Magical Vegtibles - The Game

Magical Vegtibles: The Game is an RPG in the works. The release date is being determined, and is currently under the supervision of Thatcher and Luis.



We begin with an overview of the Vegtibles house, with Luis playing videogames, Shaira in the garden, Josh on his phone, Dawniee in the kitchen, Thatcher asleep in his room, and Sam...kissing a cardboard cutout of Benedict Cumberbatch.

We cut to Thatcher moving around restlessly in his sleep, presumably having a nightmare. Luis comes in to inform Thatcher that dinner was ready. He notices that Thatcher is asleep, and attempts to wake him up by gently shaking him. As he does this, Thatcher springs awake and 'accidentally' sucker-punches Luis in the face. Luis says nothing more than how that was aggressive.

The Vegtibles proceed to have a delicious lasagna dinner, served by their faithful butler, Edward Patrick Jonathan Caspian Christopher Shawn Nicodemus Jr., or just Buttler. The peaceful silence is interrupted by a knock on the door, which Buttler kindly answers. It turns out to be Butter, the Vegtibles' arch-nemesis, and Buttler's twin brother. Butter blows aenesthetic gas in Buttler's face, making him pass out almost immediately. Butter then fires a portal gun near the driveway, jumping through it with an unconscious Buttler slung over his shoulder.

Back at the dinnertable, Sam brings up the fact that Buttler's been gone for an unusually long time. Thatcher gets up and leaves to investigate, with Josh following along as well. They notice that the front door is wide open, and Buttler is nowhere to be seen. Thatcher peers outside to witness the hole becoming larger and larger, swallowing everything in its path. Thatcher panics and shoves a confused Josh out of the way to warn the other Vegtibles. Josh glances outside to see what frightened Thatcher so much, and without hesitation follows him.

It's already too late when Thatcher tells the Vegtibles what's going on. Once they all step outside, they plummet through the now-gargantuan sinkhole, which promptly closes after they've all fallen through. It spits out everything else that it devoured, which includes Thatcher's car, a trash can, and the Vegtibles' pet cat.

Playable CharactersEdit

  • Luis
  • Thatcher
  • Josh
  • Dawniee
  • Shaira
  • Sam


  • FireFire
    • Strong against: Plant and Ice
    • Weak to: Water, Earth, and Wind
  • EarthEarth
    • Strong against: Fire, Poison, and Lightning
    • Weak to: Wind, Water, and Plant
  • WaterWater
    • Strong against: Fire and Earth
    • Weak to: Plant and Lightning
  • WindWind
    • Strong against: Fire, Earth, and Fairy
    • Weak to: Lightning, Ice, and Psychic
  • LightningLightning
    • Strong against: Wind and Water
    • Weak to: Earth
  • DarknessDarkness
    • Strong against: Psychic and Poison
    • Weak to: Fairy
  • FairyFairy
    • Strong against: Darkness and Dragon
    • Weak to: Poison and Wind
  • PlantPlant
    • Strong against: Water and Earth
    • Weak to: Fire, Ice, and Poison
  • IceIce
    • Strong against: Dragon, Plant, and Wind
    • Weak to: Fire
  • PsychicPsychic
    • Strong against: Poison and Wind
    • Weak to: Darkness
  • PoisonPoison
    • Strong against: Fairy and Plant
    • Weak to: Ground, Psychic, and Darkness
  • DragonDragon
    • Strong against: Dragon
    • Weak to: Dragon, Ice, and Fairy

Character AbilitiesEdit

Below is a list of the characters' abilities (with no outfits).


