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10 hours ago, Creatingabe1125 said:

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

I’m planning to move the care crafts skill down to the super colony section, but what do you mean replace homemade dens with the super colony?

 

10 hours ago, Creatingabe1125 said:

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.

Are you referring to the farm spider skill spiders or just spiders in general because although you can make that farm plots that are within the spider territory the main plots due to free will it will also very likely be separate. Also, if you wanna make it so you can bring the spiders that can pick crops to the main plots then how do you think I should implement Webbers farmer son’s past because I feel like that should be incorporated into the community. He’s building then again given that you’re suggesting bringing the spiders to the crops I’d assume it would be an aspect of the community though I kind of want some of the infrastructure of the community to reflect that

 

10 hours ago, Creatingabe1125 said:

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.

 

Maybe we can make it so they’re both spider queens but they turn into the towers maybe they turned into the tower when you unsummon them and back-and-forth or maybe we have it so enemies prioritize the   tower and and it suns out shadow spiders possibly the gloom spiders(once we rework them) and after enough damage sustained too the tower it turns into the queen

We could also make the towers look like tier 3 decorated dens or possibly have a be an upgrade to the decorated den since the decorated den design has based on a kids fort/play castle as shown in this concept art:

image.png.71594a191536bc7f68bad7e92e42e75d.png

On 02.04.2026 at 12:15, Dr.Webber said:

Мы также могли бы сделать башни похожими на украшенные домики 3-го уровня или, возможно, они стали бы улучшенной версией украшенного домика, поскольку дизайн украшенного домика основан на детском форте/игровом замке, как показано на этом концепт-арте:

image.png.71594a191536bc7f68bad7e92e42e75d.png

 

When I was drawing sprites for decorations, I relied on this picture, lol.

  • Like 1
On 3/31/2026 at 5:48 PM, Dr.Webber said:

I’m planning to move the care crafts skill down to the super colony section, but what do you mean replace homemade dens with the super colony?

Like make the super colony where you store all your spiders instead of individual homemade den structures.

On 3/31/2026 at 5:48 PM, Dr.Webber said:

Are you referring to the farm spider skill spiders or just spiders in general because although you can make that farm plots that are within the spider territory the main plots due to free will it will also very likely be separate. Also, if you wanna make it so you can bring the spiders that can pick crops to the main plots then how do you think I should implement Webbers farmer son’s past because I feel like that should be incorporated into the community. He’s building then again given that you’re suggesting bringing the spiders to the crops I’d assume it would be an aspect of the community though I kind of want some of the infrastructure of the community to reflect that

I meant that I don’t think we should be forced to make the spiders live around a farm that the survivors would use. And having two or more separate farms would feel like too many, especially when designed for a single character.

I was thinking the shoddy tool shed is a nice way to introduce merms into farming. They don’t have to live near the farm or have their own, but they can still help with getting it ready and have their own unique presence in there.

Idk how to really implement that. Although I was considering forgoing the farming part of the super colony and just leaving that to the garden spiders and that one other garden skill.

On 3/31/2026 at 5:48 PM, Dr.Webber said:

Maybe we can make it so they’re both spider queens but they turn into the towers maybe they turned into the tower when you unsummon them and back-and-forth or maybe we have it so enemies prioritize the   tower and and it suns out shadow spiders possibly the gloom spiders(once we rework them) and after enough damage sustained too the tower it turns into the queen

I personally prefer it when the affinities are distinctly different yet also share a theme. They still need work, but I’d rather not blend their unique characteristics like that.

1 hour ago, Creatingabe1125 said:

Like make the super colony where you store all your spiders instead of individual homemade den structures.

Ya

 

1 hour ago, Creatingabe1125 said:

Idk how to really implement that. Although I was considering forgoing the farming part of the super colony and just leaving that to the garden spiders and that one other garden skill.

On 3/31/2026 at 4:48 PM, Dr.Webber said:

Fair

 

1 hour ago, Creatingabe1125 said:

personally prefer it when the affinities are distinctly different yet also share a theme. They still need work, but I’d rather not blend their unique characteristics like that.

I suppose I understand the appeal of  variety  in your choices I just enjoy symmetry in the castle, and the queen idea are dramatically different

 

On 4/19/2026 at 10:02 PM, Dr.Webber said:

It’s been a while since anybody has shared ideas And I’m shooting blanks so anybody have any ideas?

I still haven’t finished the descriptions for the affinities, but I’ve thought of replacing the shadow castles with a “storybook” item that lets you save upto 4 different spider armies like presets, and lets you resummon them as many times at any time you want. (With a cooldown and durability.)

I could also add a bonus option that buffs your spider’s damage to that item.

 

I don’t have anything else though.

16 hours ago, Creatingabe1125 said:

I still haven’t finished the descriptions for the affinities, but I’ve thought of replacing the shadow castles with a “storybook” item that lets you save upto 4 different spider armies like presets, and lets you resummon them as many times at any time you want. (With a cooldown and durability.)

I could also add a bonus option that buffs your spider’s damage to that item.

 

I don’t have anything else though.

Sounds interesting although a book seems more like wicker bottoms thing maybe something more arts and crafts-y and I don’t know if be able to save specific spider armies as presets. It’s too powerful or not like it sounds like something someone would be able to do and Dev or God mode or a mod and I’m not sure whether or not that’s a good thing (because WX’s having a back up bodies can having gestalts possess those bodies seem mod like but in a good way, so like it can be done well)

Here's the new affinities @Dr.Webber. Apologizes for the size again. I mainly just added more clarification, fixed mistakes, made a couple of changes to the lunar side, and swapped the shadow castle with that other idea. I also tried to shorten/simplify it, though I don't know if I succeeded there. I believe it's finished now should you like it, although I wouldn't be surprised if there was a mistake in there because I tend to miss somethings.

Spoiler

Lunar Psychic I:

“The cryptic founder will reward your curiosity with psychically damaging spiders. Achieve Lunar telepathy by consuming four Lunar essences and command shattered spiders as personal body guards.”

Lunar telepathy:

After eating 4 moon shards, your head legs will crystallize with moon glass, signifying your new telepathic powers to command shattered spiders as body guards. Any shattered spider you befriend will choose to follow you as personal body guards, up to a max of 8. These body guards will have a visible aura to tell them apart from the normal shattered spiders. The body guard versions will prioritize targeting whatever is targeting or attacking you over anything else, with a +100 health bonus and the ability to target nightmare creatures. (Each moon shard costs -2 health but gives +sanity, and you can’t eat anymore until the effect is gone, which is removed upon death or interaction with a moon dial on any cycle except moonstorms.)

Enlightened fabric:

It’s available from the start and costs 2 silk, 1 pure brilliance, and 4 moon shards. It applies the lunar version of arachnid planar to all befriended spiders for 4 minutes (more about it at the end).

