recursal/Fanatic-Fandom huggingface dataset:
Netherite Armor

## Netherite Helmet

Netherite has the second highest Absorb and Weight values in the game. It’s hard to obtain, but oh so worth it. Due to its weight though, you would certainly push past 50 Encumbrance if you wore a full suit.

### Obtaining

* Can be Crafted from 5 Netherite Ingots in a Crafting Table.

## Netherite Chestplate

### Equipped by

Fighter, Dwarf.

Netherite has the second highest Absorb and Weight values in the game. It’s hard to obtain, but oh so worth it. Due to its weight though, you would certainly push past 50 Encumbrance if you wore a full suit. Though not as high as Gold Armor, Netherite has a nice slight Magic Defense.

### Obtaining

* Can be Crafted from 8 Netherite Ingots in a Crafting Table.

## Netherite Gauntlets

### Equipped by

Fighter, Dwarf, Monk.

Netherite has the second highest Absorb and Weight values in the game. It’s hard to obtain, but oh so worth it. Due to its weight though, you would certainly push past 50 Encumbrance if you wore a full suit. Though not as high as Gold Armor, Netherite has a nice slight Magic Defense.

### Obtaining

* Can be Crafted from 2 Netherite Ingots in a Crafting Table.

## Netherite Leggings

### Equipped by

Fighter, Dwarf.

Netherite has the second highest Absorb and Weight in the game. It’s hard to obtain, but oh so worth it. Due to its weight though, you would certainly push past 50 Encumbrance if you wore a full suit. Though not as high as Gold Armor, Netherite has a nice slight Magic Defense.

### Obtaining

* Can be Crafted from 7 Netherite Ingots in a Crafting Table.

## Netherite Boots

### Equipped by

Fighter, Dwarf, Paladin, Dark Knight, Barbarian.

Netherite has the second highest Absorb and Weight values in the game. It’s hard to obtain, but oh so worth it. Due to its weight though, you would certainly push past 50 Encumbrance if you wore a full suit. Though not as high as Gold Armor, Netherite has a nice slight Magic Defense.

### Obtaining

* Can be Crafted from 4 Netherite Ingots in a Crafting Table.
Wooden Mattock

Mattocks are more tools than weapons, but can still do some damage in a pinch. They’re a combination of an Axe and Pickaxe, and are capable of mining through Wood as well as Stone blocks. Everyone can wield a Mattock, but only certain Classes are capable of using it as a weapon.

## Obtaining

* In generated chests.
* Can be crafted with 2 Sticks and 4 Wooden Planks of any variety.
Shadow

Shadows are Undead which grow from the shadow of a player in Abandoned Castles and Cemeteries.

## Spawning

Shadows spawn in Cemeteries, Abandoned Castle, and Marsh Dungeons. Shadows have an interesting way of spawning, having their model grow from the player's own shadow beneath them, and materializing behind the player.

## Appearance

Shadows are dark gray and translucent, having a shape which resembles a robed skeleton.

## Behavior

While materializing, Shadows make a subtle groaning sound. After materializing, Shadows will attack from behind, inflicting Blindness on hit. Their attacks aren't powerful on their own, but the Blindness lasts for 1 minute, or after the Shadow dies.

### Weaknesses

Shadows are undead, and as such are weak to Fire magic and the Smite enchantment.

### Resistances

Shadows are immune to Cold, Earth, Status, Poison, and K.O. spells.

## Strategy

The telltale way to know a Shadow is forming is the noise they make as they grow from beneath you. If you think you hear this, it never hurts to quickly check behind you. Shadows don't hit hard and can't take many hits, but their attacks inflict Blindness. Combined with their moderate Evade, Shadow battles can drag on for some time. Turn Undead is effective due to their low HP, allowing you to save Fire and Fire II for more dangerous Monsters.
Swill Ring

### Equipped by

Fighter, Cleric, Magic-User, Thief, Dwarf, Elf, Halfling, Paladin, Dark Knight, Monk, Scholar, Bard, Druid, Barbarian, Jack, Geomancer, Summoner.

The Swill Ring is a specialty ring which increases the power of not just Water Spells, but water-enchanted weapons as well. It is a treasure item, which cannot be crafted.

### Obtaining

* Can be found in generated dungeon chests.
Phial of Blood

Bottles of Blood are dropped by Vampires, and can be consumed to permanently increase your Vitality.

## Obtaining

* When a Vampire or Vampire Mystic dies, there is a 25% chance that it will drop a single Phial of Blood.

## Usage

### Drinking

* Drinking the phial will permanently increase your Vitality stat by 2. You will be left with an empty Glass Bottle.
Wooden Hatchet

Axes are available to fewer classes, and tend to trade increased damage for slower Swing Speed, a shortened Range, and no Sweeping effect like Swords. Axes are especially versatile as they also serve as tools in addition to weapons, being used to chop Wood. If these stats sound desirable, then a Wooden Hatchet may be preferable to a Wooden Shortsword.

## Obtaining

* In generated chests.
* Can be crafted with 2 Sticks and 3 Wooden Planks of any variety.
Standard Ration

There isn’t much reason to craft a Standard Ration, but in dungeons that drain your resources, any food you can find is a sight for sore eyes. It is made with any two foods and a Rabbit Hide.

## Obtaining

* Can be crafted with 2 foods and 1 Rabbit Hide.

## Uses

* Disposing of less desirable foods and making them more useful.
Numb Ring

### Equipped by

Fighter, Cleric, Magic-User, Thief, Dwarf, Elf, Halfling, Paladin, Dark Knight, Monk, Scholar, Bard, Druid, Barbarian, Jack, Geomancer, Summoner.

