recursal/Fanatic-Fandom huggingface dataset:
Alpha 11 dev-2494

## Release

Alpha 11 develop build 2494 was the second release of the Alpha 11 develop code base. It was released on July 13, 2015.

## Patch Notes

Patch notes are copied from the official Stonehearth blog entry.

### Bug fixes

* Crates inside and on buildings will now work properly.
* Hearthlings can now place items that are stored in crates.
* Fixed an issue that prevented hearthlings from crafting from crates.
* Hearthlings now eat from food in crates.
* Fixed promoting hearthling when talisman is in a crate.
* Fixed collision regions for the large crate and leather bound chest.
* Fixed save/load bugs with sleeping and eating.
* Starting town items now show up in town inventory.
* Fix character sheet error on promotion.
* You can no longer sell placed items.
* The place item screen now only displays objects that can be placed.
* Pets can now eat from berry baskets without errors.
* Crafted items are now immediately added to town inventory.
* Crafters now maintain the correct number of items.
* Crafters can now sometimes successfully skip craft orders they do not have the ingredients to complete.
* Sheep no longer run in place when they first spawn.
* Fixed resource description on cook’s workshop.
* Character sheets only display for humans.
* Fixed some UI errors that can happen in the shop dialog.

### Performance

Improved farming performance for when there are a lot of farm fields.

### Other Changes

* Hearthlings now sleep underneath the covers in comfy beds.
* Added copy to clipboard button for UI errors.
* Shops will now put stuff in escrow when you sell it so you can buy it back if you want. Escrow items will be dropped off near the banner once you close the shop UI.
* Game speed hotkeys are now back to 1, 2, 3.
* Hotkey to open the console is now ctrl-c.

### Known Issues

* Objects in hearthling backpacks will show up in place furniture screen even though they cannot be placed until they are put down.
* Objects that are in iconic form versus objects placed in the world will show up as separate items (but with the same icon/name/description) in town inventory screen.
Engineer

## Job Information

**Engineer** is a recently added job for citizens in your village.

The Engineer was added once Stonehearth reached the $360,000 level on Kickstarter.

## Recipes

The Engineer can make numerous items at the Engineer's Toolbench from ingots crafted by the Blacksmith.

### Gears and Parts

###

## Perks

The engineer gains experience by making items at the Engineer's Workshop (as well as fixing defenses and doors). More experience is gained by crafting higher level items.

## Tips

* If The [Combat hearth] is chosen as a way to gain more wealth, a reliable way of gaining massive amounts of wealth late game it is by placing traps and turrets around the hearth, as the summoned monsters always appear next to the hearth.

1. ↑ https://www.kickstarter.com/projects/1590639245/stonehearth
Animals

Animals or Critters are entities which spawn naturally in every biome. They're neutral towards all factions.

## Domesticated Critters

Domesticated critters are the province of the Shepherd, who gathers and looks after them. Areas can be designated as a pasture *(Default Shortcut: Shift + P)* which is only accessible after promoting a Trapper to a Shepherd. Each area can be assigned a certain type of domesticated critter. All domesticated critters can be bred if there's at least 2 of them in a pasture.

### Sheep

*"So fluffy!"*

Sheep will spawn and follow the shepherd as they wander around the map. Hearthlings will periodically shear the sheep for wool bundles and the sheep can also be slaughtered for raw mutton.

### Poyo

*"Plump and tasty wild fowl"*

Poyo's will spawn and follow the shepherd and come in three different colors. They will occasionally lay eggs, which will be either fertilized or unfertilized. Fertilized eggs will be left alone by the hearthlings and eventually hatch into a poyo chick, which grows into a full size poyo after a while. Unfertilized eggs will be gathered and can be used by the Cook to make various foods. Slaughtering poyo's gives poyo meat and poyo feathers, used to craft various recipes.

### Rabbit

*"Om nom nom"*

Domesticated rabbits are similar to their wild counterparts. They will spawn and follow the shepherd and when slaughtered, they will drop rabbit pelts that can be crafted into leather.

## Wild Critters

Wild critters can be found nearly anywhere on the map. The Trapper will set traps for them to catch and slaughter for food and raw materials. Wild critters will vary on the biome they are from.

### Rabbit (Forest and Desert Biomes)

*"Om nom nom"*

Note: Colors differ per biome.

Rabbits are one of the many critters that populate the plains and forest. They're tiny, fluffy, and pose no immediate threat. Rabbits are docile and inquisitive by nature. This makes them wonderful companions, and a ready source of protein.

#### Drops

* Rabbit Jerky
* Rabbit Pelt

### Racoon (Forest and Desert Biomes)

*"Small forest creature"*

Racoons usually make their homes in forest dens. If you won't bother them, they won't bother you, probably.

#### Drops

* Racoon Jerky
* Racoon Pelt

#### Drops

* Red Fox Jerky
* Red Fox Pelt

#### Drops

* Fennec Fox Jerky
* Fennec Fox Pelt

### Squirrel (Forest and Desert Biomes)

*"Small forest creature"*

Note: Colors differ per biome.

One of the many small critters that populate the wilds of the realm. Can be easily caught by the trapper.

#### Drops

* Squirrel Jerky
* Squirrel Pelt
Decorations

## Overview

Decorations are items to make your village livelier.

## Acquiring decorations

Decorations are crafted by your crafters. These are normal items found inside the crafting menu of many professions. Order up a decoration as you would any other item, and it will be crafted and placed in a stockpile. Certain items, however, can only be obtained by trading, looting, or special events.

## Using decorations

There is nothing special that needs to be done to use a decoration. You can place most decorations anywhere you want in the world - certain decoration, however, must be placed on walls.

### Decorations

These are all the decorations currently available as of Alpha 14 and some of Alpha 21 There are also fine version of some decorations - they are the right icon.
Worker

*The humble worker is the lifeblood of any good settlement.*

## Job Information

*Workers* are the lowest tier in the job system. They have no specialized skills, but are the essential foundation of your settlement. They are used to build buildings, gather resources and haul materials around your settlement.

