UnderMine
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Undermine guide to EVERYTHING [Discontinued]
De SandTag
Sure its nice having a wiki, but would you not like the whole game at your fingertips with no ads and no page loading?
Here is the guide to everything, it covers all of the enemies, bosses, relics and acts along with core game features and provides guidance for new players.

In a single page.

Last updated for pre-release final.
This guide is no longer being updated.
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Overview
Want to talk about undermine? come join me at https://discord.gg/x3Cs39F
There is also the official discord at http://discord.gg/undermine
And modding can be found at https://discord.gg/ANruFSz

Note: This guide is for 0.6, the current version of the game! :)
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This guide covers everything in the game.
=>
1: The Basics
2: Passive Upgrades
3: Food
4: Misc Passive Upgrades
5: Potions
6: Relics
7: Blessings
8: Curses
9: Enemies
10: Bosses
11: Familiars
12: Othermine
13: Modding
14: Achievements
15: Endnotes
16: Rooms [TBD]
=>
The Basics...
So here are your first few items, they are somewhat self explanatory but have some unique interactions worth mentioning later on.

Gold is used to purchase passive upgrades and also used for shop upgrades.
Thorium (T) is used to buy relics for future runs, this also includes familiars and potion types.
Curses (C) are a currency used to buy cursed relics which offer unique power at the price of inhibiting the player in some way.
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Bomb
> Deals damage in a small area after a long windup time, it is dropped randomly somewhat close the player.
> Causes the room to be "sparkle checked" after use, if a hidden room is adjacent to the current room, its entrance will sparkle.
> Bombs can be used on sparkling walls to reveal hidden rooms.
> Destroying rocks can also reveal hidden staircases.
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Level: [ 1 ] [ 2 ] [ 3 ] [ 4 ] [ 5 ] [ 6 ] [ 7 ] [ 8 ] [ 9 ] [ 10 ] [ MAX ]
upgrade cost: 0 75 150 350 750 1.5k 3k 6.5k 12k 25k 50k

Damage: 58 + 10*level
Min: 68
Max: 168 (base)

Blessing(s)> Demolition: (+25%*level AOE), Explosiveness: Add one level to the players bomb.
Curses(?)> (M) Powder Shortage: (double bomb cost to use), (M) The Crumbles: Bombs now
have 1hp on the floor instead of 5.
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Note: the bomb is not commonly used as a weapon due to the lack of endgame damage scaling as it will not out perform the thrown pickaxe or swung pickaxe in terms of damage, however it is useful against the boss Mortar with the correct upgrades.

*Unless bombs are being used to fight mortar, this curse is largely viewed as a strong blessing since it allows the player to invest in a large amount of demolition without having to worry about blowing themselves up.

Misc upgrade> Echo blast (2500G): Bombs blow up blue rock walls.
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Keys
Keys are very simple, they are a currency used to open doors or occasionally purchase items from the bazaar.

Curses
(M)Haunted locks: Using keys causes the player to take (?) damage
(M)Security Theater: if a shop is locked it will cost 4 keys to open.
(M)The Crumbles: Keys now have 1hp on the floor instead of 5.
Passive Upgrades (Player)
Note: Obtaining any passive upgrades prevents the respective No upgrades achievements from being unlocked.

They are found in the blacksmiths shop.
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Pickaxe Damage
_____________________________________________________________________________
Level: [ 1 ] [ 2 ] [ 3 ] [ 4 ] [ 5 ] [ 6 ] [ 7 ] [ 8 ] [ 9 ] [ 10 ] [ 11 ] [ 12 ] [ 13 ] [ 14 ] [ 15 ] [ MAX ]
upgrade cost: 0 75 150 300 600 1k 1.5k 3k 4k 5k 7k 9k 11k 15k 25k 50k
Damage: 10 + 4*level
Min: 14
Max: 74 (base)

Blessing(s)> Strength: Add one level to the pickaxe
Cleave: Swing radius is larger.
Exuberance: Increase swing speed by 12.5%
Curses(s)> (M)Arthritis: Reduce swing speed by 25%
(m)Joint pain: reduce swing speed by 12.5%
(M)Weakness: lower the level of the pickaxe by 2 levels
(m)Lethargy: lower the level of the pickaxe by 1 level

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Health
_____________________________________________________________________________
Level: [ 1 ] [ 2 ] [ 3 ] [ 4 ] [ 5 ] [ 6 ] [ 7 ] [ 8 ] [ 9 ] [ 10 ] [ 11 ] [ 12 ] [ 13 ] [ 14 ] [ 15 ] [ MAX ]
upgrade cost: 0 100 200 350 700 1.2k 1.8k 3.8k 5k 6.2k 9k 12k 15k 20k 30k 60k

Damage: 180 + 20*level
Min: 200
Max: 500 (base)

Blessing(s)> Toughness: Add one level to health.
Regeneration: Heal (1*level) hp each new room.
Fortitude: Reduce damage taken by 10% per level.
Curses(s)> (M) Poison mushroom: All non minion kills reduce max hp by 1, can be lethal.
(M) Vulnerable: Take 20% more damage.
(m) Brittleness: Take 10% more damage.
(M) Enfeebled: Lose three levels of health.
(m) Frailty: Lose one and a half levels of health. [30]

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Throwing Damage
_____________________________________________________________________________
Level: [ 1 ] [ 2 ] [ 3 ] [ 4 ] [ 5 ] [ 6 ] [ 7 ] [ 8 ] [ 9 ] [ 10 ] [ 11 ] [ 12 ] [ 13 ] [ 14 ] [ 15 ] [ MAX ]
upgrade cost: 0 50 100 250 450 750 1.2k 2.3k 3k 4k 5k 6.5k 8k 12k 18k 38k

Damage: 7 + 3*level
Min: 10
Max: 55 (base)

Blessing(s)> Vigor: increase throwing speed
Balance: increases throwing damage by one level
Gust: makes the thrown pickaxe larger
Curses(s)> (M) Miners Shoulder: reduce throwing speed twice as much as blisters
(m) Blisters: Reduce throwing speed by a small amount
(M) Wobbly: decreases throwing damage by 2 levels
(m) Imbalance: decreases throwing damage by one level
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Gold Retention
_____________________________________________________________________________
Level: [ 1 ] [ 2 ] [ 3 ] [ 4 ] [ 5 ] [ 6 ] [ 7 ] [ 8 ] [ 9 ] [ MAX ]
upgrade cost: 0 200 400 750 1.5k 3.5k 6k 14k 25k 50k

Damage: 45% + 5*level
Min: 50%
Max: 95% (base)

Blessing(s)> Craftmanship: Add one level to retention.
Curses(s)> (M) Ineptitude: Lose two levels of retention.
(m) Clumsiness: Lose one level of retention.

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Throwing Range
______________________________
Level: [ D ] [ 1 ] [ 2 ] [ 3 ] [ 4 ]
upgrade cost: 0 400 1k 2.5k 5k

Effect: +20% throwing range
Min: 100%
Max: 180% (base)

Blessing(s)> Mighty Hurl: add one level to throw range
Curses(s)> None.
Food
Food comes in a small package, one common, one uncommon and one rare food, each with two forms.

Upgraded by having a shaker, which has 3 levels.
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Steak (common)
Restores 20/25/30/35hp
When Cooked: 25/30/35/40hp
When Golden: 10/13/15/18hp & 25 gold

Fish (uncommon)
Restores: 30/40/50/60hp
When Cooked: 35/50/55/70hp
When Golden: 15/20/25/30hp & 100 gold

Ham Shank (rare)
Restores: 50/65/80/95hp
When Cooked: 60/80/95/110hp
When Golden: 25/33/40/48hp & 150 gold

Miscellaneous passives
Ontop of the passives that you can receive for your peasant, there are more upgrades available that improve things like potions and shops.
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Pilfer shop
Upgrades unlocked by paying the shopkeeper 1,200G

> Food vouchers (900G, 6,000G): shops have 1(2) more food items for sale.
> Basic item voucher (1,400G): shops sell one more basic item which can be a key, bomb or curse removal.
> Special item vouchers (4,000G, 9,000G): shops stock 1(2) more special items which can be a potion or relic.

> Transmuter upgrades (1,200G, 6,000G, 18,000G) Shops have a (25/50/75%) chance to have a transmuter which takes health as a currency to re-roll ALL items currently in the shop.
*unlocked by purchasing the basic food voucher.
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Potion Shop
Unlocked by picking the three mushrooms and returning them to the assistant.

>Potion duration berries (500G, 1,000G, 1,500G, 3,000G, 9,000G): Increase the duration of all potions by (20/40/60/80/100%)

> Extra potion bottles (2,000G, 5,000G, 25,000G): Gain an extra potion slot with each bottle.

> Various potions can be unlocked by finding their scrolls and brewing them for the first time at the potion shop.
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Mage and Preachers shop
Unlocked by default, upon defeating the optional gargoyles miniboss encounter and saving the preacher from jail, unlock more shop options and prayer rooms.

> Glasses (100G): enemies names and hp bar can be viewed when hitting them. Unlocks a variety of other upgrades.
> Shakers (2,000G, 6,000G, 18,000G): Improves the health restoration from food, see the food tab for the exact values.

> Gecko Foot (500G): throwing the pickaxe can pickup gold.
> Gecko`s other foot (2,500G): throwing the pickaxe now picks up keys and bombs.

> Offerings (1,200G, 3,000G, 9,000G): each new candle offering adds one more option for a blessing at prayer rooms.

> Censers (4,000G, 8,000G, 20,000G): Gain a blessing with (1/2/3) stacks at the start of each run, randomly selected from all unlocked blessings.
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Red pilfer shop
Unlocked by defeating the rockpile golem, saving dibble and either defeating selt or the duo, todavine and bathcat.

It is found behind blue rock walls, it will require the bombsmith upgrade echo blast. It stops appearing after collecting all four upgrades.

> Lost supply box (700G) dibble stocks 3 items now.
> Super special supplies (1,500G) dibble occasionally stocks a relic.
> Silver star membership (800G) cost at dibbles shop reduced by 20%
> Gold star membership (1,500G) cost reduced even further.

Echo blast is purchased from the bombsmith for 2,500G and allows all bombs to break blue rocks.
Default Potions
These potions are unlocked by default and do not need to be crafted in order to appear.
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Tincture: Base price 150G, heals for 60hp. Affected by curses and blessings that affect healing. Restores 61+ base hp with catalyst.

Troll sweat: Base price 200G, heals for 60-120hp over 15-30s base depending on the level of potion duration berry the player has.
Heartiness increases its power for every 2 levels of blessing, catalyst provides a 25% bonus too.
> this potion can potentially heal for more than 250hp with all the relevant upgrades, blessings and items.

Popcorn kernels: Base price 150G, duplicates all basic items including talismans, keys and bombs.
> can unlock an achievement by doing this in a shop.

Whiplash Serum: Base price 175G, increases throwing damage by 14 average for a somewhat long duration.

Strength serum: Base price 175G, adds 25% to the damage multiplier for swing damage.

Savagery serum: Base price 175G, doubles crit chance and the potency of the blessing Savagery.

Alacrity Serum: Base price 175G, adds 50% to the swing speed multiplier, this is equal to 4 levels of the exuberance blessing.

Holy water: Base price 325G, removes a random curse.

Purge potion: Base price 150G, removes a random curse, deals 75 damage to the player.

