Guides · The world
Creatures
Every creature in Riventale, where it rises, how it fights, the tell that comes before the blow, and what it leaves. No two are quite alike: each has its own colours, gear and marks, the same for everyone who sees it, and its face turns when it comes for you. Damage is for Medium; Easy halves it and Hard adds half again.

| Creature | Where | Health | Hits for | Drops |
|---|---|---|---|---|
| Pig, cow, chicken | Grass and snowy grass, by day | 10, 10, 4 | Never | Raw meat, feathers |
| Waned | The middle lands at night, caves, the Overgrown Jungle | 20 | 1.5 hearts | Stale Rations, Pale Ash |
| Dustwaned | Deserts at night, the Volcano | 20 | 1.5 hearts, and hunger | Stale Rations, Sand |
| Rimewaned | Snowy lands at night, the Frosted Lands | 20 | 1.5 hearts, and cold | Stale Rations, Snowballs |
| Slagcaster | Everywhere at night, caves | 20 | 1.5 hearts a lump of slag | Pale Ash, Coal |
| Rivenmaw | Everywhere at night, caves, the Overgrown Jungle | 16 | 1 heart; 1.5 from a spring, and Stonegrip | Seamcord, Seamheart |
| Gloop | Caves below Y −20, the four lands of the Elemental World | 16, then 4 each | 1 heart | Gel Drops |
| Firstfolk Wright | The Firstfolk Wastes, any hour | 30 | 3 hearts a laser | Iron, tungsten |
| Brass Warden | The Lens Foundries, the Firstfolk Wastes | 60 | 2.5 hearts and a hard knock | Tungsten, iron |
| Shellback | The Frosted Lands | 30 | 1.5 hearts, and Chill | Frost Crystals, rimeiron |
| Shard-Halo Archer | The Cloud Kingdom | 20 | 2 hearts an arrow | Arrows, feathers |
| Hoarbinder | Beside the Rime Sovereign | 30 | 1 heart, and Frozen | Frost Crystals, iron |
| Thawfang | Beside the Rime Sovereign, in its second form | 8 | 1 heart | Frost Crystals |
| Ashcrust | Where the Magma Colossus's throws miss | 10 | 1.5 hearts, and burning | Volcanic Ash, coal |
| Emberstoker | Beside the Magma Colossus | 34 | Never | Volcanic Ash, Fire Ore |
| Burrhound | Beside the Thorn Guardian, in packs of three | 16 | 1 heart, and Rooted | Seeds, Jungle Saplings |
| Coppicer | Beside the Thorn Guardian | 40 | Never | Jungle Logs, a Jungle Sapling |
| Spokewing | Beside the Tempest, once its rings fade | 10 | 1.5 hearts, and Windbound | Feathers, gold |
| Chainwinder | Beside the Tempest when it perches | 60 | Never: it reels you in | Iron, Wind Ore |
| Draughtbearer | Beside the Elemental Core, two at most | 24 | Never; it heals the Core | Copper Ingots, Glass |
| Wyrmsplinter | Beside the Crowned Wyrm, four at most | 12 | 1.5 hearts, and its element | Obsidian, Basalt |
| Knapper | In a Shard Cradle while its Shardborn walks, three at most | 26 | 1.5 hearts a flake | Flint, Wanestone |
| Cradletender | In a Shard Cradle while its Shardborn walks, two at most | 30 | Never; it feeds the Titan's heart | Iron Ore, Gold Ore |
| Mendwright | Beside the Titan, one at a time | 60 | Never; it welds the Titan | Metal Plate, Rusted Firstfolk Gear |
| Wickthief | Beside Isembard's Shadow, three at most | 10 | Never; it puts out your torches | Feathers, Torches |
| Cinderprint | Beside Isembard's Shadow, two at most | 30 | 2 hearts, only in the dark | Charcoal |
| Roadhorn | The plains, by day | 40 | Never | White Wool, Raw Beef |
| Mistray | The Cloud Kingdom | 60 | Never | Cloud, now and then Wind Ore |
| Mossmaul | Forests, any hour | 45 | 2.5 hearts | Raw Pork, Moss Blocks |
| Sapcutter | Pine woods by day, on the trunks | 8 | Never | Resin |
| Glassfang | Deserts at night | 26 | 2 hearts | Glass, Sand |
| Rimehauler | Snowy lands, on frozen lakes | 40 | 1.5 hearts, only when struck | Pale Ash, Icefin |
| Cairncrow | Mountains by day, and on Cairns | 6 | Never | Feathers |
| Dropfang | Caves, among the hanging fangs | 22 | 2.5 hearts | Cobbled Slate, Flint |
| Lodelamp | Caves, any hour | 40 | Never | Moss Blocks, Glowcaps |
| Floewader | The Frosted Lands, in the shallows and on lake ice | 18 | 1.5 hearts a shard, and Chill | Feathers, Icefin |
| Emberskein | The Volcano, in its lava lakes | 26 | 1.5 hearts a gobbet, and Burning | Coal, Fire Ore |
| Thornmortar | The Overgrown Jungle | 30 | 1 heart a husk, and Rooted | Seeds, Jungle Saplings |
| Lensmast | The Firstfolk Wastes | 20 | Never; it calls Wrights | Metal Plates |
When and where they rise
- By day the middle lands are calm: pigs, cows and chickens come out in ones, twos and threes on grass. Hostile creatures far from everyone fade away in daylight.
