Using Walter's Woby here/there perk, being able to deliver items to your friends and set locations is really great.
Another fun idea for the perk would be if your friend could hop on Woby and ride them back to you, or potentially you could set up ocuvigils in specific locations to set up a Woby network. The Woby train.
Fun Walter Idea
Why do we rarely get balance updates?
For a long time I had a lot more respect for the DST update cycle than, say, Minecraft's, because it felt like updates had the freedom to do whatever they needed to in the moment. Now I feel like updates have been so confined in the past few years that some major balance controversies have arose: discontent with a select few bosses, both new and old, the effectiveness of beefalo taming, Wanda's character design, and at least for me personally there's stuff like a lot of crock pot dishes being unbalanced, a lot of things that could be fixed literally by tweaking some numbers over the span of a few updates until everything is in an alright spot. I'm curious if anyone knows why this is or if anyone has any insight to add here.
And yes, I know that the devs have said that updates are going to slow down. That doesn't mean that they have to be so narrow. The first thing that comes to mind is Wickerbottom's rework that buffed Wortox's soul hop as well.
Klei Weekly Art Stream - Webber (May 14th, 2025)
Hey everyone,
Come join us on this week's show (Wednesday, May 14th at 3:30 pm Pacific Time), where Jesse "The Drawbarian" will be drawing Webber from Don't Starve Together!
Additionally, if you are drawing along with Jesse, post your drawings on this thread and yours may get featured on next week's fan art spotlight before the art stream starts!
Be sure to click the follow button on the Klei Twitch channel to get alerted whenever we go live: https://www.twitch.tv/kleientertainment
Finally, here's the finished drawing from our most recent art stream:
Two Structural Conflicts in Wurt's Moon Mutated Merm System
The skill tree expansion for Wurt introduced an intriguing concept through the Moon Mutated Merms—enhanced companions that offer increased combat potential and unique aesthetics. However, in actual gameplay, this system reveals two fundamental design inconsistencies that disrupt player agency and long-term strategic planning.
This post aims to analyze those two structural flaws:
- Loyalty Reset and the Breakdown of Persistent Companion Fantasy
- Irreversible Mutations and Loss of Player Control
1. Loyalty Reset and the Breakdown of Persistent Companion Fantasy
Moon Mutated Merms act like permanent companions once transformed: they follow the player indefinitely and do not require food to maintain loyalty. This gives the impression of a long-term ally designed for sustained play.
However, a critical system-level inconsistency arises during transformation:
- When a regular Merm is mutated, its existing loyalty timer is reset to zero.
- If the mutation ends—such as when the player disconnects or changes shard (e.g., cave ↔ forest)—the Merm reverts to a non-mutated state without any remaining loyalty, and instantly ceases to be a follower.
This effectively nullifies any time or resource investment the player made in recruiting and maintaining that Merm.
The result is a fundamental conflict: the mutation is designed to enhance a companion,
yet it simultaneously destroys the very loyalty system that defines that companion relationship.
This undermines the core identity of Wurt as a character who builds a lasting kingdom of Merms. A system that offers powerful allies at the cost of erasing the foundational bond between player and companion becomes counterintuitive, and ultimately self-defeating.
2. Irreversible Mutations and Loss of Player Control
Moon Mutated Merms also come with a passive combat ability: they reflect area-of-effect damage when struck. While situationally useful, this ability is completely uncontrollable by the player.
Problems arise in group combat or densely populated areas:
- The AoE counterattack can unintentionally aggro neutral mobs or damage friendly units.
- This disrupts coordination and makes the companion a strategic liability in certain scenarios.
More importantly, there is no in-game method to disable or reverse the mutation. The only way to "de-mutate" a Merm is:
- To disconnect or transition to a different shard (caves/forest), which removes the follower entirely.
To regain the Merm as a regular follower, players must re-feed it manually after mutation and loyalty both reset.
This is not just inconvenient—it represents a loss of meaningful control.
A powerful feature that cannot be toggled or dismissed becomes a hazard, not a tool.
In design terms, this is a case where ability automation overrides player intent. Without the option to strategically enable or disable such features, the system offers power at the cost of autonomy.
Wurt’s Moon Mutated Merm system is imaginative and impactful, but also structurally flawed in two important ways:
- Mutations reset loyalty, and once they expire, the Merm loses its follower status instantly—undermining long-term planning and character consistency.