Enlightened spider:

Their switcheroodle requires a brightsmithy and costs 2 monster meat, 4 silk, and 1 pure brilliance.

The enlightened spider has the unique ability to remotely attack a target in a repeated, consistent manner with their minds, dubbed as a psychic attack. While midst a psychic attack, the spider enters a concentrated state where they cannot move, though may exit this state to quickly flee danger or to follow a command. They cannot fight with a typical bite, though will attempt to keep some distance from their enemies by running away if too close. Do note that the non-planar damage counts as physical damage despite its description. A successful full hit will also be visible in an aura effect, similar to that of when you hit a planar entity with a non-planar attack. Their damage is unaffected by most modifiers except the totem and enlightened fabric, though their attacks do not draw new aggro if their target is focused on something else, like Walter’s slingshot.

If multiple enlightened spiders share the same target, they will all sync up into one psychic attack, dubbed as a psychic barrage. This psychic barrage counts the planar and physical damage of every enlightened spider involved, and combines all of it into one attack at the same original rate. Psychic barrages also deal AOE damage at 10% the original physical damage and planar damage (treated separately) around the target, up to a maximum of 30 physical and 20 planar damage. Some percentage of physical damage is also converted into planar damage, 20 planar damage for every 10 enlightened spiders a part of it.

The following stats for the enlightened spider:

  • 350 health
  • 30 dmg
  • 3 seconds attack rate
  • Very high range (though no specific number from me)
  • 5 walking speed, 8 running speed
  • Drops normal spider loot when dead

 

Lunar Psychic II:

“With a better feel for the moons’ power, all lunar equipment and influences now aid in a sense of relief. Inspired by the cryptic founders’ research, learn to redesign and define the new Lunar spider queen.”

Lunar sanity buff:

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 has no effect on the bee queen crown’s sanity aura but does affect the same things as the bee queen crown. For every piece of lunar equipment in your hand, body, or head slot, or any lunar influence present (only counts as 1), your sanity drain reduction will increase, ranging from 1 to 4 sources:

  1. 20% sanity drain reduction
  2. 33% sanity drain reduction
  3. 55% sanity drain reduction
  4. 85% sanity drain reduction 

Bright-queen shell:

It requires a brightsmithy and costs 12 moon shards, 8 moonrock, 6 pure brilliance, and 8 silk.

After crafting, you’ll first need to find a spider queen and then transfer them into your shell, kind of like Wendy’s spirit vessels. You may then summon a Bright-Shelled Spider Queen any time you want. You can also unsummon and resummon the Bright-Shelled Spider Queen as many times as you want with no cooldown. Do note that if the Bright-Shelled Spider Queen does die, the shell will break alongside it.

The Bright-Shelled Spider Queen is a loyal follower to death, but does not count as a usual befriended spider. You can only have at max 3 Bright-Shelled Spider Queens followers. She can have up to 8 bodyguard-like spiders (any type), and extras that are loyal to Webber if he has less than 20 spiders. She’ll summon spiders at the rate of one spider every 20 seconds in any case, but only if she or Webber are short of some spiders and they’re in combat. She’ll prioritize summoning bodyguard spiders before supporting Webber’s following. Also, she can only summon bodyguard spiders, not convert. She can also spawn shattered spiders and nurse spiders at any health level, with a 30% chance for a normal, warrior, or shattered spider, and a 10% chance for nurses. Take well note that she cannot regenerate health herself while active or in her shell, nor will any nurse spiders have any healing effect, though you can heal her by hand. Also, any spiders that were following her will turn wild instead should she be unsummoned or dead.

Bright-Shelled Spider Queen stats:

  • 2500 health
  • 90 dmg + 60 planar dmg bite
  • Slightly better speed, attack speed, and attack range stats than original
  • Entity Planar protection
  • -60/min sanity aura to non webbers
  • Drops are same as original spider queen drops plus 6 moon shards or 4 moon rocks (50/50 chance)

 

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.”

Shadow dens:

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 30 seconds and require more nightmare fuel the larger the tier (2 for tier 2, 3 for tier 3). Shadow spiders will replace all usual normal and warrior spiders while emergency spiders are absent/not counted. Using a webby whistle to call them out will automatically befriend every shadow spider that comes out.

The shadow spider has a unique way of leaping while teleporting 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.

The shadow spider has the following stats:

  • 250 health
  • 20 bite dmg, 25 leap dmg
  • 3 attack period
  • 8 attack range
  • 4 walking speed, 5 running speed
  • Has a 5% chance at dropping nightmare fuel, nothing else

Dreadful cobwebbing:

It’s available from the start and costs 2 silk, 1 pure horror, and 2 nightmare fuel. It applies the shadow version of arachnid planar to all befriend spiders for 4 minutes (more about it at the end).

Gloomveil spider:

Their switcherdoodle requires a shadowcraft plinth and costs 3 monster meat, 3 silk, and 1 pure horror.

Whenever the gloomveil spider notices a charge/ram attack is about to happen towards them, they’ll summon a shield against the direction of the threat, nullifying all damage. Some examples would be celestial champion, twins of terror, and the rook. It also works on celestial scion’s supernova attack. If an enemy is close enough and directly hits their shield then they would be hit back by rebound dmg. While in their shield state, they’re also immovable, blocking any movement like the celestial champion, as an obstacle. The shield effect lasts as long as the threat is active (with a 20 second limit) before a 30 cooldown. They can be attacked from behind as it’s a directional shield, but will not break stance until the threat is clear. It works kind of similar to Wigfrid’s battle rond. They have the same abilities as shadow spiders.

The gloomveil spider has the following stats:

  • 350 health
  • 30 dmg, leap dmg, and rebound dmg.
  • The rest of the stats are similar to shadow spiders, but the nightmare fuel drop is 100% now.

 

Shadow Puppet Master II:

“As you begin to understand the Shadows, your mind evolves, better suited against their terrifying auras. Master the art of storymaking, and recreate them with shadow and life.”

Shadow sanity buff:

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

Webber’s Storybook:

It requires a shadowcraft plinth and costs 2 dark tatters, 4 pure horror, 8 silk, and 1 red gem.

It’s basically a shadowy scrapbook with the main ability to hold up to 4 different copies of 4 different spider armies, to be temporarily resummoned a technically unlimited amount of times. It has a command wheel with 6 slots: 4 of them are empty “story” slots that you can use to save and resummon these spider armies, another slot lets you remove any saved armies you may have, while the last one applies a buff that gives every befriended spider a bonus 10 planar damage for 2 minutes with a 2 minute cooldown right after use.

The actual process of saving spiders starts whenever you choose an empty “story” slot, where you have to go through the process of picking whichever spiders from your following that you want to save. At the start, all your spiders will have been selected, but you can deselect or reselect whichever ones you want. The highest amount of spiders you can save per “story” slot is capped at 50. Once you’ve confirmed which spiders you want saved, they’ll then be pulled from and into unknown realms to forever* reside in the pages of your shadowbook, so they’re technically dead but they don’t drop anything.

