
Foxparks
Summons Foxparks to fight for you Controls.LeftClick to use Foxparks' Huggy Fire skill, shooting flames! Controls.RightClick to pet it!
Foxparks will fight for you
finding one in the wild
Foxparks is not crafted and nothing drops it. It walks around the world as a rescue, and the roll is rare enough that almost nobody stumbles onto one by accident. It only appears in daylight, only on grass, jungle grass, snow or ice, and never while you are standing inside a graveyard. The game also refuses to place one anywhere near the middle of the map. It measures out from your world spawn and rejects any position closer than an eighth of the world's width, which writes off the whole central strip. Seeds that move the spawn point somewhere unusual move that dead zone with it.
Only one distressed pal is allowed to exist at a time. If a Cattiva is sitting somewhere unrescued, your fox cannot appear at all, so finish one before you go hunting the other. The two share a slot and the game picks between them, with the fox on the smaller side of that split. Luck tilts the pick, so a Lucky Clover or a few Garden Gnomes are not wasted here. A Lifeform Analyzer will announce it, which saves a lot of squinting.
the rescue
What actually spawns is a distressed version penned in by two Goblin Archers. It will not turn into an item until both of those are gone, killed or despawned, and until you then walk right up to it. The giveaway is audio. While the archers are alive the music flips to the goblin army track, so you can hear that a pal is nearby long before you can see one.
Terrain decides whether the spawn survives the first second. When it lands, the game looks for two places to stand the archers, in narrow vertical strips a short distance out to either side, and each of those spots needs clear air above it. If it cannot find two, the whole thing vanishes on the spot. A farm built as a bare floating walkway with nothing on either flank will quietly eat spawn after spawn and you will never know it happened.
There is also a long standing bug where it fails to register that its guards are dead and simply stands there. Walking off far enough to lose interest, but not so far that it despawns, then coming back and clearing anything else in the area, usually shakes it loose.
building a spot for it
Daylight only means half your farming time is dead time. Put the setup well out toward one end of the map, well clear of the exclusion zone around spawn. A long flat dirt walkway with an artificial jungle strip underneath raises the rate. Water Candles and Battle Potions do their usual work, and luck items improve which of the two pals you get. Leave solid ground on both flanks so the archer placement check can pass.
how the minion behaves
Summoned, it is a ground unit. It runs along the floor after you, it does not hurt anything it walks into, and it lobs fireballs that set the target burning. It leads its shots, aiming at where the target is going rather than where it is, which is why it connects on moving enemies far more often than its unhurried rate of fire suggests.
Two quirks matter in play. The fireballs ignore blocks for a fraction of a second after leaving, and only while they are still flying flat, so it can shoot through a thin wall right next to it but nothing further out. And its search area is much wider than it is tall, so it is poor at covering a shaft above or below you. When it loses track of you entirely it teleports over, and if you happen to be airborne it perches on your shoulder and waits for you to land before it goes back to work.
The real limitation is the cap. One is all you get, no matter how many minion slots you have built up, so it never scales the way a normal staff does. Whatever else you are running has to fill the rest of the bar. Like the other pals it can be petted, which does nothing and is entirely the point.
the held flamethrower
Hold the attack button down and it stops being a minion. It teleports into your hands and turns into a flamethrower that costs no ammunition, spraying a continuous jet out to a decent distance. The stream cuts through a few enemies before it gives up, and it weakens on each one it passes, so it wants a tight line of targets rather than a spread. It also carries armor penetration, which is unusual for a summon and makes it better against heavily plated enemies than the raw numbers imply.
Because the flames count as minion projectiles, every whip tag you apply lands on them too. Tag something with a whip, then hold the fox on it, and the damage climbs fast. The same rule means it cannot hurt critters, so you can burn a path through the jungle without wiping out the bunnies. Against a single enemy the flame is limited by fixed invincibility windows rather than by its own fire rate, so parking it on one target wastes most of the output. Sweep it across a group instead.
limits and gear
Water shuts both attacks down. Fireballs and flames alike die the instant they touch a liquid, with lava the only exception, so it is a poor pick for the ocean, a flooded cavern, or any fight you take waist deep. Shimmer is stranger still: fireballs skip off the surface of it, but anything fired from inside is destroyed outright. Fabled is the modifier worth rerolling for.
The whole design is a nod to the Palworld crossover. The held attack copies the same creature's partner skill from that game, and the caged rescue guarded by hostiles is lifted straight from how you find pals there.