- The mutation effect cannot be reversed or controlled, creating risk without giving the player tools to manage it.
These issues go beyond balance; they reflect a deeper disconnect between system mechanics and player experience. Going forward, offering players direct control over their companions' enhanced states—both in terms of persistence and behavior—would make this system feel more complete and coherent.
Restart old world with a seed that no longer works?
So, recently I was trying to gain access to an old world I had on my previous computer that had a pretty cool map (it spawned the lunar islands RIGHT NEXT to the mainland!) I first tried to get it through the world seed but learned very quickly the seed no longer worked due to the updates that happened between the creation of that world and me getting a new computer. I was able to get the save file off the computer and transfer it to my new computer but I was really hoping to be able to play the world from the start as it was originally made on the relaxed game mode and I want to play it on endless or survival.
I can do the normal reset method for worlds because when it resets it the map switches to the new map that now takes up that seed. I'm a little sad that I can't seem to get a clean version of the world anymore and was wondering if there was maybe another way to get the map that I just haven't figured out yet or if it is impossible and I'll just have deal with this save being the only version of this map/world I'll have.
New bug ingame?
The Klei server has lately been hacked or something. The server would abruptly collapse each time they joined for no apparent reason. You could tell when someone joined and stayed in the lobby for a little time before the server failed, but perhaps some guys didn't see that. And occasionally a group of griefers appears, but they are all under the leadership of one person, so anyone can join at any time. Which technique did they use to cause the server to crash?
Possibilities for wickerbottom skill tree
With every character receiving skill trees sooner or later, I began thinking about our favorite librarian wickerbottom. A few years ago she was undisputedly one of the best characters in the game alongside Wolfgang, but since her rework adding the bookcase people started playing her as a swap character for Maxwell. Imo, her skill tree should be focused on having enough perks to differentiate herself from Maxwell, which won't solve the problem entirely, but should make her a more appealing choice.
Now that the intro is over, I'm going to give my ideas on what those insights could be, and for thematic purposes I suggest organizing them as a book summary.
Efficient reading 1, 2, 3: absolutely necessary to differentiate her from Maxwell, for the first insight she could make the animation faster (to play the effects of her books at around the same time as a pan flute), and for insights 2 and 3 increase the effects of her books, e.g. summoning more mobs, accelerating plant growth, having effects last longer etc.
Easy reading 1, 2, 3: because every skill tree needs a somewhat useless ability, reduce the sanity drain from book reading.
Magic bookcase 1, 2: wicker can craft upgrades to the bookcase similar to portal parafernalia. For tier 1, it doubles as a tier 1 magic crafting station, increases the amount of books it can store and increases regeneration speed a little. For tier 2, the same thing but a little stronger, essentially having an Alchemy engine and a shadow manipulator in the same spot.
The blueprint book: creates a blueprint of her last crafted recipe.
Written amulets 1, 2, 3: for 2 papyrus + 1 gem (not the amulets), wicker can create books which Maxwell cant read with similar effects to the amulets of each gem.
Tier 1: life giving amulet (area healing), chill amulet (area temperature drop), nightmare amulet (area temporary insanity).
Tier 2: lazy forager (pick up every item on screen), magiluminescence (speed and light for all players for a short time).
Tier 3: construction amulet (every player in the area halves the cost of their next craft).
Merm/plant/spider/ocean researcher: gives wickerbottom neutrality against merms/lureplants and sea weeds/spiders/powder monkeys and pirate raids.
The next part of the skill tree is kind of a reach, but if wigfrid can have beefalo taming skills, why not?
Experienced sailor 1, 2, 3 (pre requisite: ocean researcher).
Tier 1: unlocks all think tank recipes, rotates the sails faster.
Tier 2: the boat moves faster when wicker is controlling the steering wheel.
Tier 3: rarer items appear when wickerbottom resurfaces a sunken chest.
Experienced fisherwoman 1, 2 (pre requisite: ocean researcher).
Tier 1: heavier fish appear more often around wicker.
Tier 2: rarer fish appear more often around wicker (also applies to bundles fished in the oasis).
Lunar affinity 1: crafts a lunar wicker exclusive book that drops sanity to 0 and swaps sanity for enlightenment for a while.
Shadow affinity 1: crafts a shadow wicker exclusive book that drops sanity to 0 and makes nightmare creatures neutral against her for a while.