## Promoting

The worker does not promote from any job, but can promote to many different jobs. They are ultimately the job from which all other jobs start. You can also demote any other job back to a worker at any time if you find you no longer need the specialist or you need additional workers.

## Tasks

Workers can be assigned to different tasks that may help acquiring a bigger and better settlement.

* Chop wood
* Mine stone
* Gather and replant berries, herbs, trees, etc.
* Construct buildings
* Place objects
* Move objects
* Move resources to and between stockpiles

## Gear

Workers will initially carry a Mining Pick and Worker Outfit.

Upgraded Gear created by the Weaver includes:

* Simple Winter Worker Outfit - Gives the buff "Lightly Bundled"
* Winter Worker Outfit - Gives the buff "Lightly Bundled" and "Devoted" (+20 Speed)
* Simple Worker Leather Jacket - Gives the buff "Bundled"
* Worker Leather Jacket - Gives the buff "Bundled" and "Devoted" (+20 Speed)
* Simple Worker Bear Coat - Gives the buff "Very Bundled"
* Upgraded Worker Outfit - Gives the buff "Devoted" (+20 Speed)
* Cloth Worker's Backpack - Speeds up hauling animation a bit
* Leather Worker's Backpack - Speeds up hauling animation significantly
Knight

Work in Progress!
This page is still being worked on. Feel free to lend a hand!

The **Knight** is a heavy armor combat unit that protects weaker units by drawing enemy aggression. Also known as a "Tank".

## Description

The Knight is a job in Stonehearth that a Hearthling can be promoted to after reaching level 3 as a footman (in the Ascendancy). It is one of two upgrades a Footman can get, the other being Archer. A Hearthling is upgraded to a knight using the Knight's Shield, which is crafted by the Blacksmith.

When promoted the knight gains new armor, the knight's Helm (4 Defense), Knight's Armor (6 Defense) and the Knight's Shield which is used for the promotion.

As of Alpha 16, the Heavy (Steel) armor is now exclusive to Knights.
Alpha 8

# Patch Notes

Patch notes are copied from the official Stonehearth blog entry here.

## The Blacksmith

The Blacksmith crafts weapons and armor for your footmen.

* To get a Blacksmith, have your Mason craft a Blacksmith’s Hammer
* Mine ore from mountains, then have the Blacksmith smelt it into ingots

## Mining, Phase 2

* Ore will now drop from stone voxels
* Lots of bug fixes and performance enhancements

## Party System

The party system allows you some degree of control of your hearthlings’ movements.

* Access the party management screen using the red banner icon on the main toolbar
* Parties can be of any size and contain any mix of jobs

## New Rules for Immigration

You will now receive a daily update with the requirements for gaining new hearthlings to your town. If you fulfill the requirements, you will always be granted the option of accepting a new settler.

## New Lighting Model, Stage 1

* Lights now cast somewhat realistic shadows
* Fire now glows. Oooooo.
Cleric

The **Cleric** is a ranged healing job that specializes in combat support magic.

## Job Information

The Cleric is a job in Stonehearth that a Hearthling can be promoted to after reaching level 2 as a Herbalist using the Cleric's Tome which also happens to be crafted by the Herbalist.

The Cleric is a combat healer. It's main focus is to support the footmen, knights, and archers by making them sturdier and more effective during fights, it also uses healing spells.

When promoted the Hearthling is granted The Cleric's Robes (1 defense) and the Tome of Healing (2 attack).

Clerics lose the ability to craft potions and bandages, however, they can still use potions and bandages on townsfolk when not in combat. They can also heal injured townsfolk by standing near them, both by using their healing aura and by casting direct healing spells at injured allies.

The Cleric's healing ability is based on the Compassion statistic.

## References

1. ↑ https://www.twitch.tv/stonehearth/v/56443458%7CStonehearth Dev Stream #157: Cleric Things
Northmen's Alliance

*"My fathers have followed the stars for a thousand thousand cycles."*

The Northern Alliance is one of the playable Human kingdom. This kingdom appears to be based off of the Vikings and Medieval Scandinavia. The Northern Alliance players should expect smaller villages, and to spend most of their time exploring the world and fighting. As the Northern Alliance is set in cold northern parts of the world, luxuries will be few and far between. Due to their inhospitable environment, the people of the Northern Alliance are tougher than most.

## Playstyle

The Northern Alliance paystyle rotates around the survival in a cold place, so they are dependent on the stone, as its main feature, and hunting for food.

This means that Mason and Archer will be the first roles of this kingdom to feed and evolve the kingdom. In comparison to The Ascendency , who needs a Carpenter and Farmer jobs for tools and food.

## References

1. ↑ http://www.stonehearth.net/desktop-tuesday-kingdom-teaser/
Potter

## Job Information

The **Potter** is a job that uses clay and metals to craft basic furniture and storage urns. The Potter was implemented as a replacement/analogue for the Carpenter for the Rayya's Children human kingdom.

## Promotion

Potters are promoted from the Worker with a Potter's Cutter.

## Recipes (As of Alpha 18)

The potter can craft numerous items out of clay at the Potter's Kiln and Wheel.
Kobolds

The **Kobolds** are currently a NPC monster race.

Kobolds are smart, fast, and shifty lizard/rat creatures who belong to The Red Kiln - the empire of the Orcish Khan. They typically serve as scouts but will also often accompany raiding parties with goblins / orcs / ogres / wolves. Kobolds also train small brown wolves to protect their masters.

Kobold scouts should only appear after activating the campaign precursor.

Kobolds wear different coloured hats depending on their rank ranging from common green to blue to red to rare magenta. These hats can be crafted into a series of decorative gongs, but when placed, will trigger a harder tier of raids from The Red Kiln. The recipe of the gongs should be unlocked when the campaign precursor is activated and when a hearthling is near enough to the loot.

## Types of Kobolds

Kobold Scout Archer (Devotee of the Diamond Star): Tier 1 Archer with Green Hat. Equal to Archer.

