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This guide has been started using information from prior years and should be updated with additions/corrections for this year. If you have a topic where you are also tracking info (the same or otherwise; you are entirely welcome to steal as much of this guide as desired) and/or working to better organize combat efforts, I'd be happy to add a link here to that. If you'd like to take on at least partial responsibility for updating this page, but do not currently have edit access to this group, let me know.
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Multi-Use Weapons
Using the wrong weapon against an enemy allows the enemy to resist some of the damage.
Fists - Infinitely usable, but only deals straight 1d4 damage and may be resisted by any enemy.
Piercing Type (Dexterous Type) - Slightly improved accuracy and dodging. Ideal against green (or aqua) enemies; others may resist some damage.
Examples
Noble Rapier - "A beautiful and light weapon, for when you want to strike fast, stay quick on your feet, and look stylish."
Energy Sword* (2017, 2020) - "A blade made of energy in the 520 - 490 nanometer frequency. The compact technology keeps it light weight, for when you want to strike fast, stay quick on your feet, and look super cool."
High Tech Whip (2019, 2020) - "A whip, enhanced by electric shock technology. Stunning!"
Pitchfork (2021) - "A common farming implement, now being used for battle."
*Energy swords are blue by default, but could have their color changed to green, red, purple, or pink via special crystals.
Stats
Max uses: 40
Attack bonus: 3
Damage Dice: 1d8
Damage Bonus: 2
Crit Threshold: 18
Crit Multiplier: 2
AC Bonus: 4
Slashing Type (Heavy Blade Type) - Ideal against red (or pink) enemies; others may resist some damage. Has most uses before breaking.
Examples
Wicked Battle Axe - "Holding this axe makes you feel... powerful."
Alien Honor Blade* (2017, 2020) - "A blade for warriors who show true honor in combat."
Dwarven Mining Pick (2022) - "A heavy pick for extracting ore from rocks... or pain from monsters."
Stats
Max uses: 50
Attack bonus: 5
Damage Dice: 2d8
Damage Bonus: 3
Crit Threshold: 20
Crit Multiplier: 3
*Alien Honor Blade (2017, 2020) appears to have a chance to deal a couple points extra damage via insult to honor.
Energy Type (Gun Type) - Ideal against blue (or purple) enemies; may be resisted by others. Highest damage potential among multi-use weapons, but fewest uses.
Examples
Ray Gun -
"A sleek, futuristic energy weapon."
Flintlock Pistol (2018, 2020) -
"An old timey flintlock pistol."
Stats
Max uses: 20
Attack bonus: 5
Damage Dice: 3d8
Damage Bonus: 4
Crit Threshold: 19
Crit Multiplier: 3
Single-Use Weapons
We don't get a lot of these and single-use means they can't be repaired, so save them for when they're most useful!
Pineapple Grenade - "Pull the pin and throw for explosive results."
Stats
Damage type: All
Attack bonus: 10
Damage Dice: 6d8
Damage Bonus: 5
Crit Threshold: 20
Crit Multiplier: 3
Stick of Dynamite - "Light the fuse and get out of the way -- there are going to be explosive results." (A 2022 item.)
Stats
Damage type: All
Attack bonus: 10
Damage Dice: 6d8
Damage Bonus: 5
Crit Threshold: 20
Crit Multiplier: 3
Portable Cannon - One-use high-damage item. Equally useful against all enemies. (A 2018 & 2020 item; can also be gotten as a "loyalty" gift from the repair merchants.)
Stats
Damage type: All
Attack bonus: 10
Damage Dice: 8d10
Damage Bonus: 5
Crit Threshold: 19
Crit Multiplier: 3
Rocket Launcher - "A one-shot shoulder mounted rocket. For when a grenade just isn't enough." (A 2017 & 2020 item, ongoing?; can also be gotten as a "loyalty" gift from the repair merchants.)
Stats
Damage type: All
Attack bonus: 10
Damage Dice: 8d10
Damage Bonus: 5
Crit Threshold: 19
Crit Multiplier: 3
Healing
Party Hat of Healing -
Heals 5-15 health. Can be traded to Moa or Aalto to repair weapons.
Can be found while navigating the site during Epic Week.
"A festive hat. Its polka dots glow with a soft pink light."
Super Party Hat of Healing -
Heals half your total health and a small bit (1 point?) of stamina.
Can be found while navigating the site during Epic Week.
"A festive hat. Its polka dots glow with a soft light."
Medicinal Plant -
Cure blight and poison.
Can be found while navigating the site during Epic Week or gotten as a "loyalty" gift from the repair merchants.
"A beautiful plant, shimmering with dew. Herbalists say that it contains healing properties."