- At night the hunters rise on open ground between about 14 and 36 blocks from a player: in most lands the Waned (about half), Slagcasters and Rivenmaws; in deserts mostly the Dustwaned; in snowy lands mostly the Rimewaned.
- In caves, well below the ground, they rise at any hour, and below Y −20 Gloops join them.
- In the far lands it is always dusk, and each land has its own: the Rimewaned and Shellbacks in the Frosted Lands, the Dustwaned in the Volcano, Rivenmaws and the Waned in the Overgrown Jungle, Shard-Halo Archers in the Cloud Kingdom, with Slagcasters and the land's own Gloops in most of them. Firstfolk Wrights roam the Firstfolk Wastes at every hour.
- Light keeps them off. Nothing hostile rises within 7 blocks of a torch, 8 of a lantern, 6 of a Homefire or 4 of a glowcap. Hold a torch to see Torchsight, the violet marks on ground still dark enough. See torchlight.
- Hunters notice you within 18 blocks. The Waned and Rimewaned catch fire in daylight under the open sky, and a Slagcaster's slag cracks and burns away; the Dustwaned never burn.
- Each of your own worlds, and each private world, sets Creatures (Fewer, Normal, More) and Creature damage in its world rules. More players in a world means more creatures, up to four players' worth.
The Lightless
Isembard's Shadow drinks light over the middle lands at night. Now and then a hunter it fed on rises with none left in it: a Lightless Waned, Dustwaned, Rimewaned, Slagcaster or Rivenmaw, its body sunk to violet-black and its eyes burning violet. About one in twenty-five of those that rise by themselves is Lightless (one in forty on Easy, one in fifteen on Hard).
- It has three quarters again the health, hits half again as hard and moves a little quicker.
- It drops twice the spoils.
- Dawnbrand strikes it twice as hard.
Animals
Pigs wear a cap of moss, cows a heavy mane, chickens a crest of plumes. They wander, blink and flick their ears, and run when hurt. None of them fights back.
| Animal | Health | Drops | Also |
|---|---|---|---|
| Pig | 10 | 1 to 3 Raw Pork | Roast it in a Forge: Roast Pork fills 4 |
| Cow | 10 | 1 to 3 Raw Beef | Use an empty bucket on a cow for milk, which clears every effect |
| Chicken | 4 | A Raw Chicken and up to 2 Feathers | Feathers make arrows |
The Waned
Wanestones were cut to carry a traveller from one end of the land to the other. On the White Night every crossing failed halfway, and those caught between came back less than they were: still in their travelling cloaks, packs still on their backs, a splinter of Wanestone where a heart should be. Not all of them arrived: a hand, a forearm, the top of a pack stopped somewhere else, and where it stops, it glows.
- Where
- Open ground at night in every land of the middle, caves at any hour, and the Overgrown Jungle
- Fights
- Walks at you and hits for 1.5 hearts. One hit in four leaves you Sapped for 8 seconds: your own hits deal a quarter less
- Its tell
- The crescent in its hood flares and both arms come up to reach for you
- Weak to
- Daylight under the open sky: it burns
- Drops
- Up to 2 Stale Rations from its pack; now and then a little Pale Ash
- SappedYour hits deal less damageOne Waned hit in four
The Dustwaned
The Waned of the desert roads: bowed under a pack too big for it, a sun-bleached cloak, a cloth over its face against sand that stopped blowing long ago. Its light is gold.
- Where
- Deserts at night, about two in three of the creatures there, and the Volcano at any hour
- Fights
- Hits for 1.5 hearts, and on Medium and Hard each hit makes you hungrier. One hit in four leaves you Sapped
- Its tell
- Its gold crescent flares and its arms come up
- Weak to
- Nothing in particular: it does not burn by day, so a desert is never safe at dawn
- Drops
- Up to 2 Stale Rations; now and then a little Sand
The Rimewaned
The Waned of the snow roads, rimed white and hung with icicles, its light gone ice-blue. The Rime Sovereign calls them up out of the ice in its temple.
- Where
- Snowy lands at night, more than half the creatures there; the Frosted Lands at any hour; beside the Rime Sovereign
- Fights
- Hits for 1.5 hearts, and on Medium and Hard its touch fills your Frostbite almost to the top: a moment in Drift Snow after it and the cold bites
- Its tell
- Its ice-blue crescent flares and its arms come up
- Weak to
- Daylight under the open sky: it burns. A held Frost Heart keeps its cold off you
- Drops
- Up to 2 Stale Rations; now and then a few Snowballs
The Slagcaster
Fire did not run when the binders chained it: it came at them, and sparks of it broke loose. Each burned a lump of stone into a body: hunched slag on wading-bird legs, one great throwing arm and a stump, a crack of fire for a face, a vent on its back that never stops smoking. It throws its own slag, as its Keeper throws burning stones.