Whenever you summon one of your saved armies, they have a 3 minute timer of existence before despawning, while every “story” slot enters a 4 minute cooldown right after use. The shadowbook has 200 durability, and the amount consumed is dependent on what is summoned, but can be repaired to 100% with a void repair kit. Each normal spider summoned from a “story” slot consumes 2 durability; spider warrior and depth dweller consume 4 each; cave spiders, spitter spiders, sea striders, and shattered spiders consume 6 each; nurse spiders and shadow spiders consume 8 each; while gloomveil spiders consume 12 each. The 2 minute buff consumes 20%, or 40 durability. You will be barred from saving an amount of spiders that consume more than 200 durability. You should note however that while any spider summons or buff that exceeds the available amount of durability will still function fully, reaching 0 or past 0 durability will break the shadowbook, and any saved spiders will be lost forever. You may still repair it with a void repair kit afterwards to use it like it’s brand new.

 

Arachnid planar:

This only explains how the Enlightened fabric and Dreadful cobwebbing function. There are different tiers which list which spider types classify under it and what are the effects to the spider types in that group. The “chart” follows as:

Tier 0: This includes all non-aligned spiders. These spiders gain 5 planar defense and convert 2 physical dmg into 2 planar dmg. 

Tier 1: This includes the shattered and shadow spider depending on the alignment, so the shadow version will only count shattered spiders as tier 0 instead. These spiders gain 10 planar defense, convert 10 physical dmg into 10 planar dmg, and a bonus 5 physical dmg if fighting with the opposite alignment.

Tier 2: This includes enlightened and gloomveil spiders depending on the alignment. These spiders gain 20 planar defense, convert 20 physical dmg into 20 planar dmg, and a bonus 5 planar dmg if fighting against the opposite alignment.

 

 

 

Posted (edited)
11 hours ago, Creatingabe1125 said:

Here's the new affinities @Dr.Webber. Apologizes for the size again. I mainly just added more clarification, fixed mistakes, made a couple of changes to the lunar side, and swapped the shadow castle with that other idea. I also tried to shorten/simplify it, though I don't know if I succeeded there. I believe it's finished now should you like it, although I wouldn't be surprised if there was a mistake in there because I tend to miss somethings.

  Reveal hidden contents

Lunar Psychic I:

“The cryptic founder will reward your curiosity with psychically damaging spiders. Achieve Lunar telepathy by consuming four Lunar essences and command shattered spiders as personal body guards.”

Lunar telepathy:

After eating 4 moon shards, your head legs will crystallize with moon glass, signifying your new telepathic powers to command shattered spiders as body guards. Any shattered spider you befriend will choose to follow you as personal body guards, up to a max of 8. These body guards will have a visible aura to tell them apart from the normal shattered spiders. The body guard versions will prioritize targeting whatever is targeting or attacking you over anything else, with a +100 health bonus and the ability to target nightmare creatures. (Each moon shard costs -2 health but gives +sanity, and you can’t eat anymore until the effect is gone, which is removed upon death or interaction with a moon dial on any cycle except moonstorms.)

Enlightened fabric:

It’s available from the start and costs 2 silk, 1 pure brilliance, and 4 moon shards. It applies the lunar version of arachnid planar to all befriended spiders for 4 minutes (more about it at the end).

Enlightened spider:

Their switcheroodle requires a brightsmithy and costs 2 monster meat, 4 silk, and 1 pure brilliance.

The enlightened spider has the unique ability to remotely attack a target in a repeated, consistent manner with their minds, dubbed as a psychic attack. While midst a psychic attack, the spider enters a concentrated state where they cannot move, though may exit this state to quickly flee danger or to follow a command. They cannot fight with a typical bite, though will attempt to keep some distance from their enemies by running away if too close. Do note that the non-planar damage counts as physical damage despite its description. A successful full hit will also be visible in an aura effect, similar to that of when you hit a planar entity with a non-planar attack. Their damage is unaffected by most modifiers except the totem and enlightened fabric, though their attacks do not draw new aggro if their target is focused on something else, like Walter’s slingshot.

If multiple enlightened spiders share the same target, they will all sync up into one psychic attack, dubbed as a psychic barrage. This psychic barrage counts the planar and physical damage of every enlightened spider involved, and combines all of it into one attack at the same original rate. Psychic barrages also deal AOE damage at 10% the original physical damage and planar damage (treated separately) around the target, up to a maximum of 30 physical and 20 planar damage. Some percentage of physical damage is also converted into planar damage, 20 planar damage for every 10 enlightened spiders a part of it.

The following stats for the enlightened spider:

  • 350 health
  • 30 dmg
  • 3 seconds attack rate
  • Very high range (though no specific number from me)
  • 5 walking speed, 8 running speed
  • Drops normal spider loot when dead

 

Lunar Psychic II:

“With a better feel for the moons’ power, all lunar equipment and influences now aid in a sense of relief. Inspired by the cryptic founders’ research, learn to redesign and define the new Lunar spider queen.”

Lunar sanity buff:

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 has no effect on the bee queen crown’s sanity aura but does affect the same things as the bee queen crown. For every piece of lunar equipment in your hand, body, or head slot, or any lunar influence present (only counts as 1), your sanity drain reduction will increase, ranging from 1 to 4 sources:

  1. 20% sanity drain reduction
  2. 33% sanity drain reduction
  3. 55% sanity drain reduction
  4. 85% sanity drain reduction 

Bright-queen shell:

It requires a brightsmithy and costs 12 moon shards, 8 moonrock, 6 pure brilliance, and 8 silk.

After crafting, you’ll first need to find a spider queen and then transfer them into your shell, kind of like Wendy’s spirit vessels. You may then summon a Bright-Shelled Spider Queen any time you want. You can also unsummon and resummon the Bright-Shelled Spider Queen as many times as you want with no cooldown. Do note that if the Bright-Shelled Spider Queen does die, the shell will break alongside it.

The Bright-Shelled Spider Queen is a loyal follower to death, but does not count as a usual befriended spider. You can only have at max 3 Bright-Shelled Spider Queens followers. She can have up to 8 bodyguard-like spiders (any type), and extras that are loyal to Webber if he has less than 20 spiders. She’ll summon spiders at the rate of one spider every 20 seconds in any case, but only if she or Webber are short of some spiders and they’re in combat. She’ll prioritize summoning bodyguard spiders before supporting Webber’s following. Also, she can only summon bodyguard spiders, not convert. She can also spawn shattered spiders and nurse spiders at any health level, with a 30% chance for a normal, warrior, or shattered spider, and a 10% chance for nurses. Take well note that she cannot regenerate health herself while active or in her shell, nor will any nurse spiders have any healing effect, though you can heal her by hand. Also, any spiders that were following her will turn wild instead should she be unsummoned or dead.

