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On 2/25/2026 at 10:43 PM, Dr.Webber said:

Even if it was temporary

The survivors probably wouldn’t want their bodies to be changed even if just temporary.

On 2/25/2026 at 10:43 PM, Dr.Webber said:

I was actually thinking it would be a way of preserving the spiders lost, but I suppose we could also make it so it drops the actual spiders rather than getting the glands or neither what do you think?

I don’t think you should change the usual drops of the spider den.

3 hours ago, Dr.Webber said:

Do you think a skill that has unfriended spiders attack whatever’s attacking Webber the same way they do for other spiders not from their den is too powerful and if I do make it a skill do you think I should merge it with one of the other skills or make it its own, I could call it one of us or two of us (in a reference to the fact that Weber has two entities in one body)

I could also make it only work with bedazzled spiders

I mean merms do that with Wurt already (from experience), so I feel like that should be a base addition if they did that.

51 minutes ago, Creatingabe1125 said:

I mean merms do that with Wurt already (from experience), so I feel like that should be a base addition if they did that.

If it’s not a base edition, do you think I should still add it as a skill

On 2/27/2026 at 6:41 AM, Dr.Webber said:

If it’s not a base edition, do you think I should still add it as a skill

Alone no. If you found a skill it’d fit in then possibly but I wouldn’t put it in the skill tree.

 

I came up with a more finished form of the void venom idea:

It’s a 6 use item that can be crafted at the shadow plinth kit using 1 dark tatters, 5 pure horror, & 6 spider glands. It disappears after its final use. Only shadow aligned Webbers can use it.

Upon use, an effect where multiple lightning shadows spiral outwards from where Webber stands. Imagine the moon storm lightning effect except it doesn’t branch, moves in a shadow spiral way in unison, and is thicker/bigger. It’ll expand to almost as far as the screen usually is, and it’s effect applies like a single wave coming from the center.

It has 2 targets, non spiders/allies and befriended spiders (not Webber and spider queens though.)

The void venom will make entity planar protected enemies more vulnerable against physical damage by weakening its effect against damage from spiders (including Webber and spider queens.) It’ll also reduce their damage by 10% (Though I might swap it with another effect.) this effect lasts 2 minutes and any more void venom uses will add on to the existent timer.

Befriended spiders (non-lunar aligned) affected by the void venom will gain one bite where damage is doubled. That effect is stackable. Any gloom spiders affected by the venom will have their shield cooldown go down twice as fast for 2 minutes as well. And any nurse spiders affected by the venom has a 50% chance to create a similar effect 2-10 seconds afterwards, but it only adds 30 seconds to all effects instead of 2 minutes. Though the +1 double dmg bite is still the same.

 

I kinda like it, but also the void venom doesn’t feel like enough. I’m guessing because it only changes stats without any actual effect on the world, which makes it feel lesser like a stat modifier than some fresh and interesting piece of content.

Any thoughts? And if you agree with me, any ideas on how to fix it, or should I try something else?

9 hours ago, Creatingabe1125 said:

Alone no. If you found a skill it’d fit in then possibly but I wouldn’t put it in the skill tree.

 

I came up with a more finished form of the void venom idea:

It’s a 6 use item that can be crafted at the shadow plinth kit using 1 dark tatters, 5 pure horror, & 6 spider glands. It disappears after its final use. Only shadow aligned Webbers can use it.

Upon use, an effect where multiple lightning shadows spiral outwards from where Webber stands. Imagine the moon storm lightning effect except it doesn’t branch, moves in a shadow spiral way in unison, and is thicker/bigger. It’ll expand to almost as far as the screen usually is, and it’s effect applies like a single wave coming from the center.

It has 2 targets, non spiders/allies and befriended spiders (not Webber and spider queens though.)

The void venom will make entity planar protected enemies more vulnerable against physical damage by weakening its effect against damage from spiders (including Webber and spider queens.) It’ll also reduce their damage by 10% (Though I might swap it with another effect.) this effect lasts 2 minutes and any more void venom uses will add on to the existent timer.

Befriended spiders (non-lunar aligned) affected by the void venom will gain one bite where damage is doubled. That effect is stackable. Any gloom spiders affected by the venom will have their shield cooldown go down twice as fast for 2 minutes as well. And any nurse spiders affected by the venom has a 50% chance to create a similar effect 2-10 seconds afterwards, but it only adds 30 seconds to all effects instead of 2 minutes. Though the +1 double dmg bite is still the same.

 

I kinda like it, but also the void venom doesn’t feel like enough. I’m guessing because it only changes stats without any actual effect on the world, which makes it feel lesser like a stat modifier than some fresh and interesting piece of content.

Any thoughts? And if you agree with me, any ideas on how to fix it, or should I try something else?

I feel like it should be shared with shattered spiders I mean combining shadow and lunar power has worked in the past considering Winona is able to do it with the the catapult 

I don’t know it feels like something missing I don’t know what though it just needs some spice you know what I mean

also I’ve been thinking recently what if the way of giving the spiders planar power work similarly to how Wolfgang doubles follower strength with his coach whistle. It could be a webby whistle upgrade.

On 3/2/2026 at 7:28 AM, Dr.Webber said:

I feel like it should be shared with shattered spiders I mean combining shadow and lunar power has worked in the past considering Winona is able to do it with the the catapult 

I don’t know it feels like something missing I don’t know what though it just needs some spice you know what I mean

also I’ve been thinking recently what if the way of giving the spiders planar power work similarly to how Wolfgang doubles follower strength with his coach whistle. It could be a webby whistle upgrade.

It’s not that big of a deal if shattered spiders are also effected, I just figured that they wouldn’t mix because the spider’s body is very lunar based and Wanda said that lunar magic doesn’t work with shadow magic. And also cause in the arachnid planar the shadow magic doesn’t sync with shadow spiders that well.

 

I just came up with the idea of a large and tall shadow castle thing, similar to the glass castles in design. These would do what the void venom does periodically but after enough time, you’ll have the option to free shadow and a few gloom spiders by destroying the castle. And perhaps a ghost survivor haunting one has a chance of being revived themselves in it, waiting to be freed. You can summon multiple and they also act as obstacles to protect from things like rooks, just they’ll get damaged. I imagine they’d be cheapish, probably at 5 nightmare fuel and 2 pure horror, or a bit more.

 

It seems like a possibly good idea but idk how to implement it yet.

Posted (edited)
14 hours ago, Creatingabe1125 said:

It’s not that big of a deal if shattered spiders are also effected, I just figured that they wouldn’t mix because the spider’s body is very lunar based and Wanda said that lunar magic doesn’t work with shadow magic. And also cause in the arachnid planar the shadow magic doesn’t sync with shadow spiders that well.

 

I just came up with the idea of a large and tall shadow castle thing, similar to the glass castles in design. These would do what the void venom does periodically but after enough time, you’ll have the option to free shadow and a few gloom spiders by destroying the castle. And perhaps a ghost survivor haunting one has a chance of being revived themselves in it, waiting to be freed. You can summon multiple and they also act as obstacles to protect from things like rooks, just they’ll get damaged. I imagine they’d be cheapish, probably at 5 nightmare fuel and 2 pure horror, or a bit more.

 

It seems like a possibly good idea but idk how to implement it yet.

Yeah, that sounds interesting

What do you think we should do for the lunar version?

Edited by Dr.Webber

Can you help me come up with a way too implement these ideas from @DimokKio into the skill tree

 

[Skill 1]

1.png.1e596705c1c5a711599a14a41b43fac6.png

Den decorations are not removed by damage or aggro. Instead, they can be removed with a razor. [PERHAPS] If you have a den decorating set in your inventory and remove them, the durability lost is refunded.