The Numb Ring is a specialty ring which increases the power of not just Ice Spells, but ice-enchanted weapons as well. It is a treasure item, which cannot be crafted.

### Obtaining

* Can be found in generated dungeon chests.
Rhagodessa

Rhagodessa are larger than Spiders and Cave Spiders, and their HP is somewhere between the two. They have quite a powerful attack, and they get to strike twice. They also have the ability to ‘wrap’ the player with their tendrils, holding them in place. In addition to a strong attack, they are also immensely fast.

## Spawning

Beginning at level 5, Rhagodessa spawn in Deserts at night.

### Spider Cluster

Main Article: Spider Cluster

Spider Clusters are dungeons that generate in the Sinister Woods biome. It is a vast interconnected system of webs, in which only Arthropod mobs (including Spiders) spawn.

## Drops

Upon death, a Rhagodessa drops:

0–2 String. The maximum is increased by 1 per level of Looting, for 0-5 string with Looting III.

A 1⁄3 chance of dropping a Spider Eye when killed by a player or tamed wolf. The maximum amount of spider eyes is increased by 1 per level of Looting. The chance of a spider not dropping any spider eyes can be found using the formula 2 / (Looting Level + 3). For example, Looting III gives a 1⁄3 chance of not dropping any spider eyes. All other amounts have an equal chance of occurring.

## Appearance

Rhagodessa are massive, dusty red arthropods. They resemble a Spider superficially, but are longer, and possess an extra set of legs. Their front pair of legs act as antennae, probing the air and ground, while their back three pairs of legs propel them forward extremely quickly. They also have a pair of pedipalps, long legs which have an adhesive disk on the end, allowing them to grasp prey and bring it to their mandibles, which then crush the victim.

## Behavior

Rhagodessa can see up to 16 blocks, and will pursue the player relentlessly. Due to their size, it can be easy to escape from them by going entering a space they cannot fit into.

Rhagodessa can climb up over solid blocks that are not magma blocks‌, but do not climb on underside surfaces. A Rhagodessa pursuing a player can detect a player through blocks. If a Rhagodessa cannot find an ideal path to the player due to a wall barring the way, it approaches as close as possible to the player's position, and then proceeds to climb the wall vertically until it gets to the top, even if it loses its aggression toward the player.

When attacking the player, Rhagodessa try to grab and bite them.

### Weaknesses

As Arthropods, Rhagodessa are weak to the Bane of Arthropods enchantment.
Mithril Armor

## Mithril Cap

### Equipped by

Fighter, Thief, Elf, Halfling, Paladin, Dark Knight, Druid, Barbarian, Jack, Geomancer.

Armor is where Mithril truly begins to shine. It doesn’t offer as much Absorb as Adamantine, but its incredibly lightweight nature and availability to many classes makes it a wonderful option. Obviously, it’s the best option for many light classes, and is great to mix and match with Netherite or Adamantine sets for others.

### Obtaining

* Can be Crafted from 5 Mithril Ingots in a Crafting Table.

## Mithril Mail

### Equipped by

Fighter, Thief, Elf, Halfling, Paladin, Dark Knight, Druid, Barbarian, Jack, Geomancer.

Armor is where Mithril truly begins to shine. It doesn’t offer as much Absorb as Adamantine, but its incredibly lightweight nature and availability to many classes makes it a wonderful option. Obviously, it’s the best option for many light classes, and is great to mix and match with Netherite or Adamantine sets for others.

### Obtaining

* Can be Crafted from 8 Mithril Ingots in a Crafting Table.

## Mithril Gloves

### Equipped by

Fighter, Thief, Elf, Halfling, Paladin, Dark Knight, Monk, Druid, Barbarian, Jack, Geomancer.

Armor is where Mithril truly begins to shine. It doesn’t offer as much Absorb as Adamantine, but its incredibly lightweight nature and availability to many classes makes it a wonderful option. Obviously, it’s the best option for many light classes, and is great to mix and match with Netherite or Adamantine sets for others.

### Obtaining

* Can be Crafted from 2 Mithril Ingots in a Crafting Table.

## Mithril Leggings

### Equipped by

Fighter, Thief, Elf, Halfling, Paladin, Dark Knight, Druid, Barbarian, Jack, Geomancer.

Armor is where Mithril truly begins to shine. It doesn’t offer as much Absorb as Adamantine, but its incredibly lightweight nature and availability to many classes makes it a wonderful option. Obviously, it’s the best option for many light classes, and is great to mix and match with Netherite or Adamantine sets for others.

### Obtaining

* Can be Crafted from 7 Adamantine Ingots in a Crafting Table.

## Mithril Boots

### Equipped by

Fighter, Thief, Elf, Halfling, Paladin, Dark Knight, Druid, Barbarian, Jack, Geomancer.

Armor is where Mithril truly begins to shine. It doesn’t offer as much Absorb as Adamantine, but its incredibly lightweight nature and availability to many classes makes it a wonderful option. Obviously, it’s the best option for many light classes, and is great to mix and match with Netherite or Adamantine sets for others.

### Obtaining

* Can be Crafted from 4 Mithril Ingots in a Crafting Table.
Snowball

### Used by

Fighter, Cleric, Magic-User, Thief, Dwarf, Elf, Halfling, Paladin, Dark Knight, Monk, Scholar, Bard, Druid, Barbarian, Jack, Geomancer, Summoner.

Snowballs can be thrown from a distance, but don't deal damage unless the creature is from the Fire Family.

## Obtaining

* Dropped when digging Snow Tiles with a Shovel.
Iron Nugget

Iron Nuggets are pieces of iron that can be obtained by smelting iron tools/weapons or iron/chainmail armor. One iron nugget is worth one-ninth of an iron ingot.

