VOIN
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Enemy and forging informations
By Ganon
Just a few pieces of information I gathered during my playthrough, which should make understanding the mechanics and enemies a bit easier.
   
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Enemys
The enemies we encounter aren't very diverse yet, but they do have a few unique traits that might not be immediately noticeable.

The names I give to the monsters do not align with the naming conventions of the developer.


Common enemys
https://gtm.steamproxy.vip/ugc/49073744599567479/63A0F697269475A009D8ED3841E0FD87F07A60C1/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=falseThe standard enemy, Type 1,
can only perform melee attacks. However, it comes in two variants: slow and shuffling, or slightly faster. Is among the quickest to defeat.













https://gtm.steamproxy.vip/ugc/49073744599570245/3014F1FAB31B6EC88630D8B53EDE043A857317BC/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=falseThe standard enemy, Type 2,
can only perform melee attacks. However, it comes in two variants: slow and shuffling, or slightly faster .
Mostly faster than the Type 1 standard enemy.

















https://gtm.steamproxy.vip/ugc/49073744599572596/96712F632FD87D807DBE48F223A18B00705DD441/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=falseThe Barbarian,
a usually faster enemy wielding a two-handed axe.
In addition to standard melee attacks, it can close short distances to the player with a shoulder charge.
It can take significantly more damage than the standard enemy.











https://gtm.steamproxy.vip/ugc/49073744599574560/5B8C31550AB03B96C5D899B0E16B9E5950A09059/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=falseThe ones I lovingly call the "Little Stinkers."
Quick with melee and jumping attacks, they’re easy to overlook when mixed in with a crowd of normal enemies.
Mostly annoying, but not a major threat since they usually don’t have much health.








https://gtm.steamproxy.vip/ugc/49073744599577295/0CF86FC466B973C5935E2901F71155F768FD5615/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=falseThe Boss Stinker
Attack patterns are the same as the "Little Stinker."
A unique trait of this enemy is its ability to "split."
It creates clones of itself, each spawning with full health. Based on current knowledge, it can repeat this process infinitely.



















https://gtm.steamproxy.vip/ugc/49073744599580393/3B1407116171966E282CC94E130CE7143703B086/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=falseThe Spitter,
a ranged unit whose spit inflicts the "Poison" status.
It can also attack in melee, although it prefers ranged combat and will often try to maintain distance.










https://gtm.steamproxy.vip/ugc/49073744599582578/FFBE967683EF6A25C48BB412C6B49B6410A4E909/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=falseThe Spitter "Champ"
attacks from a distance like the normal Spitter but spits more frequently during an attack. Additionally, it can summon poison fields from above.















https://gtm.steamproxy.vip/ugc/49073744599585394/25F99463CA6FB0BFD31166007F60B5760DF412F6/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=falseThe "Assassins"
are quite annoying enemies that enter an invisible mode at a certain distance. You can detect them by a slight green shimmer on their weapon.
The Assassin's attacks consist of backstabs or sprints that leave a trail of poison.
They are fast enemies that can withstand a moderate amount of damage.

https://gtm.steamproxy.vip/ugc/49073744599590783/4AC8BEAC679ED0F1502F2CAA36CCC810942A1FCD/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=falseThe "Knight"
is a more tanky enemy that boasts a wider range of attacks.
In addition to a ranged attack in the form of a "sword beam," it also has various melee attacks that it can execute in combination.


















https://gtm.steamproxy.vip/ugc/49073744599594120/DA17CA3D355B9452FB2C7DCE2E9196CA3212D7A1/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=falseThe "Biggie"
is a cumbersome enemy that moves slowly but attacks at a moderate speed.
In addition to melee attacks that often resemble a "spinning motion," it can also hurl chunks of dirt/rock at the player.
It has a lot of health and often appears alongside the Spitter Champ.














https://gtm.steamproxy.vip/ugc/49073744599596695/4E41681181F58F7F7B7B3893525D9977169E7399/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=falseThe Summoners
are, as the name suggests, primarily focused on spawning enemies, using "meteors" that deal damage upon impact.
They can summon the following enemies: "Standard 1," "Standard 2," "Little Stinker," "Spitter," and "Barbar."
In some cases, they also summon smaller, hunchbacked Standard 1 enemies that act as kamikaze explosives.
In addition to summoning, the Summoner has one melee attack that inflicts "Weakness" (I haven't received any damage from this yet, which might be a bug) and one ranged attack where the Summoner throws a meatball.














Boss enemys

https://gtm.steamproxy.vip/ugc/49073744599605998/0C5B4F9E912BF6D1376268407682C5DB5A189BBC/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=falseNomma
is like a stronger Summoner and has the same attacks. The only difference is that it spawns enemies much more frequently.

















The Flesh Smith
attacks with a hammer and summons small "turrets."
Its attacks include a "sprint," a "whirlwind attack," and smaller "strikes."
Some of its attacks trigger explosions, which are indicated by red circles that can appear throughout the arena.
The turrets themselves can only withstand a few hits.
Forging
The most important things to know are the costs and how to turn a "Primeval" item into a "Firstborn" item. Here is the information:


Firtborn Items
To create a "Firstborn" item, you need 2 "Primeval" items of the same class (e.g., amulet) with full saturation.

The saturation level goes up to Level 6, and for feeding (or saturating), you can use any rarity and class.
The higher the rarity, the more saturation it provides.

The Firstborn item retains the main stat of the first item, while the sub effect is overwritten by the main stat of the second item.

Upgrading system
The needed amount of "Flesh" for every item Type
Artifact
R0 - R1 --> 1000 Flesh
R1 - R2 --> 2000 Flesh
R2 - R3 --> 3000 Flesh
R3 - R4 --> 5000 Flesh

Weapon
R0 - R1 --> 1500 Flesh
R1 - R2 --> 3000 Flesh
R2 - R3 --> 4500 Flesh
R3 - R4 --> 7500 Flesh

Amulet
R0 - R1 --> 1200 Flesh
R1 - R2 --> 2400 Flesh
R2 - R3 --> 3600 Flesh
R3 - R4 --> 6000 Flesh

(Stone) Heart
R0 - R1 --> 1000 Flesh
R1 - R2 --> 2000 Flesh
R2 - R3 --> 3000 Flesh
R3 - R4 --> 5000 Flesh

Ring
R0 - R1 --> 1200 Flesh
R1 - R2 --> 2400 Flesh
R2 - R3 --> 3600 Flesh
R3 - R4 --> 6000 Flesh

Rune
R0 - R1 --> 1000 Flesh
R1 - R2 --> 2000 Flesh
R2 - R3 --> 3000 Flesh
R3 - R4 --> 5000 Flesh
3 Comments
Freaking Willy 9 Jan @ 11:57am 
Rules of creating Firstborns:

1. Both items must be the same type. Two rings, two weapons, two runes, etc. (Example: You cannot combine a ring and a sword.)

2. You cannot combine two items if they are the same item. Both items must be unique. (Example: You cannot combine two barbarian blades into a firstborn, but you can combine a barbarian sword and sickles into a firstborn.)

Hope this helps.
Gazgul Thrakka 5 Jan @ 1:12pm 
Yeah I have been having the same problem with my two fully sated primal barb blades
Dnompal ꐕ 1 Jan @ 2:13pm 
Hi I hit a snag and was curious if you've encountered anything similar? I try to use Symbiosis (volcano combination thing) to upgrade my fully satiated Bellringers to Fistborn, but the second slot doesn't allow them to be entered. The first slot allows either Bellringer, but the second doesn't. Is this a bug, or am I not understanding the symbiosis process?
imgur link for context [imgur.com]