Unlocks the Den decoratig editor via the set. Here, you can choose the color of stickers, a flag (for which you can choose or draw a symbol), add decoration elements from the following skills, if they are active, and more.

 

 

 

[Skill 2]

2.png.3793e4befb5b83e180d545750df3636a.png

Unlocks the Advanced Den Decorating Set (level 2 decorations). Unlocks the Cozy and Hunting sets (Action Wheel when clicking on the Den while holding the set).  (Concept art of the new sets after skill 3). You can add a bonus set to Den.

[Simple Den Decorating Set general features]

They work exactly like decorations in the game, only the Spider Queen, which can be obtained from the third-level den with the first skill of the Spider Queen tree, will cost more and also spread the effect at a distance equal to the default decoration.

[Advanced Den Decorating Set general features]

Dens increase their health by 50%, burn longer, have a larger area of effect, and you need to use a hammer to remove the decoration instead of a razor. Level 1 decorations now use 10% instead of 20%. To create a queen, you need more meat compared to a den with first-level decorations (Simple) and even more so without decorations. The Queen spreads effects at the same range as advanced decorations.

 

 

 

[Skill 3]

3.png.1e987d9a88b4a4c4e7f7bfea14bd1c46.png

Unlocks the Master Den Decorating Set (level 3 decorations). Unlocks the Worker and Combat sets (Action Wheel when clicking on the Den while holding the set). You can add a bonus set to Den.

[Master Den Decorating Set general features]

Dens increase their health by 100%, don't burn, and their area of effect is replaced by a target for spiders living in the den (To get the temporary bonus for Webber, you must sleep in the den). To remove a decoration, you must use a hammer instead of a razor. Tier 1 decorations consume 5% instead of 20%, and tier 2 decorations consume 10% instead of 20%. Creating a queen requires significantly more meat compared to a den with decorations of any level and especially without decorations. The Queen only transfers the effect to the spiders it spawns.

 

 

 

[Den Decorating Sets Concept Art]

The tables will show the decoration levels vertically and the dens levels horizontally.

 

[Friendly Set Concept]

1915616585_.png.b415c53dd5fff59a683db512d356893c.png

 

[Simple level]

  • The same as the in-game decoration, if there is no influence from skill perks.

[Advanced level]

  • Spiders: Do not affect the players' sanity.
  • Webber: Restores sanity near to den.
  • Other players: Unlock the ability to sleep in the den and are not slowed down on web turf [PERHAPS] Restore a little sanity near the den.
  • Spider Queen: Does not affect the sanity of nearby Survivors [PERHAPS] Slightly restores the sanity of nearby non-Webbers.

 

[Master level]

  • Spiders: Can be tamed by non-Webbers (Spiders are tamed for meat one by one, not in a group like with Webber).
  • Webber: Significantly restores sanity.
  • Other players: Significantly restores sanity near the den (as much as Webber) [PERHAPS]; they partially or fully receive the effects of other decorations. They move along the web turf at Webber's speed.
  • Spider Queen: Non-Webbers can drive and even ride the Spider Queen if she's tamed. (She can't be tamed by non-Webbers.) [PERHAPS] Webber can tame multiple of her spiders at once.

 

[Cozy Set Concept]

1481699487_.png.dc040d0aede9b90b3c40801c0c804d5a.png

[Simple level]

  • Spiders: Some remain in the den at dusk
  • Webber: Gains minor immunity to sleep.
  • Sleeping in the den: Slows down the decrease in satiety, the speed of recovery of sanity and health increases, body temperature returns to normal faster.
  • Spider Queen: Once tamed, the ability to temporarily transform into a den is unlocked. Sleeping in the temporary den depends on the level of the decoration. The temporary den's health is equal to the queen's. To transform the den back into a queen, click on it.

 

[Advanced level]

  • Spiders: None of them come out of their den in the evening.
  • Webber: Gains significant immunity to sleep.
  • Sleeping in the den: Possible during the day.
  • Spider Queen: Doesn't sleep during the day.

 

[Master level]

  • Spiders: Ignore players running on web turf
  • Webber: Doesn't fall asleep
  • Sleeping in the den: Nearby spiders or attacks on the den are ignored. The player will only wake up if the den is completely destroyed.
  • Spider Queen: Don't transform back from her den after being hit by someone else. (Her spiders will attack the enemy).

 

[Combat Set Concept]

2135657309_.png.ee8316931801a9e614f9ee89c8c464d3.png

[Simple level]

  • Spiders: Receive a minor bonus to damage, health, attack speed, and movement speed. There's a 15% chance to drop a second item upon death.
  • Webber: Slightly increases satiety, sanity, and health stats, and slightly increases damage and movement speed.
  • Web turf: Expands slightly. Webber speeds up slightly, while other characters and mobs slow down slightly more.
  • Spider Queen: Gains spiders, but to a lesser extent (Speed bonus slightly reduced, damage and cooldown bonus reduced more, health bonus extremely reduced) or [PERHAPS] Will not receive any spider bonuses other than speed, but the movement speed bonus will be greater. Increases loot dropped on death (Does not apply to spider hats and spider eggs).

 

[Advanced level]

  • Spiders: Receive a bonus to damage, health, attack speed, and movement speed. Guaranteed to drop 2 items upon death, with a 25% chance of dropping a third.
  • Webber: Increases satiety, sanity, health, damage, and movement speed.
  • Web turf: Expands. Webber moves faster, while other characters and mobs are slowed down more.
  • Spider Queen: Gains spiders, but to a lesser extent (Speed bonus slightly reduced, damage and cooldown bonus reduced more, health bonus extremely reduced) or [PERHAPS] Will not receive any spider bonuses other than speed, but the movement speed bonus will be greater. Doubles loot dropped on death (Does not apply to spider hats, small chance of dropping second spider eggs).

 

[Master level]

  • Spiders: Significantly increases damage, health, attack and movement speed. Guaranteed to drop four items on death, 50% chance of a fifth.
  • Webber: Significantly increases satiety, health, sanity, damage and movement speed.
  • Web turf: Reaches maximum. Webber moves very quickly. Other characters and mobs are seriously slowed down.
  • Spider Queen: Gains spiders, but to a lesser extent (Speed bonus slightly reduced, damage and cooldown bonus reduced more, health bonus extremely reduced) or [PERHAPS] Will not receive any spider bonuses other than speed, but the movement speed bonus will be greater. Triples loot dropped on death (Does not apply to the spider hat, small chance to drop up to three spider eggs).

 

[Worker Set Concept (The decoration retains the abilities of previous levels)]

477255232_.png.6419783fee35bb4772c41209dea2cd3b.png

[Simple level]

  • Spiders: [PERHAPS] Damage is reduced. Will dig up graves, weeds, and the like. (Except bushes and crops).
  • Webber: Plowing the land and digging (anything) will speed up.
  • Tamed: They will dig up what Webber digs up.
  • Spider Queen: [PERHAPS] Damage is reduced or eliminated. When moving, it will plow the ground (make holes).

 

[Advanced level]

  • Spiders: [PERHAPS] Damage is reduced. They can run up and "hit" a stone, tree, etc.
  • Webber: The speed of mining, cutting, etc. has been increased.
  • Tamed: Will mine what Webber mines (with their attack speed).
  • Spider Queen: [PERHAPS] Damage is reduced or eliminated. 

 

[Master level]

  • Spiders: [PERHAPS] Damage is reduced. Will run up to the bushes and pluck loot from them.
  • Webber: The speed of harvesting (or picking up items) is increased.
  • Tamed: When Webber collects from bushes, spiders will pluck loot from nearby bushes of the same type.
  • Spider Queen: [PERHAPS] Damage is reduced or eliminated. Pulls items from multiple bushes when using "attack".

