Skip to content

Species

Need a recipe? Use JEI in game. Need a starting route? Start here

Not out yet

Not out yet. In the development build; not in the 0.6.0 download.

Two choices shape a character. Your species is what you are. You choose it once, at the Waking. Your specialization is what you do. You choose it at the Calling, at Adventure level 10. Species replace the old races (Human, Dwarf, Elf, Hoofkin, Construct). A character from an old save wakes again as a new species.

Every species has a passive that is always on, a skill on R with a cooldown, a nature (small gains and one real cost) and a look everyone can see.

The Waking

A new character arrives unwoken: no passive, no skill, no look. A few seconds after the first login the Waking screen opens. It is a ring of species plates round a goat eye. Pick one and you see yourself as it. Hold Wake for two seconds. Let go early and nothing happens.

  • Choose Not yet and you can wake later from the H wheel or the character sheet.
  • The world wakes you if you don't. At Adventure level 5 an unwoken character wakes as the species that calls them most. A notice warns you at level 4.
  • Waking runs a short ceremony everyone nearby sees. The server reads one chat line, such as "Gote woke as a Hellcat, Storm-born." Players within 24 blocks witnessed a Waking and get a small boost.
  • The ring has sixteen species, so it pages by home: Sky, Ground, Sea and Deep. Tabs under the ring turn the page (click, or Tab and Shift+Tab). Keys 1-9 pick within a page.
  • A Chrysalis (string, a tuft shard and a gold ingot) sheds your species and opens the Waking again. Your omen is taken again.

Being called

While you are unwoken, the game notices how you live. Each species' pull on you grows. The goat eye glances at the one that calls you most, and each plate shows its pull as 0-3 hoofprints. Wake as the species that calls you most and you are Called: your skill cools down 20% faster, for good. Pull stops growing once you wake.

Species Pull grows while you...
Hellcat stand near fire, lava or magma, or where it is hotter than 30 °C
Goat stand 150 m or more above sea level; climb
Arctic Fox stand where it is colder than 0 °C, or on snow or ice
Bunny sprint-jump; cross grass and flowers
Construct craft and smelt
Axolotl swim or stand in water
Bat stand in darkness, or under 12 m of rock
Raccoon open containers; pick things up
Deer stand under a forest's leaves; eat apples and berries
Snake bask in full sun; move crouched; eat meat and fish
Spider wait in the dark near cobwebs; climb; tear webs down
Moth stand in bright light at night
Shark swim 8 m or more under the sea's surface; kill fish
Red Panda stand on leaves or under a cool canopy; cut bamboo
Kobold keep to low tunnels; mine ore
Dragon hold gold, gems and treasure; pick treasure up

Omens

The moment you wake gives a permanent omen, a small birth sign. The screen shows the omen you would get right now and lists the others, so waiting is a real choice. The first match wins.

Omen You wake... It gives
Witnessed with 2 or more other players within 24 blocks Mind +15
Storm-born in a thunderstorm, under open sky Shock +25; lightning cannot hurt you
Fire-born within 3 blocks of lava or fire Thermal +15
Moon-born at night under a full moon, under open sky +10% damage at night
Moonless at night under a new moon, under open sky mobs notice you from 25% less far
Deep-born under 48 m of rock see in the dark under 12 m of rock
High-born 200 m or more above sea level, under open sky safe fall +3 blocks; thin air bothers you less
Sea-born with your eyes under water breath lasts 3x; swim 10% faster
Blood-born within 10 s of killing a hostile creature lifesteal +3%
Dawn-born at sunrise, under open sky +5% Adventure XP
Hearth-born within 6 blocks of your respawn point +2 max health
Unmarked anywhere else skill cools down 10% faster

The Calling

At Adventure level 10 a notice and a badge on the H wheel offer six trades. Each shows the level of its skill and suggests your best. You can change later; the new trade's technique then rests for a day (20 minutes). Each trade has a passive, a technique on Z, and three steps of mastery at its skill's levels 10, 25 and 50. Farming is not a trade.