Bright-Shelled Spider Queen stats:

  • 2500 health
  • 90 dmg + 60 planar dmg bite
  • Slightly better speed, attack speed, and attack range stats than original
  • Entity Planar protection
  • -60/min sanity aura to non webbers
  • Drops are same as original spider queen drops plus 6 moon shards or 4 moon rocks (50/50 chance)

 

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.”

Shadow dens:

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 30 seconds and require more nightmare fuel the larger the tier (2 for tier 2, 3 for tier 3). Shadow spiders will replace all usual normal and warrior spiders while emergency spiders are absent/not counted. Using a webby whistle to call them out will automatically befriend every shadow spider that comes out.

The shadow spider has a unique way of leaping while teleporting 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.

The shadow spider has the following stats:

  • 250 health
  • 20 bite dmg, 25 leap dmg
  • 3 attack period
  • 8 attack range
  • 4 walking speed, 5 running speed
  • Has a 5% chance at dropping nightmare fuel, nothing else

Dreadful cobwebbing:

It’s available from the start and costs 2 silk, 1 pure horror, and 2 nightmare fuel. It applies the shadow version of arachnid planar to all befriend spiders for 4 minutes (more about it at the end).

Gloomveil spider:

Their switcherdoodle requires a shadowcraft plinth and costs 3 monster meat, 3 silk, and 1 pure horror.

Whenever the gloomveil spider notices a charge/ram attack is about to happen towards them, they’ll summon a shield against the direction of the threat, nullifying all damage. Some examples would be celestial champion, twins of terror, and the rook. It also works on celestial scion’s supernova attack. If an enemy is close enough and directly hits their shield then they would be hit back by rebound dmg. While in their shield state, they’re also immovable, blocking any movement like the celestial champion, as an obstacle. The shield effect lasts as long as the threat is active (with a 20 second limit) before a 30 cooldown. They can be attacked from behind as it’s a directional shield, but will not break stance until the threat is clear. It works kind of similar to Wigfrid’s battle rond. They have the same abilities as shadow spiders.

The gloomveil spider has the following stats:

  • 350 health
  • 30 dmg, leap dmg, and rebound dmg.
  • The rest of the stats are similar to shadow spiders, but the nightmare fuel drop is 100% now.

 

Shadow Puppet Master II:

“As you begin to understand the Shadows, your mind evolves, better suited against their terrifying auras. Master the art of storymaking, and recreate them with shadow and life.”

Shadow sanity buff:

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

Webber’s Storybook:

It requires a shadowcraft plinth and costs 2 dark tatters, 4 pure horror, 8 silk, and 1 red gem.

It’s basically a shadowy scrapbook with the main ability to hold up to 4 different copies of 4 different spider armies, to be temporarily resummoned a technically unlimited amount of times. It has a command wheel with 6 slots: 4 of them are empty “story” slots that you can use to save and resummon these spider armies, another slot lets you remove any saved armies you may have, while the last one applies a buff that gives every befriended spider a bonus 10 planar damage for 2 minutes with a 2 minute cooldown right after use.

The actual process of saving spiders starts whenever you choose an empty “story” slot, where you have to go through the process of picking whichever spiders from your following that you want to save. At the start, all your spiders will have been selected, but you can deselect or reselect whichever ones you want. The highest amount of spiders you can save per “story” slot is capped at 50. Once you’ve confirmed which spiders you want saved, they’ll then be pulled from and into unknown realms to forever* reside in the pages of your shadowbook, so they’re technically dead but they don’t drop anything.

Whenever you summon one of your saved armies, they have a 3 minute timer of existence before despawning, while every “story” slot enters a 4 minute cooldown right after use. The shadowbook has 200 durability, and the amount consumed is dependent on what is summoned, but can be repaired to 100% with a void repair kit. Each normal spider summoned from a “story” slot consumes 2 durability; spider warrior and depth dweller consume 4 each; cave spiders, spitter spiders, sea striders, and shattered spiders consume 6 each; nurse spiders and shadow spiders consume 8 each; while gloomveil spiders consume 12 each. The 2 minute buff consumes 20%, or 40 durability. You will be barred from saving an amount of spiders that consume more than 200 durability. You should note however that while any spider summons or buff that exceeds the available amount of durability will still function fully, reaching 0 or past 0 durability will break the shadowbook, and any saved spiders will be lost forever. You may still repair it with a void repair kit afterwards to use it like it’s brand new.

 

Arachnid planar:

This only explains how the Enlightened fabric and Dreadful cobwebbing function. There are different tiers which list which spider types classify under it and what are the effects to the spider types in that group. The “chart” follows as:

Tier 0: This includes all non-aligned spiders. These spiders gain 5 planar defense and convert 2 physical dmg into 2 planar dmg. 

Tier 1: This includes the shattered and shadow spider depending on the alignment, so the shadow version will only count shattered spiders as tier 0 instead. These spiders gain 10 planar defense, convert 10 physical dmg into 10 planar dmg, and a bonus 5 physical dmg if fighting with the opposite alignment.

Tier 2: This includes enlightened and gloomveil spiders depending on the alignment. These spiders gain 20 planar defense, convert 20 physical dmg into 20 planar dmg, and a bonus 5 planar dmg if fighting against the opposite alignment.

 

 

 

So what was the thought process here 

Webber’s Storybook:

It requires a shadowcraft plinth and costs 2 dark tatters, 4 pure horror, 8 silk, and 1 red gem.

Edited by Dr.Webber

@Creatingabe1125if we’re going to have the storybook have dark tatters in be able to be repaired with the void repair kit. I was thinking maybe we should increase the amount of spider queens you can have befriended to 4 to match the amount of armies you can have saved and have them all be connected to one shell and have bright shade husk in the crafting recipe as well as being able to repair it with and by extension healing the spider queens with a bright shade repair kit and either having it be that instead of just them de summoning after time you can actually control how long the saved armies are out or have the spider queen despawn in the same amount of time the armies do also I’ll have to read it again, but maybe you can also apply a lunar equivalent to that buff. You can give the armies to the queens.

2 hours ago, Dr.Webber said:

@Creatingabe1125if we’re going to have the storybook have dark tatters in be able to be repaired with the void repair kit. I was thinking maybe we should increase the amount of spider queens you can have befriended to 4 to match the amount of armies you can have saved and have them all be connected to one shell and have bright shade husk in the crafting recipe as well as being able to repair it with and by extension healing the spider queens with a bright shade repair kit and either having it be that instead of just them de summoning after time you can actually control how long the saved armies are out or have the spider queen despawn in the same amount of time the armies do also I’ll have to read it again, but maybe you can also apply a lunar equivalent to that buff. You can give the armies to the queens.

To be fair for the use of dark tatters and not brightshade husks, you only have to craft one shadowbook and then repair it, while you’d have to craft multiple spider queen shells in usual cases. I also did want to use brightshade husks originally, but I also wanted to use silk and all the other stuff, so I just didn’t left it out as last.