 

[Hunting Set Concept (The effect is selected from the decoration with a higher level)]

1646654819_.png.051b3292aeed69a1bf1d74f07c07b65e.png

[Simple level]

  • Spiders: Attacks passing mobs, which when killed drop rare items slightly more often. Like other mobs, they are affected by the sign. (upon death, they leave anything but the object with the sign)
  • Webber: Killing mobs drops rare items slightly more often.
  • Sign: If an item from the spiders' possible loot list is selected, it will not drop from mobs.
  • Spider Queen: Has a spider effect. (The sign's effect does not work on the spider hat or spider eggs).

 

[Advanced level]

  • Spiders: Attacks passing mobs, which when killed drop rare items more often. Like other mobs, they are affected by the sign (upon death, they always leave behind an item with the sign that had a chance to drop without it)). 
  • Webber: Killing mobs drops rare items more often.
  • Sign: If an item from the list of possible spider loot is selected, it will always drop.
  • Spider Queen: Has a spider effect. (The sign's effect does not work on the spider hat or spider eggs).

 

[Master level]

  • Spiders: Attacks passing mobs, which when killed drop rare items much more often. Like other mobs, they are affected by the sign (upon death, they always leave behind an item with a sign if it could have dropped without it or been used for mutations).
  • Webber: Killing mobs drops rare items much more often.
  • Sign: The item from the list of possible spider loot is replenished with components for a switcherdoodle, which can be selected and it will always drop [PERHAPS] including from spiders, the components of the switcherdoodle for which are selected.
  • Spider Queen: Has a spider effect. (The sign's effect does not work on the spider hat or spider eggs).

 

[Decorations Stacking]

With this skill, you can attach as many as three sets to a single den. Here's an idea of what this might look like: The first set is the look shown in the images, with the flag, center segment, and some stickers remaining. The second set involves choosing the door/right or left segment, and swapping the other third of the stickers. The third set involves swapping the remaining right/left segment and a third of the stickers.

The effects stack, excluding the den's health and fire resistance (selected based on the highest-level decoration). Furthermore, the price of the Spider Queen also stacks, increasing the price for each decoration depending on its level.

 

On 3/6/2026 at 9:08 AM, Dr.Webber said:

Yeah, that sounds interesting

What do you think we should do for the lunar version?

Forgot to mention but I also thought about adding a way to keep permanent shadow dens by using 1 dark tatters per den.

I was gonna leave it mostly the same as both seem like mirrors on Webber’s character. Spider queen for spiders, and castles as in play-belief for human Webber. Plus they’re both royalty related things.

I might change a few things when formatting the final version of the affinities and am also considering reworking the shadow castle a bit, but other than that and the names I think we’re done with the affinities.

On 3/6/2026 at 11:06 AM, Dr.Webber said:

Do you think I should add getting the amount of silk you used to upgrade dens onto it, then relocator and possibly change the name to den delicacy

Are you talking about the relocater skill?

On 3/6/2026 at 2:53 PM, Dr.Webber said:

Can you help me come up with a way too implement these ideas from @DimokKio into the skill tree

I’m not interested in trying to import these ideas or look into them too much. Though you may want to just take inspiration instead of importing them as you may have to rework some space for those skills and some precursor skills from its original skill tree.

6 hours ago, Creatingabe1125 said:

Are you talking about the relocater skill?

I could either add it onto that skill or possibly add onto the silk fashioner skill

 

6 hours ago, Creatingabe1125 said:

I’m not interested in trying to import these ideas or look into them too much. Though you may want to just take inspiration instead of importing them as you may have to rework some space for those skills and some precursor skills from its original skill tree.

Yeah, basically what I was thinking was I implement certain ideas from those skills as a way to better implement the general idea of the supercolony skill we’re planning to add which by the way, what is the plan for the specifics of that go because like we have a general idea but not the specifics of how we’re gonna implement, searching roles and so on

Oh also @DimokKio had this other idea for this upgradable spider specific hat called the bag cap that if I’m understanding, the idea right is basically extra storage for Webber in the form of a hat for his spiders and possibly even him but the last upgrade is the royal upgrade that allows you to place switcherdoodles in it to give the wearer these effects:

(Q = Number of slots allocated for upgrading with switcherdoodles)

Warrior: Adds +3Q damage to the wearer's damage.

Dangler: Increases movement speed by 2Q%.

Cave: +5Q% damage protection.

Spitter: Adds +5Q% chance on next hit to fire a spitter spider projectile with damage equal to 10 + 5Q% of the player's damage (including damage of the weapon in his hands with planar damage converted to normal) or [PERHAPS] default damage of the spitter.

Shatter: Gives a 5Q% chance to release spikes similar to Bramble Husk's spikes after being hit or taking damage.

Nurse: If health is below (100-5Q)%, every 10 seconds restores 2Q HP.

Strider: Increases Waterproof by 5Q%.

[Bag Cap: Others]

  When worn normally without Switcherdoodles,durability is not consumed. If Switcherdoodles'bonuses are active (taking damage while Cave orShatter is active, being healed by Nurse, beingattacked by Shatter, Spitter, or Warrior, or simplyrunning with Dangler), durability is consumed. Cap can be repaired with Spider Food. When the Bag Cap breaks, its levels and royal upgrades will not be lost and it can still be used as a backpack, but the slots for Switcherdoodles will be unlocked (the effects will no longer work, and Switcherdoodles can be removed from it, but you won't be able to activate them until you repair the cap). To restore it, you'll need to feed the cap Monster Lasagna.

  The cap also works when worn by mobs. They gain switcherdoodle effects and additional slots. Forexample, Webber's spiders, with a leveled second spider branch skill, can carry not just one item, but 10 ([PERHAPS]: 9 stacks and 1 item).
 

I’ll have to alter the way you upgrade it to the royal type but I was thinking since it involves using a spider hat I was thinking I change the second half of in the spirit of friendship to either spider Queens dropping their spider hats when turning back into a tier 1 den near Webber or him being able to craft one and then getting rid of rapid growth in replacing it with a skill that introduces the bag cap and all it’s upgradesAnd have it be unlocked after in the spirit of friendship

Also, what do you think I should do for the roles that all the other hats in the game, give to spiders

 

7 minutes ago, DimokKio said:

I had a little idea. You could add switchdoodles to a Crock Pot with something else and make an experimental switchdoodle that might or might not turn a spider into a random one. And if you add a shadow/moon item to the recipe, you have a chance of getting a moon/post champion/post fuelweaver/shadow spider.

What do you think of the idea?

  • Like 1
3 hours ago, DimokKio said:

What do you think of the idea?

I feel like unless there is some additional benefit like maybe becoming a cross between different spider types the randomness would be annoying when you can get the specific type you want through the normal switcherdoodles though I guess curtain switcherdoodles are harder to make and that it’s easier to just go seek out that type of sprayer rather than make new ones which I do think should be fixed, but not necessarily in this way forever were to be added it would have to be made with at least one switcherdoodle different from the rest I don’t know maybe with a few changes that I would add it, but not as is

1 hour ago, Dr.Webber said:

Мне кажется, если не будет каких-то дополнительных преимуществ, например, возможности стать помесью разных типов пауков, случайность будет раздражать, ведь можно получить нужный тип с помощью обычных перестановочных пауков. Хотя, я думаю, перестановочные пауки сложнее создавать, и проще просто найти нужный тип, чем создавать новые, что, на мой взгляд, нужно исправить, но не обязательно таким образом. Если бы это было сделано навсегда, то хотя бы один перестановочный паук отличался бы от остальных. Не знаю, может быть, с некоторыми изменениями я бы его добавил, но не в таком виде, как сейчас.