Trade Skill Passive Technique (Z) Mastery
Delver Mining Rich Seams: ore drops 1% more per Mining level, and sometimes frees a by-product. Pit Sense: half the uptake of mine-air poisons, with a gauge. Deep rock runs 6 °C easier. Vein Miner lines plug water and lava Motherlode (45 s): the next ore brings its whole vein out, doubled, at no wear. Sneak+Z, Survey: ore bodies within 48 blocks pinned on your team's map 10: picks wear half as fast. 25: Survey reaches 96 blocks. 50: Motherlode cools in 20 s
Vanguard Combat Fury: quick melee hits stack +5% damage each, up to 5; at full, the next hit cleaves foes in front. Parry: a hit in the first half second of raising a shield does nothing Last Stand (40 s): foes within 12 blocks turn on you for 6 s; half damage, never below 1 health; damage taken is stored and bursts back 10: Fury also gives attack speed. 25: the burst heals you half. 50: Fury up to 8
Ranger Archery Quarry Mark: a projectile hit marks a creature for 15 s (glows, +15% from you). Headshots do 50% more Volley (20 s): your next shot splits into 5 arrows 10: half the arrows you land come back. 25: marks last 30 s. 50: Volley fires 9
Arcanist Arcana Blood Tithe: when a spell costs more tuft than you have, it takes health instead (Sneak+Z opens or closes it). Schools learn 25% faster Surge (45 s): for 8 s spells cost half and hit 25% harder; then 6 s Spent 10: +15 max tuft. 25: schools learn 50% faster. 50: Surge lasts 12 s
Engineer Engineering Workmanship: a Workshop craft or Tier Kit has a 20% chance to give back an input. Your Research Lab works 25% faster What you look at calls for (60 s): Overdrive at a machine (twice as fast for 30 s), or a Sentry turret on firm ground (shoots arrows for 30 s) 10: Workmanship 30%. 25: Overdrive and Sentries last 60 s. 50: Overdrive 3x; two Sentries, firing twice a second
Pathfinder Exploring Trailwise: sprinting costs no food; thin air, cold and heat bother you less; storms within 384 blocks show on your screen's top edge Waymark: Z sets one where you stand (Sneak+Z moves it); Z again returns you after 3 s standing still. Reach 1,024 blocks, plus 64 per Exploring level 10: falls hurt as if 4 blocks shorter. 25: return rests 3 minutes. 50: allies within 4 blocks come with you

Two use-skills join the Skills screen: Engineering (crafting, smelting, overdriving) and Exploring (new chunks entered, distance travelled in new land). See Adventure RPG.

Sky

Species Passive Skill (R) Nature
Goat Iron Gut: eat leaves, saplings, paper, wool, kelp and the like; bad food never makes you ill Ram (10 s): hold to lower your horns, release to charge and throw back what you hit Steps up full blocks, safe fall +4, thin air is nothing, sees hostile creatures beside and behind. Swims 30% slower
Arctic Fox Winter Coat: cold tolerance +30 °C; freezing never hurts; 20% faster on snow and ice, sprinting free there Whiteout (40 s): a whirl of snow round you for 8 s. Foes inside freeze; those far off lose you +15% crit chance facing north-east. Heat tolerance -8 °C; tires and eats twice as fast in 30 °C
Moth Moonsight: under open sky and a moon at least a quarter full, you see as by day Dust (25 s): foes within 6 blocks are slowed, weakened and lose sight of you; you run fast Eats wool, carpet and string when hungry; nibbles worn cloth armour; drawn to bright lights at night. One heart less
Red Panda Canopy-walker: push against a tree trunk or leaves and climb it; 20% faster on leaves Stand Tall (30 s): hostile creatures within 8 blocks are cowed for 6 s; you take a quarter less harm Eats bamboo for a full meal. Cold tolerance +15 °C. Above 25 °C you are slower and hungrier
Dragon The Hoard: sleeping in a bed counts the gold, gems and treasure in containers within 8 blocks; three tiers give health, armour and damage Breath: hold R for a cone of fire; each puff heats you, and a full gauge forces you to vent Fireproof, +30 °C heat tolerance, armour +2, glides 5 s at a time. Food costs half again; villagers charge you more