**Drops**

* Decorative Vase
* Scout's Hat
* Ingots
* Bolt of Cloth
* Elite's Hat (From the scout party)
* Master's Hat (From the Elite party)

Kobold Elite Archer (Devotee of the Diamond Star): Tier 2 Archer with Blue Hat. Equal to Archer.

**Drops**

* Elite Kobold Hat

Kobold Master Archer (Devotee of the Diamond Star): Tier 3 Archer with Red Hat. Equal to Archer.

**Drops**

* Master's Bling Hat

Kobold General Archer (Devotee of the Diamond Star): Tier 4 Archer with Purple Hat. Equal to Archer.

**Drops**

* General's Hat
Weather

Weather is a feature added to Stonehearth in Alpha 24. It provides mainly visual effects, with small changes to gameplay depending on the weather type works. Some weathers are exclusive to certain biomes, such as the Blizzard and Snow for the temperate biome and the Sandstorm for the desert biome.

### Weather

This is the weather radar, located directly below the time and above the date. It tells you the current weather (on the left), the weather that will happen tomorrow (in the middle), and the weather that will happen overmorrow/the day after tomorrow (on the right). Hovering over the weather in-game will provide more information about it.
Controls

These keyboard shortcuts are for Stonehearth Alpha 21 and may change in future updates.

With the Latest Update to Alpha 21, users can now rebind their hotkeys! Instructions and example on how to rebind keys from a **text editor** are located at the bottom of this page.

## Info Dock Controls

These are contextual hotkeys. They activate a button on the Info Dock only if that button exists at the time. The number pressed is the same as the ordering of the buttons from left to right.

 shift+2
 shift+3

## Speed Controls

 2
 3
 4

WARNING: Before you can use Super Speed, you must enable it in your settings, under the gameplay tab. This may or may not majorly impact your game's performance.

## Debug Controls

To enable Debug controls, edit the file user\_settings.json in the main stonehearth program folder to include the following:

* `"enable_debug_keys" : true`
* ensure you put a comma after each entry except for last one

## Rebinding Keys in a Text Editor

Step 1: Navigate to C:\Program Files (x86)\Steam\steamapps\common\Stonehearth, (Or wherever StoneHearth is located on your computer) and open up "User\_settings.json", and "stonehearth.json". Using what is in stonehearth.json as a reference, add a section to user-settings called "user\_bindings", and add what shortcuts you wish to change. Then, simply change "combo1". Viola! You've re-binded your keys.

Example code in stonehearth.json

```
"bindings": {
      "citizen:manager": {
         "combo1": "c",
         "combo2": ""
      },
      "vision:xray:toggle": {
         "combo1": "x",
         "combo2": ""
      },
      "vision:slice:toggle": {
         "combo1": "\\",
         "combo2": ""
      },
      "town:overview": {
         "combo1": "i",
         "combo2": ""
      },
(more keybindings)
...

```

Example code in User\_settings.json

```
{
	"user_id" : "cfb2e056-0a85-11e7-a3a9-f8cab8643ca9",
	"user_bindings" : {
      		"citizen:manager": {
        		 "combo1": "c",
        		 "combo2": ""
      		},
      		"vision:xray:toggle": {
        		 "combo1": "x",
        		 "combo2": ""
      		},
      		"vision:slice:toggle": {
         		"combo1": "\\",
         		"combo2": ""
      		},
      		"town:overview": {
         		"combo1": "i",
         		"combo2": ""
      		}
	},
	"enable_auto_save" : false,
(more user settings)
...

```
Dwarves

The **Dwarves** are a future playable race similar to Goblins, and the Rabbit Clan.

* Team Stonehearth has since dropped the idea of adding any more races.

* A Dwarf design.

## References

1. ↑ https://www.kickstarter.com/projects/1590639245/stonehearth/posts/495715 Huge Thank Yous All Around, and What Comes Next! 05-30-2013
Special Rooms

**Dungeons consist of various tiles, which the player moves to and fro to get to the bottom of the dungeon. Along the way, he will encounter many special rooms, which have different functions.**

* Shop
* Mushrooms
* Healing Statue
* Healing Item Chest
* New Character
* Loot Room
* Reset Floor
* View Entire Floor
Mason

*"The Mason crafts building materials and decorative items from stone."*

## Job Information

The Mason is an artisan who crafts products out of stone. A mason is promoted from a worker, and requires a Mason's Hammer and Chisel, which is crafted by the Carpenter. The mason was introduced in Alpha 7. Once promoted, the mason can build the Mason's Workshop, which requires one stone resource. Masons are distinguished from normal Workers because of their orange tunics. Other than that, Masons have the same needs as workers, and they will also help with construction of buildings and the gathering of resources.

## Recipes

The mason can craft numerous items out of stone at the Mason's Workshop.

## Perks

The mason gains experience by making items at the Mason's Workshop. More experience is gained by crafting higher level items.
Cook

*"The Cook makes delicious, hearty meals from base vegetables and meats."*

## Job Information

The Cook is a job that was introduced in Alpha 11. The Cook will take raw food materials and prepare them into dishes that can be stored for a far longer amount of time than the raw ingredients. A Cook is promoted from a level 2 or higher Farmer. Additionally, a Cook's Spoon is required for this promotion. The spoon is made by the Mason. The Cook's workbenches consist of a cauldron, a mill, and an oven.

## Recipes

The Cook creates food from various resources gathered by the Farmer and the Trapper. These are processed into new foodstuffs that allow you to store food for longer than the raw materials.

