Spider
| Spider | |
|---|---|
| Type | Monster |
| Location | The Mines (Shrine ON) |
| Floors | 51-69 |
| HP | 200 |
| Damage | 15 |
| Defence | 2 |
| Speed | 3 |
| XP | 15 |
The Spider is the monster that turns the cobwebbed middle of the Mines into a genuine emergency. It only exists while the mine is in its dangerous state, it arrives on the webbed floors in the fifties and sixties, and it never arrives alone: ten on a floor is normal and an infested floor can hold twice that. Each one carries two hundred health and hits for fifteen, which on its own is manageable, but a spider is untouchable while it is in the air and it ignores knockback, so the usual rhythm of hit, shove, hit falls apart. The payoff is Void Essence off three kills in four, which is exactly what the Mega Bomb and Iridium Band recipes eat, plus bars of every metal and the Rare Disc for the Museum.
Behaviour
A spider does not walk towards the farmer, it jumps. The leap crosses rock and debris without slowing, and for the whole time it is airborne no weapon touches it. Swings therefore have to be saved for the moment it lands, which is an awkward discipline when a dozen of them are leaping in from different sides.
Knockback is the other missing piece. Most monsters are pushed back by a hit and that push is what keeps a crowd off the farmer. Spiders are not, so they stay exactly where they are and keep hitting. The standard answer is a hammer or club, because the ground slam from its special attack strikes everything standing around the farmer at once and a cluster that cannot be shoved away is the ideal target for it. The Infinity Gavel does the job hardest, and a Bug Killer enchantment forged onto it, bought at the Forge in the Volcano Dungeon with a Prismatic Shard and twenty Cinder Shards, raises the damage further.
Sustain is the alternative. A Vampiric enchantment heals a slice of health on every kill, and against a swarm those kills come fast enough to outpace the incoming damage, so swinging without pause works better than retreating. Defence food helps for the same reason, since every point of defence takes a point off each hit and the hits here are many and small.
Two things on these floors make the fight worse. Cobwebs cover the ground and slow movement through them, which removes the option of simply walking away. Putrid Ghosts share the same stretch, and their spell blocks healing from food and drink for a couple of minutes, so a swarm that would normally be survivable with a few meals becomes lethal. Carrying Ginger answers that, because eating one clears the effect. A Staircase placed on the floor is the honest escape route when a swarm is already surrounding the farmer.
Location
Spiders appear in the Mines between floors fifty one and sixty nine, and only while the cave is dangerous. That state comes from Mr. Qi's Danger In The Deep order, taken from the board in Qi's Walnut Room on Ginger Island, which needs a hundred Golden Walnuts to reach. While that order runs the elevator is switched off and the whole descent has to be walked or staircased.
Finishing the order unlocks the Shrine of Challenge on floor one hundred and twenty, and from then on the shrine works as a switch that flips the mine between its two states overnight. Farmers keep it on for Radioactive Nodes, which means the spider floors sit squarely across the route to Radioactive Ore. Stick Bugs disguised as firewood and Dust Sprites fill out the same floors, and anyone pushing through learns to clear the spiders before touching anything that looks like loot.
Drops
Void Essence is the reason to fight rather than run. Three spiders in four hand one over, and a lucky kill gives a second. The Mega Bomb recipe takes one per bomb, so a spider floor funds the explosives for a Skull Cavern dive. The Iridium Band takes fifty of them alongside fifty Solar Essence, and that ring is the single best accessory in the game for a mining run. One is also an option for the Adventurer's Bundle in the Boiler Room, the Wizard mails a quest in Winter asking for one, and combining one with Cloth at a Sewing Machine produces the Arcane Shirt. The Wizard is the one villager who loves receiving it.
The metal is a quiet bonus. Copper, Iron, Gold and Iridium Bars all appear on the list, already smelted, which saves the Furnace and the coal. Coal itself turns up as well, in small stacks.
Two rarer items are worth watching for. The Rare Disc is an artifact and belongs in the Museum. The Strange Bun is the item the Dark Shrine of Night Terrors in the Witch's Hut accepts, and handing one over switches monster spawns on for any farm layout, so a spider indirectly decides whether golems and slimes visit the fields at night. Dwarf Scroll III appears occasionally for the Museum set, and far down a save the universal Diamond and Prismatic Shard rolls apply too.
Items this monster can drop when it is defeated, with the chance of each.
| Item | Image | Chance |
|---|---|---|
| Copper Bar | 4% | |
| Dwarf Scroll III | 0.5% | |
| Dwarf Scroll IV | 0.1% | |
| Gold Bar | 1% | |
| Iron Bar | 2% | |
| Iridium Bar | 0.2% | |
| Prismatic Shard | 0.05% | |
| Rare Disc | 0.3% | |
| Strange Bun | 4% | |
| Void Essence | 75% | |
| Void Essence | 10% | |
| Diamond | 0.05% | |
| Prismatic Shard | 0.05% |
Notes
Spiders reward preparation rather than skill. A farmer who arrives with a hammer, defence food, a stack of Staircases and a few Ginger roots walks through them; one who arrives with a sword and a healing stack does not.