I just had an idea about how to make it so that all species of spiders could be restored even if they were completely exterminated and no one knows the craft of their switcherdoodles.

2 hours ago, DimokKio said:

I just had an idea about how to make it so that all species of spiders could be restored even if they were completely exterminated and no one knows the craft of their switcherdoodles.

Good point but is that common enough that it’s worthy of a skill also if we account for that, shouldn’t we account for the idea that every species is extinct and all the silk is used up so you can’t craft another egg

14 minutes ago, Dr.Webber said:

Хороший вопрос, но достаточно ли это распространенное явление, чтобы считать это навыком? И если мы это учтем, разве не следует учесть тот факт, что все виды вымерли, весь шелк израсходован, и вы не сможете создать новое яйцо?

Rather than a separate skill, but rather as one of several crafts or items added by one skill

2 hours ago, Dr.Webber said:

Like combining your idea with garden spiders

I don't quite get it. I'm just writing an explanation for this post of yours.

On 3/8/2026 at 8:55 PM, Dr.Webber said:

Oh also @DimokKio had this other idea for this upgradable spider specific hat called the bag cap that if I’m understanding, the idea right is basically extra storage for Webber in the form of a hat for his spiders and possibly even him but the last upgrade is the royal upgrade that allows you to place switcherdoodles in it to give the wearer these effects:

 

Explanation: The Bag Cap is an upgradeable backpack in the helmet slot. By casting webs, you can upgrade from 5 slots to 7, then 9. The slots work like the backpack, only the stack size of Switcherdoodles in them is increased. Some slots can be exchanged for buffs using Switcherdoodles. The Switcherdoodle occupying a slot after pressing the upgrade button "locks" them. There can be up to 9 such "locked" slots. A Royal Upgrade simply doubles their effect, increases the helmet's durability, and adds 3 additional slots.

For me, this is unique, useful, and progressive, as someone who uses The Lazy Forager when farming spiders at 50 dens. Those with the resources can turn it into any helmet they want. If you're really resource-rich, you can equip them on spiders and buff them. Incidentally, the affinity trees now include jammed and sprinkled switchdoodles, which provide buffs to the bag cap, which can also be upgraded with affinity.

 

P.S. I'm going away for 1.5-2.5 hours now, when I return we can continue

P.P.S I'm here

Edited by DimokKio
5 hours ago, DimokKio said:

I don't quite get it. I'm just writing an explanation for this post of yours.

I’m a bit confused I don’t understand the explanation I thought you were suggesting combining your experimental switcherdoodle idea with one of my skills

 

5 hours ago, DimokKio said:

the affinity trees now include jammed and sprinkled switchdoodles, which provide buffs to the bag cap, which can also be upgraded with affinity.

 

P.S. I'm going away for 1.5-2.5 hours now, when I return we can continue

P.P.S I'm here

I actually once thought of making a cookies and milk craft using switcherdoodles and electric milk but couldn’t think of a good use for it

Sorry, I wasn’t here. I look forward to talking more tomorrow or another day.

On 3/8/2026 at 7:22 AM, Dr.Webber said:

I could either add it onto that skill or possibly add onto the silk fashioner skill

Oh okay.

On 3/8/2026 at 7:22 AM, Dr.Webber said:

Yeah, basically what I was thinking was I implement certain ideas from those skills as a way to better implement the general idea of the supercolony skill we’re planning to add which by the way, what is the plan for the specifics of that go because like we have a general idea but not the specifics of how we’re gonna implement, searching roles and so on

From what I remember it was a farming/spider base idea. I’ll have to think it more soon.

 

Sry I took a long while to respond, but I managed to somewhat finish retyping the affinities from scratch.

The things I’ll try to work on are the shadow castle idea and possibly buffing the lunar side’s damage potential. I may try to add a pure horror related feature to the shadow dens if the dark tatter isn’t enough.

I didn’t fully review it so if there’s anything you think I should change or retype, please let me know.

I also made the names based off of each other and the psychic ability. It’ll probably be renamed and I’m hoping it’s one of those role unique names, but realistically it’ll probably be lunar/shadow spider care.

Anyways here (prepare yourself, it’s a long one):

Spoiler

Lunar Psychic I:

“The cryptic founder will reward your curiosity with the most enlightened and psychic of spiders. Explore the psychic nature of Lunar spider mutation to communicate with the shattered after consuming lunar essences.”

 

Grant your loyal merms the wondrous gift of Lunar mutation by feeding them moon shards

Empower your mutant merms with Planar power using pure brilliance.

 

The Cryptic Founder will reward your curiosity by showing you power from wearing a brightshade helm or brightshade armor. Souls waiting to be freed in a would echo will absorb incoming damage, and expire the timer.

 

 

 

After eating 4 moon shards (each one does -2 health and +1 sanity), the 4 spider legs on your head grow special moon glass on them, causing them to twitch instead of moving up and down. They make the first 8 shattered into personal body guards, prioritizing things that target you over other targets. This effect is permanent until removed.

 

The body guard shattered spiders will have a slightly noticeable aura effect on its moon glass. They will also be able to attack shadow creatures due to telepathic communication. These shattered spiders also regenerate health a little bit under lunar influences. Otherwise they’re mostly the same as the originals.

 

You can also consume a pure brilliance after or along the 4 moon shards (pure brilliance counts the same as 1 moon shard if you’re eating it alongside them. The stats for pure brilliance are +5 hunger and +5 sanity), making the moon glass on your head legs more bluer and with an aura. The extra effects are the regenerative effect for those shattered spiders contestantly, +10 planar damage, and +20 planar defense. You also can’t consume more moon shards/pure brilliance once you’ve gotten the effect. The planar version is also permanent.

 

To remove this effect, you must either die or interact with a moon dial at any time (except moonstorms).

 

 

You can also craft 2 new items:

 

Enlightened Fabric:

It costs 2 silk, 1 pure brilliance , and 4 moon shards. It applies lunar arachnid planar to befriended spiders (more about it at the end).

 

Enlightened Switcherdoodle/spider:

It costs 2 monster meat, 4 silk, and 1 pure brilliance. It’s the only way of accessing the newest lunar spiders, the enlightened spiders.

 

The enlightened spider has the special ability to focus on one target and deal a consistent psychic attack from anywhere close enough. They can’t bite and will try to run away from their target if too close.

 

The following stats for the enlightened spider:

350 health

30 dmg psychic attack

While in psychic mode, they hit the target every 4.5 seconds (2.5 if it’s a group attack) and a 4-6 second bite period if nearby.

Very high range though no specific numbers

5 walking speed, 8 running speed

Drops normal spider loot when dead

 

If multiple enlightened spiders are targeting the same target in a psychic attack, they can sync up attacks into a group attack which others may join in. The larger the enemy, the more likely the enlightened spiders are going to target it.

 

Group attacks are just the combined damage of every spider in it plus a 10% non planar dmg boost, while also dealing a small aoe effect around the target.

 

All external damage modifiers except the totem of kinship and enlightened fabric do not affect psychic attacks in any way. Although those 2 damage modifiers only affect the spider’s individual dmg totaled in a group attack.

 

While the enlightened spider is in a psychic attack, they cannot move themselves unless they lose focus. They lose focus if they get hit, get way too far from their target, on if their target is right next to them. They have a stun animation when they lose focus and take 8 seconds before beginning to fight. They quickly shift to a new target if their last target dies.