Purification potion: Base price 1,000G, removes ALL curses, bombs, keys and hp, leaving the player with 1hp.

Absolution: Base price 1,000G, removes 5 unique curses but only if you have 5 unique curses.

Doubling Saison: Base price 220G, doubles the number of bombs you have.

Impish key bomb: Base price 240G, swaps the number of keys and bombs you have.

Nitroglycerin: Base price 220G, the player randomly spits out bombs, this is affected by blessings but not unique bomb relics.

Auglycerin: Base price 150G, the player spews out gold for a brief period, this potion returns more gold than its cost and pilfers will try to steal the gold. Returns a larger profit when potion berries, blessings or a miners flask are present.

Float Potion: Base price 150G, Allows the player to walk over pits without falling into them, when the potion runs out however, it runs out...

Antimatter: Base price 150G, the next time the player takes damage they instead heal for the amount of damage taken.

Shop in a bottle: Base price 150G, causes a new shop to appear in the room as a crawl space.
> Doing this three times in a row grants the achievement shopception.

Metamorphim: Base price 500G, Re-roll a currently equipped relic.

Beserkers brew: Base price 175G, double ALL damage for a somewhat long duration.

Potion of plenty: Base price 210G, drops a steak, bomb and key.

Protein shake: Base price 150G, drop three steaks.

Toxin: Base price 175G, 33% chance to poison enemies you hit them for a somewhat long duration.

Witch`s brew: Unpurchasable, gives the player 13 curses of which can be major curses.

Freeloader draught: Base price 400G, one paid interaction in the current room will become free.

Biscuits: Base price 300G, familiars get 3x XP gains for a somewhat long duration.

Fury Potion: Base price 100G, fires a fireball with 100-120 damge in 8 directions, these can ignite unlit fire blocks.
Unlocked Potions
These potions do not appear by default and must be collected from scrolls found randomly in blue chests or purple collectables (chest/fires) they can also be found from black rabbits chest game or the life switch.
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(16T) Apprentices Tincture: Base price 130G, restores 1-200hp randomly. Average of 100.

(30T) Ghostly ichor: Base price 130G, acts like troll sweat however gains 2hp per unique curse instead, you must have a curse in order to heal.

(50T) Cure All: Base price 100G, Heals litterally everything in the room (item hp, enemy hp, your hp) it is not recommended to use this during a boss fight.

(38T) Elixir: Base price 300G, Heals up to 620hp.

(44T) Rainbow kernels: Base price 325G, duplicates anything that any other kernel can except for other rainbow kernels potions. It can however duplicate potions of other kinds.

(16T) Golden kernels: Base price 100G, duplicates all gold drops in the room.

(15T) Seasoned kernels: Base price 110G, duplicates all food in the room.

(12T) Potion of true sight: base price 140G, the players light emision now reveals hidden rooms and crawl spaces.

(20T) Transmutagen: Base price 150G, Transforms all relics in the room.

(50T) Mighty Metamorphim: Base price 1000G, transforms ALL of the players relics.

(10T) Immolation Potion: Base price 150G, the player emits weak sparkles that damage enemies.

(20T) Selts blood: Base price 220G, Spawns 6 larva that fight for the player and have 1hp, their damage increases with your damage.
> This potion is extremely powerful against noori (boss 3) who cannot directly attack the larva.

(50T) Blood Chalice: Base price 290G, take 25% of your max hp in damage and spews out 1-3 basic items, there is a somewhat high chance for another chalice to appear.

(26T) Bottled Pilfer: Base price 500G, Upon use, spawn a hoarder pilfer near the player.
Supply Crate Potions
Update 0.5 for undermine added a variety of new potions, most of which required crafting.
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(16T) Blessed Blend: Base Price 275G, Drop a random blessing.

(15T) Ghost Pepper Sauce: Base Price 150G, Gain fire immunity and set nearby things on fire briefly.

(26T) Numbing Cream: Base Price 375G, Temporarily halves damage received from all sources.

(40T) Midas Touch: Base Price 375G, Instantly kill all non boss enemies in the room and turn them into gold nodes (does not scale, based on gold nodes found on the first floor), beware, pilfers may run away with the golden statues!

(16T) Coffee: Base Price 160G, Heal 1/4 of health missing and become super fast for a very short duration.

(18T) Salvaging Sludge: Base Price 150G, Recover 20 health for each unique curse, minor or major.

(38T) Ambrosia: Base Price 375G, double the level of a random blessing.

(35T) Altar in a Bottle: Base Price 200G, create an altar.

(20T) Holy Glaze: Base Price 275G, Absorbs all blessings and redistributes a mean average across all blessings. Will round up if over 0.5 for the mean and lose blessings when under 0.5.

(80T) Aether: Base Price 600G, Choose a curse to remove.

(10T) Iron Glaze: Base Price 175G, takes a mean of keys and bombs and redistributes them, odd numbers are rounded up.

Bottles in a Bottle: Base Price 300G, Drop two random potions of any rarity.

(40T) Kiss of the Succubus: Base Price 450G, Instantly kill all non boss enemies in the room and heal for 1hp every 25 max hp.

(85T) Circle of Transmutation: Base Price 360G, Transmutes all nearby items but reduces their health to 1.

Sundering Serum: Base price 200G, Temporarily gain five levels of cleave making the swing size massive.

Cyclonic Serum: Base price 200G, Temporarily gain five levels of gust, making the thrown pickaxe massive.

Durability Serum: Base price 150G, Provides the effect of an ursine ring and boosts max HP briefly. Damage taken will effectively be reduced provided the player survives until its duration expires.
Golden Core Potions [WIP]

All-potion: ???
Starlight Sip: Drops a single meteorite on each enemy in the room, dealing damage equal to throw damage. Dropped by Seer.
Churchbell Nectar: Creates a temporary churchbell dome, the damage done to all things inside the bubble is reduced by 99%
Relics (1-10)

Relics
At the time of writing there are 103 relics, this large section will cover all of them and provide extra information that is not apparent when first picking up the relics. In brief, synergies that are significant will be covered.

Relics will also be given a simple out of ten rating, this is largely as a guidance for when to use a transforming potion or bomb to change the relic. In most situations anything lower than 5 would be worth a swap and anything lower than 7 might not always be useful to you.
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#1 Waylands Boots (8T)
+ Immunity to spikes
+ 5% movement speed and jump distance increase
+ Immunity to lurkers
- Activates after the nullstone shield
- Player loses access to spike statue chests
Rating: 3/10

#2 Galoshes
+ 5% movement speed and jump distance increase
+ immunity to slows from oil
- create oil when jumping
- jumping while on fire causes the player to take a significant amount of damage
*this relic is more likely to cause the player harm than help
Rating: 0/10

#3 Float Boots
+ No longer fall into pits
+ Can walk over large gaps
+ 5% movement speed and jump distance increase
Rating: 6/10

#4 Lava Walkers
+ Immunity to fire on the floor
+ 5% movement speed and jump distance increase
+ create a patch of fire when landing from jumping

#5 Butchers Cleaver
+ Enemies will drop steaks with a somewhat low chance
> synergy with golden delicious: created food provides gold but heals for less
> synergy with portable grill: food created is now also cooked
> Combines with four leaf clover to create the combination relic four leaf cleaver.
Rating: 9/10

#6 Key blade
+ gain 2 swing damage for each key you hold, this can decrease if keys are used.
+ provides the highest damage boost possible from a single relic (+198) if the player has the maximum 99 keys.
Rating: 10/10

#7 Master Pickaxe (50T)
+ swinging the pickaxe at full hp fires a projectile with 100% swing damage.
+ enemies can be hit by both the swing and projectile, this allows the master pickaxe to provide double damage output.
- effect is only active if health is full
> synergy with nullstone: much easier to sustain the benefit
Rating: 5/10

#8 Mjolnir (2C)
+ when the pickaxe is thrown, it emits a burst of lightning when it returns that deals electric damage in a small area, equal to throw damage.
Rating: 8/10

#9 Doom Blade (2C 2c)
+ for each unique major curse, gain +8 swing damage
+ for each minor curse, gain +4 damage per level of curse
- this effect can be impractical to sustain as you cannot chose which curses to remove
- this effect may not outweigh the cost of having so many curses
- key blade can easily achieve a higher damage benefit without the player being burdened
- anti synergy with inverter: use of inverter will reduce swing damage for each curse removed
> synergy with witches brew: gain up to 104 swing damage after use
Rating: 1/10

#10 Resurrection (48T)
+ After taking fatal damage, be resurrected with 100hp and 3 seconds of invulnerability
- single use
> interaction with the phoenix familiar: The phoenix rebirth is used first.
Rating: 7/10
Relics (11-20)

#11 Gordons Tunic (14T)
+ Halves elemental damage from both attacks and status effects.
> note: a large amount of attacks are considered elemental such as the explosion of a ticker.
Rating: 8/10

#12 War Paint
+ Provides the effect of a balance and strength blessing for each enemy killed, this effect is limited time however the timer resets with each kill.
+ Also provides a boot worth of movement speed with each kill
> Effective on bosses with minions.
Rating: 7/10

#13 Battle Standard
+ provides an 8 second long buff upon entering a room with enemies
+ provides a large movement speed buff
+ provides a buff to both swing and throwing speed
Rating: 6/10

#14 Catalyst
+ provides a measly +1 hp return each time you heal
+ designed exclusively for synergies
> Synergises with Troll sweat (+50% effectiveness)
> Synergises with golden tooth (Double effectiveness)
> Synergises with hungry ghost (Double effectiveness)
> Synergises with totem of life (+17% effectiveness)
> Synergises with karmic scale (Heal for two cubes instead of one)
> Weaker synergy with butchers cleaver.
> Regeneration blessing is one level more effective.
Rating: 6/10

#15 Selts Egg (30T), (Selt)
+ spawn a larva puddle on the floor that will hatch into a selt larvae.
+ the larva fights for you, scaling with your damage and stunning enemies
+ has the same max hp as a fly
+ can draw attention from enemies if you are not in their line of sight or are too far away
- has no awareness and will walk into traps or fall into pits frequently
- does not respawn if it dies in a room
> Highly effective against the boss, Noori
Rating: 5/10

#16 Devotion (30T)
+ pray one more time at an altar
+ stacks with the familiar, sylph for big potential blessings
Rating: 9/10

#17 Holy Guacamole (30T)
+ additional prayer rooms spawn throught the game on the first and third floor of each area
+ during the dungeon area, this effect activates on every floor
Rating: 10/10

#18 Sonic Boom
+ Increases throw speed by the same amount as 10+ levels of vigor
Rating: 9/10

#19 Sewing Kit
+ always retain all gold on deaths
> usefulness declines in the endgame as gold is plentiful
Rating: Varied

#20 Simple Chest
+ Shops sell two more items
+ Black rabbit also stocks two more items if she is selling items
> Becomes more effective later in the game when gold is plentiful
Rating: Varied
Relics (21-30)

#21 Meal Ticket
+ shops have a random item of food for free
Rating: 8/10

#22 Adventurers Hat
+ random chance for a floor to generate a third secret room
- secret rooms can now spawn in secret rooms
> Synergises with dijin to provide a large amount of secret rooms
Rating: 7/10

#23 Adventurers Whip
+ When entering new floors, rooms with chests are given a higher weight to spawn
+ Synergy with salamander tail: more chests are available
- Anti synergy with waylands boots: some chests may not be accessable
Rating: 7/10

