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@Creatingabe1125 What If I make a skill craft that allows Weber to craft a living spider hat with a spider hat, some thulsite and maybe something else this would act as a mixture between the eye mask in the way it can be replenished with meat and the Wraith's Wreath in the fact that you can feed it switcher doodles to get related powers when wearing it

Edited by Dr.Webber
10 hours ago, Dr.Webber said:

@Creatingabe1125 What If I make a skill craft that allows Weber to craft a living spider hat with a spider hat, some thulsite and maybe something else this would act as a mixture between the eye mask in the way it can be replenished with meat and the Wraith's Wreath in the fact that you can feed it switcher doodles to get related powers when wearing it

 

If the effects are truly useful, and Switcherdoodles and Spider Hats are easy and quick to obtain, then even thulsite as an ingredient will be good. For a spider helmet, I think the thulsite option is a bit expensive. 

It's funny that when I made my Bag Cap, I also planned it so that he would mutate from the Switcherdoodles.

1 hour ago, DimokKio said:

 

If the effects are truly useful, and Switcherdoodles and Spider Hats are easy and quick to obtain, then even thulsite as an ingredient will be good. For a spider helmet, I think the thulsite option is a bit expensive. 

It's funny that when I made my Bag Cap, I also planned it so that he would mutate from the Switcherdoodles.

I’ve actually been thinking of using the effects from the bag cap but also probably make it a little bit more similar to the actual abilities of the respective spiders any ideas on how to do that?

18 hours ago, DimokKio said:

 

If the effects are truly useful, and Switcherdoodles and Spider Hats are easy and quick to obtain, then even thulsite as an ingredient will be good. For a spider helmet, I think the thulsite option is a bit expensive. 

It's funny that when I made my Bag Cap, I also planned it so that he would mutate from the Switcherdoodles.

I could also replace the thulsite with 5-40 health or half the third ingredient be electric milk i’ll have to replace it with one or more nightmare fuel

On 3/17/2026 at 2:18 AM, Dr.Webber said:

I’m assuming these were in there as reference

Oops... but yes.

 

On 3/17/2026 at 2:18 AM, Dr.Webber said:

Friendship

Weren't there 2 totems? One to provide protection and the other to boost damage? I was thinking of the damage boosting one, or the kinship one.

On 3/17/2026 at 2:18 AM, Dr.Webber said:

I feel like this should be more similar to the castle

On 3/17/2026 at 2:18 AM, Dr.Webber said:

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

They look more like a birthday cake

On 3/17/2026 at 2:18 AM, Dr.Webber said:

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,

I guess the shadow side needs more changes. I was thinking it'd be easier to reuse the sand/glass castle design. It also reminded me of the ancient crafting station. Plus it'd make sense to base it off of a castle in-game already. But were you thinking it should be like a tower castle with a brick design or what else?

On 3/17/2026 at 2:18 AM, Dr.Webber said:

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

First we need a solid general idea. Though If they're cultivating plants for the survivors, wouldn't it make more sense for the spiders to come to the player friendly farms as to not be forced to go to Webber's area for that stuff? We could start around that.

On 3/17/2026 at 11:30 PM, DimokKio said:

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.

Originally I wanted to use materials before pre-endgame, but I couldn't find a way to make it fit with the presence of the shattered spider, so I decided to make them post-endgame and tried to make their focus on planar enemies. And because of how expensive they'd get, I tried to make them unique and work stronger with more. I also thought that there was another skill that would make switcherdoodles more effective, so the cost wouldn't be as bad.

They were meant to effect all befriended spiders, sorry for the misunderstanding.

Is the need for brightshade gear to complete the bonus a problem? 

They'd stay far away from the actual fight while attacking the target with the mind, so in a way it's a ranged attack that doesn't miss cause nothing is shot with a very great range. psychic damage acts like most mob damage, except most damage modifiers don't affect it. They are very vulnerable but if you have another spider army, then they shouldn't get targeted. Forgot to mention but their attacks would kind of work like Walter's slingshot, as in they wouldn't draw new aggro if the target is already targeting something else.

The thought was that if you aren't in combat or once a battle is done, you shouldn't really have the spider queen follow you forever, so I thought 2 minutes would've been enough. So long as the spider queen is fighting something then you're good. Though the idea was that it was a one use item, so it was expensive and should be used sparingly.

I meant 1 minute... another accident again. Although the idea was to counter charging enemies like Celestial Champion, by blocking both their attack and movement for a little bit.

I wouldn't call myself an expert on Webber, but I have played him and am aware of how he and his spiders work and somewhat aware of his playstyle.