 

 

 

Lunar Psychic II:

 

“With a better feel for the moons’ power, all lunar equipment and influences provide some sense of comfort in this crazy world. The cryptic founders’ research on lunar spider mutation has inspired you to search for and resummon spider queens in the name of the moon.”

 

 

You can now reduce outside negative sanity auras by wearing lunar equipment (Brightsmithy/Celestial crafts) and/or by being under lunar influences (like lunar Woby).

This does not affect the bee queen crown but does affect the same things flipped by the bee queen crown.

 

Each equipment slot occupied by lunar equipment counts as one more level. So the hand slot, body slot, head slot, and the lunar influence each count as one level in the following “chart”.

 

1 level = 10% sanity drain reduction

2 levels = 22.5% sanity drain reduction (+10% sanity gain for bee queen crown users.)

3 levels = 33% sanity drain reduction (internal sanity drains like dark swords are reduced by 10%.)

4 levels = 55% sanity drain reduction (a +5 sanity buffer for any negative sanity action performed like picking dark flowers.)

 

 

There’s one new item to craft for spider queens:

 

Bright-queen shell:

It costs 8 moon shards, 4 moon rock, 4 pure brilliance, and 6 silk. Once crafted, you must find a wild spider queen and use the item on them like Wendy' spirit vessel to capture their spirit and loyalty. Once you’ve done this, you are ready to summon the Bright-Shelled Spider Queen whenever you want. Summoning the Queen will consume the shell item on use.

 

The Bright-Shelled Spider Queen has the following stats:

 

3500 health

90 dmg + 60 planar dmg bite

Slightly better speed and attack speed stats than original.

Entity Planar protection

-60/min sanity aura to non webbers

Drops original spider queen drops plus 6 moon shards or 2 moon rocks (50/50 chance)

 

The Bright-Shelled Spider Queen is a loyal follower to death/retirement. After 2 minutes of inactivity in combat, she’ll despawn and turn into a spider nest, dropping only the 6 moon shards or 2 moon rocks. You can have a maximum of 3 Bright-Shelled Spider Queens at time, no cooldown.

 

The first 8 spiders she spawns will follow her as body guards, and she may try to spawn spiders to replace them if they should die, but all following spiders will be directly loyal to you. She can also spawn shattered spiders and nurse spiders without needing low health.

 

Upon being summoned, she’ll quickly spawn her 8 random spiders at a one per half a second (25% chance for any 4 types). She’ll then spawn 4 nurses at the same pace, and then she’ll start this spider spawning schedule/plan:

 

If below 20 spiders, spawn 1 random spider every 20 seconds unless in the process of another spawning sequence.

If she loses some of her body guard spiders, spawn 1 personal random spider every 10 seconds

For every 2 befriended spiders that have died, she’ll spawn a random spider at the rate of one spider per 2 seconds at a 50% chance. She can keep a queue of to-be respawned spiders but only at the max of 10 spiders at a time, so if a massive tragedy occurred to a massive spider army, not all the spiders would be counted and proportionally respawned. (Though multiple spider queens will not count the same dead spider).

 

Enlightened spiders in the presence of these spider queens will not break psychic connection if in a group attack and only hit once.

 

 

 

 

Shadow Puppet Master I: 

 

“The queen has rewarded your loyalty with the darkest, most cunning of spiders. Temporarily upgrade a spider den with nightmare fuel to discover the shadow spiders.”

 

 

 

Using nightmare fuel on a normal spider den will change it into a shadowy black version that’ll spawn shadow spiders instead. This will last 1 minute and require more nightmare the larger the tier (2 fuel for tier 2, 3 for tier 3). Shadow spiders will replace all usual normal and warrior spiders while emergency spiders are absent/not counted.

 

The shadow spider have the following stats:

 

250 health

20 bite dmg, 25 leap dmg

3 attack period

High range, high enough to reach the target within a massive army.

4 walking speed, 5 running speed

Has a 10% chance at dropping nightmare fuel, nothing else.

 

The shadow spider has a unique way of leaping and teleports like other shadows. They can leap again mid-air should their target have moved, changing direction. They also phase through their target even when they land a successful hit, so they land farther away. They’re also immune to status conditions.

 

You can also craft 2 new items:

Dreadful Cobwebbing:

It costs 2 silk, 1 pure horror, and 2 nightmare fuel. It applies shadow arachnid planar to befriend spiders (more about it at the end).

 

Gloomveil switcherdoodle:

It costs 3 monster meat, 3 silk, and 1 pure horror. The only way to unlock gloomveil spiders.

 

The gloomveil spider has a few abilities and perks but has one main ability, that being to wield an immovable shield of total directional protection. They’re similarish to shadow spiders

 

The gloomveil spider has the following stats:

 

350 health

25 dmg, 30 rebound dmg (replace 10 dmg with 10 planar dmg towards lunar foes).

The rest of the stats are similar to shadow spiders, but the nightmare fuel drop is 100% now.

 

Gloomveil spiders have a fur as dark as a black void and sleeker than polished marble, but it is all covered under a very dark, shadowy veil inspired by the umbralla which only shows through the white eyes. The veil they wear covers even their legs, can be disrobed and used as a shield they hold up front for the following ability.

 

Whenever the gloomveil spider notices a charge/ram attack is about to happen towards them, they’ll take off their shadowy veil and use it as a shield against the threat. If it physically hits their shield then they would be hit by rebound dmg. The shield effect would only last for 5 seconds before a 60 minute cooldown. They also have those red marks of pure horror surrounding them.

 

They share the same leaping and status tolerant abilities as shadow spiders, but can’t teleport.

 

 

 

Shadow Puppet Master II:

 

“As you begin to understand the Shadows, your mind changes, better prepared against the terrerfying Shadows. Remembering old tales and inspired by the queen, learn to build marvelous castles of shadow to protect all spiders.”

 

 

All shadow equipment will drain or consume 50% less sanity, like dark swords getting half or the sanity consumption of night armor when hit.

 

You may also use one dark tatter on any shadow den to lock it in that state forever. There is once a night/dusk a 20% chance for 1 spider that comes out of the den to be a Gloomveil spider instead of a usual shadow spider once you use a dark tatter.

 

You also unlock the ability to craft fantastical shadow towers:

They’re deployables that cost 5 nightmare fuel, 2 pure horrors, and 2 papyrus per tower. They can be deployed at any time and anywhere, but you have to physically set it up. They look like large shadow versions of those glass/sand castles from Antlion.

 

They have the following properties:

 

They have only 100 health and can die but take a maximum of 20 dmg per hit, while reducing the dmg taken from an enemy down to 20% their original damage.

 

They heal 2 health per second.

 

They have 4 visible levels that reveal their health condition: Fully intact when at 100% health, slightly bruised when above 80%, noticeably worsened when above 40%, and crumbling when above 0%.

 

When set up, they have a passive ability of giving 3 random befriended spiders a shadowy aura, which doubles the damage of their next attack in the form of planar damage.

 

It also has another perk where after 2 minutes of existence and 10 seconds at 100% health right before, there will appear to be some shadow spiders stuck inside the castle, and attacking it will help free them. Eventually 4 shadow spiders will be released, 1 of them having a 50% chance of being a gloomveil spider.

 

Ghosts can also haunt shadow castles in that state for a 10% chance at being revived there, breaking it with no spiders.

 

 

Arachnid planar:

This isn’t a super unique system, but it explains how the  Enlightened Fabric and Dreadful Cobwebbing buff the different spider types differently.

 

There are different tiers which list which spider types classify under it and what are the effects to the spider types in that group.

