and Moon
* Scavenger
* Last Blessing

### Consumables

* 192 Cobblestone
* 64 Mortar
* 64 Torches
* 2 Wrenches
* 4 Polishing Rags
* 2 Consecrating Charm
Soul Blade

The Soul Blade is one of the selectable **Melee Weapons**, it costs 20 loadout points to equip.

## Overview

The Soul Blade is a simple melee weapon which is specialized more in tankiness and crowd control due to it's ability to harvest fragments of souls from demons. Activating the abilities will send bursts of damaging angry souls which can deal considerable damage to monsters.

Attack: 15

## Abilities

### Soul Conduit

Attacking enemies with Soul Blade will steal fragments of their souls which is used by the **Soul Shatter** ability. Holding onto souls will also grant you various passive benefits, even while you are not holding the soulblade.

Mana Capacity: +250 at max souls

+25 Mana capacity is granted every 10% threshold reached.

Health Regeneration: +0.3 hp/second at max souls.

Health regen is granted smoothly based on percentage of souls.

Hitting players souls than hitting Lesser Demons.

Proc hits will give more souls than hits without.

### Soul Hop

Right clicking with Soul Blade will violently free souls from the blade, dealing damage and pulling any nearby demons. The blast will send the user forwards slightly. The cooldown of this ability is independent of the offhand key ability.

Cooldown: 4 Seconds

Mana Cost: 15

Radius: 3.5 Blocks

Damage: 15

Damage vs. Lesser Demons: 37.5

Attack deals pulling knockback.

Sends user forwards on activation.

### Soul Shatter

Offhanding the Soul Blade will make a bigger explosion which also provides protection and deals more damage at the cost of souls rather than mana. The cooldown of this ability is independent of the right-click ability.

Cooldown: 5 Seconds

Soul Cost: 10%

Radius: 5 Blocks

Damage: 35

Damage vs Lesser Demons: 87.5

Attack deals pulling knockback.

Grants **Resistance 1** for 4 seconds.
Massive Quiver

Massive Quiver is an accessory that costs 4 points, and improves your ability to use a bow.

## **Overview**

Massive Quiver has these properties:

Increases your maximum arrow count by 10 (Since your quiver size is 20 arrows by default, this will increase it to 30 total arrows carried).

Every time you kill a monster, you will gain an additional arrow in your quiver.
Brawler

The Brawler shown weilding it's Heavy Maulers. disclaimer: mob never holds the gloves ingame, also the gauntlets are outdated...

## **Overview**

Brawlers are one of the special monsters. They are resilient melee fighters who leap into the fray with their powerful gauntlets. A Brawler's fast cooldown slam allows them to shred armor in great bursts. They have similar melee endurance to minotaurs but lack knockback resistance and take heavy damage from arrows.

In summary, Brawlers excel in dealing bursts of damage and heavily punishing any survivor who gets separated from the brawler slam's high knockback.

## **Stats**

Health: 40 Hearts (80 Hp)

Resistance: 80%

Arrow Resistance: -25%

Speed: +10%

Depth Strider: 3

Shrine Weight: 1

Unproccable

## **Tools**

### **Heavy Maulers**

*"Support your fellow Drow, that fool Airem and her worthless copies, I will not fail like she so did." - Hafnir*

Attack: 25

Armor Shred: 20

## **Abilities**

### **Knockout Punch**

Right Clicking while next to a survivor will cause you to punch the survivor into the air, carrying you with them on the way up. The attack does considerable damage on its own which ramps up further if the affected survivor is missing a lot of mana. Knockout bells will ring if the attack lands on a survivor with 30% or less mana. This attack can only hit one survivor at a time.

Activated with **Right Click**

No usage Cooldown.

Charge Cooldown: 1 Minute per charge.

Maximum Charges: 3

Range: 2.5 Blocks

Base Damage: 50

Armor Shred: 25

The Attack can deal an additional +50 damage based on the remaining percentage of the survivor's mana.

Example: 300 / 1000 mana will take an additional 35 damage to a total of 85.

### **Heavy Slam**

Activating this ability will cause you to rapidly descend, dealing great damage to anyone who you come into contact with. When you land on the ground you will create an explosion which will damage anyone else nearby. Activating this ability on the ground will give pop you in the air before your descent.

