Produced by freezing blood, using effects such as the Freeze Charge projectile modifier spellĬonverts to blood when touching fire. Produced by freezing acid, using effects such as the Freeze Charge projectile modifier spell.ĭeals damage on contact, though much less than acid (on par with toxic ice).Ĭonverted to acid when touching fire. Unlike other ice types, melts at a very slow rate on it's own or when exposed to water.įreezing toxic sludge, using effects such as the Freeze Charge projectile modifier spell.ĭeals contact damage but is prevented by the Toxic Sludge Immunity perk.Ĭonverted to toxic sludge when touching fire. Enemies turned into Ice do not deal damage to other enemies when moving fast. Large chunks blocking passages and bodies of water in cold biomes.īreaks into ridged body objects when damaged which deal collision damage to enemies but not the player. Rusts when water touches it, though this seems to be only cosmetic. Conductive, and explosive containers will react violently. Unique material separate from steel and rusted steel. Only produced where water contacts steel directly, making steel objects only produce a thin coat of rusted steel. Does not rust in contact with water, is dissolved by concentrated mana, but not acid. Dissolved by acid and concentrated mana.Ĭontains an extremely large pool of Teleportatium (possibly other potions as well).Ĭonductive. Slowly melts when in contact with lava, and rusts with water. Mixing frozen steel with fire/lava/water, freezing molten metalĬonductive. Unlike regular wood, isn't flammable, and is unaffected by acid. Giant Tree, Collapsed Mines (Roots of Giant Tree) Wheelbarrows, waterwheels, explosive crates, Giant Tree, Pikkutulikärpänen, Amppari, and Hämis nests. Rarely appears as the lining of a box structure (sometimes with a random amount of enemies, liquid and/or wand inside). Will slowly melt into lava while in contact with lava. They will naturally form piles on the ground.Īnything else that doesn't quite fit into the other categories, such as background objects, meat, or fire.įragile stalactites in the main cave entrance. Materials that flow downwards and are subjected to gravity. Non-collision pixels that obey gravity inversely, flowing upwards instead of down and forming "lakes" in pits in cave ceilings. Most of them commonly spawn inside Flasks on pedestals. Similar to normal liquids, but all have some sort of transmutative or magical effect. Each liquid has its own Density, causing it to layer above or below other liquids. They can be bottled in Flasks and often inflict various Status Effects. Substances that form flat pools and lakes inside suitable pits. They can be removed or be transformed into other types by spells. Materials that consist of solid pixels that do not move. Materials all fall into the following categories:
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