I can see the argument for a convenient way to manage them all in one inventory slot, although I would feel like I’d have to redesign the name because 3 spider queens sharing one shell seems a bit much to me. I’d also have to adapt its crafting recipe and find a way to add other costs to justify the spider queens, although I’d rather keep it simple. If I find a way to implement this in a way I’m fine with then I’ll suggest it, but for now I’ll leave it like this since I don’t think it’s too problematic. I don’t think I’d add a use for repair kits here though.

I thought that having those summonable armies be temporary seemed fair since you could summon them an unlimited amount of times and so they don’t truly die. Plus controlling their time limits seems like more than needed functionality to implement.

I think I’ll leave the spider queen limit at 3 mainly because it feels like a nice number/balance, and you only get to use one saved spider army at a time, while you’d get multiple spider queens at the same time.

I only really added that buff because I thought you’d want there to be some form of damage buff because of the shadow castles and the spider queens adding more damage. I might just buff the spider queen if you only want more damage, but if you just want the buff to simply exist on both sides, then it’ll be hard to implement since the spider queens are more lasting, and I’d like to keep them like that.

4 hours ago, Dr.Webber said:

So what was the thought process here 

 

Webber’s Storybook:

It requires a shadowcraft plinth and costs 2 dark tatters, 4 pure horror, 8 silk, and 1 red gem.

If you’re referring to the whole idea, I wanted to make something based off of something in childhood, and I was stuck on something with a storybook while trying to replace or rework the shadow castles. I had the idea of summoning “stories” with the book, but then one day the idea of saving and then summoning actual spider sets stuck, and then I went with it.

If you’re referring to the recipe, then the silk and pure horror should be obvious, dark tatters are were similar material to silk and you’d only need to craft the item once so you wouldn’t need to use too many dark tatters, and the red gem was because of its nature of summoning spiders to life from a “story”.

 

I think I should add something kind of visual effect when examining a shell to tell which spider queen belongs to which shell. I should also add some kind of warning if one of the story slots or buff slot consumes more durability than there is.

I might tweak some of the numbers on both sides.

26 minutes ago, Creatingabe1125 said:

If you’re referring to the recipe, then the silk and pure horror should be obvious, dark tatters are were similar material to silk and you’d only need to craft the item once so you wouldn’t need to use too many dark tatters, and the red gem was because of its nature of summoning spiders to life from a “story”.

 

I meant like what makes up the actual pages like even the codex Umbra uses papyrus and considering it’s like a scrapbook it would probably be extra papery and I feel like paper would go good in the craft because papyrus is part of the then den decorating set craft 

also, do you think maybe if it breaks if the spider loop should drop since when you’re a parrot it’s like starting a new so that’s when they actually die

Also, I made some edits to the alignments you gave me. Let me know if you’d like to changes or if I should change it back.

Lunar Psychic I:

“The cryptic founder will reward your curiosity with psychically damaging spiders. Achieve Lunar telepathy by consuming four Lunar essences and command shattered spiders as personal body guards.”

Lunar telepathy:

After eating 4 moon shards, your head legs will crystallize with moon glass, signifying your new telepathic powers to command shattered spiders as body guards. Any shattered spider you befriend will choose to follow you as personal body guards, up to a max of 8. These body guards will have a visible aura to tell them apart from the normal shattered spiders. The body guard versions will prioritize targeting whatever is targeting or attacking you over anything else, with a +100 health bonus and the ability to target nightmare creatures. (you can’t eat anymore until the effect is gone, which is removed upon death or interaction with a moon dial on any cycle except moonstorms.)

Enlightened fabric:

It’s available from the start and costs 2 silk, 1 pure brilliance. It applies the lunar version of arachnid planar to all befriended spiders for 4 minutes (more about it at the end).

Enlightened spider:

Their switcheroodle requires a brightsmithy and costs 3 monster meat, 4 silk, and 1 pure brilliance.

The enlightened spider has the unique ability to remotely attack a target in a repeated, consistent manner with their minds, dubbed as a psychic attack. While midst a psychic attack, the spider enters a concentrated state where they cannot move, though may exit this state to quickly flee danger or to follow a command. They cannot fight with a typical bite, though will attempt to keep some distance from their enemies by running away if too close. Do note that the non-planar damage counts as physical damage despite its description. A successful full hit will also be visible in an aura effect, similar to that of when you hit a planar entity with a non-planar attack. Their damage is unaffected by most modifiers except the totem and enlightened fabric, though their attacks do not draw new aggro if their target is focused on something else, like Walter’s slingshot.

If multiple enlightened spiders share the same target, they will all sync up into one psychic attack, dubbed as a psychic barrage. This psychic barrage counts the planar and physical damage of every enlightened spider involved, and combines all of it into one attack at the same original rate. Psychic barrages also deal AOE damage at 10% the original physical damage and planar damage (treated separately) around the target, up to a maximum of 30 physical and 20 planar damage. Some percentage of physical damage is also converted into planar damage, 20 planar damage for every 10 enlightened spiders a part of it.

The following stats for the enlightened spider:

  • 350 health
  • 30 dmg
  • 3 seconds attack rate
  • Very high range (though no specific number from me)
  • 5 walking speed, 8 running speed
  • Drops normal spider loot + pure brilliance when dead

 

Lunar Psychic II:

“With a better feel for the moons’ power, all lunar equipment and influences now aid in a sense of relief. Inspired by the cryptic founders’ research, learn to redesign and define the new Lunar spider queen.”

Lunar sanity buff:

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 has no effect on the bee queen crown’s sanity aura but does affect the same things as the bee queen crown. For every piece of lunar equipment in your hand, body, or head slot, or any lunar influence present (only counts as 1), your sanity drain reduction will increase, ranging from 1 to 4 sources:

  1. 20% sanity drain reduction
  2. 33% sanity drain reduction
  3. 55% sanity drain reduction
  4. 85% sanity drain reduction 

Bright-queen shell:

It requires a brightsmithy and costs 12 moon shards, 8 moonrock, 6 pure brilliance, and 8 silk.

After crafting, you’ll first need to find a spider queen and then transfer them into your shell, kind of like Wendy’s spirit vessels. You may then summon a Bright-Shelled Spider Queen any time you want. You can also unsummon and resummon the Bright-Shelled Spider Queen as many times as you want with no cooldown. Do note that if the Bright-Shelled Spider Queen does die, the shell will break alongside it.