- Where
- Open ground at night everywhere, caves at any hour, and three of the four lands of the Elemental World
- Fights
- Keeps 5 to 11 blocks off and throws: 1.5 hearts a lump, about one every 2.2 seconds (1.4 on Hard). On Hard the slag also sets you burning for a moment
- Its tell
- It stops, faces you and tears a glowing lump out of its chest, then raises it high over its head: 0.7 seconds (0.55 on Hard) before it throws. The lump falls in an arc and bursts where it lands. Break its line of sight during the draw and the throw is spoiled
- Weak to
- Daylight: the sun is a greater fire, and its slag burns away. Close in behind cover, then strike
- Drops
- Up to 2 Pale Ash; now and then a lump of Coal, its cooled core
The Rivenmaw
Where the Crystal's light seeped deep into the rivenrock on the White Night, the rock woke hungry: a long, low hunter of stone plates laced together with cold light, and no eyes at all. Its head is one seam that splits open on crystal teeth. It climbs any face of stone as if it were floor, because stone is what it is.
- Where
- Open ground at night everywhere, about a quarter of the hunters; caves at any hour; nearly half the creatures of the Overgrown Jungle
- Fights
- The fastest creature on foot. Within a spring of you (about 2 to 6 blocks) it coils, then leaps: 1.5 hearts if it lands on you. Up close it bites for 1 heart. Every bite leaves you in Stonegrip for 3 seconds: a third slower, no sprinting. It climbs walls
- Its tell
- Before it springs it stops and sinks onto its legs, every seam flares white and its head gapes: 0.45 seconds (0.35 on Hard, 0.6 on Easy). Step aside or break its line of sight and the spring is lost. By day on the surface it leaves you be, unless you strike first
- Weak to
- A roof: walls alone do not stop it. After a spring it stays put for a moment
- Drops
- Up to 2 Seamcord (for bows); one in three drops a Seamheart: Nightsight for 30 seconds if you eat it, and Blight for 4
- StonegripMove slower; cannot sprintEvery Rivenmaw bite
Gloops
Where the torn elements seeped into the caves they set like jelly round a speck of crystal: a see-through drop tinted by its element, the core floating inside and whatever it swallowed still drifting in it. Each one is its own size. Its eyes are small and sunk deep, lit by its core.
- Where
- Caves below Y −20, and every land of the Elemental World, where each takes that land's element
- Fights
- Hops at you and hits for 1 heart. When it dies it splits into two or three Glooplings (4 health, half a heart a hit), and each keeps a speck of its element
- Its tell
- Splinters of crystal show as teeth when it comes for you
- Elemental Gloops
- On Medium and Hard their touch carries the element: Water chills, Fire burns, Earth knocks you back hard, Wind throws you into the air. A Gloopling's touch is half as strong
- Drops
- The Gloop itself leaves nothing; each Gloopling leaves up to 2 Gel Drops
Fight Gloops in the open and keep backing off: one becomes three in a moment.
The Firstfolk Wright
Built by the same hands as Rivet, it walks its old rounds without masters: pale tungsten and brass, one great brass-rimmed lens, a ringed lens-cannon arm and a tattered Firstfolk banner.
- Where
- The Firstfolk Wastes, at every hour
- Fights
- Keeps 4 to 12 blocks off and fires its laser when it can see you: 3 hearts, about one every 3 seconds (2 on Hard). Three shots in ten miss (fewer on Hard)
- Its tell
- Its lens narrows to a bright point and its cannon arm comes up
- Weak to
- A full set of tungsten armour stops every laser; a compass in your hand or offhand turns half of them back at it
- Drops
- Sometimes an Iron Ingot, now and then a Tungsten Ingot, and very rarely its Lensbolt
Taming a Wright
Use a Tungsten Ingot on a wild Wright within 5 blocks and it is yours: its lens wakes to Rivet's cyan and it follows you. Up to three at a time. Press G (or type /wrights) to give orders: Follow, Guard this spot, or Collect, which fetches dropped items and brings them to you. Every tamed Wright fires its laser at hostile creatures that come near, bosses included.
The Brass Warden
A Firstfolk workshop guard, made to lift and to hold the door: broad and squat, nearly all brass, a low domed head with three small lenses in a dark visor, a boiler on its back whose fire has never gone out, a great fist on one arm and a lens-grinding wheel on the other.
- Where
- Three guard every Lens Foundry in the Firstfolk Wastes; now and then one roams the scrap alone
- Fights
- Closes in and brings its fist down: 2.5 hearts and a heavy knock back. It never follows anyone more than 20 blocks from its post, and walks back to it
- Its tell
- The fist rises for 0.6 seconds before it falls; its lenses burn white-hot, a brow plate drops over the visor and the wheel spins fast
- Weak to
- Its slowness: step out of reach as the fist rises, then strike
- Drops
- One or two Tungsten Ingots and up to 2 Iron Ingots
A Foundry's vault stays sealed while any of its three Wardens stands. They return ten minutes after all three fall.
The Shellback
Old shellbacks wear the deep places on their backs: a stepped dome of shell crusted with rime and spires of water crystal, and a heavy brow plate over the face. Six eyes peer out under the brow; two ice-tipped pincers; six short legs.