Stimspray -
Cure blight and poison. (A 2017 & 2020 item)
Can still be gotten as a "loyalty" gift from the repair merchants.
"A high-tech medical device which can deliver medicine directly to your blood stream without the need for needles. It is currently loaded with a strange green liquid."
Blight-Be-Gone -
Recovery from blight. (A 2022 item.)
Craftable in the farming game.
"A curative to the blight status effect, brewed with special care."
Anti-Venom -
Recovery from poison. (A 2022 item.)
Craftable in the farming game.
"A specially brewed curative that can reverse the lingering effects of a venomous bite."
Crafting
For 2022, items to cure status effects and buff fellow fighters are craftable in the Epic Farming Game. [Guide/reference needed.]
Bake Sale
These items were only available through the virtual "bake sale" held as a fundraiser for Operation Audacious Phoenix.
Chocolate Chip Cookie - Heals 1-4 health.
Strawberry Lemonade Cupcake - Heals 1-4 health.
Rich Cupcake - Heals 1-4 health.
Raspberry Thumbprint Cookie - Heals 1-4 health.
Macaroons (multiple colors) - Heals 1-4 health.
Hot Cuppa - Recovery from blight and poison.
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Buffs
A player can give another active player a buff from inside combat once per 10 stamina (after you've used 10 stamina total, you can give another boost so long as you have at least 1 stamina). Boosts replace each other, but those with oil boosts already will not be listed as an option. (Appeared 2018? Year-specific or ongoing usage?)
The standard, item-free buff is a +1 defense boost.
Blue Throwable Oil (Defense)
(formerly Blue Fish Oil)
+4 to defense.
"Sweet Flips" Blend Buffing Oil - This blend will make you feel so nimble and dextrous, you can do backflips out of the way when a foe tries to hit you!
Red Throwable Oil (Melee)
(formerly Red Fish Oil)
+4 to melee damage.
"Buffy the Goblin Slayer" Blend Buffing Oil - Slay with confidence and puns! This blend will make you more dangerous in melee combat.
Yellow Throwable Oil (Damage Resistance)
(formerly Yellow Fish Oil)
+4 to damage reduction.
"Ultimate Tanking" Blend Buffing Oil - Useful when you want to be able to withstand multiple blows.
2022 Crafting
For 2022, items to cure status effects and buff fellow fighters are craftable in the Epic Farming Game. [Guide/reference needed.]
2018 and 2019 Crafting
Oils/potions are items that could be crafted in 2018 & 2019. Crafting them requires an empty bottle (obtained from bottled message). Blue and red oils/potions require 2 of the matching-color item (blue fish or lapis lazuli for blue, red fish or super scarab for red). Yellow oils/potions require one of the colored item (puffer fish or super slug), plus two medical items (medicinal plants or stimspray). Bottles and fish could be found in 2018; bottles, lapis, scarabs, and slugs could be found in 2019.
Status Effects
Poison - Reduces accuracy, making it harder to hit enemies. Takes 4-6 hours to wear off. Can be removed with a medicinal plant, stimspray, or Anti-Venom. (Introduced in 2015. Originally never wore off.)
Blight - Prevents normal healing users get every 5 minutes. Takes 4-6 hours to wear off. Can be removed with a medicinal plant, stimspray, or Blight-Be-Gone. (Introduced in 2016? Originally never wore off.)
Bleed - Drops HP by 1-5 points per round for 3 action rounds after infliction. Cannot be cured before the 3 rounds are up. (Introduced in 201?)
Pets
This section is being updated. Current info indicates pets in the hotel participate with 1d4, and named pets around 90% wellness may get 1d12.
Walrus - A walrus in your inventory or display case has a 3% chance of absorbing 1d8 of the damage meant for you. (Don't worry, they can't die, all that blubber will keep them safe!) Can be purchased from Moa when she visits, but only a limited number are ever available. They can also be dressed up into different forms; be aware that dress-up items will replace each other and are consumed on use. The dressed-up forms often feature unique flavor text when they appear in battle.
Phoenix - A phoenix in your inventory or display case has a 3% chance of dealing an extra 1d8 damage to an enemy. They were available as part of Operation Audacious Phoenix. They come in several different color schemes, changeable by feeding cinnamon sticks.
Unknown: Is it 3% per pet (more pets = higher chance one appears), or 3% that any pet will get an action? Can more than one pet appear during a single attack?
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2023 Enemies
This area will be filled out when Epic Week gets here. If you're looking for info from 2022 or further back, check out the Past Adventures page.
Notice: Non-boss enemies are weak to one of the three multi-use weapon types and typically "shrug off" some of the damage from the other two. Which weapon is best can be determined by an enemy's color.