## Obtaining

### Smelting

Smelting Iron tools, weapons, or armor will grant 1 Iron Nugget.

Durability and enchantments do not affect the ability to smelt iron tools, weapons, or armor into iron nuggets.

### Bartering

Piglins may barter 9–36 iron nuggets when given a gold ingot.

### Chest loot

 Bridge chest
 **Ruined portal** | Chest
 **Shipwreck** | Treasure chest
 **Village** | Taiga house chest

## Usage

Iron nuggets are used to craft iron ingots, lanterns, soul lanterns, and chains.

### Crafting ingredient

* 9 Iron Nuggets will create 1 Iron Ingot.
* 2 Iron Nuggets and 1 Iron Ingot will create 1 Chain.
* 8 Iron Nuggets and 1 Torch/Soul Torch will create 1 Lantern/Soul Lantern.
* 5 Iron Nuggets will create 1 Chainmail Coif.
* 8 Iron Nuggets will create 1 Chainmail Hauberk.
* 2 Iron Nuggets will create 2 Chainmail Gloves.
* 7 Iron Nuggets will create 1 Chainmail Leggings.
* 4 Iron Nuggets will create 1 Chainmail Boots.
Staff of Life

The Staff of Life is a staff primarily used by the Cleric, and functions similarly to Potions of Healing

## Obtaining

Combining an Ankh with a Gold Quarterstaff will create the Staff of Life.

## Usage

Left-clicking with the Staff of Life in hand will cast a spell. It restores the life of living targets, and deals damage to Undead targets.

When right-clicking, it will activate its melee attack, dealing a paltry 6 damage.
Level 1.3

**Survival Difficulty: Category 2**
**》Unsafe**
**》Secure**
**》Low Entity Count**
## Description

**Level 1.3** is an expanse of submerged corridors and hallways. Some of the hallways lead to small air pockets . The rooms and architecture are very similar to that of Level 1 but with Blue tiles and the only lighting within the level comes from tube lights scattered around the level.

The properties that can define **Level 1.** are:

* Blue Tiles
* Artificial Light sources
* Occasional air pockets

**Level 1.3** is one of the strangest levels ever discovered, and is stable in geometry. There is a popular theory about the level that the water wasn't always there and that the water came from a great flood but as of now it is just mere speculation.

it is not recommended to go into the level without proper equipment otherwise you could drown in the level's depths.

## Entrances and Exits

### Entrances

Going down a Flooded stairwell within Level 1.2.

### Exits

Finding an air pocket with sunset lighting will lead to Level 2.1.

« Level 1.2 | Level 1.3 | Level 2.1 »
Warhammer

### Used by

Fighter, Cleric, Magic-User, Dwarf, Paladin, Dark Knight, Druid, Barbarian, Summoner.

The Warhammer is comparable to the Morning Star, though it Swings slightly faster, and has no Bleed effect.

## Obtaining

* Can be crafted with 2 Sticks and 5 Iron Ingots.

## Usage

* Warhammers trade higher damage for a slower cooldown. Right-clicking with the Warhammer will use the melee attack.
* Left-clicking will begin to mine a block. Instead of continuous mining, the Warhammer, like the Mallet makes several slow swings. The Warhammer can destroy a single block in one strike.
Raw Copper

Raw Copper is a raw metal resource obtained from mining copper ore.

## Obtaining

### Mining

Copper ore and deepslate copper ore mined with a stone pickaxe or better drops 2–5 units of raw copper. If the pickaxe is enchanted with Fortune, it can drop extra raw copper, allowing for a maximum of 20 units per ore block with Fortune III, or an average of 7.7 units of raw copper per ore block. If the ore is mined using a pickaxe enchanted with Silk Touch, it drops the ore block instead. Copper is most commonly generated in Deserts, Taiga, and Jungles.

### Crafting

1 Block of Raw Copper will create 9 Raw Copper.

## Usage

The primary usage of Raw Copper is smelting it into Copper Ingots.

### Crafting

9 Raw Copper will create 1 Block of Raw Copper.

### Smelting ingredient

Smelting 1 Raw Copper will create 1 Copper Ingot.

## See Also

* Items
* Copper Ingot
Magic

Magic spells are a primary form of combat and support for many classes.

## Obtaining

Spells can be learned from Spell Scrolls. Right-clicking with a Spell Scroll in hand will add it to your character's Spellbook. From here, you can Imbue any kind of Staff with any spell from your Spellbook. A staff can only hold one spell.

## Usage

Right-clicking with an imbued staff will cast the spell. Spells can only be cast a certain amount of times per day before running out. You may refresh them by resting. You can cast a spell by “Imbuing” a Staff with the desired spell, and then right-clicking. Spells can be obtained by either finding Spell Scrolls, or buying them at which point they are added to your compendium. The effects of spells last until the next time you rest.

### Attack Magic

Attack spells are single use, firing a projectile belonging to a certain element, and dealing damage once it connects with a target.

### Support Magic

These spells inflict status effects, both negative and positive. These can be divided into Defense and Offense.

#### Defense Status Magic

* Defense status magic consists of spells which grant positive effects, and should be used on your fellow party-members. These spells will remain active as long as the caster keeps his staff on the target. Once it is taken off, the effect will slowly wear off.

#### Offense Status Magic

* Offense status magic consists of spells which grant negative effects that should be used on enemies. These effects are not restricted by a timer, and will wear off at random.

### Spell Tiers

There are 9 spell tiers for white magic and 8 for black magic, and five spells for each tier. All spells share uses with the other spells of its tier, starting out with 3 uses per day. These uses increase as the player grows in levels. In order to replenish these uses, the player must rest.