Element: Ice

  • Frozen Dominance: PASSIVE. Boosts all ice-based attacks and burns are half as effective. Burn resistance applies to adjacent allies.
  • Frozen Flask
  • Cost: 45 SP
    • Throws a cold flask at the enemy that breaks upon impact, causing damage and splash damage. It has a 90% chance to freeze the enemy. Frozen Flask deals 70% additional damage against frozen objectives.
  • Gelid Armor
  • Cost: 40 SP
    • During the next two turns, all allies earn 45% damage reduction. If enemies land an attack on a protected ally, the foe has a 50% chance to be frozen. Gelid Armor restores health per turn equal to 2% of missing health + 50% of damage received.
  • Frozen Tomb
  • Cost: 65 SP
    • Self cast or casting on allies: During the next turn, selected ally or Luis is frozen. In this turn, the objective restores 75% of its health and 50% of its skill points. Ice shards grow from the tomb, causing damage to nearby foes with a 60% to freeze them.
    • Casting on enemies: During the next two turns, the selected enemy is frozen and it takes base damage + damage equal to 10% of its max health. In those turns, 5% of skill points are also drained from the objective. Ice shards grow from the tomb, causing damage to all foes with a 60% chance to freeze them.
  • Winter's Bite
  • Cost: 45 SP
    • Throws a hard, gelid projectile against the objective that causes damage. Each consecutive use causes 10% more damage. Upon the fourth consecutive use, the foe will be frozen for one turn, and will take 10% additional damage from Luis' allies.
  • Blasting Blizzard
    • Cost: 70 SP + 3% of current SP per toggle turn
      • Casts a potent blizzard that causes damage to all foes, with a 80% chance to freeze them. Each turn this is toggled, the freezing chance decreases by 5%, stacking up to six times (max 30%, the cost goes back to normal after not being used by 2 turns). If a foe dies due to Blasting Blizzard, Luis earns back 35% of the SP he wasted on that turn (this counts any ability).


Element: Fire

  • Scorched Speed: When dehydrated, Thatcher's speed raises and replenishes 10 SP per turn. Also, 25% of the damage coming from fire-based attacks will instead replenish Thatcher's HP.
  • Flame Spit
  • Cost: 35 SP
    • Acts like a weaker and more controlled flamethrower. Depending on the health and element of an enemy, this will either deal heavy or light damage, and may inflict Burned.
  • Heated Body
  • Cost: 25 SP
    • Choose an ally or cast on yourself. Permanently increases Burned resistence by 5%, and can stack up to 95%. Thaws the selected ally.
  • Overheat
  • Cost: 60 SP
    • Deals moderate to heavy damage, doubling SP required to cast an ability and halves ability efficiency for the enemy. Lasts 3 turns.
  • Lava Plume
  • Cost: 80 SP
    • Hits all enemies with a burst of flames, dealing heavy damage with a 30% chance to burn.
  • World on Fire
  • Cost: 90 SP
    • Unleashes a volley of fireballs, randomly assaulting enemies with a 70% chance of burning. Power doubles if Heated Body was casted at least once across a single battle.


Element: Lightning

  • Lightning Rod
  • Cost: 40 SP
    • Casts a bolt that strikes upon the foe, causing damage and paralyzing it. The bolt chains to other foes, causing small damage. Lightning Rod also proportions Josh 15% damage reduction against lightning abilities during the next two turns.
  • Volt Cage
  • Cost: 35 SP
    • Josh shields himself up for 3 turns, gaining 35% damage reduction meanwhile. Foes attacking Josh take 30% damage back. Two electric orbs travel around the shield. Those orbs pop when the enemy attacks Josh. If the two orbs are popped, then the duration of the shield is refreshed and it lasts for 1 turn more.
  • Slicing Storm
  • Cost: 45 SP (initially) + 3% of current SP per turn
    • Josh casts a powerful storm that lasts on the battlefield for 3 turns. Lightning starts to strike the foes, causing big damage to the first objective. Lightning chains to other foes, causing average damage. If one foe receives damage from 2 lightning strikes or more, then the foe will be paralyzed.


Element: Fairy

  • Regeneration: PASSIVE. Dawniee restores 25 health per turn.
  • Biotic Wish
  • Cost: 5 SP
    • Dawniee heals the target for 50 hp.
  • Cute Charm
  • Cost: 40 SP
    • Dawniee casts a love spell on the objective. It deals no damage and it inflicts Infatuation on the objective. Infatuation lasts for 5 turns and makes the foe unable to attack.
  • Heart Guard
  • Cost: 50 SP
    • Dawniee casts a supportive spell on her party. Her team's defense doubles, while her own halves. Heart Guard lasts for 8 turns, and takes 3 turns to recharge.
  • Emotional Burst
  • Cost: 70 SP
    • ​Dawniee uses all of her emotions and takes them out on the opponent in a heart shaped burst. 80% chance of Infatuation. Increases Infatuation resist for teammates by 25%. Dawniee can only use this move 1-5 times in a battle near the beginning of the game, and eventually can use it without limit.
  • Ressurect
  • Cost: 95 SP
    • Dawniee ressurects her fallen ally for 50% of their health
  • Wings of Pureness
  • Cost: 100 SP
    • Dawniee grows wings. With these wings, she flies above selected teammates, and heals them with glitter that has fallen off the wing. Heals 100 health. Dawniee is extremely vulnerable in this state, as super effective hits deal double damage. Her damage however is slightly buffed in return. Last 5 turns.