 

Tier 0: This includes all non-aligned spiders. They will only gain 5 planar defense with no planar dmg.

 

Tier 1: This includes the shattered and shadow spider depending on the alignment. They will gain 10 planar defense, replace 5 usual dmg with 5 planar dmg, and a bonus 5 plain dmg if fighting with the opposite alignment. These dmg changes don’t interact with any other damage modifiers.

 

Tier 2: This includes enlightened and gloomveil spiders depending on the alignment. They will gain 20 planar defense, replace 20 of their usual dmg with 20 planar dmg, and a bonus 5 planar dmg if fighting against the opposite alignment. These dmg changes don’t interact with any other damage modifiers.

 

I will note that the lunar and shadow variants will only apply tier 1 and 2 effects to the respective lunar and shadow aligned spiders. So this means that the Dreadful Cobwebbing will only affect shattered spiders as if they were tier 0.

 

3 hours ago, Creatingabe1125 said:

Grant your loyal merms the wondrous gift of Lunar mutation by feeding them moon shards

Empower your mutant merms with Planar power using pure brilliance.

 

The Cryptic Founder will reward your curiosity by showing you power from wearing a brightshade helm or brightshade armor. Souls waiting to be freed in a would echo will absorb incoming damage, and expire the timer.

 

I’m assuming these were in there as reference

 

3 hours ago, Creatingabe1125 said:

kinship

Friendship 

 

4 hours ago, Creatingabe1125 said:

Bright-queen shell:

It costs 8 moon shards, 4 moon rock, 4 pure brilliance, and 6 silk. Once crafted, you must find a wild spider queen and use the item on them like Wendy' spirit vessel to capture their spirit and loyalty. Once you’ve done this, you are ready to summon the Bright-Shelled Spider Queen whenever you want. Summoning the Queen will consume the shell item on use.

 

The Bright-Shelled Spider Queen has the following stats:

 

3500 health

90 dmg + 60 planar dmg bite

Slightly better speed and attack speed stats than original.

Entity Planar protection

-60/min sanity aura to non webbers

Drops original spider queen drops plus 6 moon shards or 2 moon rocks (50/50 chance)

 

The Bright-Shelled Spider Queen is a loyal follower to death/retirement. After 2 minutes of inactivity in combat, she’ll despawn and turn into a spider nest, dropping only the 6 moon shards or 2 moon rocks. You can have a maximum of 3 Bright-Shelled Spider Queens at time, no cooldown.

 

The first 8 spiders she spawns will follow her as body guards, and she may try to spawn spiders to replace them if they should die, but all following spiders will be directly loyal to you. She can also spawn shattered spiders and nurse spiders without needing low health.

 

Upon being summoned, she’ll quickly spawn her 8 random spiders at a one per half a second (25% chance for any 4 types). She’ll then spawn 4 nurses at the same pace, and then she’ll start this spider spawning schedule/plan:

 

If below 20 spiders, spawn 1 random spider every 20 seconds unless in the process of another spawning sequence.

If she loses some of her body guard spiders, spawn 1 personal random spider every 10 seconds

For every 2 befriended spiders that have died, she’ll spawn a random spider at the rate of one spider per 2 seconds at a 50% chance. She can keep a queue of to-be respawned spiders but only at the max of 10 spiders at a time, so if a massive tragedy occurred to a massive spider army, not all the spiders would be counted and proportionally respawned. (Though multiple spider queens will not count the same dead spider).

 

Enlightened spiders in the presence of these spider queens will not break psychic connection if in a group attack and only hit once.

I feel like this should be more similar to the castle

 

4 hours ago, Creatingabe1125 said:

glass/sand castles from Antlion.

Looking it over know maybe it should look more castle like then the glass castles look

They look more like a birthday cake

4 hours ago, Creatingabe1125 said:

You may also use one dark tatter on any shadow den to lock it in that state forever. There is once a night/dusk a 20% chance for 1 spider that comes out of the den to be a Gloomveil spider instead of a usual shadow spider once you use a dark tatter

Why make it permanent? Also if we do make it permanent on the lunar end don’t you think we should make it so the bright queen occasionally spawn an enlightened spider in the same way,

Wanna help me figure out the specifics for the super colony skill

On 3/17/2026 at 11:04 AM, Creatingabe1125 said:

Oh okay.

From what I remember it was a farming/spider base idea. I’ll have to think it more soon.

 

Sry I took a long while to respond, but I managed to somewhat finish retyping the affinities from scratch.

The things I’ll try to work on are the shadow castle idea and possibly buffing the lunar side’s damage potential. I may try to add a pure horror related feature to the shadow dens if the dark tatter isn’t enough.

I didn’t fully review it so if there’s anything you think I should change or retype, please let me know.

I also made the names based off of each other and the psychic ability. It’ll probably be renamed and I’m hoping it’s one of those role unique names, but realistically it’ll probably be lunar/shadow spider care.

Anyways here (prepare yourself, it’s a long one):

  Hide contents

Lunar Psychic I:

“The cryptic founder will reward your curiosity with the most enlightened and psychic of spiders. Explore the psychic nature of Lunar spider mutation to communicate with the shattered after consuming lunar essences.”

 

Grant your loyal merms the wondrous gift of Lunar mutation by feeding them moon shards

Empower your mutant merms with Planar power using pure brilliance.

 

The Cryptic Founder will reward your curiosity by showing you power from wearing a brightshade helm or brightshade armor. Souls waiting to be freed in a would echo will absorb incoming damage, and expire the timer.

 

 

 

After eating 4 moon shards (each one does -2 health and +1 sanity), the 4 spider legs on your head grow special moon glass on them, causing them to twitch instead of moving up and down. They make the first 8 shattered into personal body guards, prioritizing things that target you over other targets. This effect is permanent until removed.

 

The body guard shattered spiders will have a slightly noticeable aura effect on its moon glass. They will also be able to attack shadow creatures due to telepathic communication. These shattered spiders also regenerate health a little bit under lunar influences. Otherwise they’re mostly the same as the originals.

 

You can also consume a pure brilliance after or along the 4 moon shards (pure brilliance counts the same as 1 moon shard if you’re eating it alongside them. The stats for pure brilliance are +5 hunger and +5 sanity), making the moon glass on your head legs more bluer and with an aura. The extra effects are the regenerative effect for those shattered spiders contestantly, +10 planar damage, and +20 planar defense. You also can’t consume more moon shards/pure brilliance once you’ve gotten the effect. The planar version is also permanent.

 

To remove this effect, you must either die or interact with a moon dial at any time (except moonstorms).

 

 

You can also craft 2 new items:

 

Enlightened Fabric:

It costs 2 silk, 1 pure brilliance , and 4 moon shards. It applies lunar arachnid planar to befriended spiders (more about it at the end).

 

Enlightened Switcherdoodle/spider:

It costs 2 monster meat, 4 silk, and 1 pure brilliance. It’s the only way of accessing the newest lunar spiders, the enlightened spiders.

 

The enlightened spider has the special ability to focus on one target and deal a consistent psychic attack from anywhere close enough. They can’t bite and will try to run away from their target if too close.

 

The following stats for the enlightened spider:

350 health

30 dmg psychic attack

While in psychic mode, they hit the target every 4.5 seconds (2.5 if it’s a group attack) and a 4-6 second bite period if nearby.

Very high range though no specific numbers

5 walking speed, 8 running speed

Drops normal spider loot when dead

 

If multiple enlightened spiders are targeting the same target in a psychic attack, they can sync up attacks into a group attack which others may join in. The larger the enemy, the more likely the enlightened spiders are going to target it.