- Where
- The Frosted Lands, about three in ten of the creatures there
- Fights
- Slow. Its pincers hit for 1.5 hearts and leave you Chilled (half speed) for 2 seconds
- Its tell
- The cold light under its brow flares when it turns on you
- Weak to
- Its back. The brow lets only a quarter of a blow through from the front; where the shell has split behind, a blow lands double. Its flanks take a hit as it comes
- Drops
- 1 to 3 Frost Crystals; now and then a piece of rimeiron
The Shard-Halo Archer
A watcher of the Cloud Kingdom's high roads: gaunt and very tall in a tattered hood, a long scarf streaming in the wind, a pale skystone mask with two narrow slits of light, and a slow ring of crystal shards turning over its head like a clock.
- Where
- The Cloud Kingdom, about six in ten of the creatures there
- Fights
- Keeps 7 to 14 blocks off and looses crystal arrows: 2 hearts each, about one every three and a half seconds (under three on Hard)
- Its tell
- When the halo stops turning, it has seen you: one second later it looses. Lose its sight in that second and the shot is held
- Weak to
- Cover, and the close fight it keeps backing away from
- Drops
- 1 to 3 Arrows, up to 2 Feathers, and about one in twelve a piece of the rarest ore
The Roadhorn
The pack beasts of the Roadfolk, who kept the Wanestone roads and crossed by them. The beasts arrived; their riders became the Waned. Shaggy and humped, with plough horns swept forward like handlebars, a Roadhorn still walks under the old travellers' kit with a Wanestone lantern swinging over it, waiting for a rider.
- Where
- The plains, by day, alone or in pairs. It walks long and straight, and turns back where the plains end
- Fights
- Never. Struck, it runs
- Its tell
- It drops its horns at you and paws the ground, and the Wanestone bands on its horns flare
- Tame it
- Three Hedgeberries from your hand. It walks at your side, comes and goes with you, and keeps what it carries
- Ride it
- Use a Saddle on it (three White Wool, two Seamcord and an Iron Ingot), then Use it with an empty hand. W goes the way you look, S backs it, sneak gets you off. It is quicker than walking and a little slower than a sprint; its falls are yours
- Its chest
- Use a Laden Chest on it and the chest rides on its back with all it holds. Sneak and Use it with an empty hand to open it; once it is empty, the same takes it off, and then the saddle. If your Roadhorn falls, its chest comes back to your bag
- Swift Ward
- Use one on it for five minutes of Swiftstep
- Drops
- 1 to 2 White Wool and 1 to 2 Raw Beef
The Mistray
A great flat ray of the Cloud Kingdom that rides the updrafts over the sea of clouds, rising and sinking in long slow wheels. It comes to hang over travellers, and under its wings no gust can move you.
- Where
- The Cloud Kingdom, in the air, one at a time
- Fights
- Never
- Hold on
- Reach up and Use it with an empty hand. It rises, carries you to another island and lets you down on its ground. Sneak to let go, but mind the fall
- Shelter
- Stand under one: the Tempest's gusts and its hurricanes push nobody beneath it
- Drops
- 2 to 4 Cloud; now and then a Wind Ore
The Mossmaul
The Earth Keeper's growth seeped past the jungle temple and found a forest beast to wear. Its front is one huge hump, a bole of roots and bark crowned with a ridge of saplings, and its small low head carries tusks.
- Where
- Forests at any hour, one at a time near you. Each keeps to its own ground
- Fights
- By day it grazes and leaves you be, unless you strike it: then it goes after you for a while. At night it drives off anyone who comes within 14 blocks of its ground. Its blow lands for 2.5 hearts and throws you back
- Its tell
- It rears on its forelegs and its bole splits open on amber sap-light, for three quarters of a second. Step back out of reach
- Weak to
- A Homefire: it never steps into a Homefire's light (6 blocks round it) and never strikes at anyone inside it
- Drops
- 1 to 3 Raw Pork and up to 2 Moss Blocks
The Sapcutter
A tree marten that learned the Firstfolk woodcutters' camps. It lives head first down a pine trunk, its bottle-brush tail flung out like a torch, and it follows the sound of felling.
- Where
- Pine woods by day, on the trunks of the trees; up to 2 near you
- Fights
- Never. Struck, it leaps away to another trunk
- Its gift
- Fell a tree within 32 blocks of one and it leaps from trunk to trunk to the stump, hammers the bark with its chisel teeth and leaves a Resin at the stump. One Resin a tree, and each Sapcutter rests 45 seconds after. Felling in the pine woods with none near sometimes draws one out of the trees
- Its tell
- It rears back and taps the bark, the resin welling bright where it strikes
- Drops
- A Resin
The Glassfang
The White Night's flash fused the desert to glass, and something wears it: a long-necked lizard-serpent under a drift of sand, a jagged double row of glass plates along its back.
- Where
- Deserts, rising at night; up to 2 near you. By day it lies buried under the sand, only the glass of its back showing
- Fights
- At night it lies in its mound until you come within 9 blocks, then rises and lunges: 2 hearts a bite. By day it lets you pass, unless you strike it
- Its tell
- It rears into a striking S and the glass on its back flashes white: 0.6 seconds, a full second in torchlight (a torch in your hand, or light where it lies)
- Weak to
- Torchlight: none rises on lit ground, and a torch gives you more warning
- Drops
- 1 or 2 Glass and up to 2 Sand
The Rimehauler
A great tusked seal of the frozen lakes, older than the frost. It keeps a hole open in the lake ice with its tusks, and the cold light of the fish below shows through the cracks.