## Perks

Like all jobs, the Cook has a variety of perks available to them as they level up.
Attributes

Strength: 1 Strength = +1 carried weight and +1 melee weapon damage; 2 Strength = +1% melee weapon damage

Dexterity: 1 Dexterity = +1 Accuracy; 2 Dexterity = +1 melee weapon damage

Agility: 1 Agility = +1% Speed; 1 Agility = +1 Defense

Endurance: 1 Endurance = 10 Stamina points and +1 carried weight; 2 Endurance = +1 Damage absorption

Vitality: 1 Vitality = +10 Health Points; 1 Vitality = +1 Damage absorption
Rencounter Wiki

Welcome to the Official
We are currently maintaining 316 pages (41 articles)!
Recent changes | New pages | Missing pages

TALENTS
ITEMS
ENEMIES
RECIPES

 About the game
***Rencounter*** is a difficult, turn-based, RPG, roguelike game with a mysterious atmosphere.
The world of Rencounter is immersed in gloom. The game begins in a maze full of bloodthirsty enemies, valuable resources, and secrets. Help your squad survive while navigating through a network of tunnels and rooms. Distribute provisions and medicine to keep them alive.
In a world where every choice counts, you will be taken away on a path that will shape your destiny. Find your way to the end of the quest and discover the secrets at the end of your journey!

 Wiki articles

* The Developers
* Character
* Dungeons
* Enemies
* Equipment
* Items
* Inventory
* Game world
* Strategy
* Gameplay
* Talents
* Attributes

 Community
How to help
See how you can help contribute to the **Rencounter Wiki**! Remember to maintain a standard for grammar and punctuation in your contributions, please.
Register
Register an account to keep track of your contributions.

1. ↑ indiedb.com
Alpha 4

# Patch Notes

Patch notes are taken from the official Stonehearth blog entry here.

## New Classes: Footman, Weaver, and Trapper!

You can now upgrade your citizens to three new classes.

* Footman - Basic fighting unit, who will automatically patrol your town and defend you from invaders. Invaders?
* Weaver - A new crafter unit who crafts decorative items and basic armor for your units.
* Trapper - The trapper’s back, with a less micro-intensive style of play!

## Basic Combat!

After a while, you can expect your town to receive “visitors” interested in taking your stuff, so you’ll need them. Combat right now is fairly rough, and will undergo EXTENSIVE tuning during the next few alphas.

## Building Designer, Phase 1

You can now design and build your own custom buildings. The tool is just in its beginning phases, and is a bit difficult to use right now. We know. It will get better!

## New GUI

The GUI has received an extensive overhaul, with a centralized scoreboard and management screens for your citizens and crafters.

## Caravan Notifications!

Every now and then, you will receive a notification that a caravan has swung by your settlement. Caravans can provide new settlers or offer to trade new things for existing or craftable goods.
Combat/FR

Actuellement le combat dans Stonehearth est très automatique. Vous avez un contrôle limité - principalement en activant le Mode de Défense vous dites à vos villageois de prendre le premier outil qu'ils trouvent pour aller se battre (en comparaison au mode par défaut, où vos villageois se recroquevilleront ou fuiront), ou en utilisant des Troupes pour ordonner un groupe de Gardes.

Vos principales unités de combat sont les  Gardes, qui engageront automatiquement le combat à la vue d'ennemi, ou si vos villageois sont attaqués. Le rayon de protection peut parfois être perturbé: exemple vos villageois se trouvent se font attaqués en dehors de vos murailles mais vos Gardes ne bougent pas. Cela peut être rectifié en activant le Mode de Défense. D'autres unité de combats comme des  Archers ou des Mages sont prévues dans le futur.

**Exemples de Combat:**

(1) Une première démonstration de combat Démonstration de la Team Radiant Entertainment

(2) Bataille d'une horde de zombie (Vidéo d'un mod)

(3) Compilation de scènes de combat (Vidéo d'un mod)

**Exemples d'activation du Mode de Défense:**

(1) Démonstration dans un monde de test Démonstration de la Team Radiant Entertainment

(2) Activation du Mode de défense actuellement dans le jeu

Dans le futur les combats dans Stonehearth seront plus orientés vers un style de jeu stratégie en temps réel. L'étendue de contrôle du joueur est incertaine à ce stade, dans le but de trouver un équilibre entre avoir assez de contrôle pour être agréable et en évitant la micro-gestion excessive.

Une discussion entre joueurs sur leur vision future du combat dans Stonehearth est disponible ici: http://discourse.stonehearth.net/t/lets-talk-military/7988
1.2.12.8

**1.2.12.8** Served to add the scythe style weapons to the radiant weapon line up, as well as adding some additional healer and donator items.

## Additions

* Added Dark Scythe, Crimson Scythe, Bone Reaper, Bountiful Harvest, Molten Thresher, Falling Twilight, Blood Harvest, Bone Baton, Morning Dew, Shu's Wrath, Chi Lantern, Staff of Sol
* Added Sun Priestess

## Changes/Bug Fixes

* Fixed some typos.
* Biotech armor set bonus slightly changed.
* Biotech armor set bonus hopefully cannot be exploited anymore.
* Putrid Scent and Flesh Knuckles are now properly labled as materials.
* Removed misleading tooltip on Frost Fury.
* Summoner banners are now properly in the players hand when used.
* Anglor's Bowl has been changed to Agnor's Bowl to avoid "confusion". (Apparently people think I'm THAT bad at spelling)
* Twinkle and Holy Staff dont make as much of an obnoxius noise anymore when making healing pickups.
* Templar armor's set bonus no longer procs while the damaged ally is dead.
* Crystal Arcanite properly does not provide radiant damage.
* Energy Projector and Feather Barrier Rod projectile knockback bug fixed.
* Twinkle only costs 10 mana per healing light spawn.
* Life Surge Staff healing reduced from 8 to 5.
Armor

## Overview

Armor helps to increase the survivability of your militia by lowering and sometimes ignoring the damage that is dealt by enemies. Currently, all armor is crafted by normal crafters such as the Weaver and the Blacksmith.

Alpha 14 added many new pieces of armor, including new shield types and helmets. As new alphas come out and Stonehearth is further developed, it is expected that there will be new armors and defensive options coming.

## Armor versus Shield versus Helmet

Armor is equipped on the torso, helmets on the head, and a shield is carried in the off-hand. As such, both should be equipped for maximum protection. While armor and helmets will provide a higher amount of damage reduction, a shield does offer the potential to completely block some attacks.