 

Group attacks are just the combined damage of every spider in it plus a 10% non planar dmg boost, while also dealing a small aoe effect around the target.

 

All external damage modifiers except the totem of kinship and enlightened fabric do not affect psychic attacks in any way. Although those 2 damage modifiers only affect the spider’s individual dmg totaled in a group attack.

 

While the enlightened spider is in a psychic attack, they cannot move themselves unless they lose focus. They lose focus if they get hit, get way too far from their target, on if their target is right next to them. They have a stun animation when they lose focus and take 8 seconds before beginning to fight. They quickly shift to a new target if their last target dies.

 

 

 

Lunar Psychic II:

 

“With a better feel for the moons’ power, all lunar equipment and influences provide some sense of comfort in this crazy world. The cryptic founders’ research on lunar spider mutation has inspired you to search for and resummon spider queens in the name of the moon.”

 

 

You can now reduce outside negative sanity auras by wearing lunar equipment (Brightsmithy/Celestial crafts) and/or by being under lunar influences (like lunar Woby).

This does not affect the bee queen crown but does affect the same things flipped by the bee queen crown.

 

Each equipment slot occupied by lunar equipment counts as one more level. So the hand slot, body slot, head slot, and the lunar influence each count as one level in the following “chart”.

 

1 level = 10% sanity drain reduction

2 levels = 22.5% sanity drain reduction (+10% sanity gain for bee queen crown users.)

3 levels = 33% sanity drain reduction (internal sanity drains like dark swords are reduced by 10%.)

4 levels = 55% sanity drain reduction (a +5 sanity buffer for any negative sanity action performed like picking dark flowers.)

 

 

There’s one new item to craft for spider queens:

 

Bright-queen shell:

It costs 8 moon shards, 4 moon rock, 4 pure brilliance, and 6 silk. Once crafted, you must find a wild spider queen and use the item on them like Wendy' spirit vessel to capture their spirit and loyalty. Once you’ve done this, you are ready to summon the Bright-Shelled Spider Queen whenever you want. Summoning the Queen will consume the shell item on use.

 

The Bright-Shelled Spider Queen has the following stats:

 

3500 health

90 dmg + 60 planar dmg bite

Slightly better speed and attack speed stats than original.

Entity Planar protection

-60/min sanity aura to non webbers

Drops original spider queen drops plus 6 moon shards or 2 moon rocks (50/50 chance)

 

The Bright-Shelled Spider Queen is a loyal follower to death/retirement. After 2 minutes of inactivity in combat, she’ll despawn and turn into a spider nest, dropping only the 6 moon shards or 2 moon rocks. You can have a maximum of 3 Bright-Shelled Spider Queens at time, no cooldown.

 

The first 8 spiders she spawns will follow her as body guards, and she may try to spawn spiders to replace them if they should die, but all following spiders will be directly loyal to you. She can also spawn shattered spiders and nurse spiders without needing low health.

 

Upon being summoned, she’ll quickly spawn her 8 random spiders at a one per half a second (25% chance for any 4 types). She’ll then spawn 4 nurses at the same pace, and then she’ll start this spider spawning schedule/plan:

 

If below 20 spiders, spawn 1 random spider every 20 seconds unless in the process of another spawning sequence.

If she loses some of her body guard spiders, spawn 1 personal random spider every 10 seconds

For every 2 befriended spiders that have died, she’ll spawn a random spider at the rate of one spider per 2 seconds at a 50% chance. She can keep a queue of to-be respawned spiders but only at the max of 10 spiders at a time, so if a massive tragedy occurred to a massive spider army, not all the spiders would be counted and proportionally respawned. (Though multiple spider queens will not count the same dead spider).

 

Enlightened spiders in the presence of these spider queens will not break psychic connection if in a group attack and only hit once.

 

 

 

 

Shadow Puppet Master I: 

 

“The queen has rewarded your loyalty with the darkest, most cunning of spiders. Temporarily upgrade a spider den with nightmare fuel to discover the shadow spiders.”

 

 

 

Using nightmare fuel on a normal spider den will change it into a shadowy black version that’ll spawn shadow spiders instead. This will last 1 minute and require more nightmare the larger the tier (2 fuel for tier 2, 3 for tier 3). Shadow spiders will replace all usual normal and warrior spiders while emergency spiders are absent/not counted.

 

The shadow spider have the following stats:

 

250 health

20 bite dmg, 25 leap dmg

3 attack period

High range, high enough to reach the target within a massive army.

4 walking speed, 5 running speed

Has a 10% chance at dropping nightmare fuel, nothing else.

 

The shadow spider has a unique way of leaping and teleports like other shadows. They can leap again mid-air should their target have moved, changing direction. They also phase through their target even when they land a successful hit, so they land farther away. They’re also immune to status conditions.

 

You can also craft 2 new items:

Dreadful Cobwebbing:

It costs 2 silk, 1 pure horror, and 2 nightmare fuel. It applies shadow arachnid planar to befriend spiders (more about it at the end).

 

Gloomveil switcherdoodle:

It costs 3 monster meat, 3 silk, and 1 pure horror. The only way to unlock gloomveil spiders.

 

The gloomveil spider has a few abilities and perks but has one main ability, that being to wield an immovable shield of total directional protection. They’re similarish to shadow spiders

 

The gloomveil spider has the following stats:

 

350 health

25 dmg, 30 rebound dmg (replace 10 dmg with 10 planar dmg towards lunar foes).

The rest of the stats are similar to shadow spiders, but the nightmare fuel drop is 100% now.

 

Gloomveil spiders have a fur as dark as a black void and sleeker than polished marble, but it is all covered under a very dark, shadowy veil inspired by the umbralla which only shows through the white eyes. The veil they wear covers even their legs, can be disrobed and used as a shield they hold up front for the following ability.

 

Whenever the gloomveil spider notices a charge/ram attack is about to happen towards them, they’ll take off their shadowy veil and use it as a shield against the threat. If it physically hits their shield then they would be hit by rebound dmg. The shield effect would only last for 5 seconds before a 60 minute cooldown. They also have those red marks of pure horror surrounding them.

 

They share the same leaping and status tolerant abilities as shadow spiders, but can’t teleport.

 

 

 

Shadow Puppet Master II:

 

“As you begin to understand the Shadows, your mind changes, better prepared against the terrerfying Shadows. Remembering old tales and inspired by the queen, learn to build marvelous castles of shadow to protect all spiders.”

 

 

All shadow equipment will drain or consume 50% less sanity, like dark swords getting half or the sanity consumption of night armor when hit.

 

You may also use one dark tatter on any shadow den to lock it in that state forever. There is once a night/dusk a 20% chance for 1 spider that comes out of the den to be a Gloomveil spider instead of a usual shadow spider once you use a dark tatter.

 

You also unlock the ability to craft fantastical shadow towers:

They’re deployables that cost 5 nightmare fuel, 2 pure horrors, and 2 papyrus per tower. They can be deployed at any time and anywhere, but you have to physically set it up. They look like large shadow versions of those glass/sand castles from Antlion.

 

They have the following properties:

 

They have only 100 health and can die but take a maximum of 20 dmg per hit, while reducing the dmg taken from an enemy down to 20% their original damage.

 

They heal 2 health per second.

 

They have 4 visible levels that reveal their health condition: Fully intact when at 100% health, slightly bruised when above 80%, noticeably worsened when above 40%, and crumbling when above 0%.

 

When set up, they have a passive ability of giving 3 random befriended spiders a shadowy aura, which doubles the damage of their next attack in the form of planar damage.

 

It also has another perk where after 2 minutes of existence and 10 seconds at 100% health right before, there will appear to be some shadow spiders stuck inside the castle, and attacking it will help free them. Eventually 4 shadow spiders will be released, 1 of them having a 50% chance of being a gloomveil spider.