Ground

Species Passive Skill (R) Nature
Bunny Binky: chain hops to build Bounce (speed); at 5, the next hit within 3 s misses you. Safe fall +6 Burrow (25 s): dive and surface up to 10 blocks ahead, unseen for 3 s Lucky (Luck +1) and springy, but four health lower
Raccoon Rummage: the first time you open a container with its loot still in, its loot table rolls once more for you Pilfer (20 s): swipe the creature you look at for one roll of its loot without killing it; never players Attack speed +10%, reach +1, sneaks 30% faster. One heart less
Deer The Rack: antlers follow the local season. Velvet in spring and summer, the hard rut in autumn (sprinting hits gore and throw), shed in winter (faster) Alarm (30 s): every hostile creature within 32 blocks glows for everyone; you and allies run fast Hears a creature turn on it within 24 blocks; jumps fences. Hostiles notice you from 15% farther
Snake Cold Blood: your warmth follows the air. Basking in full sun or by a fire warms you; cold makes you Torpid, sun-warmed makes you quick Strike (12 s): lunge and bite; venom stacks to 3 doses, and full venom paralyses Crouch to taste creatures' trails. Sheds its skin and every ailment when healed from 6 health or less. Meat feeds you half again; cold tolerance -6 °C

Sea

Species Passive Skill (R) Nature
Construct Joule Core: you don't eat or breathe. Your food bar is charge in joules; feed it fuel or redstone Arc Discharge (15 s): spend 3 charge; an arc hits the nearest foe within 8 blocks and chains on Armour +2, hull holds to 60 atm, poison-proof, sinks and walks the sea floor. Weak to shock; lightning refills charge. Has a frame, below
Axolotl Regrowth: heal 1 health every 2 s while wet. Dry for 5 minutes and you are Drying, 10 minutes Parched Play Dead (60 s): for 4 s nothing can target you and you regenerate fast; allies in water nearby heal too Breathes water, swims 40% faster, 5% slower on land
Shark Electroreception: in water you feel creatures within 24 blocks and live electricity within 12, through walls Blood Scent (30 s): wounded creatures within 48 blocks glow for 15 s; you swim fast for 10 s Breathes water, swims fast, +1 attack, +20 atm. Still for 3 s in water and you tire; 15% slower on land

Deep

Species Passive Skill (R) Nature
Hellcat Nine Lives: a killing blow burns a life instead (4 health, a flare that burns attackers). A life rekindles every 90 s spent warm Cinder Pounce (12 s): leap where you look and land in fire (5 damage, 5 s burning) Fire does not burn you, +25 °C heat tolerance. Water and rain douse you: you lose all of it and slow down
Bat Echolocation: in darkness you see, and moving creatures within 20 blocks show through walls Wing Glide (20 s): glide up to 10 s, jump to flap upward 3 times Safe fall +3. Dazzled in full daylight (slower, weaker). Two health lower
Spider Wall-walker: push against any wall and climb it, while your armour is light. Webs never hold you Silk (20 s): throw a web at what you look at; Sneak+R spins two Silk (it counts as string) from food Feels walking creatures within 16 blocks through walls. Toxin resistance +25. One heart less
Kobold Pack Tactics: your blows land 10% harder for each ally within 8 blocks, up to 30% Snare (18 s): root the creature you look at for 4 s Tiny, fits a one-block gap, digs 15% faster. Fights harder near a Dragon. Dazzled in sun. Two hearts less

The Construct's frame

A Construct has three frame slots, core, casing and arm, each holding one crafted part (two choices a slot). Right-click a part to fit it, or use the Frame row on the Gear screen. Parts are kept on death.

Slot Part What it does
Core Capacitor Bank, Accumulator Stores charge past a full core (10 or 20 points) and feeds it back
Casing Trauma Plating, Pressure Hull A quarter of every hurt turned aside, or 100 atm (about 1,000 m)
Arm Drill Arm, Arc Coil An empty hand digs like iron tools, or Arc Discharge reaches 12 blocks and 7 foes

Parts wear as they work and stop when worn out. A Maintenance Kit restores a quarter of the wear. An Engineer's kit restores all of it and tunes the part so it wears half as fast. An Engineer can also fit parts to another Construct. JEI shows every recipe.

Solar flares. In the sun-bearing Overworld a flare comes about once per eight-day cycle, with a 30 s warning. Open-sky Constructs get pulses of interference that slow servos and digging and pause cell discharge. A roof stops it.

↑↓ move↵ openesc close