#24 Golden Idol (Combination)
+ Combines the effects of the adventurers hat and whip
+ Both effects occur much more often.
+ Gain 10,000 gold upon pickup
Rating: 9/10

#25 Totem Of Life
+ Entering new rooms heals for 6hp
+ affected by relevant curses and blessings
> Synergises with Catalyst
Rating: 7/10

#26 Aphotic Charm
+ Heal 1hp per room, per unique curse
> Synergises with doom blade, helping keep the player alive with a large number of curses
> Synergises with witches brew which provides 13 random curses
Rating: 5/10

#27 Dillons Claw
+ Increases the critical damage multiplier from 1.5x to 2x
> Synergises with shadows fang, which boosts critical strike chance
Rating: 8/10

#28 Shadows fang
+ Increases critical strike chance by 50% after modifiers
> Makes the savagery blessing more effective
Rating: 8/10

#29 Bramble vest
+ Damage taken is returned in a large spray of thorns that deal damage equal to that taken
> Becomes more effective at higher levels of summoning stone as bosses deal immense damage
> Only deals 1 damage if used with karmic scale as the player only ever takes 1 damage at a time
Rating: 3/10

#30 Hoodies Pillow
+ 50% reduction in physical damage
> Synergises with gordons tunic to halve ALL damage
Rating: 9/10
Relics (31-40)

#31 Duplicator (26T)
+ Now choose from two relics instead of one in relic rooms
- like with other relic choices, the relic lost will not re-appear until all of the relics have been seen in the run, this can at times be... irritating
Rating: 10/10

#32 Hyperstone (45T)
+ provides four levels of exuberance worth of swing speed
> like with other swing relics, it is more useful after cleave is unlocked
Rating: 8/10

#33 Miners flask
+ provides four levels worth of slow metabolism
+ allows for rather obscene interactions with auglycerin and golden frenzy
+ drastically improves the troll sweat potion and similar potions
Rating: 7/10

#34 Large ember (24T)
+ Deals an almost un-noticeable amount of fire damage and makes the player glow vibrantly
+ Scales weakly with bomb damage
- makes glomps more dangerous
- cant kill will o wisps
Rating: 3/10

#35 Popcorn (16T)
+ keys and bombs will sometimes duplicate themselves when spawned in
Rating: 7/10

#36 Golden Popcorn
+ gold will sometimes split into more gold
> a plethora of interactions with other gold items
> directly increases gold gain
Rating: 10/10

#37 Seasoned popcorn
+ food will sometimes be duplicated when it spawns
> synergises with butchers cleaver, golden delicious and leftovers
> stacks with golden popcorn which can result in rather obscene amounts of golden food appearing
Rating: 9/10

#38 Pocket grill
+ all food on the floor will be cooked
- doubles the price of shop food for a small gain
- the crumbles curse causes all food to be destroyed
> synergises with butchers cleaver, granting more health back with each food item
Rating: 7/10

#39 leftovers
+ chests drop a random food item ontop of their normal items
Rating: 7/10

#40 Miniatureizer (2C)
+ all chests contain a small chest and can sometimes contain two.
> synergises with leftovers as it provides two random food items from chests
Rating: 7/10
Relics (41-50)

#41 Key doubler
+ has a small chance to return a key when keys are used
> synergises with popcorn for a greater return
Rating: 6/10

#42 Bomb doubler (16T)
+ has a small chance to return bombs on use
> synergises with popcorn for more bombs
Rating: 6/10

#43 Pilfers Gift (99T)
The most expensive relic in the game
+ drops two other relics upon pickup
Rating: 11/10

#44 Golden Powder (16T)
+ bombs cause any rock or secret room wall to drop gold like a regular gold node
+ can potentially generate 250,000G in one run
+ synergises with golden tooth for immense sustain power
+ gain a bomb on pickup
Rating: 10/10

#45 Bombshuka
+ bomb explosions cause a set of bombs to drop in a random direction, a third set spawn after the second detonate in a new direction.
? highest potential damage per bomb, impractical in practice due to the RnG nature, which can make it hazardous
+ gain a bomb on pickup
Rating: 6/10

#46 Seers blood
+ gain a bomb on pickup
+ does nothing else, except for occasionally light torches as an act of desperation
+ actually creates an incredibly weak puddle of fire on detonation
Rating: 1/10

#47 Rooks Bomb
+ gain a bomb on pickup
+ Bombs explode several more times in horizontal and vertical directions, covering a large area
+ Exceptional damage against the boss, mortar.
Rating: 8/10

#48 Bishops Bomb (8T)
+ gain a bomb on pickup
+ Bombs explode in an X shape, covering even more area than the rook bomb
+ Exceptional damage against the boss, mortar.
Rating: 9/10

#49 Queens Bomb
+ effect of both rook and bishop bomb
+ demolition above rank 1 can cause self inflicted damage if one is not careful as there are no longer gaps in the star shaped pattern
+ gain a bomb on pickup
+ INTENSE damage against the boss, mortar. (612-3024+ depending on bomb upgrade level)
Rating: 10/10

#50 Transmutagen blast (26T), (5C)
+ gain a bomb on pickup
+ explosion transforms ANY item on the ground, up to 4 times.
+ effect is nullified if the crumbles curse is active
- Requires picking up an extortionate amount of major curses, which can easily end the run.
Rating: 4/10
Relics (51-60)

#51 Branding Bomb (2c)
+ upon pickup gain 10 bombs
+ upon explosion, all enemies in the room perish after 5 seconds
+ the player is damaged 5 seconds after for a 1:10 ratio of max hp for all enemies sacrificed
+ nullstone will absorb this as long as the player does not take damage, allowing all rooms to be cleared in 5 seconds.
+ antimatter can also be used for this effect
+ has no direct effect on bosses but CAN kill minions.
- instantly kills the player when used in boss areas after selt.
Rating: 9/10

#52 Lightning Bomb
+ upon pickup gain a bomb
+ chains the bombs damage according to chain lightning rule, random selection with nuclear range.
+ chain damage doubles with the stormbird familiar
Rating: 7/10

#53 Guantes (10T)
+ 15% throwing damage multiplier bonus
Rating: 7/10

#54 Sequence Breaker (26T)
+ pickaxe is thrown like normal, but rather than return it lingers like a chakram
+ upon a second click, teleport to the pickaxe
+ cannot teleport you into a pit or into a new room but can teleport you ontop of traps
+ nullifies your thrown pickaxe as a weapon, it is instead a movement tool
+ poor choice if cleave is not unlocked
Rating: 5/10

#55 Guidance
+ thrown pickaxe doubles in speed after hitting a target and bounces towards up to 3 targets
+ after this action it returns
+ each hit loses 20% damage although the same enemy can be hit twice
+ extremely effective against the bosses mortar and ponzu
- weak against lightning bugs
Rating: 10/10

#56 Chakram (3C)
+ thrown pickaxe will sit in place infinitely, dealing damage faster than normal.
+ extraordinary power against the boss, noori
+ thrown pickaxe can be called back early by clicking a second time
+ hits targets many times without delay and also multiple targets
Rating: 10/10

#57 Bottled Lightning
+ 1/3rd chance on non lethal hits to chain a 1/2 damage lightning bolt that hits two more targets for less damage
+ doubles in power with the familiar, thunderbird
Rating: 6/10

#58 Salamander Tail
+ 1/3rd chance on hits to set enemies on fire, slowing them and dealing damage over time
+ doubles in power with the firebird
Rating: 7/10

#59 Crippling poison (14T)
+ 1/3rd chance on hit to poison enemies, dealing damage over time and crippling them
Rating: 8/10

#60 Ursine ring
+ While the ring is owned, gain a 20% increase to health based on base health.
Rating: 6/10
Relics (61-70)

#61 Demon Ring
+ gain 15% swing damage multiplier
Rating: 7/10

#62 Mediocre Ring (8T)
+ increase health by 10% of base
+ increase damage multipliers by 5%
Rating: 8/10

#63 Berserkers Pendant (25T)
+ increases swing damage by 1:10 for missing health, uncapped.
Rating: 6/10

#64 Axe Throwers Pendant
+ increases throw damage by 1:10 for missing health, uncapped
Rating: 7/10

#65 Knights Pendant
+ increases swing damage by 1:30 for remaining health, capped at +17 if your max hp is 500
Rating: 6/10

#66 Archers Pendant (20T)
+ increases damage by 1:50 for remaining health, capped at 10 if your max hp is 500
Rating: 5/10

#67 Iron Branch
+ increases health by 10%
+ increases swing damage by 5%
+ increases swing speed by 10%
Rating: 7/10

#68 Queens Crown
+ increases swing size dramatically
+ increases swing speed by 20%
+ increases throw damage by 10%
Rating: 10/10

#69 Kings Crown (26T)
+ increases swing damage by 10%
+ dramatically increases throw size
+ increases throw speed by half of that of sonic boom, or 10 vigor blessings
Rating: 8/10

#70 Emperors Crown (combination)
+ combines the effects of both crowns
+ gain a small increase to all of the affected stats on top
+ gain a blessing
Rating: 10/10
Relics (71-80)

#71 Pilfer Ring
+ gain a 20% shop discount
+ vacuum gold up in a sphere around the peasant
> Potent synergy with auglycerin using gold relics
Rating: 8/10

#72 Unstable Concoction
+ Gold explodes when it touches the floor
+ can do anything a bomb can do by default with these explosions
+ deals enemy damage equal to value
+ potent with auglycerin against the boss, mortar.
Rating: 8/10

#73 Gold Tooth (15T)
+ collecting gold gives one hp
> synergises with catalyst to restore 2hp per gold
> auglycerin can be used as a health potion with this relic
Rating: 9/10

#74 Golden Delicious (8T)
+ Food now provides 50/100/200 gold
- food restores around 20% less health
> synergises with both golden and seasoned popcorn simultaneously, allowing for food to restore ludicrous amounts of health and give immense cash
> food created this way triggers unstable concoction as per normal rules
Rating: 7/10

#75 Conductor
+ picking up gold arcs a single target bolt to a random target equal in damage to its value
> synergises with auglycerin to deal a large amount of damage.
> pilfer ring makes it easier to set off
> gecko foot also makes it easier to set off
> triggers with golden food too
Rating: 10/10

#76 Golden Frenzy
+ picking up gold provides an increase in damage, escalating with the amount of gold bits and also the value
> synergy with auglycerin can allow this to provide the highest damage buff in the game at anywhere up to +400 (swing&throw) damage per hit.
> after a short while, the effect wears off, calculated per bit of gold picked up.
Rating: 11/10

#77 Intensifier
+ all kills add one damage (capped at 10)
+ being hit resets this
Rating: 6/10

#78 Floating skull
+ follows the player with three skulls that absorb projectiles on contact
Rating: 8/10

#79 Grimhildes mirror
+ all swings reflect projectiles
+ effect becomes more potent with levels of cleave and exuberance
Rating: 10/10

#80 mirror shield (combination)
+ skulls are now mirrors that bounce back projectiles
- swings no longer reflect projectiles
? this can be a downgrade if you have cleave and exuberance
Rating: 7/10
Relics (81-90)

#81 Hungry Ghost (25T)
+ killing enemies restores 0.5%hp
> synergises with catalyst to restore +1hp more per kill
> Restores 1hp at 100 or more max hp and restores one more for each 200 extra max hp
> Restores 3hp (base) at 500 max health.
- Anti synergy with glass cannon as this lowers the players max hp quite significantly.
Rating: 10/10

