The friendslop wiki
You and up to seven friends are stubby low-poly animal adventurers with floating mitten paws -- a dog in plate armor, a cat in a rogue's hood, a moose in a wizard hat. You start in a forest around a campfire, walk a path to a stone arch, and go down into a dungeon that is generated fresh every time you enter it. Something down there is blind and hunts by sound. Something else is very large and has a greatsword.
This is the reference for all of it: what every item does, what every class starts with, how much damage a skeleton's swing lands, what a Rare Cuirass can roll, and how long you have on the floor before somebody has to come and pick you up.
Every number on this site is read straight out of the build it was published with. Nothing here is typed by hand, so nothing here can be out of date with the game you are playing.
Where to start
- Getting started -- the controls, the menu, and the shape of a run.
- Characters -- ten races, seven classes, and what the combination is worth.
- Combat -- hitting, being hit, guarding, rolling, and going down.
- Enemies -- every stat block and every drop table.
Everything else
- Movement -- climbing, stamina, ropes, the grappling hook, sitting down.
- Status effects -- the fifteen afflictions and how each one leaves.
- Items -- the whole table, with what each button does.
- Equipment -- slots, rarities, every affix and its ranges, the uniques.
- Weapons -- swings, the bow, the six arrow types, the shield.
- Spells -- the thirteen books.
- The world -- the maps, the forest, the dungeon, its traps and its chests.
- Reference -- every tunable constant in the game, by section.
The shape of a run
- You spawn at the camp in the forest, around a firepit with log seats you can actually sit on.
- Dirt paths run out from the camp to landmarks and to two stone arches. Loot chests, mushrooms, skeletons and bats are scattered through the wood between them -- and so are the five things that live only out here: boars, a wolf pack, wisps, oozes, and thornbacks. Each one asks a question the skeletons never do; Enemies says which.
- Standing on the pad under an arch charges a gate. When it fills, the whole party goes down.
- The dungeon is rolled fresh every descent -- rooms, corridors, staircases, furniture and traps. The forest is not: it is the one place that persists, and you come back to the same wood you left.
- Somewhere down there is the boss. Beat it and a portal opens behind its hoard that takes the party home, landing beside the arch it went down through.
Dying is not the end of a run. Out of health you go down rather than dead, and a teammate holding the use button over you brings you back. Only the bleed-out clock can actually kill you -- and it is shorter every time.