## Equipping Armor

Each piece of armor has a specific item level (also referred to as an 'ilevel'). If a higher item level piece of armor becomes available, then one of your soldiers will run to it and replace their own armor with the stronger piece. As of Alpha 14, there is no way to specify if a particular piece of armor should be used by a particular militia member.

As the only combat class to be implemented as of Alpha 14, the Footman is the only class that can wear armor at this time. It is currently unknown if future classes such as the Archer will be restricted to certain types of armor.
Ancient Phalanx

Ancient PhalanxStatistics

Drops

* **Item (Quantity)****Rate**
* Bronze Alloy Fragments (1-2)100%
* Ancient Aegis6.67%
* Olympic Torch4%
* Gladiator Helmet1.67%
* Gladiator Breastplate1.67%
* Gladiator Leggings1.67%
* Hook4%
* Model Gun1%

The **Ancient Phalanx** is an enemy that is found in Marble Caves, along with Ancient Archers and Ancient Chargers, after Skeletron has been defeated. It walks towards its target to deal contact damage, and periodically raises its shield, granting it temporary invincibility.

## Trivia

* In ancient war times, a phalanx actually refers to a line of hoplites multiple lines deep. This strategy of pushing the front lines was effective in driving back enemy forces.
* It can be considered the marble equivalent to the Granite Golem.

## History

* **1.6.1.4**: Nerfed damage from 36 / **72** to 32 / **64**, life from 135 / **270** to 125 / **250**, and defense from 26 to 20.
* **1.5.1.0**: Increased damage from 35 / **70** to 36 / **72**, added immunities and vanilla loot.
* **1.4.3.8**: Sprite updated.
* **1.4.3.5**: Sprite updated.
* **1.2.7.0**: Introduced.
Artificer's Energy

**Artificer's Energy** is a mechanic used by the Artificer's Focus, Artificer's Rocketeers, and Artificer's Shield. Similar to mana or inspiration, artificer's energy is consumed through the use of the aforementioned items, prevents the use of the items when empty, and automatically recharges when not in use. It is represented as a meter bar with a crystal located below the player when not full. After completely filling up, the meter will automatically fade away.

The player has a maximum of 100 artificer's energy, and cannot modify this value in any way. 5 artificer's energy is recharged every third of a second.
1.2.2.0

**1.2.2.0** added Ore generation, several new Crafting materials and a new Crafting station.

## Additions

* New Crafting station for Hardmode, the Soul Forge
	+ Made from Hallowed Bars and Mechanical Boss Souls, used to make Terrarium Items and Titan Items
* Silk, Wild Bloom, Feral & White Knight armor
* Titan Items
* Harbinger Items
	+ Give some Concentrated Thorium to the Guide
* Terrarium Items
* Ore Generation
	+ Thorium Ore and Smooth Coal will generate in new worlds at the Underground Level and Magma Ore will generate at the magma Cavern layer
	+ Smooth coal is now required in the crafting of Knight's Alloy
* Some new biome enemies
	+ Underworld and Meteorite
* Miscellaneous Weapons and Accessories
	+ The Diver, Blacksmith and Druid will sell you some new stuff if certain requirements are met

## Notes

* This page's format is kept faithful to the original patch notes
Aquaite

Aquaite*

Statistics* 65%

**Aquaite** is a Pre-Hardmode ore. It generates naturally in the Aquatic Depths biome upon world creation, and can also be obtained by putting Brackish Clumps in the Extractinator. Its associated bar can be made into a variety of useful water-related weapons and armor.

It can be mined with a Nightmare Pickaxe or better. It is immune to all types of explosions.

## Notes

* Its location in the Aquatic Depths makes it difficult to collect without items that aid in underwater breathing.

## History

* **1.6.3.8**: Sprite updated.
* **1.2.10.1**: Introduced.
Cuman Killer

**Cuman Killer** is a Main Level perk in *Kingdom Come: Deliverance*. It is automatically gained after defeating a certain amount of Cumans.

## Description

*You've killed so many Cumans that your reputation precedes you - Cumans are afraid of you and there's a 50% greater chance they'll flee from combat with you. Your strikes against them will also be a lot more effective*
Aura Staff

Aura Staff*

Statistics

The **Aura Staff** is a craftable Hardmode Aura Staff. Left clicking with it will create an aura around the cursor which grants the Life Recovery buff, increasing the ally's life recovery by 4. Right clicking will create an aura of damage reduction around the cursor, increasing the ally's damage reduction by 12%. Both auras can last for a minute before disappearing.

Like all healing items, it cannot receive a Modifier.

## Notes

* The aura is not channeled, meaning the player only has to cast it once for the effect to persist. This allows players to create an aura, then use other direct forms of healing or deal damage.

## History

* **1.6.5.1**:
	+ Recipe updated.
	+ Sprite updated.
* **1.6.1.0**:
	+ Renamed from "Renew Staff" to "Aura Staff".
	+ Sprite updated.
	+ Recipe updated.
* **1.2.10.1**: New visuals.
* **1.2.7.0**: Introduced.
1.3.1.0

**Thorium Mod 1.3.1.0** served to fix additional bugs and add more content to the mod.

## Additions

* Added Reality Slasher, Unbound Fantasy, Dream Catcher, Lucidity, Cerulean Morel, Morel Grenade, Fungal Popper, Blood Feaster Staff, The Omega Core
* Added Mantle of the Protector, Night Staff, Master's Libram, Wondrous Wand, Bio-Pod
* Added Dream Weaver armor, Fungus armor

## Changes/Bug Fixes

* Various sprites changed
* Primordials items and armors now have the Blood-Orange rarity color
* Blood Harvest and Falling Twilight now work on full health allies
* Crash Boots can no longer be abused and have received a new mechanic
* Sorcerer's Mirror now has a cooldown
* Reforgable throwing weapons "should" now properly receive throwing crit bonuses
* Champion's God Hand projectile is now properly classified as throwing
* Weapon Master now works again
* Molten Residue can no longer incorrectly drop in pre-hardmode.
* Berserker Staff spirits can no longer collide with tiles
* The Buried Champion's phantoms can no longer be insta-killed with the Shield of Cthulhu
* Fixed some typos
1.2.13.3