The best moment to meet them is on the way back up. After floor one hundred and twenty has been reached once, the elevator works in the dangerous mine as well, so the webbed floors can be visited directly and left the moment the Void Essence pile is big enough.
Combat experience is generous here, simply because of the numbers. A single infested spider floor teaches more than a long walk through the quiet stretches above it.
All Monsters
Every entry in this group, with its key details.
| Name | Image | Location | HP | Damage |
|---|---|---|---|---|
| Armored Bug | Skull Cavern | 1 | 8 | |
| Armored Bug (dangerous) | Skull Cavern | 250 | 20-27 | |
| Bats | The Mines & Skull Cavern | 24, 36, 80, 300,; 268, 277 | 06, 07, 15, 30, 13, 14 | |
| Blue Squid | The Dangerous Mines | 310 | 18 | |
| Bug | The Mines | 1 | 8 | |
| Bug (dangerous) | Dangerous Mines | 250 | 15-16 | |
| Carbon Ghost | Skull Cavern; The Dangerous Mines | 190 | 25 | |
| Cave Fly | The Mines | 22 | 6 | |
| Cave Fly (dangerous) | Dangerous Mines | 266 | 13-15 | |
| Duggy | The Mines | 40 | 6 | |
| Duggy (dangerous) | Dangerous Mines | 280 | 8 | |
| Dust Sprite | The Mines | 40 | 6 | |
| Dust Sprite (dangerous) | The Mines | 280 | 13-15 | |
| Dwarvish Sentry | Volcano Dungeon | 300 | 18 | |
| False Magma Cap | Volcano Dungeon | 290 | 15 | |
| Ghost | The Mines | 96 | 10 | |
| Grub | The Mines | 20 | 4 | |
| Grub (dangerous) | Dangerous Mines | 265 | 12-13 | |
| Haunted Skull | Quarry Mine; The Mines random dungeon floors | 160 | 15 | |
| Haunted Skull (dangerous) | Dangerous Mines | 310 | 19-26 | |
| Hot Head | Volcano Dungeon | 215 | 18 | |
| Iridium Crab | Skull Cavern | 240 | 15 | |
| Iridium Golem | Wilderness Farm | 430 | 15 | |
| Lava Crab | The Mines | 120 | 15 | |
| Lava Crab (dangerous) | Dangerous Mines | 340 | 19-26 | |
| Lava Lurk | Volcano Dungeon | 220 | 15 | |
| Magma Duggy | Volcano Dungeon | 380 | 16 | |
| Magma Sparker | Volcano Dungeon | 310 | 15 | |
| Magma Sprite | Volcano Dungeon | 220 | 15 | |
| Metal Head | The Mines | 40 | 15 | |
| Metal Head (dangerous) | Dangerous Mines | 280 | 19-26 | |
| Mummy | Skull Cavern | 260 | 30 | |
| Mummy (dangerous) | Skull Cavern | 445 | 38-55 | |
| Mutant Fly | Mutant Bug Lair, Skull Cavern | 66 | 12 | |
| Mutant Grub | Mutant Bug Lair | 100 | 12 | |
| Pepper Rex | Skull Cavern | 300 | 15 | |
| Putrid Ghost | The Dangerous Mines | 500 | 25 | |
| Rock Crab | The Mines | 30 | 5 | |
| Rock Crab (dangerous) | Dangerous Mines | 272 | 13 | |
| Royal Serpent | Skull Cavern | 150 + (50 × tail segments) | 32-48 | |
| Serpent | Skull Cavern | 150 | 23 | |
| Shadow Brute | The Mines | 160 | 18 | |
| Shadow Brute (dangerous) | Dangerous Mines | 370 | 22-32 | |
| Shadow Shaman | The Mines | 80 | 17 | |
| Shadow Shaman (dangerous) | Dangerous Mines | 310 | 21-30 | |
| Shadow Sniper | The Mines | 300 | 18 | |
| Skeleton | The Mines | 140 | 10 | |
| Skeleton (dangerous) | Dangerous Mines, Quarry Mine | 655 | 16-18 | |
| Skeleton Mage | Dangerous Mines, Quarry Mine | 355 | 20-25 | |
| Slimes | The Mines, Skull Cavern, Quarry Mine, Secret Woods, Tiger Slime Grove, and Volcano Dungeon | Varies | Varies | |
| Spider | The Mines (Shrine ON) | 200 | 15 | |
| Squid Kid | The Mines | 1 | 18 | |
| Squid Kid (dangerous) | The Dangerous Mines; Skull Cavern | 250 | 22-32 | |
| Stick Bug | The Dangerous Mines | 700 | 20 | |
| Stone Golem | The Mines | 45 | 5 | |
| Stone Golem (dangerous) | Dangerous Mines | 283 | 13 | |
| Truffle Crab | The Farm | 30 | 5 | |
| Wilderness Golem | The Farm | 30 | 5 |