The Bright-Shelled Spider Queen is a loyal follower to death, but does not count as a usual befriended spider. You can only have at max 4 Bright-Shelled Spider Queens followers. She can have up to 8 bodyguard-like spiders (any type), and extras that are loyal to Webber if he has less than 20 spiders. She’ll summon spiders at the rate of one spider every 20 seconds in any case, but only if she or Webber are short of some spiders and they’re in combat. She’ll prioritize summoning bodyguard spiders before supporting Webber’s following. Also, she can only summon bodyguard spiders, not convert. She can also spawn shattered spiders and nurse spiders at any health level, with a 30% chance for a normal, warrior, or shattered spider, and a 10% chance for nurses. Take well note that she cannot regenerate health herself while active or in her shell, nor will any nurse spiders have any healing effect, though you can heal her by hand. Also, any spiders that were following her will turn wild instead should she be unsummoned or dead.

Bright-Shelled Spider Queen stats:

  • 2500 health
  • 90 dmg + 60 planar dmg bite
  • Slightly better speed, attack speed, and attack range stats than original
  • Entity Planar protection
  • Drops are same as original spider queen drops plus 6 moon shards or 4 moon rocks (50/50 chance)

 

Shadow Weaver 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.”

Shadow dens:

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 30 seconds and require more nightmare fuel the larger the tier (2 for tier 2, 3 for tier 3). Shadow spiders will replace all usual normal and warrior spiders while emergency spiders are absent/not counted. Using a webby whistle to call them out will automatically befriend every shadow spider that comes out.

The shadow spider has a unique way of leaping while teleporting 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.

The shadow spider has the following stats:

  • 250 health
  • 20 bite dmg, 25 leap dmg
  • 3 attack period
  • 8 attack range
  • 4 walking speed, 5 running speed
  • Has a 100% chance at dropping nightmare fuel, nothing else

Dreadful cobwebbing:

It’s available from the start and costs 2 silk, 1 pure horror. It applies the shadow version of arachnid planar to all befriend spiders for 4 minutes (more about it at the end).

Gloomveil spider:

Their switcherdoodle requires a shadowcraft plinth and costs 3 monster meat, 4 silk, and 1 pure horror.

Whenever the gloomveil spider notices a charge/ram attack is about to happen towards them, they’ll summon a shield against the direction of the threat, nullifying all damage. Some examples would be celestial champion, twins of terror, and the rook. It also works on celestial scion’s supernova attack. If an enemy is close enough and directly hits their shield then they would be hit back by rebound dmg. While in their shield state, they’re also immovable, blocking any movement like the celestial champion, as an obstacle. The shield effect lasts as long as the threat is active (with a 20 second limit) before a 30 cooldown. They can be attacked from behind as it’s a directional shield, but will not break stance until the threat is clear. It works kind of similar to Wigfrid’s battle rond. They have the same abilities as shadow spiders.

The gloomveil spider has the following stats:

  • 350 health
  • 30 dmg, leap dmg, and rebound dmg.
  • 5 walking speed, 8 running speed
  • The rest of the stats are similar to shadow spiders, Drops normal spider loot + pure horror when dead.

 

Shadow Weaver II:

“As you begin to understand the Shadows, your mind evolves, better suited against their terrifying auras. Master the art of storymaking, and recreate them with shadow and life.”

Shadow sanity buff:

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

Webber’s Storybook:

It requires a shadowcraft plinth and costs 2 dark tatters, 4 pure horror, 8 silk, and 1 red gem.

It’s basically a shadowy scrapbook with the main ability to hold up to 4 different copies of 4 different spider armies, to be temporarily resummoned a technically unlimited amount of times. It has a command wheel with 6 slots: 4 of them are empty “story” slots that you can use to save and resummon these spider armies, another slot lets you remove any saved armies you may have, while the last one applies a buff that gives every befriended spider a bonus 10 planar damage for 2 minutes with a 2 minute cooldown right after use.

The actual process of saving spiders starts whenever you choose an empty “story” slot, where you have to go through the process of picking whichever spiders from your following that you want to save. At the start, all your spiders will have been selected, but you can deselect or reselect whichever ones you want. The highest amount of spiders you can save per “story” slot is capped at 50. Once you’ve confirmed which spiders you want saved, they’ll then be pulled from and into unknown realms to forever* reside in the pages of your shadowbook

Whenever you summon one of your saved armies, they have a 3 minute timer of existence before despawning, while every “story” slot enters a 4 minute cooldown right after use. The shadowbook has 200 durability, and the amount consumed is dependent on what is summoned, but can be repaired to 100% with a void repair kit. Each normal spider summoned from a “story” slot consumes 2 durability; spider warrior and depth dweller consume 4 each; cave spiders, spitter spiders, sea striders, and shattered spiders consume 6 each; nurse spiders and shadow spiders consume 8 each; while gloomveil spiders consume 12 each. The 2 minute buff consumes 20%, or 40 durability. You will be barred from saving an amount of spiders that consume more than 200 durability. You should note however that while any spider summons or buff that exceeds the available amount of durability will still function fully, reaching 0 or past 0 durability will break the shadowbook, and any saved spiders will be lost forever. You may still repair it with a void repair kit afterwards to use it like it’s brand new.

 

When we’re done, figuring out the alignments, could you help me figure out the specifics of The village skill, and if we need to split it up into multiple skills because I also want to replace the rapid growth scale because it’s such a small change in how much silk you need to upgrade a spider den that’s not worth a skill also I’m thinking about maybe changing the second half of in the spirit of friendship and there are skills that I’m satisfied with, but I’m willing to change to something different if the dilemma presents itself

1 hour ago, Dr.Webber said:

I meant like what makes up the actual pages like even the codex Umbra uses papyrus and considering it’s like a scrapbook it would probably be extra papery and I feel like paper would go good in the craft because papyrus is part of the then den decorating set craft 

also, do you think maybe if it breaks if the spider loop should drop since when you’re a parrot it’s like starting a new so that’s when they actually die

Also, I made some edits to the alignments you gave me. Let me know if you’d like to changes or if I should change it back

I honestly forgot papyrus existed for a bit. Yeah I think papyrus would make sense if it replaced the red gem. 4 papyrus seems right.

I mean it’d be a lot to calculate and drop/give. Plus the spiders would be inside/a part of the pages and are kind of dead already. (I also realized that I should’ve mentioned that the spiders summoned don’t drop anything should they die early on.)

I’m a bit concerned with the nightmare fuel drop being 100% because of how you get shadow spiders, so perhaps make it like a 25% chance at most instead.

I’m also not in agreement with the pure horror/brilliance drops, because while it kind of makes sense since those materials aren’t super easy to amass and you wouldn’t want them to be wasted because your spiders just died, you should kind of feel more weight from losing your spiders. There’s also those switcherdoodle skills which would both make it easier to get more of them and result in those pure resources being duplicated once your spiders die.

The only other changes I see are the shadow affinity’s name, max spider queen limit, and a few minor recipe changes. I would say the max limit is better at 3 mainly because of the spider spawn rate but adding another one just tips it even more towards op, which is kind of uncomfortable. Although that might just be my perspective, and it’s probably not a big deal. Everything else is okay I guess.