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Hungry Lizard
Green. 25 HP. Weak to piercing damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 10
Attack bonus: 0
Damage: 1d6
Crit Range: 20
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Ravenous Lizard
Red. 75 HP. Weak to slashing damage. Requires approximately 3 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d8
Crit Range: 20
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Large Lizard
Blue. 100 HP. Weak to energy damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 2
Damage: 1d10
Crit Range: 20
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Venomous Lizard
Green. 50 HP. Inflicts poison. Weak to piercing damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 10
Attack bonus: 0
Damage: 1d6
Crit Range: 20
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Venomous Red Lizard
Red. 100 HP. Inflicts poison. Weak to slashing damage. Requires approximately 3 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d8
Crit Range: 20
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Large Venomous Lizard
Blue. 125 HP. Inflicts poison. Weak to energy damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 2
Damage: 1d10
Crit Range: 20
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Ultra Venomous Lizard
Green. 75 HP. Inflicts poison. Weak to piercing damage. Requires approximately 3 appropriately armed players working together in a round.
Stats
AC: 10
Attack bonus: 0
Damage: 1d6
Crit Range: 20
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Ultra Venomous Red Lizard
Red. 125 HP. Inflicts poison. Weak to slashing damage. Requires approximately 3 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d8
Crit Range: 20
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Large Ultra Venomous Lizard
Blue. 150 HP. Inflicts poison. Weak to energy damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 2
Damage: 1d10
Crit Range: 20
Description of standard, Venomous, and Ultra Venonmous Lizards
A scaly lizard similar to a gila monster. It has [green/red/blue] markings on its back.
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Apprentice Lizard Wizard
Green. 75 HP. Inflicts blight. Weak to piercing damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
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Lizard Wizard
Red. 150 HP. Inflicts blight. Weak to slashing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
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Master Lizard Wizard
Blue. 225 HP. Inflicts blight. Weak to energy damage. Requires approximately 6 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
Description of Lizard Wizards
A lizard person with [green/red/blue] scales. They wear a wizard's robe and hat. In one clawed hand, they carry a staff. In the other, they are forming a ball of magical energies.
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Lizard Rogue
Green. 125 HP. Inflicts poison, bleed. Weak to piercing damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
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Stabby Lizard Rogue
Red. 250 HP. Inflicts poison, bleed. Weak to slashing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 1d8
Crit Range: 20
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Extra Sneaky Lizard Rogue
Blue. 375 HP. Inflicts poison, bleed. Weak to energy damage. Requires approximately 6 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 1d10
Crit Range: 19
Description of Lizard Rogues
A lizard person with [green/red/blue] scales, swathed in a hooded cloak and brandishing a dagger.
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Lizard Rider
Green. 200 HP. [Status inflictions?] Weak to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 2d8
Crit Range: 19
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Heavy Lizard Rider
Red. 400 HP. [Status inflictions?] Weak to slashing damage. Requires approximately 8 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 2d10
Crit Range: 19
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Dread-Lizard Rider
Blue. 600 HP. [Status inflictions?] Weak to energy damage. Requires approximately 12 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 2d12
Crit Range: 18
Description of Lizard Riders
A huge [green/red/blue] lizard, similar in shape to a komodo dragon, but almost elephant-sized. Spiked plate armor is strapped to its legs, tail and head, and a platform with an oversized, mounted crossbow is on its back. A lizard-person rider is on the platform, bellowing a war cry as it aims the crossbow.
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Hulking Lizard [2] [3]
Boss. 18,000 HP. Inflicts bleed. No specific resistances or weaknesses. Does not recover each round.
Stats
AC: 15
Attack bonus: 5
Damage: 5d8
Crit Range: 17
Description of Hulking Lizard
A 10 foot tall lizard-man, bulging with an absurd number of muscles. He wears only a pair of tan shorts, and is kneeling down, slamming the ground with one fist and making the Earth shake.
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Lizard Lurker [2] [3]
Boss. 30,000 HP. Inflicts poison. No specific resistances or weaknesses. Does not recover each round.
Stats
AC: 13
Attack bonus: 4
Damage: 4d8
Crit Range: 18
Description of Lizard Lurker
A large, lean lizard, vaguely humanoid in shape but primarily reptilian. Its lithe body is covered in sharp spikes, and its eyes are black as night. It creeps on all fours, long tail flicking silently behind it.
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Gila Dragon [teamwork!] [2] [3] [4] [enraged] [6]
Boss. 64,000 HP. No specific resistances or weaknesses. Does not recover each round.
Stats
AC: 16
Attack bonus: 2
Damage: 4d10 (4d12 enraged) (3d10)
Crit Range: 18 (17 enraged) (19)
Description of Gila Dragon
A massive dragon in flight. It has back legs, but the front legs are muscley wings. Its coloration is similar to that of a Gila Monster.