- Where
- Snowy lands at any hour, out on frozen lakes; one at a time near you
- Its hole
- It breaks the lake's ice in front of it and stays by the hole. Fish there: the hole counts as open water, Icefin bite, and junk comes up less. The ice freezes over again once it has gone
- Fights
- Only back. Strike it and it comes after you for a while, never far from its hole: 1.5 hearts and a heavy knock
- Its tell
- It rears up on its flippers with its tusks high, for almost a second, then drives them down
- Weak to
- Hearthwarm calms it: a warmed player's blow never angers it, and it leaves you be once you are warmed
- Drops
- 1 or 2 Pale Ash; one in four drops an Icefin
The Cairncrow
Crows keep the cairns. The Roadfolk raised the first, and every Wanderer since has raised more; the wanderer of the first page left some too. A big ash-grey raven hunched on a tall pillar of balanced stones, its wings draped down them like a cloak.
- Where
- Mountains by day, on its own stones, up to 2 near you. A Cairn near where one rises draws it: it perches on the Cairn
- It guards your Cairns
- Use Bread or Seeds on one and it flies to your nearest free Cairn within 64 blocks. When someone you don't trust comes within 12 blocks it calls, and you get a mark on your compass and Atlas where the Cairn stands. Friends you /trust and your team never set it off
- Its tell
- The call: bill up, throat hackles out, wings thrown wide, and the old mark on its stones lights gold
- Fights
- Never. Struck, it flies off
- Drops
- 1 or 2 Feathers
The Dropfang
Rivenrock woken like the Rivenmaw's stone, but up in the hanging fangs. A ringed stone cone among the cave's own fangs, its tip four closed jaws with a seam of cold light between every band.
- Where
- Caves at any hour, hanging from the roof among the hanging fangs; up to 2 near you
- Fights
- Walk beneath one and it lets go: 2.5 hearts to whoever it lands on. On the floor it lies still for 3 seconds, then climbs back up to its roof
- Its tell
- Its tip splits and splays wide, the throat and every seam flare from violet to white: 0.8 seconds before it drops. Step aside
- Weak to
- Torchsight: hold a torch and a cross of violet marks shows on the floor under each one. Strike it from the side while it lies on the floor. Torchlight keeps them from rising
- Drops
- 1 or 2 Cobbled Slate; now and then a Flint
The Lodelamp
A slow cave grazer that fed on the heart's light seeping up through the deep stone until it grew on its back. A high shell stepped like a cairn walks on six stubby legs, and from its crown stands one column of glowing lichen, lit threads hanging from the rim. A walking lamp that keeps the Gloom off your tunnel.
- Where
- Caves, on the floor deep under the land, at any hour; one at a time near you
- Fights
- Never. Struck, it only shuffles away
- Its light
- No hostile creature rises within 6 blocks of it, wild or yours: a Homefire's reach. Torchsight shows that ground as lit. Its lichen flares white while a hunter is near
- Taming
- Pick a Glowcap from a cave floor and Use it on a Lodelamp within 5 blocks: it eats it. After its third Glowcap it follows you. It comes and goes with you, and you keep at most three beasts
- Drops
- 1 or 2 Moss Blocks; half the time a Glowcap
The Floewader
A wading bird frozen and thawed so often it's half ice. Tall on one icicle shank, its neck folded into an S that hides its reach, its flight feathers grown into a sheaf of ice blades. It fishes through the ice and spears you the same way.
- Where
- The Frosted Lands at any hour, wading in the shallows or out on lake ice; up to 2 near you
- Fights
- Keeps 5 to 16 blocks off. An ice shard bursts up through the water or the ice in front of it and flies at you: 1.5 hearts and Chill (you move slower) for 3 seconds, about one every 3 seconds (2.2 on Hard)
- Its tell
- Its neck folds back, the bill tips onto you and the rime in it flares: 0.9 seconds (0.7 on Hard) before the shard comes. Break its line of sight and the throw is spoiled
- Weak to
- A Blazing Arrow or a Cinderbolt thaws it: its spear breaks, and it throws nothing for 8 seconds
- Drops
- 1 or 2 Feathers; now and then an Icefin
The Emberskein
Fire's sparks fell into the lava lakes and twisted into a coil of eels: three of them tied in one knot standing on its edge in the lake, a head rearing from each loop. A knot of fire-eels throws the lake at you.
- Where
- The Volcano at any hour, in its lava lakes; up to 2 near you. It never leaves the lava, and lava and fire never hurt it. The lava's own light keeps nothing off it, so torches won't either
- Fights
- Keeps 6 to 18 blocks off and spits a burning gobbet in an arc: 1.5 hearts, Burning for 3 seconds and a small splash, about one every 3.4 seconds (2.4 on Hard)
- Its tell
- The knot heaves up out of the lava, three jaws open and every vein burns white-gold: 1 second (0.8 on Hard) before it spits
- Weak to
- A Tidal Arrow or a Rimeshard drives it under the lava for 6 seconds: it spits nothing, and no blow reaches it until it rises
- Drops
- Coal; now and then Fire Ore
The Thornmortar
The Earth Keeper's growth, grown hard and throwing its seed: a cask of bark studded with spines, shuffling on four gnarled roots, a mortar of six husk staves on its crown. The jungle sows itself at you.