 

I would like to note that the general idea for the skills was to rival each other in 2 different ways. The lunar side would be greater in power while the shadows would be easier in accessibility, so they're not simply copies but also provide more playstyles. The main goal is to have fun, and I tried to add features that are interesting but also effective in the actual game. I do feel like I'll need more changes to do that though. I also apologize for the unclearness of the skills, as it's still technically in progress.

Any advice for improving this would be appreciated.

8 hours ago, Creatingabe1125 said:

Weren't there 2 totems? One to provide protection and the other to boost damage? I was thinking of the damage boosting one, or the kinship one.

Remember, we merge them into one under the name of the first one

 

8 hours ago, Creatingabe1125 said:

I guess the shadow side needs more changes. I was thinking it'd be easier to reuse the sand/glass castle design. It also reminded me of the ancient crafting station. Plus it'd make sense to base it off of a castle in-game already. But were you thinking it should be like a tower castle with a brick design or what else?

Maybe something like the watchtower from Hamlet or the Rook statue

also, we should probably work more on the lunar affinity as well like I’m not completely against having the queen but for such a short time I’d prefer it be a lunar version of the shadow castle

 

8 hours ago, Creatingabe1125 said:

First we need a solid general idea. Though If they're cultivating plants for the survivors, wouldn't it make more sense for the spiders to come to the player friendly farms as to not be forced to go to Webber's area for that stuff? We could start around that.

On 3/17/2026 at 10:30 PM, DimokKio said:

You can use the spiders from the garden spiders skill on any garden tile

The garden tiles within the super colony just allows any spider too pick them and has the dual purpose of colonization and drawing themes from Webber’s human half’s past as a farmers son who helped in the garden
 

I was actually thinking maybe we could focus on how will we implement the different roles? Also, what sort of artsy and child in play imagery should the super colony have what abilities should we add to it also, should we add any spider specific armor or weapons possibly through grills or maybe some sort of tools through like some sort of hat that has them on it somehow allowing them to use them I don’t know it’s not really fully baked, but you get the idea

3 hours ago, Dr.Webber said:

Maybe something like the watchtower from Hamlet or the Rook statue

Based on my vision, I would make the shadow castles architecturally similar to the defensive structures built by the Ancients.

2 hours ago, DimokKio said:

Based on my vision, I would make the shadow castles architecturally similar to the defensive structures built by the Ancients.

What defensive structures do you have a picture?

5 minutes ago, Dr.Webber said:

What defensive structures do you have a picture?

I can't describe them myself, but they're the kind the Ancient Civilization actually used in wars. Something made of nightmarish materials, imitating their thulecite walls and towers with images of their great generals, or something like that. Because I, without irony, consider Webber to be the closest to the representatives of the Ancients, and I present his skin from the Ancients collection as almost or 100% their canonical appearance.

6 hours ago, DimokKio said:

I can't describe them myself, but they're the kind the Ancient Civilization actually used in wars. Something made of nightmarish materials, imitating their thulecite walls and towers with images of their great generals, or something like that. Because I, without irony, consider Webber to be the closest to the representatives of the Ancients, and I present his skin from the Ancients collection as almost or 100% their canonical appearance.

He doesn’t have an ancient skin
 

I’m starting to get loopy I don’t know what you’re talking about

1 hour ago, Dr.Webber said:

He doesn’t have an ancient skin

I mean, if someone were to ask me, "What do you envision Webber's skin from the Ancient Collection (the skin collection for characters with the release of their skill tree) being made in the future?" I'd answer, "Webber would look almost or exactly like a representative of an ancient civilization with this skin." I hope you understand what I mean by ancient civilization? If not, then I mean an extinct race of anthropomorphic insects that left behind thulecite and ruins. That's just all I remember about Them.

2 hours ago, DimokKio said:

I mean, if someone were to ask me, "What do you envision Webber's skin from the Ancient Collection (the skin collection for characters with the release of their skill tree) being made in the future?" I'd answer, "Webber would look almost or exactly like a representative of an ancient civilization with this skin." I hope you understand what I mean by ancient civilization? If not, then I mean an extinct race of anthropomorphic insects that left behind thulecite and ruins. That's just all I remember about Them.