## Spellcasting Classes

There are 10 classes capable of learning spells:

* Cleric
* Magic-User
* Elf
* Paladin
* Dark Knight
* Scholar
* Druid
* Jack
* Geomancer
* Summoner

The Cleric and Magic-User are the most specialized for this however, and learn the most spells.

### Black and White Magic

The Cleric, Elf, Paladin, Scholar, and Summoner can only learn White Magic which consists mostly of Support spells, and the Magic-User and Dark Knight can only learn Black Magic, which is mostly Attack magic. The Jack is the only class which can learn both types of magic.

## List of Spells

### Other

These are class-specific spells with specialized uses.

 Terrain
 Shapshift

## See Also

* Potions
* Status Effects
* Classes
Mithril Axe

### Used by

Fighter, Thief, Elf, Halfling, Paladin, Dark Knight, Druid, Barbarian, Jack, Geomancer.

Axes are available to fewer classes, and tend to trade increased damage for slower Swing Speed, a  shortened Range, and no Sweeping effect like Swords. Axes are especially versatile as they also serve as tools in addition to weapons, being used to chop Wood. The Mithril Axe is special, as it’s one of the best axes a handful of classes can wield.

## Obtaining

* Can be crafted with 2 Sticks and 3 Mithril Ingots.

## Tempering

* Putting a Mithril Axe in a Smithing Table with 1 Mithril Ingot can 'temper' it. This increases its damage twofold, and a further temper will triple its damage.
Wine

Wine is an interesting drink which is more thirst quenching than Water, but should not be consumed in large quantities. Drinking too much Wine will result in Nausea, and eventually Sleep. It is more potent than Ale.

## Obtaining

* Can be bought at Taverns in NPC Villages.
* Can be obtained by putting 1 Water Bottle and 1 Grapes in a Brewing Stand.

## Effects

As with all alcoholic beverages, Wine has two effects when drank in large quantities:

After drinking a sufficient amount of Wine, the player will begin be afflicted with Drowsiness, leading to Sleep. If you continue to drink Wine while drowsy, the additional effect of Nausea will set in on top of that.

For every Wine you drink, your internal temperature will raise incrementally. This can be useful when traversing cold climates unprepared, or if you are afflicted with the Freezing or Frozen status.
Protect Cape

### Equipped by

Fighter, Cleric, Magic-User, Thief, Dwarf, Elf, Halfling, Paladin, Dark Knight, Monk, Scholar, Bard, Druid, Barbarian, Jack, Geomancer, Summoner.

You wouldn't know it by the name, but the Protect Cape serves as a Shield. It can be used by any Class, a highly valuable trait. The 100 damage absorption is nothing to be scoffed at, and mages should definitely be using one.
Netherite Scrap

Netherite scrap is a material smelted from ancient debris, which is found in the Nether. It is used solely for crafting netherite ingots. Like all netherite-related items, it is not flammable.

## Obtaining

### Smelting

Smelting 1 Ancient Debris will create 2 Netherite Scrap.

### Chest loot

 Treasure chest
 Generic chest

## Usage

### Crafting ingredient

4 Netherite Scraps and 4 Gold Ingots will create 1 Netherite Ingot.
Weapons

Weapons will start off with a lowest set damage, but many can be tempered in a Smithing Table. There multiple classes of weapons, all with different strengths and weaknesses.

### Slashing Weapons

Slashing Weapons include Swords and Sword-adjacent weapons (Knife, Dagger). Slashing Weapons can be effect against Plant-type Monsters.

* Knife
* Dagger
* Wooden Shortsword
* Stone Falchion
* Iron Shortsword
* Iron Longsword
* Gold Scimitar
* Silver Rapier
* Diamond Shortsword
* Diamond Longsword
* Netherite Shortsword
* Netherite Longsword
* Admantine Shortsword
* Adamantine Longsword
* Mithril Shortsword
* Mithril Longsword
* End Saber

### Chopping Weapons

Chopping Weapons consist of Axes and Mattocks, and tend to be effective against Plant type Monsters and Monsters made of Wood. Axes also double as tools used for breaking Wood blocks, and Mattocks can break both Wood and Stone Blocks.

* Wooden Hatchet
* Wooden Mattock
* Stone Handaxe
* Stone Mattock
* Iron Axe
* Iron Mattock
* Gold Greataxe
* Gold Mattock
* Silver Axe
* Silver Mattock
* Diamond Battleaxe
* Diamond Mattock
* Netherite Battleaxe
* Netherite Mattock
* Adamantine Greataxe
* Adamantine Mattock
* Mithril Axe
* Mithril Mattock

### Bludgeoning Weapons

Bludgeoning Weapons don’t follow the typical progression system of other items, and are much more diverse. They are the only type of weapons a Cleric can use, and are preferred by Dark Knights. Bludgeoning weapons are typically slower to swing, but having higher damage and a greater chance to stun enemies. Bludgeoning tools tend to be effective against arthropods.

* Wooden Club
* Wooden Mallet
* Warhammer
* Morning Star
* Flail
* Tri-Flail
* Mace

### Polearms

Polearms feature great range as a melee weapon, with some even being able to be thrown. When sticking an enemy with a polearm, if it is left inside, it will inflict a unique ‘bleed’ affect which will tick the creature’s health away in case it flees. These weapons are rather effective against aquatic creatures, and can be enchanted with Impaling.

* Spear
* Halberd
* Lance
* Pike
* Trident
* Javelin

### Ranged Weapons

Ranged weapons make a good secondary to melees. If you use a ranged weapon primarily, be sure to have a backup to fall on in case you are rushed down, upon where ranged weapons become a liability.