Lunar/shadow affinity 2: creates a book that turns all damage from lunar/shadow weapons into planar damage and increases lunar/shadow armor planar defense by 5 for a while.
I know it's not great, but I believe there are some valid ideas on there. What do you think could be added/swapped/scrapped from this list?
Can I override the default server_port for in-game server?
I’ve been playing DST recently and need to do manual port-forwarding, but I can’t select an external port (because of NAT).
Since I’m playing caves, I’d like to at least set a correct server_port (same with its external port) for the caves so others can connect properly.
However, modifying server.ini doesn’t work for in-game servers: the server_port is always automatically overwritten at startup.
Is there a way to change the server_port without migrating to a Dedicated Server?
Wendy skill tree is.... bad?
My experience with her skill tree lately has been kinda underwhelming.
I got all pipspook upgrades because they're overpowered even though I believe it is a useless skill (could be only 1 skill instead of 3). Then I farmed like 4 pipspook and made like 20 nightshade nostrum, some vigor mortis and 8 distilled vengeance. But.. the only real potion I'll use on myself will be nightshade nostrum, and you can't convince me to use any other one because of how better the in-game hat options are.
Winter came, I got a tam o' shanter, now I don't need the wreath anymore, that's like anti-synergy. I eventually got a puffy vest because I wanted to force myself to use the feature, but then I needed to clear some spiders and spider queens, and fantastically, I can't use armor, insulation and the wreath at the same time. So basically I had to get a thermal stone. Then after I came back, I put the distilled vengeance on myself and.. It's extremelly bad, it only activates once every 10 seconds and it's 20 damage which is disgustingly low, and the shield is not even 100% absorption. Then the night came and my thermal stone got cold so I had to run with 20 hp because the distilled vengeance is bad, made a campfire, waited the night, and then came back for like 4 minutes of fight while kiting her and her spiders, only to not even get close to kill her because my thermal got cold again (campfires are really bad for heat, and I was away from trees).
Basically forcing myself to use this item is like a coping mechanism. You want it to work but it sucks. And It's the coolest thing about her skill tree imo, but it's too weak.
Would be way more fun to have the skill tree completely revamped so that they can buff the wreath a bit and make it better to use in fighting situations.
Another thing about the wreath is, once I killed cc, it simply made the item even more useless. WX-78 is a character that doesn't even need to waste the head slot to have infinite night vision, and he still has slots for movespeed even. But here's Wendy skill tree being super nerfed and underwhelming, making it unfun and very annoying to be forced to give up on her skill because of how bad it is. Simply speaking, the crown or brightshade helmet are better options than THE BEST POTION ON HER WREATH. Unequipping the thing will also remove the buff which is just one of the most stupid things I've seen in this game.
Making Lunar Abigail on the moon dial apparently has no animation for some reason too.
Take wormwood for example, he's someone that can make light day 1 with his lightbulbous bugs, and it last a ton. That's on his skill tree. He has a "plant" way to fix the same problem of having night attack us, and that's fun asf. Now if you compare that with Wendy, she also has her own way to deal with the night, but it costs literally the head slot, I'M BETTER OFF MAKING A MINER HAT AND MAINTAINING THAT. That's how stupidly nerfed she is at the moment.
Also, for some reason she can't store butterfly wings in the basket, nor any petal type. That should be a thing I believe.
The Unyielding Draught should give wendy atleast 60% armor for the duration period, and Distilled Vengeance should be a 80% armor with a 5 second shield that reflects 10 or 15 AoE damage. Klei, WE CAN'T USE 2 POTIONS AT A TIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIME, SO MAKE IT WORTH IT.
Also, there should be a synergy between Wendy and Abigail when both have the same potion. It would make the skill way more fun.
Honestly, just put the Wreath into a lock, and make the player choose the Wreath at the end of the tree. And buff the Wreath. Right now it's so sad to use it.
Vigor Mortis potion should give wendy atleast a 10% movement speed bonus alongside the slow protection.
The wreath should be Armor, Light, Area of Effect damage, Movement Speed and Healing all in one, at the cost of potions. And potions SHOULD NOT HAVE LIKE 5 SKILLS TO MAKE IT EASIER TO MAKE AND MORE DURABLE, THAT MAKES 0 SENSE. Potions should be HARD to make, and the wreath should be STRONGER.
It's like making a 100 meters race last 50 meters, but you get bronze everytime..........