I understand what you mean But you can see the fact that he currently doesn’t have an ancient skin to reference makes the statement confusing also what I meant by I don’t know what you’re talking about because you were talking about i’m not aware of something they use for war are you describing a hypothetical thing or an actual known thing or possibly something that you think is real but actually is from a dream

11 hours ago, Dr.Webber said:

I understand what you mean But you can see the fact that he currently doesn’t have an ancient skin to reference makes the statement confusing also what I meant by I don’t know what you’re talking about because you were talking about i’m not aware of something they use for war are you describing a hypothetical thing or an actual known thing or possibly something that you think is real but actually is from a dream

Unfortunately, I doubt I understood this message. If I did, you asked, "Are you talking about something they use for war that I might not know? What are these structures?" I meant that castles, in my opinion, could expand the lore of the Ancients, tell us about their military technology, and what their forts looked like. As far as I know, there is no information about their military structures, and I'd like us to learn something about the Ancients through Webber's shadow side, for example, about their castles or other military structures.

1 hour ago, DimokKio said:

Unfortunately, I doubt I understood this message. If I did, you asked, "Are you talking about something they use for war that I might not know? What are these structures?" I meant that castles, in my opinion, could expand the lore of the Ancients, tell us about their military technology, and what their forts looked like. As far as I know, there is no information about their military structures, and I'd like us to learn something about the Ancients through Webber's shadow side, for example, about their castles or other military structures.

I think Webber should do his own thing though considering they’re both arthropods, I feel like the difference in between how the ancients looked and how terror beaks look she translate to how shadow spiders look different from normal spiders

21 minutes ago, Dr.Webber said:

I think Webber should do his own thing though considering they’re both arthropods, I feel like the difference in between how the ancients looked and how terror beaks look she translate to how shadow spiders look different from normal spiders

I think so. The Ancients' appearance before and after the nightmares was likely different. I just have this theory; it might sound a bit wild, but I do think the spiders are descendants of the Ancients who have lost some of their power, either due to the shadows or other circumstances.

On 3/24/2026 at 1:30 AM, DimokKio said:

I think so. The Ancients' appearance before and after the nightmares was likely different. I just have this theory; it might sound a bit wild, but I do think the spiders are descendants of the Ancients who have lost some of their power, either due to the shadows or other circumstances.

Interesting

On 3/24/2026 at 1:30 AM, DimokKio said:

I think so. The Ancients' appearance before and after the nightmares was likely different. I just have this theory; it might sound a bit wild, but I do think the spiders are descendants of the Ancients who have lost some of their power, either due to the shadows or other circumstances.

I was actually thinking the rock lobsters might be the descendants of the ancients

Webber can make a cocoon to store his spiders. Every cocoon can store 3/6/9 spiders (decided with skill levels). 

The difference to avarage containers is that cocoons can be thrown by webber, letting spiders out and attack enemies.

1 hour ago, Mgtamin said:

Webber can make a cocoon to store his spiders. Every cocoon can store 3/6/9 spiders (decided with skill levels). 

The difference to avarage containers is that cocoons can be thrown by webber, letting spiders out and attack enemies.

This idea already existed.

On 2/3/2026 at 9:48 PM, DimokKio said:

Skill 3:

3.png.58ba2fae64db039c7b4e6d407b55c2e9.png

Allows you to wrap your spiders in dens (Dens capacity for levels: 1st - 3; 2nd - 6; 3rd - 9 spiders). Wrapped spiders do not lose their satiety until they are unwrapped. [PERHAPS]: dens will break [OR] down a level after each unpacking, after unpacking a level one dens it will break.

If a den with wrapped spiders is placed on the ground, wrapped spiders will begin to spawns from it. [PERHAPS]: The maximum number of spiders depends on the number of empty slots. For example: if a den contains only 8 spiders, the ninth will not spawn at all [OR] be replaced with the default spider. After destroying the dens, level 1 spider eggs will drop without [OR] with packed spiders. Dens can be used as a throwing weapon. Wrapped spiders instantly appear at the impact point. The den breaks [OR] or does not break. If it hits a target directly, it instantly deals damage equal to the damage dealt by the wrapped spiders, divided by two and without bonus damage [OR] three with bonus damage per den level.

 

  • Like 1
12 hours ago, Mgtamin said:

Webber can make a cocoon to store his spiders. Every cocoon can store 3/6/9 spiders (decided with skill levels). 

The difference to avarage containers is that cocoons can be thrown by webber, letting spiders out and attack enemies.

While throwing something to really spiders would be interesting. I already have two other things that do better at the actual containment part.

41 minutes ago, Dr.Webber said:

There are some things that need updating who thinks I should relaunch content ecology 

If Klei doesn't want to tell us about spiders and adds Webber as a empty decoration in cinematics, then we'll start telling us about spiders ourselves. So my answer is yes.