**1.2.13.3** served primarily to fix a ammo bug with multiple weapons, with some added goodies.

## Additions

* Added Death Gazer's Glass, Sorcerer's Mirror, Smothering Band
* Added Biter, Smothering Shade, Lihzahrd Pot, Lihzahrd Mimic

## Changes/Bug Fixes

* Fixed the Thorium Revolver, Spud Bomber and Frost Pelter not accepting ammo
* Gold Mimics can no longer spawn in the Lihzard Temple
* Time Warp's tooltip is more clear and doesnt require the Celestial Stone to craft now
* Jelly Pond Wand's jellyfish now properly scale off of magic damage
* Jelly Pond Wand's sprite has been updated, useTime buffed and shooting speed increased
* Demon Blood tools have been appropriated for when you get them
* Dread tools have been appropriated for when you get them
* Harbinger tools have been appropriated for when you get them
* Berserker tools have been appropriated for when you get them
* Illumite tools have been appropriated for when you get them
Aquatic Hallucination

Aquatic HallucinationHardmode exclusiveStatistics

* **Item (Quantity)****Rate**
* Abyssal Shadow100%

The **Aquatic Hallucination** is a Hardmode post-Plantera enemy that spawns in the Aquatic Depths. It swims quickly toward the player when in water to deal contact damage and inflicts the Blackout debuff, but will flop around aimlessly on land. Killing one will drop an Abyssal Shadow that inflicts the player with False Presence, a debuff which stacks up to three times. On the third stack, Abyssion, The Forgotten One will emerge.

## Tips

* Care should be taken that the player does not accidentally summon Abyssion. An unaware or unprepared player might be swiftly killed by the boss.
* Aquatic Hallucinations are slightly transparent making them harder to see than other aquatic dwellers in the biome, a hunter potion is advised if avoiding them is a must.

## Notes

* It behaves similarly to the Creature from the Deep which spawns during a Solar Eclipse.

## History

* **1.2.12.1**: Now drops Abyssal Shadows.
* **1.2.10.1**: Introduced.
1.2.4.0

**1.2.4.0** reintroduced The Queen Jellyfish, added a new mini-boss to the Snow biome, the Borean Strider and made several changes and additions to progression.

## Additions

* The return of the Bag of Potential and the new Red Hot Bag

* Thorium ore and Magma ore are available to old worlds!

* New NPC items

* Loads of new items for the Diver, Weapon Master, Cook and Blacksmith

* Proper NPC attacks

* The Diver has a harpoon, the Cook some plates, the Druid a razor leaf, etc. They all have their own attacks!

* Berserker item set

* Dish out some extreme damage with this Hardmode armor set

* New Enemies, all over the place

* Underground, Crimson, Corruption, Jungle and Meteorite!

* New boss, The Queen Jellyfish

* Go take her down and save the Diver!

* New early Hardmode snow Mini Boss

* The Borean Strider prowls the Snow biome surface after the Wall of Flesh has been slain

* Tons of new items all around; here are some examples!

* Time Warp - 5 Souls of Light, 5 Souls of Night, 1 Sundial and 1 Celestial Stone

* Shifts the time of day

* Lich's Reliquary - Made from Necromancer's Heart, Minotaur Skull and Phylactery

* Summoner bonuses and a weak second chance at life

* Throwing weapons like Soulslasher, made from Ectoplasm, and Molten Knife, from Hellstone Bars.
* The list goes on people, just go explore and find those items and changes!

## Changes

* Still, more world generation tweaks (Still not perfect)

* Thorium Ore spawns slightly more and Smooth Coal spawns a lot more

* Changes to many items, and their effects

* Blood Boil, Light's Lament, Destroyer's Rage, Prime's Fury, Bone Flayer Tail, Detached Blaster, Icy Arrows, Terrarium Weapons, etc. The list goes on, but these items have had their bugs fixed, or in the case of Blood Boil and Light's Lament, been given a cool new attack method.

* Gem Rings have been changed

* Now, they offer a flat damage increase of 2 based on the ring type. No more % intensity nonsense

* White Knight armor set bonus change

* White knight's new set bonus makes it so magical attacks will occasionally return some mana.

* Life Bloom armor set bonus change

* Life Bloom's new set bonus makes minion damage have a chance to heal you for 3-5 life

* Crafting changes

* Harbinger, Dread, Demon Blood and Berserker armors require the Soul Forge to craft

* Terrarium set visual effect

* Yes, its been reduced in intensity unfortunately...

## Notes

* This page's format is kept faithful to the original patch notes
Aqua Potion

Aqua Potion*

Statistics

The **Aqua Potion** is a buff potion that, when consumed, provides the player the **Aqua Affinity** buff, which increases their mobility in water and lava greatly.

The buff lasts for five minutes and, like all buffs, can be canceled at any time by right-clicking the icon.

In addition to being crafted, it can also be found in Depth Chests within the Aquatic Depths as well as the Aquatic Depths Chest.
1.2.6.25

**1.2.6.25** was primarily a bug fix and balancing patch.

## Additions

* A couple new Donator items
* Some more Healer testing items

## Changes

* Meteor summoner items changes
* Valadium, Lodestone, Dragon, Flesh, Danger and Bronze armor re-balancing
* Valadium and Lodestone Ranged weapons now augment shot projectiles
* The Lich boss fight has received a visual and attack pattern overhaul
* Artificer's Shield fix
* Enchanted Barrier fix
* Titanium Staff changes
* Terrarium changes
* Various damage / use time tweaks and balances

## Bug Fixes

* Certain weapons have had their effects fixed (Buccaneer's Blunderbuss, Danger Dual-shot, Slugger, etc.)
* Tool tip text improvements
* Behind the scenes clean up
* Lots of other fixes and changes that aren't coming to mind...
Ancient Storm Mask

Ancient Storm Mask*
Statistics

 The Grand Thunder Bird | 1

The **Ancient Storm Mask** is a vanity item equipped in the Social Helmet Slot that is rarely obtained from The Grand Thunder Bird's Treasure Bag.