 

Ghosts can also haunt shadow castles in that state for a 10% chance at being revived there, breaking it with no spiders.

 

 

Arachnid planar:

This isn’t a super unique system, but it explains how the  Enlightened Fabric and Dreadful Cobwebbing buff the different spider types differently.

 

There are different tiers which list which spider types classify under it and what are the effects to the spider types in that group.

 

Tier 0: This includes all non-aligned spiders. They will only gain 5 planar defense with no planar dmg.

 

Tier 1: This includes the shattered and shadow spider depending on the alignment. They will gain 10 planar defense, replace 5 usual dmg with 5 planar dmg, and a bonus 5 plain dmg if fighting with the opposite alignment. These dmg changes don’t interact with any other damage modifiers.

 

Tier 2: This includes enlightened and gloomveil spiders depending on the alignment. They will gain 20 planar defense, replace 20 of their usual dmg with 20 planar dmg, and a bonus 5 planar dmg if fighting against the opposite alignment. These dmg changes don’t interact with any other damage modifiers.

 

I will note that the lunar and shadow variants will only apply tier 1 and 2 effects to the respective lunar and shadow aligned spiders. So this means that the Dreadful Cobwebbing will only affect shattered spiders as if they were tier 0.

 

No offense, but the skills are rather questionable.

 

Why does crafting planar switchdoodles require a merm-like dose, yet switchdoodles are only for endgame content?

 

Cobwebbing and Fabric, even if used on three spiders, don't justify crafting them, and I assume you're suggesting using one per spider.

 

 

Half of Lunar Psychic's bonuses are aimed at endgame gear.

Enlightened Spider is questionable and unclear: as far as I understand, they can't be dodged, yet they're easily stunned. The problem with spiders isn't that they miss, but rather their low attack speed and the fact that they're easily stunned. And what is Psychic Attack dmg anyway? Planar? Sanity reduction? A mix?

How much will summoning the queen consume the shell item on use? And if I'm idle for two minutes, will I waste pure brilliance and time for the queen to spawn?

Opposite to endgame lunar skills, shadow gear is available from the Shadow Manipulator crafting level, unless it's found anywhere in the world and requires crafting.

The Gloomveil Spider shield is pointless. Five seconds of protection isn't enough to end a fight, and they simply won't survive the hour-long cooldown because they'll die to whatever they're fighting.

Shadow Towers are interesting and there are few questions about them, except that they consume Papyrus, which is already available in at least two Webber crafts—Spider Eggs and the Den Decoration Set. I could argue about the benefits of doubling or any other damage buff to spiders, but this is an extremely subjective topic where you can find a ton of arguments for agreement and disagreement.

Ultimately, it's a highly questionable idea, with a slight but clear bias toward Shadow skills. I realize you've likely been around for quite some time, but I'm curious: have you played Webber? How long, and more importantly, where did you get to, what bosses did you beat with him? Do you know his specifics, problems, and quirks that haven't been covered in any guide or dedicated a single line to on Wikipedia, the Klei forum, or anywhere else that would qualify you to discuss his skills?

 

 

Excuse any mistakes, English is not my native language, so I used a translator and tried to preserve the words, phrases and terms used as much as possible.

10 hours ago, DimokKio said:

Cobwebbing and Fabric, even if used on three spiders, don't justify crafting them, and I assume you're suggesting using one per spider.

They’re suggesting using it on all the spiders befriended to Webber in one all at once

10 hours ago, DimokKio said:

Ultimately, it's a highly questionable idea, with a slight but clear bias toward Shadow skills. I realize you've likely been around for quite some time, but I'm curious: have you played Webber? How long, and more importantly, where did you get to, what bosses did you beat with him? Do you know his specifics, problems, and quirks that haven't been covered in any guide or dedicated a single line to on Wikipedia, the Klei forum, or anywhere else that would qualify you to discuss his skills?

That’s a little harsh don’t you think?

13 minutes ago, Dr.Webber said:

That’s a little harsh don’t you think?

Maybe. I just don't know how you read that comment. I wasn't saying his idea was garbage, but that it was 50/50, interesting and progressive, but ineffective and unclear. I asked questions about his skill for Webber so as not to be so strict and categorical towards the ideas he proposed in case he doesn’t know Webber or knows it superficially.

 

Because for me, Webber's skill tree shouldn't just be a revolution in how we view him, but a renaissance for the entire franchise. A refresh that will end the dark era of disappointment with the game, which has been developing in the fandom for years. And I'd love to see this tree either from Klei, the game's developers, or from someone knowledgeable, someone who wants a good future for the character, and most importantly, an experienced Webber player whose knowledge of him isn't limited to beginner guides like "Feed one spider meat, aggro another for profit," or "Webber has 175 HP, 175 Hunger, and 100 Sanity" (No offense to such guides, they are aimed at beginners and cope with this, I'm talking about the knowledge base now, necessary for suggesting mechanics for the character), and who has killed bosses with him in PvP and understands his problems and strengths. 

I consider it a natural and normal desire that such a serious matter be entrusted to professionals and experts.

 

And obviously, I want to be a part of this too, so that my Webbermain brothers and descendants can truly have a comfortable time playing him, be respected, important, and needed in every team, and not have to deal with the aggression of those who like to devalue and compare characters. Yes, I certainly didn't kill W.A.R.B.O.T., but I did kill the Celestial Champion, the Fuelweaver, the boss mutants, and many others, and I've defeated Klaus more than once with five healers and a small pack of regular and warrior spiders without losing any. There were times when I played with teammates, I dealt main damage to Klaus with spiders, which were healed by a single nurse, so I really hope my practical experience is enough to make good gameplay decisions.

1 hour ago, DimokKio said:

Maybe. I just don't know how you read that comment. I wasn't saying his idea was garbage, but that it was 50/50, interesting and progressive, but ineffective and unclear. I asked questions about his skill for Webber so as not to be so strict and categorical towards the ideas he proposed in case he doesn’t know Webber or knows it superficially.

 

Because for me, Webber's skill tree shouldn't just be a revolution in how we view him, but a renaissance for the entire franchise. A refresh that will end the dark era of disappointment with the game, which has been developing in the fandom for years. And I'd love to see this tree either from Klei, the game's developers, or from someone knowledgeable, someone who wants a good future for the character, and most importantly, an experienced Webber player whose knowledge of him isn't limited to beginner guides like "Feed one spider meat, aggro another for profit," or "Webber has 175 HP, 175 Hunger, and 100 Sanity" (No offense to such guides, they are aimed at beginners and cope with this, I'm talking about the knowledge base now, necessary for suggesting mechanics for the character), and who has killed bosses with him in PvP and understands his problems and strengths. 

I consider it a natural and normal desire that such a serious matter be entrusted to professionals and experts.

 

And obviously, I want to be a part of this too, so that my Webbermain brothers and descendants can truly have a comfortable time playing him, be respected, important, and needed in every team, and not have to deal with the aggression of those who like to devalue and compare characters. Yes, I certainly didn't kill W.A.R.B.O.T., but I did kill the Celestial Champion, the Fuelweaver, the boss mutants, and many others, and I've defeated Klaus more than once with five healers and a small pack of regular and warrior spiders without losing any. There were times when I played with teammates, I dealt main damage to Klaus with spiders, which were healed by a single nurse, so I really hope my practical experience is enough to make good gameplay decisions.

I see your point but also with your daughter remember that he’s one character so we should focus on fixing gameplay around him rather than fixing all the problems with the game in general with one skill tree

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