* Bow
* Crossbow
* Longbow
* Sling
* Slingshot
* Dart
* Rock
* Snowball
* Whip
* Cat o' Nine Tails
* Boomerang
* Chakram

### Staves

Staves can be used as weapons in a pinch, but their primary function is to cast Spells with. Staves can be imbued with magic Spells, allowing you to cast them if your class has such an ability.

* Wooden Staff
* Iron Staff
* Gold Quarterstaff
* Silver Quarterstaff
* Staff of Life
Pufferfish (Mob)

Pufferfish are passive mobs found in oceans. They defend themselves by dealing damage and inflicting poison to nearby players (if not in Peaceful difficulty‌) and certain mobs.

## Spawning

Pufferfish spawn in groups of 1-3 in warm, lukewarm, and deep lukewarm ocean biomes, subject to fish spawning requirements. If trying to spawn inside a waterlogged solid block, the pufferfish uses the bigger "puffed" size to determine if it collides with anything solid.

## Drops

Pufferfish drop 1 of their item form when killed:

* 1 pufferfish
* 1 bone meal (5% chance)‌
* 1–3 XP when killed by a player or tamed wolf.

## Behavior

Pufferfish inflate themselves when approached by the player, most mobs,‌ and armor stands.

The player may collect a fish by using a water bucket on it, giving the player a bucket of pufferfish. Fish placed with buckets do not despawn naturally. When that fish bucket is used against a block, it empties the bucket, placing water with that fish swimming in it.

Unlike other fish, pufferfish don't swim in schools.

### Weaknesses

Like other fish, pufferfish cannot survive out of water. Outside of water, they flop around like guardians for a while until they start suffocating, and then die like squid. Fish cannot swim or breathe in cauldron water.

Like all Aquatic creatures, Pufferfish are weak to Lightning magic.

All fish are vulnerable to weapons that have the Impaling enchantment, which also affects squid, turtles, guardians, elder guardians, and dolphins.

### Defenses

A pufferfish inflates when approached by a player in Survival or Adventure mode, a drowned, an axolotl, or any non-water mob within a 5×5×5 volume around the fish, going from unpuffed, then semi-puffed, to fully puffed. Pufferfish are technically passive mobs but going near one when semi-puffed or fully puffed inflicts the player/mob with three or six seconds of Poison based on the inflation level, and touching one in its puffed or semi-puffed form deals damage separate from the poison.

After inflating, they slowly deflate to their normal shape as long as a threat is out of range. If the player/mob leaves the radius while the pufferfish is in its semi-puffed stage, it deflates back to normal.

Undead mobs are unaffected by the poison effect, but still, take damage when they come into contact with pufferfish.

A pufferfish inflicting damage to a mob other than creeper and ghast via touching provokes that mob to retaliate.

In Peaceful difficulty, pufferfish do not inflict damage or poison to player.‌
Nog

Nog is a festive drink which can be combined with Whiskey to "water down" its effects.

## Obtaining

Nog can be crafted with 1 Bottled Milk, 1 Sugar, 1 Egg, and 1 Vanilla Pod.

## Effects

On its own, Nog restores the same amount of thirst as Grog. When combined with Whiskey though, it restores 7, and has its alcoholic effects weakened.
Duggemundr

The Menacing Duggemundr.

Duggemundr or Tunnelmeister, is the third kaiju encountered in the series. Its first appears is on Project Kaiju in Floatio City and is first discovered on 25th March 202X in Alaska.

Duggemundr is an underground kaiju, despite not having any special abilities, it is still one of the most menacing kaiju to deal with its ability to Burrow underground prevents all units from attacking it unless there is a Radar within 2 spaces from it. This can be easily combine with Deep Tunnels which makes Duggemundr completely invulnerable to any Counter Damage and destroys all defending units in its path. Its Heat Beam can pose a huge risk to the Radar as Duggemundr can destroy any unit within 2 Spaces from it and leaves behind 5 Crisis Tiles hence making it difficult for a surviving Radar and other units to catch up. Duggemundr is indeed a menacing kaiju as further planning is required to set an ambush against a burrowing Duggemundr as Radar Units' movement cannot be undo and have sluggish with a Move speed of 2.

## Characteristics

Duggemundr has a body of a seahorse with a fin-like arms and a face of a horse. It also has 2 tusks and an Ankylosaurus' shell on its back for protection. It also has a fish like tail to transverse through underground.

## Abilities

### Carapace

Suffer no damage from the first attack each turn. (Does not affect counter damage)

> Similar bone-structure to an Ankylosaurus. Fast-regenerating plated scales provide repeated protection.
>
>

### Ram

Destroys one adjacent ground unit in its path. If there is none, gain 1 move. If there is a air unit in its path, ignore it and gain 1 move.

> Accelerates to ramming speed and uses tusks as a battering ram. Seems to consider our tanks as barely-adequate rivals for some sort of contest or a game.
>
>

### Burrow

Cannot be seem by the mayor or attacked without a **Radar** within 2 spaces.

> Curved tusks suitable for shovel-like use. Tail used in a swimming motion to achieve comparable speed to surface movement.
>
>

### Deep Tunnels

Takes **no counter** damage and cannot be slowed unless there is a **Radar** within 2 spaces of the defending unit.

> Curved tusks suitable for shovel-like use. Tail used in a swimming motion to achieve comparable speed to surface movement.
>
>

### Heat Beam

Destroys the **closest** unit within 2 spaces and leaves behind 5 crisis tiles.

If there is a unit adjacent (**closest**) to Duggemundr, it will prioritize destroying it.