Element: Water

  • Tidal Enhancement: PASSIVE. Abilities that interact with allies will cause their next 3 abilities to do bonus magic damage. Abilities that interact with foes will cause their armor to be reduced by 15% for 2 turns.
  • Aqua Prision
  • Cost: 40 SP
    • Shaira creates a bubble that locks the foe during the next two turns, also suspending it. The bubble pops after the time period passes. The foe falls down, taking impact damage and causing minimal splash damage.
  • Ebb and Flow
  • Cost: 7 SP per bounce
    • Shaira liberates a stream of water. This causes initial damage to the objective, then it bounces to the nearbiest ally, healing for the damage dealt (+3% of current health). The water bounces to another foe, causing the same damage and so on. The water can bounce up to 5 times.
  • Tsunami
  • Cost: 70 SP
    • Shaira liberates a powerful tsunami that causes moderate damage to all foes. All foes have a 85% chance to be knocked up for 1 turn. The foe is marked with a Water Emblem, causing them to take 15% additional damage from allies by two turns.
  • Hydro Pump
  • Cost: 90 SP
    • Single-target ability that causes the foe to be damaged by a high-pressure water blast, causing inmense damage and leaving the foe confused for 1 turn. Shaira must then rest afterwards for 1 turn, time during which she is unable to cast any abilities or attacks except for Ebb and Flow.
  • Aqua Body
  • Cost: 40 SP
    • Shaira or the target ally gains 30% damage reduction and replenishes 3% HP (+7% missing HP) for 2 turns. The damage reduction is increased to 70% against Lightning and Plant attacks.


Element: Psychic

  • Mastermind: PASSIVE. Receiving physical or magic damage will cause Sam's armor or magic resistance to go up by 5% respectively, stacking up to 5 times for each type of damage. After reaching the stack limit, Sam will generate a stack of Magic Extract, and proceed to restart the damage reduction stacks.
  • Nullifying Magic
  • Cost: 60 SP
    • Single-target simple ability that causes instant damage to the objective and inflicts silence. Afterwards, Sam earns Magic Extract, up to 5 times. Upon reaching the 5th stack, this turns into Nullifying Field.
    • Nullifying Field: Sam causes damage to all foes and silences all foes for 1 turn.
  • Spirit Link
  • Cost: 100 SP
    • Sam creates a spirit link between two or more foes. The link lasts 3 turns. While active, the damage taken by foes who have a link will be transmitted to the other foes that were also linked, with each foe subsequently affected decreasing the damage by 5%. Alternatively, Sam can place spirit links between two allies, making them share benefical effects and heals.
  • Vitality Drain
  • Cost: 80 SP
    • Sam drains the lifeforce of the target, healing himself proportionally. The enemy will have its attack reduced by 30% for 1 turn.
  • Mirror Coat
  • Cost: 90 SP
    • Sam protects himself or the selected ally with reflective magic for 2 turns. Enemies who attack protected objectives will suffer double the damage, and then the SP cost of the ability the foe used will be given to Sam. After 1 attack, the coat will break.
  • Ascension
  • Cost: 120 SP
    • Sam earns intense psychic power and ascends to his final form, lasting 4 turns, time during which he analyzes the foes, ignoring elemental resistances and increasing the damage of his abilities by 40%..

Character outfitsEdit

Outfits are related to something or someone a character likes. Outfits change a character's ability to something related to that outfit.