#82 Nullstone (3C)
+ creates a shield when entering a new room that absorbs one hit before fading
+ can block any amount of damage, invaluable at high summoning stone levels
Rating: 10/10

#83 Mushroom (2C)
+ all kills restore 1hp and add one max hp, uncapped
Rating: 11/10

#84 Four leaf cleaver
+ kills drop small amounts of gold
> can synergise with golden items
Rating: 4/10

#85 Aegis
+ halves damage taken when at or below 25% max hp
+ stacks with other flat damage reduction relics and can lead to the player taking near to no damage below 25% hp
- you can be killed from above 25% max hp, rendering the relic useless at higher summoning stone levels.
Rating: 5/10

#86 Map (26T)
+ reveals the whole floors layout at all times
Rating: 1/10

#87 Cracked orb
+ thrown pickaxe applies a debuff that makes subsequent damage 20% stronger.
Rating: 9/10

#88 Petrified rock (stones)
+ rocks are 4x more likely to drop items when destroyed
+ rocks now drop 2x more stuff anyway for a total of... 8X!
+ the player can gain infinite items from rocks with enough bomb size
Rating: 11/10

#89 Rat Bond
+ rats are now allies and attack enemies for you
- is not useful on the fourth area as there are no rats.
Rating: 6/10

#90 Cosmic Egg
+ familiars gain xp 3x faster
- this relic can appear when a familiar is at maximum level
- familiars will reach maximum level naturally by the end of the third area (some faster)
Rating: 3/10
Relics (91-100)

#91 Pilfer Credit Card (20T)
+ allows the player to spend 10.000 more gold than they have
- debt lingers between runs
> most players receive this after it is useful to them for purchasing passive upgrades
Rating 1/10

#92 Four Leaf Cleaver (combination)
+ enemies drop bits of golden food
- heals for half
+ drops a tiny amount of gold
> golden delicious synergy with the non-combined cleaver is stronger
> This is technically a downgrade unless the player has both golden and seasoned popcorn
Rating: 3/10

#93 Rabbit Gloves (3C)
+ one random shop item becomes free except in black rabbits shop when entering for the first time
+ can even be used to scam the curses vender who sells them! (how savage!)
Rating: 7/10

#94 Karmic Scale (3c)
+ the players health is set to five cubes
+ all sources of damage deal one cube
- ALL sources of damage deal one cube
- the player is potentially one shot by any status effect (poison/fire/lightning)
- the player can be one shot by a gargoyle, who also has a lingering fire effect just incase the five explosions failed to oneshot the player by one missing
+ on high summoning stone this gives the player an effective max health against bosses above 1,000 with ease.
> synergy with troll sweat makes the player almost immortal for its entire duration
> catalyst makes all heals restore two cubes
Rating: 5/10

#95 Pocket of holding (2C + 2c)
+ the player gains two temporary explosives each new room that must be used in that room
+ in most cases, the player will no longer require permanent bombs
Rating: 8/10

#96 Lockpick (1C + 2c)
+ the player no longer uses keys to open locks
- cumulative 2% chances to break each use
> average of 10 uses before breaking
Rating: 6/10

#97 Lucky Charm (38T)
+ instead of dying the player MIGHT ignore damage instead
> essentially a bad version of resurrection, however it will activate first, having an odd synergy.
Rating: 3/10

#98 Lucky Lockpick (combination)
+ effect of lucky charm and lockpick
+ lockpick never breaks
+ chance to cheat death is higher (?)
Rating: 8/10

#99 Inverter
+ removing curses gains a random blessing
- prevents encounters with the curse vendor as the player will have received more blessings than curses after use
+ unlimited uses
> synergy with witches brew and purification allows for 13 random blessings (26 with sylph)
Rating: 10/10

#100 Fan of knives
+ crits release knives in a spray, these deal weak damage.
+ these knives can crit
> synergy with savagery serum and shadows fang allows for infinite chain knives
Rating: 5/10
Relics (101-103)

#101 Kurtz Stache
+ after obtaining 10 new curses, receive 15 random basic items.
Rating: 6/10

#102 Glass Cannon (1C 1c)
+ Doubles all damage output
- lowers max hp to 100 upon pickup
> excellent synergy with karmic scale
Rating: 7/10

#103 Hot Cross Bun
+ gain 1 max hp
+ heal 1 or 2 hp
- does nothing else
> only appears if you have viewed all of the relics during your run (such as with a transmute potion and duplicator)
Rating -1/10 (you dont want to get these!)
Supply Crate Relics
Update 0.5 for undermine added a large volume of relics and provided much needed balance changes for the sylph and ponzu amongst other things.
============================================================================


#SC1 Phantasmal Axe
+ Thrown pickaxe hits cause a phantom pickaxe with 1/4 damage to hit a new target, retain all properties of the pickaxe
+ Excellent synergies with any elemental effects since the spawned fragments spread the effects.
+ Chakram spews these out with each hit.
+ Guidance now deals even more damage
> No overall downsides
Rating: 10/10

#SC2 Vorpal Blade (50T)
+ Move unhindered while swinging
+ Doubles damage output if no swing speed multipliers are present
- Antisynergy with inverter, nullstone and exuberance as this loses the dps buff. (may be a bug)
Rating: 8/10

#SC3 108 Beads (12T)
+ Heal when praying for 30hp
+ excellent in othermine with sylph
Rating: 7/10

#SC4 Caustic Vial (34T)
+ Hit enemies get a caustic debuff
+ Any damage that kills the enemy during the debuff causes it to explode, dealing weak poison to all nearby enemies
+ This slows enemies and deals damage
- Ineffective against bosses
Rating: 8/10

#SC5 Tsar Bomba (2C 2c)
+ All kills with bombs return a bomb
- Reduce swing and throw damage by 1 for each held bomb
Rating: 10/10

#SC6 U-235 (75T)
+ Bombs deal more damage with more bombs (up to +1485 at 99 bombs), 15 per bomb.
+ Bombs can wipe out just about anything if you have enough of them
+ Obvious run winning synergies with Pocket of Holding or Tsar Bomba
+ Extremely overpowered, you can literally oneshot mortar on a high SS level
+ now gives 5 bombs when you pick it up
> Will probably get nerfed. (Suggestion: Bombs = 8 damage, capping at +693 down from 1490)
Rating: 13/10

#SC7 Recycler (20T)
+ Destroying chests returns a basic item
+ synergises with pocket of holding and unstable concoction
Rating: 7/10

#SC8 Wet Blanket
+ Standing in water builds up to 3 charges
+ Negate fire with these charges
+ Synergy with karmic scale helps the player to survive regular enemies
Rating: 6/10

#SC9 Masa
+ Strongly buffs swing damage (+1/3rd)
- Heavily reduces throw damage (-1/3rd)
Rating: 7/10

#SC10 Mune (1T)
+ Strongly buffs throw damage (+1/3rd)
- Strongly reduces swing damage (-1/3rd)
Rating: 6/10

#SC11 Masamune
+ Enemies have a chance to instantly die when taking damage from the player
+ multi hit attacks have overwhelming synergy
> Does not work on bosses
- Removes the buffs of both items.
Rating: 6/10

#SC12 Doll (22T)
+ Instantly remove the next four curses obtained
Rating: 5/10

#SC13 Dirk’s Hammer (50T)
+ Swing to transmute anything
- only works once per floor
Rating: 5/10

#SC14 Remote Detonator (65T)
+ Press the bomb key again to detonate bombs
+ Gives control to larger explosives such as the queens bomb
Rating: 7/10

#SC15 Suneater (2C)
+ Destroys ALL blessings
+ All destroyed blessings add 8 swing damage
- Leaves the player extremely vulnerable at high SS as it prevents the obtainment of fortitude
Rating: 8/10

#SC16 Breastplate (90T)
+ adds an armour point
+ enemies may now drop armour points rarely
+ synergy with eidolon results in extreme armour replenishment!
Rating: 8/10

#SC17 Blast Suit
+ Immunity to self damage from bombs
+ Deal 10 more damage with bombs
+ Protection from sweaty palms!
Rating: 7/10

#SC18 Throwing Star (16T)
+ Thrown pickaxe pierces walls and enemies and can hit them multiple times per throw.
Rating: 7/10

#SC19 Tent
+ Tent lasts until used and this effect only lasts for the current run
+ Upon use, fully heal
- Does not appear on the current floor
Rating: 5/10

#SC20 Twisted Blade (30T)
+ Gain a flat 2% chance to crit, per curse (4% for major curses)
+ Synergises with doom blade and crit builds
- Risky to use with major curses
Rating: 6/10

#SC21 Electrified Orb (40T)
+ A permanent mortar orb will orbit the player dealing electric damage equal to their throwing damage
+ Good against bosses
- Unreliable pattern while moving
Rating: 9/10

#SC22 Othermine Conduit (55T)
+ Summons a hand of noori to slap enemies based on swing damage.
+ Applies the cracked debuff on hits, causing enemies to take more damage
- Distracting during the noori boss fight as the sound and animation are identical
Rating: 10/10

#SC23 Lunchbox
+ Carry an item of food picked up when health is full for later
+ Drop this item when losing health
+ Helps the player survive with karmic scale
> Questionable infinite synergy
Rating: 11/11

#SC24 Caramel Popcorn
+ Duplicated regular food may also split into golden food
+ Golden food has an extortionately high chance to split and can even split twice
> Questionable infinite synergy
Rating: 11/10

#SC25 Helios Boots
+ Combined effects of galoshes and lava walkers
+ Fire now lasts twice as long and burns enemies for twice as long
Rating: 8/10

#SC26 Glaive (26T)
+ slightly increases throw size
- does nothing else
Rating: 1/10

#SC27 Battle Axe
+ Provides 5 levels of cleave
- lose 20% swing damage
Rating: 7/10

#SC28 Blood Bomb
+ Kills with bombs return 10% of max hp
Rating: 9/10
Relic Tier lists [W.I.P]
A Tierlist for both othermine and undermine which takes the scores for each item and converts it into a placement, when items tie scores the best item is placed closer on the left.

The tiers on the list are
> Overpowered (P): 12
> Special (S): 11
> Perfect (A+): 10
> Extremely Good (A): 9
> Very Good (A-): 8
> Better than average (B+): 7
> Average (B): 6
> Slightly worse than average (B-): 5
> Poor (C+): 4
> Bad (C): 3
> Very bad (C-): 2
> Terrible (D): 1
> Broken (F): 0

Items are rated based on...
Strength (Bonus damage, items or sustain) [0<->5]
Versitility (How often can i benefit?) [0<->5]
Extra (For very strong items that change the run on their own) [0<->2]
Blessings
Blessings are run improving buffs that can be obtained from secret rooms, crawl spaces, iron chests and altars (unlocked by freeing Lilith).

Using an altar also provides the player with one random small curse.
============================================================================

#1 Penance: not actually a blessing, but this option at an altar removes one random curse from the player for (50+n*25)hp, where n is the number of times penance has been used in the run.
Penance does not scale in cost when playing an othermine run.

#2 Balance: add one level to the thrown pickaxe

#3 Vigor: throw the pickaxe 4% faster

#4 Gust (60T): the thrown pickaxe becomes larger

#5 Mighty hurl (55T): add one level to counterweight

#6 Strength: add one level to the swung pickaxe

#7 Exuberance: swing the pickaxe 1/8th faster.