> Capable of melting steel and concrete. Also used at low intensity as a mining light.
>
>

## Trivia

### Behind the Scenes

* According to the Sound Effects Artist, Donovan (Megahammer), the sound used for Duggemundr's burrowing is the use of ice cubes cracking. Duggemundr's hiss originates from a dolphin.
* Duggemundr's internal name is "Diggy" during the development.
Wood Wose

### Encountered in

Forest, Dark Forest, Taiga, Grove, Snowy Taiga, Mega Taiga, Sinister Woods, Jungle.

Wood Wose are wildmen who live in Forest and Jungle biomes. They make no settlements, and roam the wild, killing small animals they come across. They attack with Spears, Hatchets, and Bows, wear simple Cloth and Leather Armor, and are always aggressive.

## Spawning

Wood Woses spawn in groups of 1-3 in all types of forested biomes.

## Drops

Wood Woses have a chance of dropping what armor and weapons they have.

## Appearance

Wood Woses are swarthy barbarians. They wear ragged clothing, and have dark, bushy beards and unkempt hair.

## Behavior

Wood Woses are highly territorial. Their attack patterns are dependent on what weapons they carry.
Silver Bracelet

### Equipped by

Fighter, Cleric, Magic-User, Thief, Dwarf, Elf, Halfling, Paladin, Dark Knight, Monk, Scholar, Bard, Druid, Barbarian, Jack, Geomancer, Summoner.

Bracelets can be worn by every class, adding yet another layer to Armor loadouts. Bracelets are usually better worn by lighter classes with less of a selection for Hand Armor. Since they take up only one hand, you can wear a Bracelet on one and a Glove/Gauntlet on the other. Like other Silver items, it provides a Thorns-like ability against Lycanthropes.

### Obtaining

* Can be crafted with 5 Silver Nuggets.
* Can be found in generated dungeon chests.
Tri-Flail

### Used by

Fighter, Cleric, Magic-User, Dwarf, Paladin, Dark Knight, Druid, Barbarian, Summoner.

The Tri-Flail has the potential to out-damage the ordinary Flail, with each projectile dealing 7 damage, adding up to 21 if they all connect. That is where the problem lies however, as even though it has the same range, it is much less accurate than the Flail. Because of this, it is best used in close-range.

## Obtaining

* Can be crafted with 1 Stick, 1 Chain, and 3 Iron Ingots.
Silver Mattock

Mattocks are more tools than weapons, but can still do some damage in a pinch. They’re a combination of an Axe and Pickaxe, and are capable of mining through Wood as well as Stone blocks. Everyone can wield a Mattock, but only certain Classes are capable of using it as a weapon.

## Obtaining

* Can be crafted with 2 Sticks and 4 Silver Ingots.
Status Effects

An effect is a helpful or harmful condition that affects an entity. Effects can be inflicted in various ways throughout the game, including consuming potions and some food items, being in the range of beacons and conduits, and being attacked by or close to certain mobs.

The /effect command allows players to inflict effects upon themselves and other entities.

## Behavior

Any entities inflicted by an effect are affected in various ways for an amount of time. During the effect, spiral-shaped particles emanate from the position of the inflicted entity. For most effects, higher levels increase the strength of the effect.

Players can open their inventory to see any current effects afflicted upon them, as well as the levels and duration of each.

Internally, in the `/effect` command, and in potion Amplifier NBT tags, the game stores an "amplifier" value, which is one less than the displayed level. For example, Strength II has an amplifier value of 1.

Due to the way this amplifier is stored in NBT, amplifiers of 128 to 255 (levels 129 to 256) in NBT tags (e.g. on potions) are treated as if they were −128 to −1 (levels −127 to 0) respectively.‌ The `/effect` command initially applies such amplifiers in their positive-valued sense but this is later converted to the negative-valued interpretation, leading to inconsistent results.

Any number of different effects, including opposing effects such as Strength and Weakness, can be simultaneously active on a player. However, it is not possible to apply the same effect multiple times, even if they are of different levels (e.g. Strength and Strength II). When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level.

When the stronger effect overrides the weaker effect, the weaker effect remains, but is hidden. It returns after the stronger effect expires, if the weaker effect has a higher duration than the stronger effect. This change makes it impossible to create custom potion antidotes by applying an amplified effect with a one tick duration.

Note that even with commands, effects cannot be made to last forever.

When drinking from milk bucket, dying, being saved from death by a totem of undying, or traveling through the exit portal in the End, all status effects are removed. Single-player users with cheats enabled and operators in multiplayer servers can use `/effect **clear** <playername>`‌ to achieve the same goal.

Damage dealt by effects (a kind of "magical damage") completely bypasses armor, making it a good way to deal with highly-armored targets (Protection enchantments reduce damage taken from effects). Witches are the only mob to have natural protection against effects, taking 85% less‌ damage from effects, except Wither.

## Effect list

Positive effects have blue text in potion information and are displayed on the upper row of effects in the heads up display, while negative effects have red potion text and are displayed in the bottom row. Neutral effects have the blue potion text and are listed with the negative effects in the bottom row in the heads up display.
Werehare

Werehares will disguise themselves as NPCs during the day, and reveal their true selves at night. They have very low HP, but make up for it with their incredible speed. As Lycanthropes, Werehares take double damage from Silver weapons, and Fire Aspect enchanted blades will stunt their Regeneration ability. Werehares are most common to the Desert and other arid, treeless plains.

## Spawning

### Natural generation

When a Desert/Savanna Villager spawns, there's a 5% chance that it will be a Werehare. When a Wandering Trader spawns there is a 10% chance it will be a Werehare if it spawns in the Desert or Savanna.

### Lycanthrope Villages

Lycanthrope Villages are rare generated structure where all the inhabitants are Lycanthropic. Werehares will still spawn here even if it isn't in a dry, arid biome.

