The Forest is the second Area of the game.
Although this level contains very few traps compared to the Dark Caves, there are many enemies that can kill you in mere seconds.
|Wisp||3||Floats around the map, passing through walls. If a player is close enough, it will turn red in color and pursue the player. Can detect the player through stealth. The Wisp deals 10 damage on contact and despawns afterwards.|
|Spriggan||15||They will attack with their bows until they use up all of their arrows. After running out of arrows, they will attack with a spiked club. Their arrows deal around 5 damage.|
|Golem||65||This monster will begin pursuing a player from the moment it notices them and will crush everything in its path, including other enemies. It will also try to crush the player with its arms if the player comes close enough or if the player is walking on it. Being crushed beneath this monster deals 999 damage and its close-range attack deals 25-30 damage.|
|Man-eating Plant||15||This monster is composed of two parts: the base, immobile and defenseless, and the mouth, which is able to extend over a fixed distance from the base and takes only 1 damage from any attack. Can detect the player through stealth. Being swallowed by the mouth deals 5-10 damage every second and momentarily poisons the player. You cannot escape the mouth by jumping. All damage done to the mouth is applied to the base as well.|
|Harpy||9||This monster hovers in one spot until it notices the player. After noticing the player, it will fly closer and fire 3 feathers in a spread at the player every few seconds.
The feathers slow down and come to a stand shortly after being fired, then disappear. The feathers still deal damage while stopped.
|Spider||20||Walks around until it notices the player. Will hop toward the player, retreating if the player is too close. Occasionally shoots a web that significantly slows player movement and stops arrows. Deals 10-15 damage if it hits a player with its jump, poisoning the player as well.|
|Piranha||1||Resides in water. If a player enters its pool, it will quickly swim towards the player and deal 1 physical damage on contact with the player with little delay between attacks.|
|Tiny Man-eating Plant||12||Can only be summoned by the Vine Lord. It will follow the player and deal 1-2 damage on contact.|
|Hostile Thief||25||Once it sees a player, it will rush towards them, trying to attack them. If it manages to hit the player, it will deal 1-3 damage, the player will be stunned for approximately 2 seconds, and the thief will loot the player's gold. The thief will then attempt to escape from the player. It stands still when the player is not nearby. It can detect the player through stealth but will not attack the player unless it sees the player out of stealth. It drops all looted gold when killed plus 5 extra gold.|
|Friendly Thief||~150||The Friendly Thief will only spawn on stages that have a Shopkeeper's Stash. You can interact with it to accept its quest.
It is not advised to attack the Friendly Thief. It does drop some gold (about 15), but it has over a hundred HP and hits you once (like the hostile thief) for about 35 damage.
|Mimic||10||A mimic will stand still, disguising itself as a chest, until a careless adventurer comes nearby. After an adventurer comes close enough or after it takes damage, it will show its true form and will begin to jump around, trying to bite the player for 5-8 damage.
After being defeated, it will drop an item, just like a normal chest, along with some gold. Mimics look very similar to actual chests, but the upper half of the lock on a mimic is a lighter gray. A Mimic's HP is the same regardless of the area it appears in, making it a fairly easy enemy to kill after the first area.
|Minnow||1||The Minnow is a passive entity. It doesn't grant any gold or experience points. You are able to gain HP by attacking it with a Weapon with the Lifesteal Attribute. You can get gold from it but only with the Damage to Gold Attribute.|
The Mushroom Golem is one of the bosses of the Forest.
It has 200 HP.
It can't jump very high and it's not very mobile until it starts spinning.
|Ground Smash||The Golem smashes the ground, sending a shockwave across the ground, much like the Shockwave Spell.|
|Spin||The Golem starts spinning like a ball. It becomes very mobile, can bounce, and deals damage based on its rolling speed (about 1-20).|
|Throw Boulders||The Golem throws boulders, just like the trapped ones, at the player. Boulders deal around 30 damage.|
Don't try to fight it while it spins. Stand behind a wall and try to hit while it's standing still. Freezing the Golem will temporarily immobilize it even while it is spinning, but it will continue on the same trajectory once it unfreezes.
A good counter is the wand of digging (if you have one), which deals 25 damage per charge.
Boulder protection will prevent the player from being crushed beneath the boss.