#8 Cleave (85T): the swung pickaxe is larger in size

#9 Savagery (28T): increase the critical chance multiplier by 5%, results in a 1% boost to both damage types aprox, 1.5% with the Dillons claw relic, 2% with shadows fang and 3% with both. Additive interaction with savagery potions but multiplicative with shadows fang. (needs deep dive).

#10 Demolition: bomb explosions are 1/3rd larger per level

#11 Explosiveness (28T): add one level to bomb.

#12 Fortitude (45T): adds 10% damage resistance, either caps at level 8 or has a 0.7% diminishing return, it is not currently known which.

#13 Toughness: +30 max health

#14 Heartiness: +10% healing from all sources, rounding up early

#15 Slow metabolism (55T): add one level to potion berries

#16 Regeneration (80T): heal 1hp per new room, affected by heartiness

#17 Craftsmanship (40T): gain one level of gold retention

#18 Wealth: gain 10% more gold from all sources

#19 Loyalty: 10% shop discount, capped at 80%, currently unknown how it stacks with the pilfer ring.
===========================================================================
Notes on blessings: Not all blessings are made equally, if you aim to unlock everything, this is fine, however if you are planning on getting to summoning stone 30, there are some recommendations to make.

Unlock: Cleave, savagery and fortitude.
Don`t unlock: regeneration, craftsmanship, explosiveness, mighty hurl and gust
Questionable pick: slow metabolism, this affects a variety of beneficial potions however its most potent synergy (auglycerin + golden frenzy) is not always available. it will likely result in a higher winrate overall though, so its a fair choice.
Minor curses
Minor curses (c) are obtained by dealing with the demon, in curse shops or taking blessings, they can also be obtained from a witches brew.
============================================================================

Lethargy: lose one level of swing damage, can reduce swing damage to 0

Imbalance: lose one level of throwing damage, can reduce thrown damage to 0

Frailty: lose 30 max hp

Illness: healing is reduced by 10% rounded down, can reduce healing to 0

Clumsiness: lose one level of gold retention

Brittleness: take 10% more damage, per level without diminishing returns or a cap, from non interacted sources.

Blisters: decreases throw speed by 4% and can prevent the players thrown pickaxe from moving.

Inflation: increases shop cost by 10%

Joint Pain: 12.5% multiplicative swing speed reduction.
Major curses
Major curses are obtained from deals with the demon, witches brew and cursed items (purple chests and fireplaces). They are quite varied and can have massive effects on a players run, especially on a no upgrades run. All curses tagged with a * can be a blessing in the right conditions. Damaging curses are inactive in shops.
============================================================================

Tariffs: All costs double, using bombs, opening locks, purchasing anything, curses obtained, ect

Rain of fire: Small globs of fire drip from the ceiling, damage increases with each major area

Sweaty palms: 50/50 chance to drop a bomb when taking damage with a short cooldown

Arachnophobia: All non minion enemies spawn a spider when killed

Pilfers nightmare: Replaces ALL pilfers with black pilfers that deal contact damage

Metamfiezomaiophobia*: 50/50 chance for chests to become mimics, over-writes empty coffers and can act as a blessing.

Relic eater: Every 50 non minion kills destroys a random relic

Waking light: All sources of light release fireballs that deal massive damage, damage increases with each major area.

Salamanders wrath: being hit sets the player on fire, increases damage with each major area.

Fast metabolism: reduce potion duration by 20%

Venomous: being hit causes the player to be poisoned, damage will increase in strength with each major area

Tenderfoot: Jumping causes a slight amount of damage, increasing with each major area

Powder shortage*: Sets bomb damage to 1, this allows higher levels of demolition than normal to be taken without any risk to the player

Empty coffers: Almost all chests are open and contain nothing, over-written by the mimic curse.

The crumbles: All items have 1hp on the ground and all food is instantly destroyed if the player has the pocket grill

Poison mushroom: All non minion kills reduce max hp by 1, can be fatal.

Haunted locks: Opening locked things causes the player to take damage, increasing with each major area.

Weakness: Reduce pickaxe damage by two levels, can set damage to 0

Wobbly: Reduce throwing damage by 2 levels, can set damage to 0

Enfeebled: -60 max hp

Fever: -20% healing efficiency

Ineptitude: Lose two levels of gold retention

Miners shoulder: Throwing speed reduced by a significant amount.

Market crash: +20% shop prices

Arthritis: 25% reduction in swing speed

Spatial sickness: Taking damage teleports the player somewhere else in the room, even into traps and spikes but not pits

Bottle blight: Take 5 damage, per new room, per potion

Bottle stopper: Lose two potion slots

Mutation*: 50/50 chance to replace relics with potions, can be beneficial when trying to go infinite or when hot cross buns are spawning.

Secrecy: Secret rooms no longer sparkle after an explosion has taken place in a room.

Plague: Halves the healing from uncooked food and has a 1/3rd chance to poison the player when eating uncooked food with damage increasing with each major area. Cancelled out by having a pocket grill or salamanders tail.

Security theater: Locked shops cost 4 times more to open.

Compulsion: All potions are drunk upon pickup and the player is locked into drinking them until they are drunk, even if they are taking damage.
Supply Crate Curses and Blessings
Update 0.5 for undermine added a small handfull of curses and a single blessing, to provide more variety but also to concrete the idea of a crit focused build and with external changes, a bomb build too.
============================================================================


New Blessing: Ferocity (60T)
+ Gain 10% on the crit damage multiplier

New Curses...
Poverty (minor curse): -10% gold earned.

Rigged: 50/50 chance for curses to be rigged with bombs!
Sweaty Fingers: 50/50 chance to drop a key when taking damage
Mediocrity: You cannot crit
Explosive Decompression: All ore is mined when entering new rooms and the gold flies everywhere!
Malicious Intent: Cost of penance is doubled (which may make removing curses hard)
Uncreative: Reduces altar options to one
Low Stock: Reduces the number of items in the shop by 1 for each carpet.
Bloodied Locks: Locks cost (?) hp to use
Blood Offering: Shop costs converted to life at a 3:1 rate
Vertigo: Take double fall damage
Nullification: Disable the first two relics from the bottom right corner going left.
Dark Cloud: Disables two blessings with the same priority as the above.
Blessing Eater: After 50 kills one blessing is destroyed (all stacks)
Item Eater: After 50 kills one item is drained.
Enemies and Enemy Intro: Pilfers! (1-4)

Enemies in the game are normally quite simple with one or two attacks and a single combat loop, walking loop or flight pattern, for the purpose of this guide, all measurements of enemies are based on [Regular/Summoning Stone 10/Summoning Stone 30/Summoning Stone 100].
For each level of summoning stone:
> Enemies gain +5% max hp and damage.
> Bosses gain +25% max hp and damage.

Summoning stone 100 was first lifted by https://www.twitch.tv/letssuffertogether on 15/04/2020.
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Pilfers are unique and irritating slimes that insist on stealing all of your money, they will spawn across a room from any gold that even so much as grazes the floor and make a mad dash for it, either pick up the gold before they do, or whack them to get rid of them, they also get "bounced away" by touching spikes or fire. They are very silly and can fall in pits.

Bomb pilfers (#2) are identical to pilfers, they make a deeper noise when burrowing into your room and will drop a bomb when "bounced away" which deals 20/30/50/120 damage. and have a very small chance to appear.

Hunter pilfers (#4) are the last of the true pilfers, they are identical to normal pilfers but will ram into the player, dealing 15/23/30/90 damage, they will not directly target the player though, but much rather ram into them if they get in the way of their gold. They replace all pilfers while the pilfers nightmare curse is owned by the player and this is the only way to obtain their bestiary entry.

Hoarding pilfers (#3) are not true pilfers, they can be whacked to get gold and thorium and when "bounced away" by being struck 10 times will drop a random blessing. The relic unstable concoction is very effective at damaging them and setting them on fire is also a very good idea if there are any fire obstacles in the room.
Unlike normal pilfers, hoarding pilfers do not steal the players gold, but much rather contain it and can be found from health levers, chests, randomly in rooms or from a bottled pilfer potion.
> Note: the shopkeeper is a hoarding pilfer.
Enemies: Weaklings (4-12)
Regular Enemies are found throughout the game and the quality of enemies in an area increases after its boss is slain.
============================================================================

#5 Spate Fly: Found in groups, they fire a green pellet at the player for 16/24/40/96 damage and have 5/8/13/30hp, they should die in a single hit, although in odd circumstances they can take two or more hits.

#6 Fly: Only found during the tutorial, has 10hp but is oneshot by any damage.

#7 Treble Fly: Fires a three pellet burst before moving but does not move as far. Has 34/51/85/204hp and deals 18/27/45/108 damage with each pellet.

#8 Rat: A close combat enemy that has 45/63/105/270hp and deals 20/30/50/120 damage per swipe, they can be kept at bay simply by swinging at them as there is enough knockback to keep them away.

#9 Loaded Rat: A rat that dies when struck by any source, its bomb deals 44/66/110/264 damage and spreads fire like a normal flaming barrel will. The explosion will sparkle if there are any secret rooms.

#10 Large Rat: A larger rat that still cannot defeat a player simply swinging their pickaxe at them, they have 112/168/280/672hp and deal 26/39/65/156 damage when they swipe at the player.

#11 Rat Matron: A very large black rat that makes all other rats move faster and deal amplified damage, default swinging will not keep them at bay and their empowered rats share this trait. They have 124/186/310/744hp and deal 28/42/70/168 damage

#12 Rat Nest: Spawns up to 10 default rats which have a chance to be loaded rats with 60/90/150/360hp and can be broken early to stop more rats spawning.
Enemies: Mimics (13-16)
Mimics have a small chance to replace chests, upon trying to open them, they get angry (probably because they are very hungry), when a mimic replaces a chest its normal golden sparkles become red. The chance to find them is normally very low (around 1/20), but the mimic curse causes half of chests to be mimics.
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Regardless of which chest a mimic is trying to be, it has the same stats. Mimics can never be "special" chests which require unlocking, exploding or taking curses from.

They have 150/225/375/900hp and bounce towards the player, bashing them for 20/30/50/120 damage.

When a tiny chest sparkles red, the player has been very lucky and found a minic, the tiny and somewhat cute baby mimic. It has only 75/113/188/450hp and deals a measly 10/15/25/60 damage.

All forms of mimic drop the normal contents of the chest they inhabit but will not activate leftovers. They can activate butchers cleaver however.
Enemies: Glomps and Lurkers (17-25)
Glomps are slimes that are reactive to the environment around them and when hit by fire or oil will change forms.

Lurkers are also a series of similar enemies that dig, emerge then fire spikes, the pattern depends on the lurker.
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#17/19/21 Glomps: bounces towards you, when its jump places it very close it puffs up before landing and takes longer to bounce. Has 60/90/150/360 hp and deals 24/36/60/144 damage.

#18/20/22 Uberglomps: has a big bounce and even bigger slam attack. When it dies it breaks into two glomps of its current form. It has 140/210/350/840hp and deals 42/63/105/252 damage.

#23 Lurker: Lurkers fire a wall of bones at the player, these sharp spikes can also break anything a regular bomb can. They must have line of sight to shoot. Their bones deal 21/33/54/126 damage and they have 120/180/300/720hp. The waylands boots relic makes the player immune to them.

#24 Crypt Lurker: This upgraded lurker now fires bones in a star shape, swirling round. This large explosion of bones can however be avoided if the player is observant and it has limited range. They deal 42/63/105/252 damage and have 300/450/750/1800 health.