## Drops

Werehares have a chance to drop 1 Rabbit's Foot upon death (but only in rabbit form).

## Appearance

During the day, Werehares are identical to the NPCs that they are disguised as. At night, their appearance shifts to a small, light creature with tan fur. The clothes they wear during the day become torn.

## Behavior

At sundown, Werehares will begin to transform. The transformation takes 5 seconds, leaving them vulnerable to attack for a few seconds. Being aware of this, They will attempt to hide themselves before transforming. After the transformation is complete, they will behave more stealthily to other monsters, making sure to keep their appearance hidden. Werehares will ignore cover, and use their blazing speed to their advantage. They will run by the player for a drive-by hit, and continue running, eventually circling back around. When in Villages, they behave slightly differently. They will break into Villager's homes, and attempt an attack. If bitten, the Villager will become a Lycanthrope of the same type.

### Regeneration

Werehares have the ability to regenerate their HP, at a rate of 2 HP per second.

### Poison

Werehares' attacks have a 50% chance to inflict Poison.

### Lycanthropy

Lycanthropy can be cured by feeding the NPC Wolfsbane.

### Weaknesses

Like all Lycanthropes, Werehares are weak to Silver weapons. If the player is wearing Silver Armor and is hit by the Werehare, the Werehare will take damage.

## See Also

* Mobs
* Werewolf
* Devil Swine
* Wererat
* Werebat
* Werecrow
* Werebear
* Werecat
Wooden Shortsword

### Used by

Fighter, Thief, Elf, Halfling, Paladin, Dark Knight, Druid, Barbarian, Jack, Geomancer.

The Wooden Shortsword is the weakest and most basic Sword in the game. It can be tempered (somehow), but it might be worth simply skipping to the Stone Falchion instead, if your class allows it.

## Obtaining

Wooden Shortswords can be crafted with 2 blocks of any type of Wooden Planks, and 1 Stick.

## Tempering

* Putting a Wooden Shortsword in a Smithing Table with 1 block of Wooden Planks can 'temper' it. This increases its damage twofold, and a further temper will triple its damage. This, combine with the greatly increased durability, makes the Wooden Shortsword more worth holding onto.

## Fuel

* Wooden Shortswords can be used as fuel in a Furnace. It burns longer the more it is Tempered.
Raw Chicken

Raw Chicken has the chance to give you the Hunger effect after eating it Raw. Unless you are absolutely desperate, there’s no reason not to cook it first.

## Obtaining

* Can be dropped by killing a Chicken.
* Can be traded from a Butcher Villager.

## Uses

* Can be cooked in a Furnace to create Cooked Chicken.
* Can be traded with a Butcher Villager.
Wererat

Wererats will disguise themselves as NPCs during the day, and reveal their true selves at night. They have the lowest health of the Lycanthropes, but have a Goblin-like “Steal” ability. As Lycanthropes, Wererats take double damage from Silver weapons, and Fire Aspect enchanted blades will stunt their Regeneration ability. Wererats are most common to Caves and the Underground.

## Spawning

### Natural generation

When a Villager spawns, there's a 2% chance that it will be a Wererat. When a Wandering Trader spawns there is a 5% chance it will be a Wererat.

### Lycanthrope Villages

Lycanthrope Villages are rare generated structure where all the inhabitants are Lycanthropic.

## Appearance

During the day, Wererats are identical to the NPCs that they are disguised as. At night, their appearance shifts to a scrawny, sickly creature with a likeness to the ordinary Rat. They have patchy dark fur and uneven front teeth.

## Drops

Wererats have a chance to drop 1-2 Rat Tails upon death (but only in rat form).

## Behavior

At sundown, Wererats will begin to transform. The transformation takes 5 seconds, leaving them vulnerable to attack for a few seconds. Being aware of this, They will attempt to hide themselves before transforming. After the transformation is complete, they will behave more stealthily to other monsters, making sure to keep their appearance hidden. Wererats are cowardly, and will dash forward to steal from, or damage their foe, and then run off. When in Villages, they behave slightly differently. They will break into Villager's homes, and attempt an attack. If bitten, the Villager will become a Lycanthrope of the same type.

### Poison

Wererat attacks have a 50% chance to inflict Poison.

### Regeneration

Wererats have the ability to regenerate their HP, at a rate of 2 HP per second.

### Lycanthropy

Lycanthropy can be cured by feeding the NPC Wolfsbane.

### Weaknesses

Like all Lycanthropes, Wererats are weak to Silver weapons. If the player is wearing Silver Armor and is hit by the Wererat, the Wererat will take damage.

## See Also

* Mobs
* Werewolf
* Devil Swine
* Werehare
* Werebat
* Werecrow
* Werebear
* Werecat
Mithril Mattock

### Used by

Fighter, Thief, Elf, Halfling, Paladin, Dark Knight, Druid, Barbarian, Jack, Geomancer.

Mattocks are more tools than weapons, but can still do some damage in a pinch. They’re a combination of an Axe and Pickaxe, and are capable of mining through Wood as well as Stone blocks. Everyone can wield a Mattock, but only certain Classes are capable of using it as a weapon.

## Obtaining

* Can be crafted with 2 Sticks and 4 Mithril Ingots.
Werebat

Werebats will disguise themselves as NPCs during the day, and reveal their true selves at night. They have the third-lowest health of the Lycanthropes, but can Fly for added Evasion. As Lycanthropes, Werebats take double damage from Silver weapons, and Fire Aspect enchanted blades will stunt their Regeneration ability. Werebats are most common to Caves and the Underground.

## Spawning

### Natural generation

When a Villager spawns, there's a 2% chance that it will be a Werebat. When a Wandering Trader spawns there is a 10% chance it will be a Werebat if it spawns in the Desert or Savanna.