It's like telling me I'm gonna work 3 hours a day instead of 6 hours for 1000$, but I'm gonna receive 250$ instead of 500$. Like dude I rather do 6 hours. I rather waste my time farming pipspooks longer than having a bunch of underwhelming potions in my casket that can only be used once at a time and are overshadowed by 11 year old ITEEEMS.
This whole skill tree is anti-synergetic. Literally 3 skills to give more mourning glory, 2 skills to buff potions and make them last longer, but the potions themselves can only be used 1 at a time, and the wreath is LITERALLY WORST than in-game items, making it just pointless to use.
This whole wreath thing needs a redesign. It's the coolest idea ever, but it's super unfun.
I used Gabi, and I believe she's fine, specially with the lunar blossoms in the sisturn, she does a nice damage to single targets. My only concern is how I can't even use the AoE on the Attack At skill.
Somewhat minor skill tree rework
DST, unlike most RPGs with skill trees, doesn't follow the gameplay loop of "get new skills over time to enhance your character" - skills are unlocked for all worlds, after all, so after the initial grind, it becomes much more like specing yourself into a build like a badge/charm/relic system.
So that leads to the question: why are there so many prerequisite skills?? So many trees have way more prerequisites than they need. Wilson has his transmutations which don't build on each other. Woodie limits the amount of customization your tree can get by forcing you to pick every were form skill in a line. Wortox's tree has basically no customization outside of "pick a side" due to how much stuff is locked behind filler skills. Wendy's team spirit skills iirc are locked behind each other which to me makes zero sense. (I'm going off memory and could be wrong with that last one).
I think that some trees would benefit a lot by making more branching paths and fewer lines. For instance, Woodie could allow you to pick any of the 9 were form skills in any combination and order, but in order to get the mastery, you still need all 3 skills in its line. That would let you choose how to spec into a secondary were form a little better and is really the only thing Woodie's tree needs to be perfect imo.
TLDR too many skills are locked behind prerequisites. I'd like it if that was made less extreme in some cases like Wilson Woodie and Wortox. No I'm not asking for a huge rework just a few things getting different connections.
Questions that don't deserve their own thread.
Ever feel that you had a question about DST but felt it didn't deserve it's own thread? Well then ask it here.
Will we even get more skill tree this year?
Looking at their plans and update schedule, this update seem to focus on ending the wagstaff quest line, and the upcoming beta updates didnt mention anything about skill tree.
which means next update will be the same but for shadow side. Meaning we will have two possible outcome for skill trees.
1. No skill tree until late december or early 2026 ( worst outcome )
2. two character skill tree sneaked into two update ( this one and another on September)
Why does Celestial Champion be called like that?
Bit of a lore thing, I always wondered why it has the "Champion" prefix. Does imply it fought against something before and probably won? Why Alter sent specifically it instead of any other unit to the Wagstaff's invention?
What do you think?
Finally, after ALL this time!!!!!!
This was TOO much of an impact to not put on General Discussions and being lost in the Beta Branch threads.
OH MY ALTER. After what? 13 Y-E-A-R-S Klei has finally put geometrical placement in the base game. I want to know now everything. Why now? Why not before? What changed Klei's heart to finally implement it after all this time?
I guess we can say now jokingly "better late than never".
Decorations, Shrines and Base Designs
Decorations, Shrines and Base Designs
(revival edition)
Hey everyone!
I was on hiatus for a while and I noticed that my previous thread got archived... so I decided to give it a telltale heart!
If you want to view the previous thread you can go ahead and view it here.
This thread is made for everyone to be able to show off their builds! Creativity is encouraged here so please do not criticize or talk down to anyone. Make sure everyone feels welcomed; if you are caught picking on or making fun of anyone you will be asked to leave the thread or be reported depending on your history.
There are no qualifications.
Mods
Console commands
Both survival and creative builds
DST, DS, SW & Hamlet
Toxic, condescending or possible rule-breaking behavior
Please checkout Klei's community guidelines.
Reposting some shots of my base for references!
(I will be posting all the new + revamped things soon)
I have had this world for over 2 years now.
Glommer's Litterbox
Bee Zone
Kitchen
Mushroom Farm
Stonefruit Farm
Bundles
I made a Wes skill tree to celebrate April fools!
Theme: Enrolling in mime college.
Wes will be learning new mime tricks while working his way up the skill tree until he can graduate on some of the mime themed courses.