## Trivia

* The sprite for this item is based on the Bird Mask's design prior to the 1.4.2.0 update.

## History

* **1.6.0.0**: Sprite updated.
* **1.4.2.0**: Introduced.
1.2.12.9

**1.2.12.9** served to fix bugs brought on by the previous mod version.

## Changes/Bug Fixes

* Mirror of the Beholder no longer appears on every players cursor and has received a visual upgrade
* Strange Skull sound effects are no longer global and aren't ear piercing
* Blood Harvest on hit effect now works
* Falling Twilight on hit effect now works
* Purified Water on hit effect now works
* Bone Reaper can no longer be inappropriately crafted
* Morning Dew can only heal once per attack, per side now
* Chi Lantern mana cost increased from 30 to 50, and heal decreased from 3 to 2
Artificer's Focus

Artificer's Focus*

Statistics

The **Artificer's Focus** is a craftable accessory that enables the player to consume Artificer's Energy in order to increase the damage of their next strike. Holding the `Accessory Ability` key will cause the player to channel artificer's energy at a rate of 20 per second; each successful channel increases the damage of the player's next direct strike by a flat 20 damage, up to a maximum of 100. While channeling, the player is unable to use any items, and moves at half their normal speed.

## See also

* Artificer's Rocketeers
* Artificer's Shield
Aquaite Bar

Aquaite Bar*

Statistics

 Strange Crate (After The Queen Jellyfish, Before Hardmode)
 Strange Crate (Hardmode, Before Plantera)
 Strange Crate (After Plantera)

**Aquaite Bars** are crafted with 5 Aquaite at a Furnace. In addition to being crafted, they can also be found in the Aquatic Depths Chest and can be obtained from Strange Crates after defeating The Queen Jellyfish.

## Tips

* One should bring items that aid in breathing underwater to mine Aquaite, as the Aquatic Depths are filled with water.

## History

* **1.6.3.8**: Sprite updated.
* **1.2.10.1**: Introduced.
Abyssal Shell

Abyssal Shell*

Statistics

 Treasure Bag (Abyssion, The Forgotten One) | 1

The **Abyssal Shell** is a Hardmode accessory. It provides the ability to enter a shell by pressing the `Encase` key, making you invulnerable to most forms of damage. However, while affected, your movement speed and life regeneration are drastically reduced, you are unable to use items and all damage output is mostly nullified. Pressing the `Encase` key again will exit the shell and inflict the Abyssal Weight debuff, briefly reducing your speed, damage and damage reduction.

This item is obtained from the Treasure Bag of The Forgotten One in Expert Mode only.

## Notes

* Due to the Moon Lord's attacks having separate invincibility timers, its attacks are unaffected by the Abyssal Shell.

## Tips

* As the player in the shell does not receive any damage, a viable strategy in multiplayer is to have the player in the Abyssal Shell distract the boss while the others kill it.

## History

* **1.4.0.3**: Changed defense reduction to decreased damage reduction.
* **1.4.0.0**:
	+ Changed activation key.
	+ Changed penalties on use.
* **1.2.12.1**: Introduced.
1.3.1.6

**Thorium Mod 1.3.1.6** served to fix and improve aspects of the mod.

## Additions

* Added Mana Delight, White Dwarf armor
* Added Bass Booster

## Changes/Bug Fixes

* Fixed some typos
* Interior code clean up
* Flesh armor no longer works against target dummies
* Removed Mana Berry Seeds
* Removed the chance for areas in the Aquatic Depths to not count as the Aquatic Depths
* Lihzarhd Temple enemies no longer drop their modded loot until after Plantera has been defeated
* Mana Berry now rarely grow on hallowed grass and have a new purpose
* Crimipede sprite fixed
* Bizarre Rock Formation is no longer targeted by minions
* The Buried Champion can no longer be summoned twice at once
* Dragon armor is now interchangable with Ancient Dragon set pieces
* Granite armor is now interchangable with Ancient Obsidian set pieces
* False Presence can now be canceled
* Slugger, Beholder's Gaze, Pearl Pike, Mana Berry, Ice Cream and Treasure Bag (Lunatic Cultist) sprites changed
* Durasteel Drill is now purchasable again
* Livewire Crasher & Ebony Tail now work with the flail-cores
* Hex Wand no longer works against the celestial pillars
* The Incubator drop fixed
* Champion's God Hand drop fixed in normal mode
* Tidal Wave now scales off of damage %
* Deity's Trefork now scales off of damage %
* Spark Taser now only 'zaps' three times
* Old God's Grasp now only 'grasps' six times
Potter's Cutter

Description | Used to form civilization from dirt

The **Potter's Cutter** is a Tool that is used to promote a Mason Hearthling into a Potter.

Unlike some tools it can not be bought upon New Game creation. The Potter's Cutter can be crafted by a Mason using a Mason Workbench for **1 Stone and 1 Mound of Clay**. Rayya's Children receive the potter's cutter upon new game creation.
Talents

A character can receive talent using special items T.A.L.A.N.T.

T.A.L.A.N.T. items can drop from enemies, bought in a store, or found in boxes.

To increase the number of T.A.L.A.N.T.s a character can learn, upgrade his attributes:

1. Default
2. at 50 total attributes
3. at 80 total attributes
4. at 100 total attributes
Armor Bane

Armor Bane*

Statistics

The **Armor Bane** is a Hardmode gun that is sold by the Weapon Master. It turns any Musket Balls or Silver Bullets it fires into Ichor Bullets.

Its best modifier is **Unreal**.