- Where
- The Overgrown Jungle at any hour, on the ground; up to 2 near you
- Fights
- Keeps 8 to 20 blocks off and lobs a seed husk high over, about 2 seconds in the air. Where it lands: 1 heart to anyone within about 2 blocks, and its roots hold them (Rooted for 2.5 seconds; you can still swing). About one every 4.5 seconds (3.4 on Hard)
- Its tell
- The husk tilts back, its staves open and the seed blazes green-white: 1.2 seconds (0.9 on Hard). As the husk leaves, the spot it will land on is marked on the ground: step off the mark
- Weak to
- Fire. Burning clears its roots: a player who is Burning is never held, and while the Thornmortar burns (a Blazing Arrow, a Cinderbolt) it lobs nothing and lets everyone go
- Drops
- 1 to 3 Seeds; now and then a Jungle Sapling
The Lensmast
The lenses of the Firstfolk, still watching: a tall mast on three tungsten legs, a yard across it with a Firstfolk pennant, one round lens in a brass ring at the top. A Firstfolk lens still watching for its masters' enemies.
- Where
- The Firstfolk Wastes at any hour, on the ground; up to 2 near you
- Fights
- Never itself. When it sees you within 18 blocks it calls up to 2 Wrights round you, even inside torchlight: darkness and sneaking don't hide you from it, only walls do. Once every 20 seconds
- Its tell
- Its lens swings onto you and turns from cyan to red and gold, and two brass vanes open: 1.2 seconds before the call. Break its line of sight and the call is spoiled
- Weak to
- A Tungsten Ingot: Use one on it and it goes quiet for good
- Drops
- A Metal Plate; now and then something more
The Keepers' servants
Each Keeper fights with servants of its own at its side. They rise while it fights, and crumble when it falls.
The Hoarbinder
One of the Binders, the old order that chained the elements with song, who froze where they stood. He holds his chain still. He shuffles bent under his hood, the loop hanging from his fists to the ice, and he still tends the binding: where a crystal of the Rime Sovereign's temple lies broken, he re-ties it.
- Where
- Beside the Rime Sovereign while it fights, two at most
- Fights
- Walks to a broken crystal of its Keeper's temple and re-ties it: 3 seconds with its chain stretched to the crystal, and the crystal stands again and heals the Keeper again. With nothing to mend it binds whoever comes close: 1 heart and Frozen for 1.5 seconds
- Its tell
- It heaves the loop up over its head and every link flares white: 1 second before it binds (1.3 on Easy, 0.8 on Hard). Step out of its reach before the loop falls. While it re-ties, the chain to the crystal shows where it is
- Weak to
- Fire: a Blazing Arrow, a Cinderbolt or a Blazing blade shatters it at once
- Drops
- Up to 2 Frost Crystals; often an Iron Ingot
The Thawfang
Water fought the hardest to stay free. When the Rime Sovereign breaks into its second form, bits of the wave tear loose as eels of living water and bite, until the cold catches them again.
- Where
- Beside the Rime Sovereign in its second form only, four at most
- Fights
- Swims the air to your head and bites: 1 heart. For 4 seconds it is water, and every blow passes through it. Then it freezes where it hangs for 3 seconds, and any hit shatters it. Then it thaws and starts again
- Its tell
- The S of its body draws tight and its jaw gapes on a second jaw of ice: 0.45 seconds before it bites. When it freezes it frosts over from the tail up and stops dead in the air: strike then
- Weak to
- Any blow while it is frozen. Fire does the opposite: a Blazing Arrow or a Cinderbolt thaws it and keeps it water
- Drops
- Now and then a Frost Crystal
The Ashcrust
The Magma Colossus throws burning stones the way a child throws pebbles, and the ones that miss get up. A cracked egg of crust on two stubby legs of lava, it walks back to its Keeper, and bites anything in its way.
- Where
- Wherever a magma ball of the Colossus lands without hitting anyone, four at most
- Fights
- Waddles up and bites: 1.5 hearts, and it sets you burning for 2 seconds
- Its tell
- Its split cracks wide open on the white-hot core: 0.5 seconds before it bites (0.65 on Easy, 0.4 on Hard)
- Weak to
- Water. A Tidal Arrow, a Rimeshard or a bucket of water poured on it turns it to stone at once, and two seconds of rain do the same. Stone, it cannot move or bite, any blow breaks it, and it crumbles on its own after 8 seconds
- Drops
- Up to 2 Volcanic Ash; now and then a lump of Coal
The Emberstoker
A bellows-beast of the ash mountain that fed the fire the binders chained. It keeps by its Keeper and breathes into the crater, and the next throw comes sooner.