#25 Sand Shulker: The bigger, sandier shulker. It is similar to the regular lurker but fires three rows of bones in a small split, dealing much more damage and having MUCH more health. With 66/99/165/396 damage and a whopping 480/720/1050/2880 health.
Enemies: Large Creatures, small bugs and some angry people. (26-35)
This next chunk of the bestiary covers the rather large entries, if this sentence is taken literally.
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#26 Bobo: A large creature that is passive to begin with, it gets angry after taking damage and will charge at the player, when it contacts breakable objects, walls or items they break. After hitting a wall bobo will smash the ground briefly. Bobo has 260/390/750/1,560hp and his charge deals 40/60/100/240 damage, with his slam attacks doing 44/66/108/264 damage.

#27 Throwbro: Unlike bobo, this grey furred cousin picks up objects and lobs them at the player without being provoked. Throwbro can still expose crawl spaces in doing so, but wont charge into walls. Throwbro has 400/600/1,000/2,400hp and both his charge and lobbed object deal 50/75/125/300 damage.

#28 Larva: Baby selts!, these little critters have only 5hp, their damage does not appear to scale at the same rate as normal enemies, however they have a base damage of 10. Their ranged attack traps enemies in a web and the web can be removed by jumping.

#29 Ogre Bombardier: A large creature that gets angrier over time. It throws one bomb, then two, then three before resetting its attack pattern. They have 290/435/725/1,740hp and deal 48/72/120/288 damage, All enemies of this type take doubled fire damage.

#30 Troll Bombardier: A rarer version of the above enemy, this green fellow has a much higher 565/848/1,413/3,390hp and regenerates slowly as if it were affected by a troll sweat potion. Its bombs also deal more damage, 70/105/175/420 damage each.

#31 Ogre Annihilator: This enemy is amongst the most dangerous things you can ever encounter, its attacks are much slower to get going than the above, but it now fires rook bombs, which are much larger in AoE than the prior entry, it loses the regeneration, but gains devestation. With 580/870/1,450/3,480hp it has the highest health of any enemy, being stronger than the rockpile mimic (boss), its bombs deal the same amount of damage as the troll bombardier but with a rook effect

#32 Footman: These angry men will try to poke at you with their sword by chasing you around the room, they can also perform a lunge attack when somewhat close to the player. They receive half damage from all ranged attacks (except lightning) and take twice as much damage from electric element attacks. They have 280/420/720/1,680hp and deal 35/53/88/210 damage.

#33 Priest: Priests are healers and will heal one damaged enemy that isnt a priest for 20hp per second. If there are no enemies that need healing, they will cast bolts that deal 10/15/25/60 damage and they have 130/205/335/780hp

#34 Ardor priest: These priests unlike the prior entry do not heal allies but will pick any enemy in the room and provide it a buff that doubles the health and damage of the enemy. They will occasionally cast a bolt with damage identical to the above and they also have identical health to regular priests.

#35 Lightning Bug: The least dangerous enemy in the game, it cannot directly attack the player. When they are electrified, if the player hits them they arc a bolt of lightning to the player that hits for 38/57/95/228 damage and they have 150/225/375/900hp
Enemies: Nasty creatures in forbidden locations (36-50)
This next section covers most of the enemies found when entering the halls of din, these enemies are significantly stronger than the prior and it also introduces summoner enemies that can move (and in the case of the necromancer, teleport).
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#36 Drude: Found in the dungeons rarely and also the halls of din, this enemy tosses pots to the floor that hop around and spit acid at the player. It has 160/240/420/960hp

#37 Vilepot (minion): Spawned by drudes, these little pots hop around and spit toxic goo at the player. They have 60/90/150/360hp and deal 19/29/48/114 damage and applies poison on hits.

#38 Imp: These cackling creatures spawn explosive pills at the players feet when they clap, these deal 30/45/75/180 damage and recoil the player. They have 154/231/385/924hp

#39 Lucent Imp: These cackling fellows are even stronger than regular imps and launch seeking balls towards the player that deal 70/105/175/420 damage and they have 460/690/1150/2,760 health.

#40 Gargoyle: These odd creatures emerge from stone statues, they are often in strange places and the room doors will not open until they are defeated, even if they are still passive. They emerge when the player walks close to them (or when angered in the gargoyle miniboss room). They are immune to damage when in their stone form, except from bombs which deal 2x damage to them. They have 280/420/720/1,680hp and deal 36/54/90/216 damage per explosive and their transform slam deals 44/66/108/264 damage.

#41 Ticker: These fiesty little bombs get upset when the player gets too close and they speed up, charging at the player. They have 40/60/100/240hp and deal 60/90/150/360 damage on their explosion, it has the properties of a normal bomb.

#42 Shrill Bat: Found across the top three areas, these bats persistently move towards the player and release a noisy projectile that does 28/44/72/168 damage. They have 68/102/170/408hp

#43 Spider: Found across the game, these tiny creatures have a poisonous bite and hop at the player when nearby. They have a tiny 16/24/50/96hp and deal just 6/9/15/36 damage with additional poison effects.

#44 Wolf Spider: Found exclusively in the halls of din, these creatures appear as-is or tucked away in their cocoons, when a spider cocoon is broken, two or three of these critters appear. They have 64/96/160/384hp and deal 22/33/55/132 damage.

#45 Necromancer: Rather than attack, these unfriendly creatures summon skeletons or crimson skeletons and will warp away if the player gets too close to them. They have 320/480/800/1,920hp

#46 Blackguard: These evil creatures slink into the floor and re-appear randomly near the player, unleashing a series of slashes that deals 21*3/33*3/54*3/126*3 damage. They have 280/420/720/1,680hp.

#47 Skeleton: Doot!, these boney creatures can disguise themselves as dead miners and will be woken up if checking them or hitting them. They can also appear awake and moving or be summoned by a necromancer. They throw bones at the player and will swat them if they get too close, dealing 26/39/65/156 damage with throwing bones and 38/57/105/228 damage with the swipe. They have 225/338/563/1,350hp

#48 Crimson Skeleton: These angrier skeletons will resurrect themselves after death if their skulls are not destroyed, their overall stats are also higher. Thankfully these skeletons appear much less frequently. They have 275/413/688/1,650hp and deal 30/45/75/180 damage per bone, and 42/63/105/252 damage per swipe.

#49 Unsealed Urn: A leaky pot that pops out will o wisps over time, they will eventually stop spawning more after a while. They have 175/267/438/1,050hp

#50 Will o Wisp: Small and fragile embers, they attach themselves to the player and for every 3 that latch on, the player takes 30/45/75/180 damage and gains one minor curse. They can be used with the inverted to gain blessings instead (the player still takes damage though*) They are dispatched by any damage.
Enemies: Parts of Ponzu (51-56)
This last section covers the enemies found in the fourth area, the parts of ponzu that are unleashed and infesting the caverns, along with a few creatures unfortunate enough to be stuck with these crawly neighbours.
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#51 Glimmerweed: Tended to by the scales, it is not known if this plant is a crop for ponzu`s consumption, or an incredibly effective laser defence buddy. If you walk into their narrow 4 axis view they will turn to the direction and fire a laser at you. They cannot see diagonally. The laser does 72*5/108*5/180*5/432*5 damage over its duration, making the glimmerweed the hardest hitting enemy in the game, dealing a horrifying 900 damage with a single laser at SS30. It has 325/488/813/1,950hp

#52 Churchbell: A naturally growing flower that makes a shield around itself, reducing the damage taken by anything other than themselves. They have 200/300/500/1,200hp

#53 Unbreakable Scale: The first of the parts of ponzu, these scales from his outer hide are very tough, they will slowly wander over to the player and poke at them for 55/83/138/330 damage and they have 465/698/1163/2,790hp. They make other types of scale have double max hp while they are present.

#54 Winged Scale: These small flies are made from the undercoat of ponzu and fire small crystal shards that deal 38/57/95/228 damage and they have 146/219/365/876hp. They also double the movement speed of other types of scale and let them fly over gaps.

#55 Toxic Scale: Walking teeth, these things are the venom of the beast and provide this effect to other types of scales. They act almost identically to spiders and hit for 34/51/85/204 damage and have 175/263/438/1,050hp.

#56 Scale Tunnel: These small tunnels act like nests and will spawn random scales until destroyed, or after having spawned 5 scales. They have 380/570/950/2,280hp
Bosses (Rockpile mimic)
The first boss fight in the game, found on floor 3 and cannot be skipped. There is not much lore wise with this guy, except for the fact he ate the prisoner key.
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Health: 500hp

Attacks
> Slam: 17-20
> Falling rock: 18-20
> Rollout: 13-15

He rotates between slamming and rolling, when rollout touches a wall falling rocks will begin to drop, indicated by a dark shadow on the floor, these rocks can be used to absorb the slam attack.

He drops a random amount of thorium, gold and two random relic scrolls.
Defeating him lets you rescue the bomb smith, who is needed to upgrade bombs and unlock the echo blast, which allows you to use the maps and rescue dibble and upgrade his shop.
Bosses (Selt)
Note: from this point onward there will be somewhat large spoilers as these sections talk in depth about the bosses.

Selt is a centipede that spawns larva to to attack the player, selt has the simplest attack pattern out of all of the bosses.

Selt is said to have constructed this ominous pit to consume the endless hordes of peasants sent down into the undermine, but today, you will slay her.
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Health: 1,500/5,250/12,750/39,000

Attacks:
> Contact (body): 20/70/170/520
> Contact (head): 30/105/255/780
> Fissure: 10/35/85/260
> Rage Smash: 30/105/255/780
> Fissure Smash: 30/105/255/180

Minions (Larva)
Health: 5/6/12/30
Damage: 12/18/24/72*
Status: Webbed (restricted movement until you jump)
*It is not known whether this minion uses boss or enemy scaling for its damage, these values assume enemy scaling, however more testing is needed.

Rotation:
> Crawl, spawning 1-3 minions, Do this three times.
> Whirl, spewing fissures which can even kill its own minions
> Crawl then enter rage.
> Charges at the player in rage, then burrows, casting fissure smash and spawning 1-3 minions
> Uses fissure smash then resets.

Blueprint: Selts egg
Bosses (Bathcat and Toadavine)
A resourceful duo, Toadavine is an enhanced swordsman and bathcat is a stronger mage than those normally encountered in the second area.

Bathcat will heal toadavine at a faster rate than the player could harm him at the level they are found at so bathcat must be taken out first.

Toadavine is also somewhat unique, unlike swordfighters who are just resistant to throwing damage, he is immune to throwing damage.

The encounter is entirely optional and the player will get no reward for defeating them if they have already defeated Selt.
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Bathcat has more maximum hp, attack damage and reach than a normal healer and will use a shield when low on health that makes her immune to damage once during the fight.

After being defeated, the player can either use the fire and oil to defeat Toadavine or use swings, he has the same attack style as swordsmen found later on in the game.

Stats
Bathcat:
> 250 HP
> 15 second pinch shield
> Heals Toadavine rapidly
> 15 Damage

Toadavine
> 300 HP
> Immune to throwing damage and has no weakness
> 40 Damage
Bosses (Mortar)
Mortar is the games second boss found at the bottom of the dungeon, his fight can be skipped if the player receives 8 major curses from the forfeit lever. or if the player has a floating or movement bonus that will allow them to skip over the gap.