On 3/22/2026 at 7:11 PM, Dr.Webber said:

Remember, we merge them into one under the name of the first one

I wasn’t sure about that. I’ll just say totem next time.

On 3/22/2026 at 7:11 PM, Dr.Webber said:

You can use the spiders from the garden spiders skill on any garden tile

The garden tiles within the super colony just allows any spider too pick them and has the dual purpose of colonization and drawing themes from Webber’s human half’s past as a farmers son who helped in the garden
 

I was actually thinking maybe we could focus on how will we implement the different roles? Also, what sort of artsy and child in play imagery should the super colony have what abilities should we add to it also, should we add any spider specific armor or weapons possibly through grills or maybe some sort of tools through like some sort of hat that has them on it somehow allowing them to use them I don’t know it’s not really fully baked, but you get the idea

I hade the idea that we could change the super colony from a farming space to a global spider hub where you can store spiders and as a place that can passively farm resources across the world instead of a farming plot.

I’m not sure if it’s a good one yet, but the main idea is that you’d set up a special “tunnel” or hole structure anywhere in the world that lets spiders visit the area around it and gather certain unique harvestable resources to bring back, like kelp, cactus, or glow berries.

It wouldn’t really be efficient, but an interesting way to provide support. Though in order to run the service, you’d need a bunch of monster meat. Though perhaps local farming might work better.

On 3/22/2026 at 7:11 PM, Dr.Webber said:

Maybe something like the watchtower from Hamlet or the Rook statue

also, we should probably work more on the lunar affinity as well like I’m not completely against having the queen but for such a short time I’d prefer it be a lunar version of the shadow castle

Okay.

I was actually recently editing the affinities. I assume the problem you’re saying is the cost efficiency of the spider queen or the worry of wasting it but if I’m wrong please correct me.

I’ve also been reworking/rewording some parts of the affinities in general. I would also like to note that I’m rn in the process of reworking the shadow castles’ first ability and arachnid planar, trying to link them, and later rework the Bright-Shelled Spider Queen to work more interestingly with the enlightened spider.

Apologies for not responding again… I’ll try to respond sooner next time but I wouldn’t expect it to be consistent.

44 minutes ago, Creatingabe1125 said:

the idea that we could change the super colony from a farming space to a global spider hub where you can store spiders and as a place that can passively farm resources across the world instead of a farming plot.

I’m not sure if it’s a good one yet, but the main idea is that you’d set up a special “tunnel” or hole structure anywhere in the world that lets spiders visit the area around it and gather certain unique harvestable resources to bring back, like kelp, cactus, or glow berries.

It wouldn’t really be efficient, but an interesting way to provide support. Though in order to run the service, you’d need a bunch of monster meat. Though perhaps local farming might work better.

Also, part of my idea would be to store the spiders in the homemade dens placed in the spider village area although you could place the homemade dens outside of the area. We could also probably have it so spiders can harvest anything in the area

I like the spider hub idea although I feel like it’ll be a little bit overpowered 

51 minutes ago, Creatingabe1125 said:

I was actually recently editing the affinities. I assume the problem you’re saying is the cost efficiency of the spider queen or the worry of wasting it but if I’m wrong please correct me

It’s mostly be liking having a defensive tower for both alignments, but also feeling like having the queen for such a short time when it really be fun though the cost for the short amount of time is also a factor

On 3/29/2026 at 10:10 PM, Dr.Webber said:

Also, part of my idea would be to store the spiders in the homemade dens placed in the spider village area although you could place the homemade dens outside of the area. We could also probably have it so spiders can harvest anything in the area

I like the spider hub idea although I feel like it’ll be a little bit overpowered

I was thinking we could replace the homemade dens with the super colony.

I was thinking we shouldn’t encourage surrounding a group farm with spiders since things could go badly, and not everyone wants to see a bunch of spiders. I was thinking we’d do something that brings the spiders to the farms, like Wurt’s shoddy tool sheds, in instead of requiring a bunch of spiders and spider dens in the farm area.

I guess so.

On 3/29/2026 at 10:10 PM, Dr.Webber said:

It’s mostly be liking having a defensive tower for both alignments, but also feeling like having the queen for such a short time when it really be fun though the cost for the short amount of time is also a factor

Ah. I personally like having the spider queen and something different like the towers, but if I see a way to make them more similar to the towers, then I’ll try it.

I was thinking of making it a follower you can both un-summon and re-summon using the same shell. The only time it’d break is if the spider queen dies. It would justify a higher cost but also make it more reusable and fun. Though perhaps an un-summon cooldown so you can’t abuse it.

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