  • Dragon Trainer: Dragon
    • Flamethrowing Dragon
    • Cost: 40 SP
      • Commands a dragon to attack the selected enemy with a constant stream of flames, causing damage and burning it.
    • Dragon Claw
    • Cost: 40 SP
      • Commands a dragon to bash the foe with sharp claws, causing damage. It has a 50% chance of inflicting bleeding. Units below 35% of their HP take increased damage.
    • Outrage
    • Cost: 45 SP
      • Increases attack by 30% during the next two turns. Other abilites increase their base damage by 40%. Luis drops his defense by 15% for the duration of the effect. When two turns pass, Luis has a 20% chance of being confused for 1 turn.
    • Dragonbreath
    • Cost: 40 SP
      • Commands a dragon to attack the selected enemy with a mystical breath. It causes damage and paralyzes the foe.
    • Draco Meteor
    • Cost: 80 SP
      • Calls down a blast of meteors, comets and asteroids that cause damage to all foes. Luis takes recoil damage equivalent to 3% of the total damage done.
  • Clairvoyant: Psychic
    • Premonition
    • Cost: 50 SP
      • Luis foresees the fate of the selected objective. After two turns, the premonition is fulfilled and the enemy takes a considerable amount of damage. This damage is increased by 100% if Luis is dead or was defeated in those two turns.
    • Psychic
    • Cost: 45 SP
      • Luis emits a powerful telekinetic wave that causes damage with a 55% chance to decrease the foe's defense by 3 turns. If the enemy is under the effect of Premonition, Psychic causes 10% additional damage, and it earns a 55% chance to confuse the foe.
    • Trick Room
    • Cost: 20 SP
      • Twists dimesions around, creating a weird room. Luis decreases his speed by 75% for 4 turns. This weird room allows slow characters to move first, while fast characters usually move last. This room lasts 3 turns.
    • Psychomute
    • Cost: 60 SP
      • Emits a psychic wave that cause damage to the selected foe. The foe will then take damage for the next 2 turns. While the effect is active, the foe will be muted.
    • Mind Read
    • Cost: 40 SP
      • Marks the foe with mind read. While the effect is active, Psychomute and Psychic will cause increased damage, Psychic refunds half of its cost, and Luis' attacks or abilities will never miss on the marked foe. This mark lasts 3 turns.
  • Computer Scientist: Lightning
    • Corrupted Code
    • Cost: 50 SP
      • Hits the enemy with a corrupt code string that causes average damage. The foe has its coding corrupted for the next 2 turns, causing it to take additional damage from all sources and removing its elemental resistances for the duration of the effect.
    • EMP Frazzle
    • Cost: 90 SP
      • If two or more foes are corrupted, then EMP Frazzle can be casted. EMP Frazzle causes damage to all foes, duplicated if the foe had a negative stat. EMP Frazzle will corrupt all foes damaged for 1 turn. This ability cannot be recasted instantly.
    • Code Distortion
    • Cost: 40 SP
      • Luis modifies part of the coding, increasing his evasiveness by 75% during the next 3 turns. If an enemy manages to damage Luis, the enemy may be corrupted with a 25% chance. This corruption lasts 1 turn.
    • Expose Coding
    • Cost: 60 SP
      • Analyzes the foe's coding, revealing their weak spots and causing them to take 100% increased damage from Corrupted Code, and 50% from all other sources. Lasts 2 turns.
    • Hack
    • Cost: 180 SP
      • Heal-blocks all foes for 3 turns and disables them, meaning their cannot use their ultimate or strongest abilities and all recharges will be cut to 70% of their effectiveness, also exposing the coding of all foes.
  • Scuba: Water
    • Sonar Shot
    • Cost: 40 SP
      • Shoots a detecting device at the selected objective, causing initial damage. For the next 3 turns, the foe cannot evade attacks and positive effects applied on that foe are instantly dispelled, also causing the sonar to trigger, dealing area damage.
    • Oxygen Tank
    • Cost: 35 SP
      • Displays an oxygen tank nearby which connects to Luis. At start of each turn (during the next 5 turns), Luis recovers a percent of his maximum HP, increased by his currently missing HP (up to 30% of additional healing.)
    • Anchor
    • Cost: 50 SP
      • Throws an anchor at the selected objective, causing damage and dragging it towards Luis. The foe remains attached for the next 2 turns, being unable to attack or move. This ability can be recasted in those 2 turns. Recasting the ability causes the foe to be thrown, dealing damage to it when it impacts. If the foe lands on another objective, that objective will also suffer the same damage and both of them will be stunned for 1 turn.
    • Depth Charge
    • Cost: 70 SP
      • Charges 2 turns. Aftwards, Luis sends a water charge that damages the selected foe, causing heavy damage and stunning it for 1 turn.
    • Rain Dance
    • Cost: 30 SP
      • Changes the climate to rainy, this lasts 4-8 turns. While the effect is active, all water abilities cause 20% increased damage and units of the fire element suffer damage per turn equivalent to 2% of their current health, also reducing their attack for the duration.
  • DHMIS Green Bird: Wind
    • Quick Peck
    • Cost: 35 SP
      • Deals damage to the selected objective. Regardless of the foe's evasiveness, this attack is unavoidable. High chance of a critical hit.
    • Fresh Meat
    • Cost: 45 SP
      • Choose an ally or cast on yourself. The selected objective will take all of the foe's attacks during 3 turns, but 90% of the damage dealt is returned. If the selected ally (or you) dies within the next 3 turns, then allies will be healed for a percent of the total damage returned.
    • Fly
    • Cost: 55 SP
      • Flies up high and prepares for an aerial attack. After two turns, the attack is performed and it deals heavy damage to two random enemies. Luis will be paralyzed for one turn and he takes small recoil damage.
    • Pesky Bee!
    • Cost: 45 SP
      • Slaps the foe, causing average damage. Then Green Bird will proceed to say "Pesky bee!!!". If the enemy dies by Pesky Bee, Green Bird will slap the nearbiest foe, and this will cause increased damage.