He is a large stone golem using lightning magic to attack, however his soul cores are directly exposed and float around him, and can be attacked.
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Health: 2,400/8,400/20,400/62,400*
> Health based upon destroying orbs, hands take regular damage and the body can be damaged by bombs (Weak: 2x)
Pinch: 800/2,800/6,800/20,800 (33%)

Attacks
> Orb (contact): 12/42/102/312
> Stone fist: 30/105/255/780
> Charged Orb: 16/56/136/416
> Static Field: 8/8/8/8
> Laser: 10/35/85/260
> Frenzy Lasers: 10/35/85/260
> Super-Rotate: 16/56/136/416

Behaviour:
Phase 1: Rotates between static/slam/lasers one after the other.
For static, which occurs after each laser sequence, mortar stands still and replaces any lost orbs with new ones.
During the slam attack, the orbs surrounding mortar rotate quickly while he attempts to squash the player.
During the laser attack, several orbs scatter and embed into the floor, making water electrified and a pair of orbs will cast a laser beam between themselves.

During Pinch:
> Static lasts for much less time
> Rotation pulsates in and out during the slam attack
> During the laser attack, two pairs of orbs will cast lasers.

Blueprint: Electrified Orb
Bosses (Noori)
Noori is the third boss in the game, a large curse bearing apparition sealed at the bottom of the halls of din. Noori was created by a mis-brewed potion in a large cauldron, remenants of such brew can be found rarely and are called Witches Brew, which provide the most curses of any source (13rCc).
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Health: 4,000/14,000/34,000/104,000
Enrage: 2,660/6,650/22,610/69,333 (66.6%)
Pinch: 1,330/3,325/11,305/34,667 (33.3%)
Notes: 25% damage resist for each unlit fireplace (additive), max 100%.
Note 2: Fire based relics can re-light fireplaces.

Attacks:
Hands: 35/123/298/910
Orbs: 30/105/255/780
Cursed Orbs: 50/175/425/1,300
Lasers: 20/70/170/520

Behaviour:
Noori swaps between two states, "Float" and "Fire", while in float, noori will slide around the room and summon portals to try and spank the poor peasant with creepy looking hands.

After each cycle, there is a chance for noori to switch to fire, noori will charge ontop of a cursed fireplace and extinguish it, throwing fast moving spheres at the player before being left vulnerable for a brief period, after which noori returns to floating. The spheres will re-ignite fireplaces if they are hit.

After reaching 2/3rd health or lower, Extinguish is added to the move pool for noori, for this attack noori will ram each of the fireplaces and put them out, gaining full immunity to damage and spraying lasers across the room from the top middle area. During this attack, noori will fire cursed spheres at the player, they can be used to re-light the fireplaces, they will chase the player but will eventually run out of energy and return to being normal spheres. If these contact the player, the player gains one minor curse (provided they take damage, they will not be cursed if the nullstone is used or the projectile is reflected/destroyed).

Note: if the fight lasts a very long time before noori reaches 2/3rds hp, noori will swap phases anyway.

At 1/3rd health, noori gains an upgrade to all attacks. While floating, there is a chance for two hands to appear at the same time, the fire attack now launches cursed spheres and the extinguish attack can spawn hands and more projectiles overall.

Alternatively, the player could skip this fight and instead defeat the scaled invasion, which grants a unique reward.

Blueprint: Othermine Conduit
Bosses (Scaled invasion)
The alternative to fighting Noori, the player can find Toadavine and Bathcat again, however before the pickaxe pondering peasant can upset bathcat again and an unwelcome visit appears from the caverns.

Began by throwing a pickaxe at bathcat, the invasion consists of three escalating waves of bugs from the caverns, all of which spawn from scale tunnels which can be destroyed.

Completing the invasion and entering the caverns with Bathcat alive will unlock a hidden achievement.
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Wave 1: 1 scale tunnels

Wave 2: 2 scale tunnels

Wave 3: 3 scale tunnels

Defeating this will grant a unique achievement and it can only be fought before fighting noori.
Bosses (Ponzu)
Ponzu is the fourth boss in the game and cannot be skipped, he is the source of the caverns bug infestation and is a four headed hydragon, opting to use alchemical weapons and bringing fourth hordes of bugs to his aid.
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Health: 8,000/28,000/68,000/208,000
Phase 2: 6,000/21,000/51,000/156,000
Phase 3: 4,000/14,000/34,000/104,000
Pinch: 2,000/7,000/17,000/52,000

Attacks
Crystal Orb: 40/140/340/1,040
Crystal Breath: 20/70/170/520
Roar: 30/105/255/780

Ponzu is the most simple boss encounter currently in the game, rather than gain new mechanics or attacks when his health lowers, you instead fight more ponzu`s. For every 25% of health lost, one more head will appear.

For the first three stages, ponzu will do one of four things with each head, 2(3(4)) times before ducking under the stage and poking his heads out in new places. Only the head with the crystal can be attacked.

He will either (with each head randomly):
> Bonk his head on the wall, one random scaled enemy will drop from the ceiling
> Roar, dealing damage if the player is nearby.
> Spit a crystal ball that explodes into a circular wave of crystals
Or, > Breath a crystal breath.

When all 4 heads are active, they will no longer submerge after taking actions.

Blueprint: TBD
Familiars
The last section of unlockables at present, they are found by completing an optional arena style encounter in halls 1 after defeating mortar, this provides the player with the dusty book, used to learn about raising familiars.

New familiars are found randomly in the same way as relics, but cost a significant amount more.
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Canary: the starter pet, picks up gold slowly.
> Level two Increases gold gain by 10%
> Level three picks up gold around 4-5x faster and pilfers the pilfers
Cost: Free
Rating: 4/10


Firebird: A free companion found by opening the familiar chamber for the first time.
> Fires fireballs at enemies, use the thrown pickaxe to lock onto targets, damage scales with throwing damage and areas progressed.
> Level two provides the player fire resistance (around 2/3rds) and causes all fire damage to increase by 100%
> Third level causes fire from the firebird and player to persist for much longer on enemies.
Cost: Free
Rating: 7/10


Thunderbird: A shocking alternative to the firebird focusing on crowd control instead of raw damage
> Fires weak, non chaining lighting at an enemy, uses throwing pickaxe to lock on.
> Level two provides a flat +50% damage buff to both the familiar and all of the players lightning damage.
> Level three causes the thunderbird to gain 3 chain lightning, each bounce becomes weaker however. The players own lightning damage will also chain, with bonuses varying relic to relic.
Cost: 175T
Rating: 6/10


Phoenix: Heals the player if they take damage, levels up by the player being healed.
> For every 4 damage sustained in one hit, the phoenix heals for 1hp, this will not prevent death.
Note: this effect becomes inactive if the player picks up the relic Karmic scale
> Level two provides the player with the immolation potion effect briefly after they get healed by the phoenix
> Level three causes the player to gain the effects of a resurrection relic, when the player takes lethal damage, the phoenix causes them to respawn with 100(5 cubes) of health
Cost: 225T
Rating: 7/10


Djinn: Sparkle checks all rooms for free, revealing secret rooms with ease.
> Helps you obtain further relics, familiars, blessings and potions.
> Level two reveals crawl spaces too.
> Level three causes the player to be given keys and bombs by their familiar, the djinn can also provide curse removal items if the player is cursed.
Cost: 150T
Rating: 9/10


Sylph: Provides the player with various buffs to increase the potency of blessings, the sylph becomes more useful when the player has access to other worship improving relics and can cause the player to obtain new levels of power, unavailable without it.
> Halves the cost of penance, making it easier to remove curses
> Level two allows all altars to be used one more time, this effect stacks with devotion.
> Level three causes all obtained blessings to gain one more level.
Cost: 180T
Rating: 10/10


Spirit: Improves the players potions and capacity.
> With this familiar, gain +1 potion slots.
> Level two provides a 50/50 chance to get a random potion when opening any kind of chest or small chest.
> Level three causes the player to have a small chance to get their potion duplicated after consumption.
Cost: 130T
Rating: 3/10


Nikko: A winged monkey that punches enemies, lock on with swings instead of throwing.
> Damage scales with swing damage instead of throwing.
> Level two provides the player and Nikko with a large boost to critical strike chance.
> Level three causes all crits from nikko to gain AOE effects, made more potent when crit chance is higher, such as from savagery blessings.
Cost: 200T
Rating: 8/10


Lesser Demon
For every 35 enemies defeated, consume a curse.
Level 2: Gain a beam attack that does 18-22 damage per hit, target with thrown pickaxe.
Level 3: Beam does more damage and gets larger with each curse up to a maximum of 7 for size and 10 for damage.
Known Bug: Level 3 does not add bonus damage if cosmic egg or biscuits are used
Obtained by winning a single round of othermine.
Cost: 250T
Rating: 5/10


Eidolon: haunted armour at your service!
> Lose 20% of your max hp and gain two armour points which cannot be restored.
> Level 2: get a small chance to restore armour points when killing enemies, stacks with breastplate.
> Level 3: Lost armour points cause you to explode and do massive damage!
Obtained randomly.
Cost: 225T
Rating: 5/10


Chaos Spawn
> At the start of a floor choose to...
) 40%: gain a minor curse
) 15% gain a random blessing
) 15%: get a random potion
) 15% gain the effect of the map for the current floor
) 15% gain a random non-relic item
> Level 2: If a curse is rolled, roll again, this does not negate the curse and you can get two curses per floor
> Level 3: Single Use: on one floor take and receive damage, get a curse and blessing and also visit a secret room or crawl space, then gain a random relic.
Obtained by obtaining the full metal crown (win 3 times in a row in othermine).
Cost: 300T
Rating: 1/10

Familiar Priority: (for othermine)
Sylph > Djinn > Nikko > Phoenix > Firebird > Lesser Demon[!] > Thunderbird > Eidolon > Canary > Spirit > Chaos Spawn
[!]: This priority may change if the player is trying to get the cursed shield through the othermine.
Modding
Potential modding can be discussed on the official undermine discord at https://discord.gg/ANruFSz
============================================================================

Modding is no longer supported for undermine in any capacity, if you are capable of creating a modloader the developers are not opposed to this, however currently one is not available.
Othermine
Added in 0.6, othermine is an alternative minigame mode found after defeating ponzu, this unique game mode allows the player to play a true rogue-like run of the game, you start the run with nothing and only get items through playing, mining and buying from shops. relic rooms and black rabbit are also available.

This mode can be entered after killing the fourth boss, ponzu.

Entry costs one nether, one of this currency is obtained when you craft a new relic.
After crafting almost all of the available relics you get the ability to craft nether for 75 thorium each.



Upon entering the othermine, you are presented with 4 tables and a chest.
To complete a normal run, open the chest and accept the gifts within, these provide the player with their upgrades for the run and will normally consist of a damage type, health and some misc items like throw range or potion slots.

Additionally, one item from each table must be taken to start the run.

Three unique run options also exist:

> Naked and afraid: Dont open the iron chest and never buy permanent upgrades from the shop. (basically you have to do herculean labour again).
) Unlocks the achievement naked and famous if you win the run


> Cursebearer: Cleanse the soul of Siegfried by carrying his shield through the othermine and have the moth kill the horrific curse within. This run is started by picking up Siegfried`s shield found in the top right of the room, it adds one un-removable major curse each floor.
) Unlocks the paladins shield and provides its associated achievement


> Streaking: Complete an othermine run, then another and one more after that without dying. (win 3 in a row)
) Unlocks chaos spawn and its associated achievement

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=The Run=
========

A random floor type and enemy group is picked, this means you could get crystal caves first but with enemies from the halls, or any other combination of enemies and stage type, this also will affect the secret rooms within!