- Where
- Beside the Magma Colossus while it fights, two at most
- Fights
- It never strikes. It keeps close to the Colossus and away from you, and every 7 seconds breathes into the crater: the Colossus gathers its magma balls 4 seconds sooner each time
- Its tell
- The long inhale: its sack draws wide and the fire shows through every fold, 1.5 seconds before the breath
- Weak to
- Water. A Tidal Arrow, a Rimeshard, a bucket of water or the rain soaks it, and a soaked Emberstoker cannot fan the fire for 10 seconds. Or bring it down
- Drops
- Up to 3 Volcanic Ash; rarely a Fire Ore
The Burrhound
When the Thorn Guardian stamps, the whole jungle stamps, and burrs fall from its antlers. They grew into hounds: low, bark-skinned, a dome of hooked burrs over their shoulders. They hunt in threes, and the burrs they leave in you hold you fast.
- Where
- Beside the Thorn Guardian while it fights: a pack of three rises together
- Fights
- Closes and bites: 1 heart, and its burrs stick to you. They root you for 1 second at once, and again every 3 seconds while they cling, for up to 10 seconds
- Its tell
- Its burrs bristle up and every seed among the hooks lights green: 0.4 seconds before it bites
- Weak to
- Fire strips the burrs: catch fire and they burn away, and they never stick to someone already burning. A moment in a Homefire's light strips them too
- Drops
- Up to 3 Seeds; now and then a Jungle Sapling
The Coppicer
Earth did not fight. It grew. Where a binder's axe cut it, it coppiced and sprang back: a stump bitten on the slant by an old axe, five shoots standing from the cut like a raised hand, sap still running from the wound.
- Where
- Beside the Thorn Guardian while it fights, two at most
- Fights
- It never strikes. It hauls itself near the Guardian and sinks a sap-root into the ground: a green beam to its Keeper heals it every second while the root holds
- Its tell
- Its shoots splay wide like a hand thrown open and its sap blazes green: 1.2 seconds before the root goes down
- Weak to
- An axe fells it in one blow. Fire cuts its root for 6 seconds. Cut down any other way, it drops to a stump that shrugs off swords and arrows and grows back in 10 seconds, unless an axe or fire finishes it
- Drops
- Up to 3 Jungle Logs and a Jungle Sapling
The Spokewing
The Tempest made itself a body of golden rings and white wings. When its rings fade in its second form, spokes fly loose: half a golden wheel rolling through the air on its own, one white wing through its hub.
- Where
- Spinning out of the Tempest once its rings have faded in its second form, four at most
- Fights
- Circles high over you, then dives at where you stood: 1.5 hearts and Windbound for 1.2 seconds if it touches you
- Its tell
- It pitches nose-down, the wheel spins up and its rim burns white: 0.6 seconds before the dive. Step aside
- Weak to
- A Gale Arrow turns it: the wind lights green in its seams, and it flies at the Tempest and breaks against it
- Drops
- Up to 2 Feathers; rarely a Gold Ingot
The Chainwinder
Wind was chained high above the clouds, and the chain woke: a spire of cloud-stone with the chain coiled up it, its last length rearing free like a serpent with the hook for a head. It comes down with the Tempest when it lands to rest, and winds you in to be judged.
- Where
- Beside the Tempest: it comes down when the Tempest perches, one at most
- Fights
- While the Tempest perches it hooks the nearest player it can see within 16 blocks and reels them towards the Tempest for up to 2.5 seconds. It never strikes
- Its tell
- It rears and its coil winds, every link burning white-gold: 1 second before the hook flies. The chain between you shows while it reels
- Weak to
- A blade while the Tempest perches cuts its tether: the reel ends and it cannot hook anyone again until the next perch. Breaking its line of sight lets go too. While the Tempest flies its coil is wound tight, and every blow does a quarter
- Drops
- Up to 3 Iron Ingots; now and then a Wind Ore
The Draughtbearer
The Firstfolk built servants of brass to carry the Crystal's light to an engine that drank it. The engine is broken now and the Firstfolk are gone, but the Draughtbearers still bring the Elemental Core its drink: a tall brass frame with a lens for a face and a caged heart, its long arms holding a crystal vessel high.
- Where
- Beside the Elemental Core while it fights: one rises about every 22 seconds, two at most
- Fights
- Never. It walks out to the edge of the arena and holds its vessel up to draw the light (12 seconds), then carries it, full, to the Core and pours: the Core gets back 60 health
- Its tell
- At the Core it lifts the vessel to full reach and tips it: a column of light stands up out of it for 1.6 seconds before the Core drinks
- Weak to
- A blow on a full vessel breaks it: the light spills and the Core gets nothing, and the bearer goes empty-handed for a while. A full vessel looks like any other; the right lens shows which one is full
- Drops
- 1 or 2 Copper Ingots and a block of Glass
The Wyrmsplinter
Black stone breaking from the Crowned Wyrm's wings, and still flying. Each is a shard that kept a head, a body and one bent wing; the other is a burning stump. Whatever element the Wyrm's crown turns to burns in every crack of it.