Pantomime Course
P1 / Pantomime powers: Pile o' Balloons now gives you access to a Pantomime Gesture wheel. Wes will now use an invisible rope to pull items toward him when you click on them, it costs no sanity. (Idea from @gaymime)
- You need to unlock "Pantomime Powers" skill to unlock the next ones -
P2 / Imaginary feast: Wes can now gesture eating an invisible food after which he gains 1 hunger and his hunger drain is stopped for one minute. (2 minutes cooldown from the moment it was used)(costs 5 sanity)
P3 / Silent steps: Learn the Sneaking gesture. (Sneaking makes Wes tiptoe reducing the range which enemies detect Wes, but also reducing his speed)
- You need to unlock 2 Pantomime skills to unlock the next ones -
P4 / Invisible pistol: You can now gesture shooting with your finger. (Click on a mob or balloon to deal 1 damage to it from afar while draining 1 of your sanity.)
P5 / Featherweight: Wes Pantomimes lifting heavy weight after which his damage with weapons is increased by 6 and he becomes less bad at chopping and mining. (3 minutes duration) (costs 5 sanity)
P6 / Invisible ratch: Wes can go in or out of caves through an invisible ratch, he will land on a random place. 1 in game day cooldown. (costs 10 sanity)
- You need to unlock 4 Pantomime skills to unlock the next skill -
PG / Pantomime course graduation: Pantomime gestures have improved effects or lower cooldown and they cost less sanity to use.
Balloonomancy Course
B1 / Floaty hands: Balloon items take half the time to be crafted and their explosion only deals 1 damage to wes and allies.
B4 / Silent running: Speedy Balloon gives 10% more speed and takes longer to deflate.
B3 / Party time: Greatly increases Party Balloon's confetti range and dancing under the confetti increases the sanity gained.
- You need to unlock 2 Balloonomancy skills to unlock the next ones -
B5 / Balloon boat: You can drop an inflated vest on the water to create an extremely small and fragile Balloon
boat.
B6 / Squeaky decoy: Creating a balloon will redirect nearby enemy aggro towards it and they can take one extra hit before popping. (works with Mecha Balloon)
B7 / Zoo: Animal balloons will have an effect when given to an animal that represents them.
Pigman, Merm, Bunnyman: Giving them their balloon will gain their loyalty for a few minutes, they will display a happy face and hold the balloon during the effect
Hound: Giving a hound their balloon will tie it to their back, distracting them and nearby hounds since they will keep trying to bite the balloon. Any hit on them or nearby hounds will pop the balloon, making them panic.
Tentacle and big tentacle: Giving a tentacle their balloon will make them hold their balloon for some time instead of attacking the player, giving a giant tentacle the tentacle ballon will make them briefly retreat inside the Big slimy, as it retreats you will see that they are holding the balloon on the top end of the giant tentacle.
Spider: Giving a spider their balloon will tie it to their back, distracting them and nearby spiders, they will keep trying to bite the balloon. Any hit on them or nearby spiders will pop the balloon, making them panic.
Beefalo: Giving a Beefalo their balloon will tie it to their horn, the beefalo will follow you like it would if you used a bell on him, it will also have increased obedience.
Butterfly: Tying a balloon to a planted flower will increase the butterfly's spawn rate in the area.
- You need to unlock 4 Balloonomancy skills to unlock the next one -
BG / Balloonomancy Graduation: Balloons that are not Party Balloons cost less sanity to craft and balloon explosions now deal 20 damage to enemies. Equiping a Party Balloon, a Balloon Hat and a Balloon Vest at the same time will assemble the Mecha Balloon.
The Mecha Balloon is a temporary whole body armor/transformation that occupies all slots and makes inventory inaccessible (like wereforms), it comes equipped with a balloon launcher that deals 1 damage, leaving a random balloon near its target, and a confetti gun that deals 1 damage in an aoe and makes enemies panic. It can only take 3 hits and then it will explode into a bunch of temporary balloons and confetti. It will also explode when it's time runs out or if you eject earlier - Your screen will look like you are inside a balloon mech cockpit and in place of your inventory there will be a big red Balloon button that will eject Wes earlier if pressed.
Unfortunate Luck Course
You will need at least one skill in each tier to unlock the next one.