1 hour ago, Dr.Webber said:

When we’re done, figuring out the alignments, could you help me figure out the specifics of The village skill, and if we need to split it up into multiple skills because I also want to replace the rapid growth scale because it’s such a small change in how much silk you need to upgrade a spider den that’s not worth a skill also I’m thinking about maybe changing the second half of in the spirit of friendship and there are skills that I’m satisfied with, but I’m willing to change to something different if the dilemma presents itself

I was thinking about leaving this Webber skill tree once we finish the affinities. But how did you want to go with the super colony, because I was just thinking of making it a large hub to store a very very large supply of spiders, while the garden spiders would deal with the farm stuff.

2 hours ago, Creatingabe1125 said:

I’m also not in agreement with the pure horror/brilliance drops, because while it kind of makes sense since those materials aren’t super easy to amass and you wouldn’t want them to be wasted because your spiders just died, you should kind of feel more weight from losing your spiders. There’s also those switcherdoodle skills which would both make it easier to get more of them and result in those pure resources being duplicated once your spiders die.

The only other changes I see are the shadow affinity’s name, max spider queen limit, and a few minor recipe changes. I would say the max limit is better at 3 mainly because of the spider spawn rate but adding another one just tips it even more towards op, which is kind of uncomfortable. Although that might just be my perspective, and it’s probably not a big deal. Everything else is okay I guess.

Maybe we can make it drop 5-25% of the time

I feel like it should be even so maybe we should make it two spider queens rather than three

2 hours ago, Creatingabe1125 said:

I was thinking about leaving this Webber skill tree once we finish the affinities. But how did you want to go with the super colony, because I was just thinking of making it a large hub to store a very very large supply of spiders, while the garden spiders would deal with the farm stuff.

I was thinking, assigning spiders different roles maybe add a new type of spider specific armor or tool of some kind similar to what was done for Wurt’s skill tree maybe give her some sort of buff or special form as Lord of the spiders

Yeah, I was thinking of maybe altering Nocturnally adept so he has full on night vision but he has to eat raw or horrible meat to keep his ability maybe this meat taxthing could also extend over to animalistic arachnid or we could replace animalistic arachnid altogetherif we end up splitting the village skill into three or more skills I don’t think that will be necessary, but also we have enough skills already, but if we ever decide to replace any of the skills outside of rapid growth and queen decorator i’ve been bouncing around idea of a skill that removes sanity loss from creatures with the monster tag or maybe just reduce it like what war talks naturally has to all creatures of the constant if I’m remembering, right or maybe something to do with spiders vibration sense or hissing

What if I replace the ability of farm spider with some sort of weed perk I don’t quite know what that would be yet but it feels like it would be the dramatic sense. He’s a monster character and has a farming past. It would be interesting if we had a unique technique performing also I feel like it’s in character for him to see the best group where other feel disgust and the fact that he’s different from the rest of the survivors or another somatic idea would be to replace farm spider with a skill called, found family which causes plants planted by Weber to ignore the family stressor. I originally thought of changing it because recently I had read the description of the premier garden here and talked about ancient farming techniques, and I didn’t want to imply that his farming techniques or anything, but modern and experienced secondhand but after reexamining for each card in your hat does and it’s just more detailed information for what they need so I think I’m good with how it is now I just mind to pre those ideas extra in case you think I should change it

On 4/24/2026 at 7:06 PM, Dr.Webber said:

Maybe we can make it drop 5-25% of the time

I feel like it should be even so maybe we should make it two spider queens rather than three

What about 10%?

I think 2 could work.

On 4/24/2026 at 7:06 PM, Dr.Webber said:

I was thinking, assigning spiders different roles maybe add a new type of spider specific armor or tool of some kind similar to what was done for Wurt’s skill tree maybe give her some sort of buff or special form as Lord of the spiders

The armor and tools thing are kind of redundant since you already have the totem and working skills.

You could make a society branch of the skill tree where each skill introduces a different “job” available to certain spiders in the super colony. They could range from scavenging to delivering or sorting. Hopefully that inspires a starting point.

Perhaps you could implement a special spider queen in the super colony to make it actually change the village’s function, but I can’t think of any effects they’d introduce.

18 hours ago, Dr.Webber said:

 

Yeah, I was thinking of maybe altering Nocturnally adept so he has full on night vision but he has to eat raw or horrible meat to keep his ability maybe this meat taxthing could also extend over to animalistic arachnid or we could replace animalistic arachnid altogetherif we end up splitting the village skill into three or more skills I don’t think that will be necessary, but also we have enough skills already, but if we ever decide to replace any of the skills outside of rapid growth and queen decorator i’ve been bouncing around idea of a skill that removes sanity loss from creatures with the monster tag or maybe just reduce it like what war talks naturally has to all creatures of the constant if I’m remembering, right or maybe something to do with spiders vibration sense or hissing

 

I can see the idea, though what if you just made it so that it just consumes hunger in general much faster, and you need at least 30% hunger or something for the ability to remain active. You could probably choose when to have each ability on or off then.

Wouldn’t that sanity drain removable skill rival with that lunar affinity skill? Why make 2 skills do practically the same thing?

18 hours ago, Dr.Webber said:

What if I replace the ability of farm spider with some sort of weed perk I don’t quite know what that would be yet but it feels like it would be the dramatic sense. He’s a monster character and has a farming past. It would be interesting if we had a unique technique performing also I feel like it’s in character for him to see the best group where other feel disgust and the fact that he’s different from the rest of the survivors or another somatic idea would be to replace farm spider with a skill called, found family which causes plants planted by Weber to ignore the family stressor. I originally thought of changing it because recently I had read the description of the premier garden here and talked about ancient farming techniques, and I didn’t want to imply that his farming techniques or anything, but modern and experienced secondhand but after reexamining for each card in your hat does and it’s just more detailed information for what they need so I think I’m good with how it is now I just mind to pre those ideas extra in case you think I should change it

Oh okay.

On 5/6/2026 at 7:04 AM, Creatingabe1125 said:

You could make a society branch of the skill tree where each skill introduces a different “job” available to certain spiders in the super colony. They could range from scavenging to delivering or sorting. Hopefully that inspires a starting point.

 

I’m going to be honest I’m still shooting blanks 

 

19 hours ago, Creatingabe1125 said:

I can see the idea, though what if you just made it so that it just consumes hunger in general much faster, and you need at least 30% hunger or something for the ability to remain active. You could probably choose when to have each ability on or off then.

 

How much faster?

 

19 hours ago, Creatingabe1125 said:

Wouldn’t that sanity drain removable skill rival with that lunar affinity skill? Why make 2 skills do practically the same thing?

We could replace it with something to do with the purple energy associated with wagstaff, and caused the boy in the spider two fuse into Webber. Also I’m not for sure going to replace animalistic arachnid, even if I do the vibration and hissing idea is still on the table

15 hours ago, Dr.Webber said:

I’m going to be honest I’m still shooting blanks

The first skill to the branch would be the super colony, and the subsequent skills could be for scavenging, sorting, delivering, and cultivating.

