
According to the theory, the History of every empire, real life or fictional, can be divided in four parts:ĭuring this phase the Empire is still young and rising, many of its rulers are ambitious, and those with money often give them the loans they need to conquer their enemies. It should be noted that this model is highly simplified and somewhat hidebound so that it can't fully fit every empire that has existed, but it is still an elegant and relatively accurate model, and highly influential in culture ( especially Chinese and other culture in the Sinosphere). The "Imperial Cycle" of history is a model that is put forth to try and explain the history of empires or other great states. But if no predator or scavenger consumes it in the dark, at dawn it rises again, rejuvenated and strong. When night falls, it succumbs to sickness, writhing in agony as it rots alive. At sunset, its teeth are dull, it forgets its courage, and it squanders its hard-won riches for fleeting moments of pleasure.

At noon, it rests on its treasures, at the height of its strength and wisdom, still brave enough to defend what it has acquired.
#Trove fall terraformers full
When fighting one, keep moving around the target to bypass the field of toxic fumes.In the morning, it awakes full of ambition, with a courageous heart and sharp teeth, so it can take everything it desires. The fields are functionally similar to Spikes, although with a larger radius. This does not apply to Flame Turrets.Ĭreated in toxic fields when a Dark Mushroom Man's projectile hits the ground. The damage from lava is decreased from every second to every three seconds, and players can quickly get out of the lava. Burning players do not regenerate, and their health is reduced by 5% every second for 7 seconds.įor players using Dracolyte, Lava doesn't pose much of an issue because of the passive, Fire Walking. Players are burned when they touch Lava or the fires from Flame Turrets in lairs and dungeons. It is only inflicted in Battle Arena when an Ice Sage uses their ultimate. Fall damage can only trigger in geodes.įreezing will prevent the player from moving, attacking, or using abilities. Between these values, the correlation between the height and the damage is linear. At 45 blocks height, it is equal to 35% of the maximum health. At 20 blocks height, the fall damage is equal to 1% of the player's maximum health. They are more dangerous than other traps, as they specifically target the player and are harder to avoid.įall damage occurs when a player falls from a height of more than 19 blocks, and maxes out at a height of 45 blocks.

Lobbing Turrets fire explosive projectiles into the air, which target a certain player and land near them, inflicting 10% damage on contact. They can easily be dodged by continuing to move, but cannot be avoided if you are forced to stay still. There are 2 colors, which fire at different times.įalling Traps are mounted on the ceiling and drop down when approached, inflicting 10% health in damage on contact. They do 10% damage on contact, but do not burn the player. These will not trigger the Dracolyte's passive.įireball Traps shoot fireballs that travel 10 blocks unless they hit a player or wall. These traps come in 3 different colors, each of which activate at a different time. The damage from lava is decreased from every second to every three seconds and players can easily get out of lava quickly due to the 75% movement speed boost.įlame Turrets shoot a flame that is 5 blocks long and will act like lava when touched, burning the player for 7 ticks, dealing a total of 35% of the player's maximum health. Neither submerging oneself in water, nor consuming an Elysian Flask reduces the amount of ticks on the burn.įor players using Dracolyte, Lava doesn't pose much of an issue because of the passive, Fire Walking. When a player steps in lava, they are set alight for 7 ticks of damage (regardless whether or not the player stays in the lava pool), dealing 5% of the player's maximum health in damage every second, for a total of 35%. They will automatically force the player to walk if touched when using a Boat. Spikes are stationary traps that inflict 5% damage on contact, lightly knock back the player and do not interrupt regeneration.

All forms of environmental hazard are affected by the Knight's ultimate, Iron Will. There are four different environmental hazards, spikes, fall damage, lava, and fire traps. Note: The damage was reduced in the Monster Bash Update, so the damage shown on this page might not be correct. Please help to improve this page, or discuss the issue on the talk page.