Tier 1
U1 / Balloon lottery: Wes will sometimes receive a second copy of a Balloon he is crafting! [35% chance]
(But some other times Wes can end up crafting the wrong Balloon instead of the one he meant to…)[10%]
Tier 2
U2 / Air Surveillance: Letting a Speedy Balloon fly away will sometimes mark the location of the nearest point of interest or message in a bottle! [35%]
(But some other times it will attract a group of hounds to Wes’s location…) [15%]
U3 / Positivity: Wormholes and big slimy pits wont drain Wes’s sanity!
(But they will lead Wes to the wrong exit sometimes...) [10%]
Tier 3
U5 / Imagineer: Wes can now use his imagination and some sanity to craft temporary invisible basic tools!
(But sometimes he will hurt himself during the crafting of such imaginary tools…) [10% -> -5 hp]
U4 / Mime magic: Wes's lower wear down on tools will now apply to all staffs and the pan flute as well!
(But there will now be a small chance for adverse effects upon their use…)
(Fire staff | 2,5% chance Wes will catch on fire)
(Ice staff | 2,5% chance Wes will be frozen on ice)
(Star Caller's Staff | 10% chance Wes temperature will start increasing until Wes overheats)
(Moon Caller's Staff | 10% chance Wes temperature will start decreasing until Wes is freezing cold)
(Deconstruction staff | 5% chance a random item on Wes's inventory will be deconstructed instead)
(Panflute | 10% chance Wes will also put himself to sleep)
Tier 4
U5 / Clumsy: When attacking there is a small chance for any item on Wes's inventory or slots to be flung into the enemy, hitting the enemy for some damage and staying on the floor. (But even his currently equipped weapon or armor could be flung…) [10% chance, damage of 1 up to 40 to enemies, depending if it’s something heavy like marble or light like grass]
U6 / Airbag: When receiving an attack there is a chance for a Balloon on Wes's inventory to take the hit instead of him! (But the resulting balloon’s Explosion will deal a large Knock back to Wes…) [20% chance to happen]
Tier 5
UG / Unfortunate luck graduation: Increases negative effects chances by +5% and positive effects chances by +15% or increases their effects if there is no chance involved . (E.g.:10% positive chance would become 25%, 10% negative effect chance would become 15%)
Effect increase since there is no chance involved:
Having U3/ Positivity gives Wes a passive Garland amount of sanity regen.
Having U4/ Mime magic Increases Wes lower Wear down on items from -25% to -33%.
Lowers U5/ Imagineer invisible tool crafting sanity cost.
Affinity
S / Shadow powered balloon: You can use nightmare fuel on an item turning it into a Shadow Balloon, right clicking this Balloon opens the map you can then choose a place for the Balloon to go, it will fly into the sky and land there some time later. Popping the balloon retrieves the item from inside it.
L / Lunar wall: Wes can pantomime an invisible wall of about 2 horizontal tiles for a few seconds, allies can go through it but enemies will just keep trying to get past it without success, if Wes attacks anything the wall breaks.
(You need Pantomime Course Graduation to pick the Lunar Wall skill)
(You need Balloonomancy Graduation to pick the Shadow Powered Ballon skill)
Scrapped ideas
L / Possessed Balloon: Wes can craft a white balloon that resembles a gestalt, it doesn’t deal damage but it will move and bounce around, distracting shadow monsters.
UG / Unfortunate luck graduation: Wes can now craft the Mysterious box. A box he can open once per day for an unknown effect.
Mysterious box: Spawns 4 party Balloons. +
Sets Wes hunger, hp and sanity to 30.
Spawns a Fresh Fruit Crepes. (wes favorite food) +
Spawns a Monster lasagna. -
Teleports Wes Randomly. -
Spawns 4 angry killer bees that attacks Wes. -
Spawns a Glass Cutter. +
Wes sanity gets set to 0 and spawns a crawling horror. -
Spawns a loyal pigman. +
Spawns an angry merm that attacks Wes. -
Spawns a random gem and 4 gold. +
(Those are just some example of effects it could have, only one of those could happen when you open the box and it would be picked at random at the moment of opening it, with about half the chances of it being a positive effect and the other half negative effects, it would basically be something the player would be tempted to open just to check what would come out of the box since it could be good… or not!)
I just wanted to express some skill ideas I had for Wes, thanks for reading!
How likely I could beat each character in the real world
(pre) Constant character strengths
PLEASE make the knab sack knab things with y on the xbox
I keep knabing things Instead of teleporting as wortox! It makes no sense for the 2 to be the same button!
Two wormwoods in inventory
how to find people to play with
how to find people to play with
seriously