### Lycanthrope Villages

Lycanthrope Villages are rare generated structure where all the inhabitants are Lycanthropic.

## Drops

Werebats have a chance to drop 1 Bat Wing upon death (but only in bat form).

## Appearance

During the day, Werebats are identical to the NPCs that they are disguised as. At night, their appearance shifts to a small, winged creature with brown fur, and bear a resemblance to regular Bats. The clothes they wear during the day become torn.

## Behavior

At sundown, Werebats will begin to transform. The transformation takes 5 seconds, leaving them vulnerable to attack for a few seconds. Being aware of this, They will attempt to hide themselves before transforming. After the transformation is complete, they will take flight. Werebats will ignore cover, and use their flight to their advantage. They will hang low in the air, occasionally swooping down to attack the player.

### Regeneration

Werebats have the ability to regenerate their HP, at a rate of 2 HP per second.

### Poison

Werebats' attacks have a 50% chance to inflict Poison.

### Lycanthropy

Lycanthropy can be cured by feeding the NPC Wolfsbane.

### Weaknesses

Like all Lycanthropes, Werebats are weak to Silver weapons. If the player is wearing Silver Armor and is hit by the Werebat, the Werebat will take damage.

## See Also

* Mobs
* Werewolf
* Devil Swine
* Wererat
* Werehare
* Werecrow
* Werebear
* Werecat
Silver Rapier

The Silver Rapier is slightly more powerful than the Gold Scimitar, though there are better weapons available. Its best use is against Lycanthropes, who take double damage from it.

## Obtaining

Silver Rapiers can be crafted with 2 Silver Ingots and 1 Stick.

## Tempering

* Putting a Silver Rapier in a Smithing Table with 1 Silver Ingot can 'temper' it. This increases its damage twofold, and a further temper will triple its damage.
Sprite

Sprites are more neutral Fey. Somewhere between Fairy and Pixie, Sprites will become aggressive and attack with their Bows if you approach them too quickly as opposed to simply flying away. If approached slowly they will be willing to engage in trade with you for Spell Scrolls and Potions.

## Spawning

Sprites spawn only in rare Sprite Pools which generate only in Flower Forests. They only spawn at night.

## Appearance

Fairies are small, light blue-haired figures with fair skin and antennae. Their wings are clear with yellow outlines, and they wear green gowns.

## Behavior

Some Sprites will fly around aimlessly, while others will dance, or sit near the water's edge and laugh with each other. They hardly venture far from the pool. If you are running, Sprites will interpret this as a threat, and will retaliate accordingly, using their Bows.

## Bottling

If you abuse the trust of Sprites, they will instantly become aggressive, and attack. They will stop appearing for the offending player permanently afterwards.

## Gifting

After successfully approaching a Sprite, in exchange for Honey, they will trade random Spell Scrolls and Potions. These Scrolls can be of Spells high above your level that you otherwise wouldn't be able to get yet, making this a fun way to break the natural level of progression.

## See Also

* Mobs
* Fairy
* Pixie
Pixie Amulet

### Equipped by

Fighter, Cleric, Magic-User, Thief, Dwarf, Elf, Halfling, Paladin, Dark Knight, Monk, Scholar, Bard, Druid, Barbarian, Jack, Geomancer, Summoner.

The Pixie Amulet is a simple necklace item, which increases your Magic Defense by 5% when worn. For Classes that already have a high enough Absorb, the Pixie Amulet is probably preferable.

### Obtaining

* Can be found in generated dungeon chests.
* Can be traded from Fairies.
Odd Eye

Odd Eyes are bizarre aberrations that populate the deepest parts of the oceans, as well as flooded caves. They have a paralyzing gaze attack, which they always use.

## Spawning

### Natural generation

Odd Eyes spawn naturally at light level of 0 in all deep ocean biomes, aquifers , and flooded caves.

Odd Eyes spawn individually inside flowing water or source water that is 2x2 blocks or bigger (this can include waterlogged blocks). In ocean biomes, drowned spawn at Y < 28, or at least 32 blocks below sea level.

## Drops

Odd Eyes drop 0–1 Eyedrops after dying. The maximum drop is increased by 1 per level of Looting, for a maximum of 0-5 with Looting III.

## Behavior

Odd Eyes use their Paralyzing Gaze on every turn rather than attacking. They can't take a single hit, even from a Magic-User, but their 42% Evade is hard to bypass early in the game. Lightning or Ice will take care of them without any risk, while physical attacks are much less reliable.

They are shy creatures, and only attack when the player comes within 10 blocks of them. They flee from other hostile monsters besides Sahuagin.

If on land, Odd Eyes awkwardly lie on the ground, totally limp. They are unable to move, and will quickly suffocate.

During the day, Odd Eyes swim only to attack players that are swimming in the water with them; otherwise, they stay on the floor of the water body they are in, ignoring players on land or in a boat. At night, they become more confident and swim farther up from the ocean floor, and will return to the bottom when the sun rises.

They are immune to guardians or elder guardians attacks. They are also immune to knockback.

Odd Eyes do not succumb to monster infighting. If an Odd Eye is hit by another monster, it swims away in fear.
Silver Shield

The Silver Shield is somewhat similar to the Gold Shield statistically, but has the advantage of being excellent against Lycanthropes. Like with Silver Armor, if a Lycanthrope was to merely scratch its surface, they will reflectively take Thorns-like damage. This niche does slightly limit its usefulness though, as the Iron Shield is both cheaper, and absorbs more damage.

### Obtaining

* Can be found in generated Chests.
* Can be Crafted from 7 Silver Ingots and 1 Iron Ingot in a Crafting Table.