Each of those skills would let you build a new structure in the super colony that allows you to command spiders to do that stuff so long as you have a spider queen in charge the super colony. You would probably have to use other new spider structures for delivering and cultivating outside the super colony.

Idk what else to add to this at the moment.

15 hours ago, Dr.Webber said:

How much faster?

Noticeably fast, like maybe 1 hunger loss every 3 or 4 seconds.

15 hours ago, Dr.Webber said:

We could replace it with something to do with the purple energy associated with wagstaff, and caused the boy in the spider two fuse into Webber. Also I’m not for sure going to replace animalistic arachnid, even if I do the vibration and hissing idea is still on the table

I would rather not go with that route as I don’t feel like trying to come up with something new again with the purple energy, don’t really know how to implement it, and I feel like the affinities are mostly fine as is so I’d rather not change much.

Okay, but what even is the vibration and hissing idea based off of?

1 hour ago, Creatingabe1125 said:

Each of those skills would let you build a new structure in the super colony that allows you to command spiders to do that stuff so long as you have a spider queen in charge the super colony. You would probably have to use other new spider structures for delivering and cultivating outside the super colony.

I want Webber to be the leader of the spiders not a spider queen

 

1 hour ago, Creatingabe1125 said:

Okay, but what even is the vibration and hissing idea based off of?

Spiders can sense when someone steps on sticky webbing and spiders hiss before attacking 

some other ideas
Effects:

Active Ability: Webber can consume a Monster Meat to emit a purple surge of energy. This grants him and all spiders within 3 tiles a temporary speed boost (+20%) and +20 damage for 10 seconds.

Visual Flair: Webber flashes with a purple, jagged shader similar to Wagstaff's electrical effects.

Effect: When Webber takes damage, there is a 20% chance to emit a purple static burst. This stuns small enemies for 1.5 seconds and reflects 10% of the damage back to the attacker.

Synergy: If Webber is wearing a Football Helmet or other headgear, the energy "leaks" through, adding a faint purple glow that provides a small radius of light during the night.

Harmonic Dissonance (Ultimate/Transformation)

Concept: Webber momentarily lets the two souls inside him—boy and spider—vibrate at different frequencies, creating a "blur" of purple energy.

Effect: An active ability (60-second cooldown) that makes Webber "phase out" for 5 seconds.

During Phase: Webber is immune to physical damage and can pass through objects (like walls or mobs).

Purple Afterimage: Wherever he walks, he leaves a trail of purple "webbing" that lasts for 10 seconds. Any enemy that steps on it is slowed by 50% and takes continuous Shadow Damage.

Static Hive-Mind: When Webber uses the Webby Whistle, spiders don't just follow; they link together. This creates a purple "electric fence" between every five spiders in his army, dealing continuous damage to any enemy that passes between them.

Synaptic Overdrive: Webber’s movement speed is increased by 10% permanently. When he is struck by Lightning, instead of taking damage, he is fully charged for 30 seconds, gaining +50% work efficiency (chopping/mining) and a bright purple glow that acts as a Lantern.

 

Speaking of the super colony, I have an idea for a stage or shrine where Webber can give daily speeches or performances to grant various work buffs to the colony.

This stage could be upgraded by adding spider-themed musical instruments—not just the Webby Whistle and Shoo Box, but also 'spiderfied' versions of the Beefalo Horn and the One-man Band. There could even be a Musician or Choir job for spiders, where they perform alongside Webber to significantly amplify the buffs.

I think this would emphasize his role as a social spider leader who guides the spiders through his words and charisma, rather than just being a biological spider queen that they follow purely by instinct.

On 5/8/2026 at 9:52 AM, Dr.Webber said:

I want Webber to be the leader of the spiders not a spider queen

 

Spiders can sense when someone steps on sticky webbing and spiders hiss before attacking 

I thought you wanted something like a lord of the spiders?

Well the vibration part would only make sense with some kind of trap or nest related skill, but do spiders hiss? I don’t know how to describe their sounds, but I’d thought it would be something more like a growl or scream.

On 5/8/2026 at 1:45 PM, Dr.Webber said:

some other ideas
Effects:

Active Ability: Webber can consume a Monster Meat to emit a purple surge of energy. This grants him and all spiders within 3 tiles a temporary speed boost (+20%) and +20 damage for 10 seconds.

Visual Flair: Webber flashes with a purple, jagged shader similar to Wagstaff's electrical effects.

Effect: When Webber takes damage, there is a 20% chance to emit a purple static burst. This stuns small enemies for 1.5 seconds and reflects 10% of the damage back to the attacker.

Synergy: If Webber is wearing a Football Helmet or other headgear, the energy "leaks" through, adding a faint purple glow that provides a small radius of light during the night.

Harmonic Dissonance (Ultimate/Transformation)

Concept: Webber momentarily lets the two souls inside him—boy and spider—vibrate at different frequencies, creating a "blur" of purple energy.

Effect: An active ability (60-second cooldown) that makes Webber "phase out" for 5 seconds.

During Phase: Webber is immune to physical damage and can pass through objects (like walls or mobs).

Purple Afterimage: Wherever he walks, he leaves a trail of purple "webbing" that lasts for 10 seconds. Any enemy that steps on it is slowed by 50% and takes continuous Shadow Damage.

Static Hive-Mind: When Webber uses the Webby Whistle, spiders don't just follow; they link together. This creates a purple "electric fence" between every five spiders in his army, dealing continuous damage to any enemy that passes between them.

Synaptic Overdrive: Webber’s movement speed is increased by 10% permanently. When he is struck by Lightning, instead of taking damage, he is fully charged for 30 seconds, gaining +50% work efficiency (chopping/mining) and a bright purple glow that acts as a Lantern.

 

Going with the unstable energy stuff, it sounds interesting. I would go with like any 3 of these, and focus on making them good gimmicks, if that makes sense.

On 5/8/2026 at 9:31 PM, DimokKio said:

Speaking of the super colony, I have an idea for a stage or shrine where Webber can give daily speeches or performances to grant various work buffs to the colony.

This stage could be upgraded by adding spider-themed musical instruments—not just the Webby Whistle and Shoo Box, but also 'spiderfied' versions of the Beefalo Horn and the One-man Band. There could even be a Musician or Choir job for spiders, where they perform alongside Webber to significantly amplify the buffs.

I think this would emphasize his role as a social spider leader who guides the spiders through his words and charisma, rather than just being a biological spider queen that they follow purely by instinct.

The idea I have might become a bit too complicated, but what if you had different social/communal “tasks” that would provide these buffs. Like there could be fashion variety as one, then the daily music one you suggested, and then maybe another for adding decorative structures. I based it off of Pearl’s tasks.

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