The Golem is extraordinarily dangerous on ledges above the player without boulder protection due to the instant death squashing mechanic; however, this mechanic and the spinning attack will damage other enemies (besides Golem enemies). Typically, the Golem will be forced to remain on the ground floor of the Forest. Ranged attacks or long-distance Spells work well, as its movement, when not spinning, is very slow and its boulders have a limited range. Fighting the Golem in an area with many platforms above it is best as the player can jump up out of reach of its attacks, gaining distance, and drop back down to damage the Golem. Since the Golem's Spin attack can make it bounce high up onto platforms above, moving to a fairly high platform is safest. Further, despite looking extremely large, the Golem can fit through a space that is only 1x1. (Tested when using a Wand of Digging that destroyed terrain of 1x1 blocks. The Golem revved up his Spin and spun through to the other side.)
The Vine Lord is one of the bosses of the Forest. It has 225 HP.
As soon as it notices the player, it will begin to run around and climb using its vines, occasionally using one of its attacks.
|Man-eater Seeds||The Vine Lord shoots out 2-5 seeds which grow into Tiny Man-eating Plant Man-eating Plants that have 12 HP and deal 1-2 damage on contact.|
|Poison Seeds||The Vine Lord shoots out a few poison seeds which turn into poison clouds after a few seconds.|
|Needle shot||The Vine Lord shoots out 3 needles twice.|
|Enrage||After losing the majority of its health, the Vine Lord shoots out more seeds and attacks faster.|
You should watch out for the visual cue that indicates the needle shot and try to evade the poison and Tiny Man-eating Plants.
Those are the Vine Lord's only attacks, so you should be able to take it out easily.
The Wisp Queen is one of the bosses of the Forest.
It has 250 HP.
The Wisp Queen starts as a white normal-sized wisp. After the player gets close, the Wisp Queen will grow in size and start her attacks.
|Wisp Spawn||The Wisp Queen slowly spawns a spinning ring of wisps that can do damage and block attacks.|
|Wisp Throw||The Wisp Queen starts to 'throw' the wisps in the wisp ring towards the player. Note: The ring of wisps will stop spinning before this attack.|
|Wisp Renew||The Wisp Queen renews her entire ring of wisps over a short duration.|
|Wisp Launch||The Wisp Queen launches all of the wisps in her ring in all directions, then initiates Wisp Spawn to renew the ring.|
Be careful when fighting in melee range, as wisps will deal a large amount of damage in succession. It's best to attack it from a distance. However, one method a player can use is trying to proc continuous Freezes on the Wisp Queen. The Wisp Queen cannot summon more wisps and will not move while it is frozen. Its wisps will also be frozen in place.
Because of its ability to phase through terrain, the Wisp Queen should be fought on fall through platforms instead of thick terrain that does not allow fall-through. This is because the Wisp Queen will always try to stay out of melee range of the player and takes minor knockback from physical damage (not magic). Therefore, try to keep the Wisp Queen in a position that you can easily reach its center to attack it (if using melee attacks/freeze proc strategy).
Pictured: A loaded arrow trap above, and a deactivated arrow trap below.
When an object moves within an Arrow Traps range (about six blocks right or left of the trap), it launches a single arrow and deactivates. The arrow is not affected by gravity, deals about 12 damage and applies significant knockback.
It is possible to trigger an arrow trap using nearly any physical entity in the game, including creatures, dropped items, boulders, projectiles, coins, props, etc. Blood, wooden splinters and other cosmetic effects do not count.
Reflects Projectiles gear can protect the player from arrow traps.
This trap consists of a grey pressure plate on the ground and a hidden boulder on the ceiling straight above, held by green vines. Touching the pressure plate drops the boulder. A falling boulder deals instant death to any creature underneath, with some exceptions.
Boulders can be pushed off ledges to crush other creatures, or used as platforms. In some rooms, this occasionally necessary to reach a chest.
Pressure plates can be triggered by creatures, dropped items and props, but not coins or projectiles.
With good reflexes, the player can jump before being hit by the falling boulder. Instead of instant death, the boulder will deal about 33 damage and break.
Boulder Protection gear can protect the player from falling boulders, causing them to only deal 1 damage.
Light Feet gear lets the player walk across pressure plates without triggering them.
Bosses only take 20 damage from falling boulders. A Golem will take 10 damage and break the boulder.