Activated with **Offhand Key**

Cooldown: 8 seconds

Collision Damage: 35

Collision Armor Shred: 50

Explosion Damage: 25

Explosion Armor Shred: 30

Explosion Radius: 2.5 Blocks

### Minor Passives

Jump Boost: Passively receive **Jump Boost 2** while alive.

Unproccable: Cannot be procc'ed.

# x
q
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t
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a
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∗
0.15

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

attackStat is statically equal to 25.
 *You must deal at least [X] armor shred this life!* | Value from 4 to 9, said value can be decimal.

# x
q
u
e
s
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a
r
m
o
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h
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0.9

{\displaystyle x = questPoints \* armorShredStat \* 0.9}

armorShredStat is statically equal to 20.
 *You must hit survivors at least [X] times this life!* | Value from 4 to 9, said value can be decimal.

# x
q
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e
s
t
P
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i
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t
s

{\displaystyle x = questPoints}

 *You must hit at least [X] survivors with your slam attack!* | Integer from 3 to 6

# x
q
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{\displaystyle x = questPoints}

35 Exp per quest point.
Bloodied Waraxe

The Bloodied Waraxe is one of the selectable **Melee Weapons**, it costs 20 loadout points to equip.

## Overview

The Blooded Waraxe is a simple but powerful melee weapon, specialized to do heavy melee damage. Its abilities further increases its damage output with its high potency Proc which also restores the user's life as they kill with it. The user can also sacrifice to the weapon in order to reduce the cooldown of the proc and deal even more damage on top of it.

Attack: 15

## Abilities

### Bloodied Whispers

If you haven't killed something for 30 seconds and you are holding the waraxe, there is a 40% chance the axe will speak to you.

### Blood Rage

Right clicking with the Bloodied Waraxe will grant you a powerful **Proc**. Blood Rage also grants Night Vision and allows the user to heal by killing with the Waraxe.

Cooldown: 60 Seconds

Killing enemy players or Lesser Demons with any weapon at any time will reduce the ongoing cooldown by 0.75 seconds.

Grants Night Vision for 10 seconds.

Grants PROC

* 10 Second Duration
* Bonus Attack: +15
* Bonus Speed: **Speed 2**

Killing enemies during the Proc will heal you if you are holding the Bloodied Waraxe.

Health Healing: 2.5 Hearts

Mana Restore: 5 Mana

### Blood Sacrifice

Offhand keying with the Bloodied Waraxe will cause it to greatly damage the user and will make them more vulnerable to incoming damage. In exchange, the cooldown of **Blood Rage** is reduced and the Waraxe will temporarily deal more damage. While the sacrifice effects are active the axe have an enchantment glow. The temporary effects can be cancelled early by pressing offhand again; at no cost.

Cooldown: 10 Seconds

Self Damage: 80

Reduces the ongoing cooldown of **Blood Rage** by 9 Seconds

Grants the following effects for up to 20 Seconds:

* Bonus Attack: +10
* User takes 1.3x Damage from all sources.
Speedy Bricklayer

The Speedy Bricklayer is an accessory which costs 4 loadout points to equip.

## Overview

The Speedy Bricklayer is an upgraded form of the Bricklayer which allows for faster building of walls and the selection of greater areas. Additionally the Speedy Bricklayer will place sturdier material after the buildphase ends. Selecting this item in a custom kit also makes the wielder spawn with 2 stacks of cobblestone.

A zone needs to be created to place blocks, one corner is selected with **left click**, the other with **shift + left click**. Right clicking the item will place stone in any open space or will replace nonsolid blocks like tall grass or carpets. A selection can only be a finite size, if it's too large the building process won't start.

## Stats

Selecting the Speedy Bricklayer in a custom kit grants 2 stacks of Cobblestone at the start of the game.

Anyone who has a Speedy Bricklayer cannot obtain a regular Bricklayer by any method.

### Build Phase

Placed Blocks: Deepslate Bricks

Blocks Placed per second: 6.67

Maximum Selection: 2200 Blocks

### Combat Phase

Activation Delay: 1 Seconds

Placed Blocks: Cracked Stone Bricks

Blocks Placed per second: 4

Maximum Selection: 1200 Blocks