  • Grass Knuckles: Plant
    • Holo-Flora
    • Cost: 30 SP
      • Gain five random consumables.
    • Root Wall
    • Cost: 35 SP
      • Restores 50 health to the selected ally and inflicts Shielded.
    • Time to Shine
    • Cost: 45 SP
      • Choose an ally or cast on yourself. The selected unit performs a bonus attack with doubled power.
    • Power Pummel
    • Cost: 75 SP
      • Deals heavy damage to three random enemies and induces a migraine. If played too many times in rapid succession, Grass Knuckles will take moderate recoil damage and become confused.
  • Alain: Darkness
    • Cat's Eye
    • Cost: 10 SP
      • Observes all enemies on the battlefield, including defeated enemies. Displays name + a brief description, element, stats, and any status effects that may be inflicted.
    • Leeching Palpate
    • Cost: 20 SP
      • ​Deals moderate to heavy damage. Heals self for the amount of damage dealt.
    • Sly Palpate
    • Cost: 40 SP
      • Ignores defense.
    • Miraculous Honing
    • Cost: 60 SP
      • Moderately increases a random stat for all allies.
    • Fearless Duress
    • Cost: 80 SP
      • Doubles attack, but slowly drains health over time. Lasts 5 turns.
  • Gamzee Makara: Earth
    • Energize
    • Cost: 40 SP
      • Gamzee chugs a bottle of Redpop Faygo, tripling his speed and self-inflicting berserk and frenzying.
    • Taste the Rainbow
    • Cost: 50 SP
      • Drains an enemy's health over time, slowly replenishing all allies' SP simultaneously.
    • Pin Missile
    • Cost: 60 SP
      • Powers up for 3 turns, then unleashes a volley of bowling pins. Deals heavy damage to one enemy, and light damage to every other enemy.
    • mIrAcLeS :O)
    • Cost: 200 SP
      • Okay...this is unpredictable. It can be either incredibly beneficial, or the biggest mistake ever made. Use with caution. Please.
  • Limbo: Psychic
    • Rift Walk
    • Cost: 10 SP
      • Choose an ally or cast on yourself. Limbo puts the selected unit in the Rift, in which the unit cannot attack or use abilities against any enemies that are not in the Rift. Allies in the Rift will restore 10 skill points per turn. Lasts until this ability is selected and cast on the unit in the Rift.
    • Banish
    • Cost: 25 SP
      • Sends an enemy into the Rift for 5 turns, dealing a light amount of damage as well. Enemy cannot take damage from or deal damage to anything outside the Rift.
    • Stasis
    • Cost: 50 SP
      • Stops all enemies inside of the Rift for 4 turns. After the 4 turns are up, heavy damage is dealt.
    • Rift Surge
    • Cost: 75 SP
      • Unleashes a powerful surge of Rift energy to all enemies in the Rift. Deals scaling damage over 5 turns. After the 5 turns are up, the enemy explodes and a radial Banish is performed.
    • Cataclysm
    • Cost: 100 SP
      • Sends everyone on the battlefield into the Rift for 8 turns, dealing a heavy amount of damage to all units. In this specific instance, slow units will become fast, and vice-versa.
  • Scout: Wind
    • BONK!
    • Cost: 30 SP
      • A heavy slam of a metal bat. Will either inflict bleeding, headache, or migraine.