Othermine also provides a handy benefit, each boss killed garuntees to drop a new recipe if you are missing any. They appear every 3 floors.

Speaking of which, the bosses are also randomised, but their stats are adjusted accordingly, if ponzu is fought earlier than normal, he is weaker, and if selt were found as the last boss, she will be very strong!

Enemies are also adjusted to suit, getting stronger with each floor cleared, enemies found later in the game get weaker when found early and vice versa.

Completing a run gives up to 30 thorium and refunds the nether crystal used to enter the othermine, increasing the players crown by 1 point. A run ends after 12 floors are cleared.

The crown is lost if the player dies and it will have to be forged anew!
Achievements (Common)
Full list of achievements (sorted by rarity at the time of the 0.6 update)

Returned to his forge: find an ! room with 3 small mushrooms in it and blow up the wall, enter the room to obtain the achievment.

Demolitionist: Discover a secret room or crawl space, explosions in rooms can reveal sparkles on walls which can then be blown up to find one.

Not an ordinary rock: Defeat the first boss.

Mimicked: With the key from the first boss use it to free dodson.

Stop, drop and roll... in water: Quite self explaintory, get set on fire then find a puddle of water, use it!

Is this a friend?: no, but black rabbit can scam you in her own rarely occuring rooms, found on any floor with a low chance or sometimes even in secret rooms.

Artisan 1: Find any relic and craft it, wayland provides one in his box.

Spelunker: Find a crawl space by blowing up rocks or having enemies blow up rocks.

They were only peasants: Die 10 times.

Did you read them first?: Destroy 20 signs.

Purified: Remove a curse by any method from potions to altars.

Tastes better this way: Cook an item of food with the pocket grill relic or by setting on fire (such as by throwing a pickaxe through a candle and having it set the food on fire)

Delving in Delvemore: Enter the dungeon either by defeating the dynamic duo or selt.
They weren't doing to use it: Peek inside 10 skeletons.

A friend in need: Collect all 3 of beltrames mushrooms, one can be found by extinguishing candles, one in secret rooms/crawl spaces and one by blowing up the ground on a marked spot.

Staying Positive: Rescue dibble by opening his locked door, you can also blow up the wall at the back of the room to find a secret room.

Walk Without Rhythm: defeat the second boss.

A loyal customer: Join the loyalty programme by paying the shopkeeper 1200 gold

Deal with the demon: Purchase any item from sho'guul, he can be found more commonly after you obtain curses during a run.

Never tell me the odds: Have an item popcorn 5 times (its 3.125% on gold and less on other things)

Patron 1: spend 10,000 gold in shops

Forbid-din halls: Enter the halls of din after beating the third boss, floating over the gap or accepting 8 major curses from a lever.

Stone is never just stone: After finding Lilith locked up in a crawl space, try to take the key from the holder, then defeat the gargoyles.

A dangerous ally: After defeating the gargoyles, re-enter the crawl space where she is found and unlock the door.

Tempting fate: Have 6 curses at once, pulling the cursed lever in dungeon 4 can get this sorted.

A pebble in the road: Defeat boss 3.

Familiar with familiars: Raise a familiar to max level, cosmic egg and biscuits can help with this!

Chemist 1: Craft a new potion, note this cannot be done before helping beltrame.

Piracy: Use a popcorn item in a shop to "steal" from the shopkeeper.

Belt loop: Purchase a spare bottle from the chemist after helping beltrame.

Glutton for punishment: Heal 1,000hp from food in one run, easy to do after clearing the main game once.

Artisan 2: craft 10 new relics

#blessed: whack the shindigs out of a hoarding pilfer and send it flying! unstable concoction can instantly kill one of these.

You attack the darkness: Defeat boss 4.

Scribe 1: Craft a new blessing after having saved lillith.

The cat and the toad: Defeat toadavine and bathcat before selt and then enter the dungeon.

Perfectly balanced: Max out the counterweight.

Behind the bookcase: recover the missing book from the "monster house" encounter and then slot it into the bookcase behind arkanos, found in the halls of din.

I found a shortcut: Use float boots or pull the cursed lever to enter the halls of din early.

Patron 2: Spend 50k in shops.

Easy come, easy go: Lose 5k to pilfers.

Challenge accepted: Beat the game and lift the summoning stone.

A mere statistic: die 50 times.

Not all that glitters is gold: Defeat either the scale tunnel invasion or noori and enter the shimmering caverns.

Breeder: Find and hatch an egg after having met the collector.

Artisan 3: Craft 20 relics.

A very loyal customer: Max out the shop.

Defiler of the dead: peer inside of 100 skeletons.

Hydra slayer: Defeat boss 5.

Supermarket sweep: Max out the shop then buy out everything.

Maximum integrity: Make the sack tight by fully leveling it up fully and finially being able to stop dropping gold all over the floor when you die!

Like a glove: Fully upgrade the gloves and really whack things when you throw a pickaxe at them.

A true adventurer: Make the combination relic golden idol by finding the adventurer hat and whip in the same run, gives 10,000 gold.

Ready for business: After unlocking echo blast, unblock 3 blue rock shops and buy all of the things for dibbles shop.

Bandolier: Purchase all of the bottles which can only be purchased after helping beltrame.

Hail to the king: Defeat all of the major bosses (except rockpile mimic) in one run.

Patron 3: Spend 100k in shops

Trusty Pickaxe: Max out the pickaxe and swing for the fences!

Foxy: Max out the tunic upgrades and get a big health bar!

Heart of darkness: Find kurtz in a crawlspace in the dungeon, he lives with a spooky ghost.

Money grubbers: Whack 500 pilfers.

An unlikely Alliance: Enter the shimmering caverns

Its pronounced Nuclear: Well actually its thermonuclear but simply max out your bomb upgrades to get this achievment!

Why can't i hold all these potions: Find 3 of the same potion and hold onto all of them at the same time.

Chemist 2: Craft 10 new potions.

Artisan 4: Craft 30 relics.
Achievements (Rares)
At the time of writing all of the achievements in this section have a less than 10% obtainment rate and glow in the achievement tab.

Actually "Rare" Achievements are in the bottom category and have a less than 1% obtainment rate at the time of writing.

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-Rare achievments (less than 10% at the time of writing)-
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Bomb hoarder: hold 99 bombs [Hint: Doubling saison helps alot].



Breeder 2: Hatch 5 familiars.

Good Boys: Find all 3 dogs in secret rooms, one is in goldmine, another in dungeon and the last in the halls.

I was saving that: Die with an elixir in your inventory.

Key hoarder: have 99 keys at once, use an impish key bomb with 99 bombs this one is a breeze!

Everyone be cool, this is a robbery: Rob the shopkeeper pilfer in the lobby by dropping a bomb next to him then craft the relic for 99 thorium.

Scribe 2: Learn 10 new blessings.

A slightly larger statistic: die 100 times.

Break on through: Beat the game then enter the othermine by spending a nether crystal at the gatekeeper.

Between a rock and a hard place: Beat the first boss without spending gold on any upgrades in the lobby.

Careful planning: Use transmutagen on three relics simultaneously, finding a cursed shop room can help with this.

Hurt me plenty: Lift the 10th summoning stone.

Worm tamer: Defeat the 2nd boss with no permanent upgrades.

Shopception: Use a shop in a bottle, enter that shop, use another shop in a bottle, enter that shop and use one more shop in a bottle and enter the 4th shop. Rainbow popcorn can help!

Thunderstruck: Beat the third boss with no permanent upgrades.

Its a secret to everyone: Bomb into the secret room in the tutorial floor, which is located above the starting room.

Destroyer of darkness: Defeat the 4th boss with no upgrades.

King for a day: defeat the othermine and claim the rewards!

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-Ultra rare achievments (less than 1% at the time of writing)-
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A herculean labor: Defeat the 5th boss with no upgrades.



Soul restored: Complete the [X] special run of othermine.

Lets suffer together: Lift the 30th summoning stone.

Upstanding credit: have debt at the end of an othermine run and pay it off on the next run, unlocks a new credit card.

Streaking: Complete the 3 in a row challenge and discover the strange friend within.

The naked and famous: Complete a no upgrades run of othermine.

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-Rarest Achievement-
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Master swordsman: Place masa on the cursed altar and transform it into mune, then re-enter the room with masa and forge the sword.
Endnotes.
Guide created in version 0.4.0 of the game.
The guide will be regularly updated in line with game updates however this will take a few days after updates.

Last updated for v0.6.1
The next update will be for V1.0

> Boss stats need updating :(
> Requires a section on Rooms
Rooms [T.B.D]
Release Relics
Soul guard (1C 1c): 80% damage reduction, damage to max health instead, die instantly when health goes below 0 regardless of ressurrection items.

Soul cannon (rare): Fires a projectile that deals S/5 damage when landing swings.

Capture sphere: Increase bomb damage on kills: +30 on first kills, +20 on second and +10 on all further kills.

Sagittarius: After critting for a short time afterward enemies explode into 8 fast moving arrows. Damage based on the killing blow, up to 80% of this.

Greaves: +1 armour slot

Pauldron: +1 armour slot

Circinus: secret rooms can be popcorned, reveals them upon entering one for a short time.

Spare Ordinance: All chests have an extra bomb.

Obsidian knife: DOUBLE damage until you take damage to life. Upon being hit the relic is lost.

Canis Major: +4% crit chance per crit hit, resets after not critting for some time. Crit chance can reach 100%.

Fork (Unique Throw): Triples throw on 45 degrees.

Gauntlets (35T): Extra armour point

Birthing Pod: Blocks healing for the next 500 health healed then spawns a second familiar for the rest of the run.

Short Wicks: Reduce bomb placement cooldown by (?%)
37 commentaires
DaniilStar 9 nov. 2024 à 7h50 
Where can I find a queen wasp?
Foxy-Kawai 22 déc. 2023 à 10h27 
Not bad
奶茶Need protection 30 avr. 2022 à 5h31 
thank you:steamhappy:
奶茶Need protection 30 avr. 2022 à 5h31 
谢谢:steamhappy:
Fictator 16 mai 2021 à 23h28 
Вот бы кто перевёл этот гайд на русский язык, очень полезный оказался!:steamthumbsup:
aidenbrae84 15 mars 2021 à 2h13 
I know its like a year later than your last post but, I just wanted to share that I used the Branding Bomb on the Dungeon Gargoyles mini-boss with astonishing results. I had no idea what it's effects were at the time, I was just stoked because I only had one bomb and miraculously all four a-holes went down! Lol. Oh, I also used the Bombushka at level 2 for bombs (pretty sure) and combined with the oil around pretty much one-shoted Bathcat and Toadvine by starting the fight with one placed right next to her on the oil. Thanks for the guide, its definitely the best one I've seen!
VoidBreakr 4 déc. 2020 à 18h00 
video game
®Balotelidude® 27 sept. 2020 à 2h39 
Anyone else having trouble with Upstanding credit achievement.I beat othermine twice with debt got the curse next othermine run there is nothing.
Zaam boy 23 aout 2020 à 2h41 
Awesome guide, it really helps a big time to see actual values behind the game \:undyne:/
Isolation Life 7 aout 2020 à 12h15 
It was usefull guide, thx!