## History

* **1.6.5.1**:
	+ Changed Bane Bolters into Ichor Bullets.
	+ Sprite updated.
* **1.6.2.0**: Nerfed velocity from 15 to 10.
* **1.2.4.0**: Introduced.
Aquaite Scythe

Aquaite Scythe*

Statistics

The **Aquaite Scythe** is a craftable radiant weapon. When swung, it will produce a double-edged scythe that spins in a full circle around the player, damaging enemies.

Upon striking an enemy, the user will gain 1 stack of Soul Essence.

## History

* **1.6.3.8**: Sprite updated.
* **1.5.1.1**: Added Soul Essence mechanic.
* **1.4.3.0**: Knockback increased from 4 to 6.5.
* **1.3.1.7**: Introduced.
Astro-Beetle Husk

Astro-Beetle Husk*

Statistics

 Astro Beetle | 1

The **Astro-Beetle Husk** is a Hardmode accessory that drops from Astro Beetles. It reduces damage taken and constantly generates up to 20 life shield.

## History

* **1.6.2.0**: Nerfed damage reduction from 10% to 5%, maximum life shield from 25 to 20, and life shield generation from 1 per second to 1 per two seconds.
* **1.5.1.0**:
	+ No longer provides 5 defense.
	+ Life shield now generates constantly.
* **1.5.0.0**: Now gives life shield instead of maximum life and provides defense when life shield is present.
* **1.2.4.0**: Introduced.
1.2.10.14

**1.2.10.14** brought additional changes to The Primordials, improved upon the Confused Zombie's purpose and added additional melee specialty accessories.

## Additions

* Silver, Molten and Crystal Spear Tips added to the game, they are accessories which make spear-type weapons shoot out a projectile when swung.

## Changes

* The Primordials has been changed even more.
* The Confused Zombie now sells a random Enemy Repellent every new day/night cycle.
* Flail cores now deal damage based on a percentage of the original flail's damage.
* Lich armor set bonus allows critical strikes to apply Ichor (debuff).

## Bug Fixes

* All issues associated with Thorium and Vanilla boss kills have been fixed (Confused Zombie's shop, Valadium, Lodestone and Illumite spawns; and multiplayer shops)
* The Jellyfish Resonator now works on the beach as intended.
* The Unstable Core now works anywhere Underground.
1.4.3.1

**Thorium Mod 1.4.3.1** brought a few bug fixes and sprite changes.

## Changes/Bug Fixes

* Removed Life Bloom buff (same deal as the previously removed buffs)
* Updated the visual effects of the Thor's Hammer - Ranged & Thor's Hammer - Magic attacks
* Resprited the Eye of the Destroyer and fixed its glow mask
* Resprited Life Bloom armor
* Resprited Enemy Repellents, Titan Wings, Nocturnal, Sanguine, Blood Harvest, True Blood Harvest, Falling Twilight, True Falling Twilight, Turn Undead, The Giga Needle, Scalper, etc.
* Changed Folv's Ancient set set bonus mana bolts damage to increase based on the use speed of the weapon (slower attacks increase bolt damage)
* Changed Demon Blood charges and Berserker armor visuals to match the newer ones / also cleaned up the already existing effects
* Changed Icy armor set bonus so that it now deals 5 damage, but only to enemies that aren't frozen / now always freezes nearby enemies
* Changed Eternal Night & True Eternal Night so that they stop at the cursor's shot location
* Changed Blackhole Cannon so that it actually sucks in nearby enemies
* Changed Bone Reaper, Stream Sting, and High Tide so that they now have a 35% chance to generate in dungeon chests alongside vanilla dungeon items (also made it so they can be in dungeon lockboxes)
* Fixed a "technical" bug where killing Coznix in one hit on expert mode would not generate Valadium/Lodestone
* Fixed Prickly Jam not giving the Full Stomach debuff
* Fixed certain guns having a reversed chance to consume ammo (listed 10%, was actually 90%)
* Buffed Empowerment default durations significantly
* Nerfed The Giga Needle heal amount from 10 to 8
* Nerfed Blackhole Cannon damage tick speed drastically & damage from 74 to 50
* Nerfed Drum Mallet damage from 14 to 9 & slowed useTime from 28 to 30 (was easier to craft than most swords, while equally as powerful)
* Nerfed Flute, Yew Wood Lute, Skyware Lute, Riff Weaver, Sunflare Guitar, Acoustic Guitar, by making it so their projectiles lose damage the more enemies they penetrate
Artillery Potion

Artillery Potion*

Statistics

The **Artillery Potion** is a buff potion that, when consumed, provides the player the **Artillery** buff, which increases the player's maximum number of sentries by 1.

The buff lasts for six minutes and, like all buffs, can be canceled at any time by right-clicking the icon.
Ancient Flame

Ancient Flame*

Statistics

 Lunatic Cultist | 1
 Treasure Bag (Lunatic Cultist) | 1

The **Ancient Flame** is a magic weapon which drops from the Lunatic Cultist. It fires a volley of fiery projectiles which each create miniature fiery explosions after a randomized short delay or on contact with any tiles or enemies, damaging enemies and inflicting the On Fire! debuff.

## History

* **1.6.1.4**:
	+ Nerfed velocity from 15 to 2.5.
	+ Sprite updated.
* **1.3.1.4**: Critical strike chance increased from 4% to 10% and use speed increased from 20 to 18.
* **1.3.0.0**: Introduced.
Astro Beetle

Astro BeetleHardmode exclusiveStatistics

Drops

* **Item (Quantity)****Rate**
* Astro-Beetle Husk6.67%
* Bio-Pod5%

The **Astro Beetle** is an enemy found in the Meteorite biome during Hardmode. It walks slowly, occasionally and suddenly flinging itself at the player to deal contact damage, similarly to a Giant Tortoise.

## History

* **1.5.1.0**: Increased melee damage from 38 / **76** to 40 / **80** and spin damage from 76 / **152** to 80 / **160**.
* **1.5.0.0**: Added immunities.
* **1.2.4.0**: Introduced.