  • Chef: Fire
    • Flaming Frying Pan
    • Cost: 45 SP
      • Dawniee takes her frying pan and heats it up. She then smacks the flaming hot pan into her opponent's face. It has a 70% chance to burn and a 30% to induce a migraine.
    • Smart Cookie
    • Cost: 35 SP (initially) + 2.5% of SP each turn
      • Dawniee makes a batch of cookies and bakes them. This takes 1 turn to complete. After the first turn, Dawniee chucks the hot cookies at the opponent. It has a 50% to burn.
    • Oil 'em up!
    • Cost: 40 SP
      • Dawniee douses the opponent in cooking oil. This douses the opponent, making them susceptible to Fire attacks


  • Hollow Wood Josh: Darkness
    • Dark Roots
    • Cost: 55 SP
      • Josh sends fast travelling roots in a path that cause damage to every enemy they hit. It roots the enemies for 2 turns and it has a 30% chance to inflict haunted.
    • Obscure Sphere
    • Cost: 90 SP
      • Josh liberates darkness that inflicts obstructed to all enemies in a certain area.
    • Infusing Terror
    • Cost: 60 SP
      • Josh creates a tether between him and a foe that lasts 3 turns, time during which the enemy will take damage progressively. After 3 turns pass, the enemy will be inflicted haunted. Using Infusing Terror on asleep enemies will heal Josh for each tick or damage made.
    • Eternal Forest Nightmare
    • Cost: 80 SP
      • Josh puts the selected target to sleep for 2 turns. While asleep, the enemy will take damage. If an enemy dies due to Eternal Nightmare, it will make drowsy another foe, which will fall asleep after 1 turn.
    • Paranoia
    • Cost: 120 SP
      • Josh casts a dark spell that terrifies all foes, haunting them and inflicting fear on them. If the enemy was already haunted/obstructed, the spell will expunge those stats to deal damage to the enemy instead.


  • Nature Master: Plant
    • Tiger's Roar
    • Cost: 50 SP
      • Shaira sharply boosts the stat that would be most convenient for the selected ally. It cannot be used on the same ally for a few turns.
    • Primal Rejuvenation
    • Cost: 60 SP
      • Shaira heals the selected ally (increased by missing health) and boosts its attack for 2 turns. In those two turns, the ally will also replenish HP and its abilities will cause bonus magic damage.
    • Explosive Seeds
    • Cost: 1 seed (plant)/ 30 SP (activation)
      • Shaira uses a stack system with this ability; she can store up 3 seeds, and recharges after using one. 
      • First use: Shaira places a seed near the enemy's position. Killing an enemy with Explosive Seeds grants another seed instantly (it can exceed the stack limit, up to 6 seeds).
      • Second use: Shaira can choose to make all the seeds bloom, causing area damage. It has a 50% chance to inflict burned for 1 turn.
    • Nature's Essence
    • Cost: 0 SP
      • Acts as a passive ability. Shaira's attacks and abilities generate a stack of Nature's Essence, up to 10 times. Shaira can choose to consume all stacks to cause her next attack or ability to deal bonus damage (over the area), heal herself proportionally for the damage done, and also heal adjacent allies for the half of that value.
    • Seed Flare
    • Cost: 150 SP + all seeds stored
      • Charges 2 turns, time during which Shaira takes 50% reduced damage and immunity to almost all crowd controls. After the 2 turns pass, Shaira liberates a burst of seeds that cause damage to all foes and breaks their defense by 50% for 2 turns. The damage of Seed Flare is increased for each seed stacked (each seed causes the damage to be increased by 16.66666666%).

Character spritesEdit

Will rework soon.


  • In this game, there are many instinces of situational irony.
    • The Dragon element itself. Despite its elusiveness, and units of this element being described as powerful, it is one of the worst offensive and defensive elements.
    • Thatcher's element, even though it fits his personality and hair colour. He has a severe phobia of fire due to an incident involving an oven at a young age.
  • The Darkness icon is the only element icon to have used two colours. The rest use three.
  • This game takes inspiration from many other games.
    • Terraria - Over half of the special armors are based off of armors of the same names in Terraria. Some held items and ores are also derived from Terraria.
    • Pokémon - The elements aspect and some moves are directly referenced from Pokémon.
    • Warframe - Some NPCs share names with different Warframes.
    • Town of Salem - The Mafia is an allusion to Town of Salem.

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