- Where
- Beside the Crowned Wyrm while it fights: one rises about every 8 seconds, four at most
- Fights
- It circles over you, then dives: 1.5 hearts, and a moment of the Wyrm's element: Chill for Water, Burning for Fire, Rooted for Earth, Windbound for Wind
- Its tell
- It stops beating and folds for the dive: nose down, its wing up into a blade, its element blazing white in every crack, 0.8 seconds before it comes
- Weak to
- Its own element: an arrow or a spell of the element it burns (a Tidal Arrow or Rimeshard for Water, Blazing Arrow or Cinderbolt for Fire, Quaking Arrow or Stonewake for Earth, Gale Arrow or Squall for Wind) breaks it in one hit. Watch the Wyrm's crown: as it turns, so do they
- Drops
- A block of Obsidian; now and then Basalt
The Knapper
Brutes of Cradle stone that grew in the Shard Cradles, living off what the Titans shed. One fist is a hammerstone it walks on; the other holds a broad flake of crystal high. When a Shardborn wakes they go to its knees and chip it.
- Where
- On the floor of a Shard Cradle while its Shardborn walks or kneels: one rises about every 18 seconds, three at most
- Fights
- It goes to the Titan's nearer knee (a shoulder too while it kneels) and chips off a flake, eating the chips (they heal it); with no Titan up, it pries one out of the Cradle's floor. Then it keeps 7 to 14 blocks off and throws: 1.5 hearts a flake, falling in an arc
- Its tell
- It rears up and cocks the flake back, its edge blazing, 0.9 seconds before it throws. Break its line of sight and the throw is spoiled
- Weak to
- Closing in: it throws only with a flake in hand, and chipping the next takes it back to the Titan's legs
- Drops
- 1 to 3 Flint; now and then a Wanestone
The Cradletender
The Cradles' keepers, still feeding Titans no one woke: a low shell on six stubby legs, carrying a cairn of the four elements' ore bound with crystal root, a feeding crystal burning at its top.
- Where
- On the floor of a Shard Cradle while its Shardborn walks or kneels: one rises about every 25 seconds, two at most
- Fights
- Never. Laden, it keeps near the walking Titan; when the Titan kneels it goes in under the heart and gives its load: the heart takes back 3% of the Titan's health, and the fight runs longer. Then it goes to the Cradle's rim for another load
- Its tell
- It tips its whole cairn forward over its head and the ore lights tier by tier, 1.6 seconds before the heart takes it
- Weak to
- A blow while it tips spills the load: nothing reaches the heart
- Drops
- 1 or 2 Iron Ore; now and then Gold Ore
The Mendwright
A Firstfolk repair engine that does not know its makers are gone: its works ride inside one great wheel, a brass counterweight swinging under the hub, a crane arm with a sparking torch reaching over the rim. It kept the Titan whole. When the Titan falls, it is left with no one to mend for.
- Where
- Beside the Titan while it fights, one at a time
- Fights
- Never. It keeps at the Titan's side and welds it: 24 health back, about every 9 seconds while the Titan is hurt
- Its tell
- The crane drives out straight as a lance and the torch's flame stretches white-blue, 1.5 seconds before the weld holds. A blow during it knocks the torch aside
- Weak to
- Striking it mid-weld. Or leave it be: when its Titan falls it does not fall with it. It stands calm for three minutes, and a Tungsten Ingot used on it then makes it yours
- Yours
- It follows you and mends your lines: give it Track (up to 64) and it lays it in the gaps of a line near it, one piece at a time. It never lays Track you did not give it. It counts among the three beasts you can keep, and comes with you when you return
- Drops
- 1 or 2 Metal Plates and a Rusted Firstfolk Gear (and any Track it still carried for you)
The Wickthief
Shards of the Shadow's flock that learned to drink light alone: a hunched bird of black shards with a hooked beak, one long feather trailing behind it like a blade. It steals the light its master must stand in to be struck.
- Where
- Beside Isembard's Shadow while it fights: one rises about every 14 seconds, three at most
- Fights
- Never. It flies low from torch to torch round the Shadow and pinches each one out. A snuffed torch stays where it was; use it to light it again
- Its tell
- It throws its wings up and gapes, and the stolen light runs down its feather, 1.1 seconds before the torch goes out. For a while after, the feather's tip burns
- Weak to
- Anything: it is frail. Strike it before it reaches your lights
- Drops
- 1 or 2 Feathers; sometimes the Torches it stole
The Cinderprint
On the White Night the light burned the Firstfolk's shadows onto the walls of their city. As Isembard's Shadow passes they peel off and fight: a man-sized figure a finger thick, burnt crisp at the edges, its arms thrown up before its face. Its rule is its master's, turned over.
- Where
- Beside Isembard's Shadow while it fights: one rises about every 20 seconds, two at most
- Fights
- Only in the dark. There it peels up off the ground and rakes you: 2 hearts. Within about 6 blocks of a torch (set in the world, or in anyone's hand) or under the open sky by day it is only a burnt print on the ground: it cannot touch you, and blows pass through it
- Its tell
- Its arms come down out of their guard and spread, fingers long as claws, and every edge flares from ember to white, 0.7 seconds before the blow
- Weak to
- A torch in your hand: it never strikes whoever holds one. To break it, put the torch away and fight it in the dark, while the Shadow itself needs your light
- Drops
- 1 or 2 Charcoal
Bosses
The Keepers, the Titan, the Elemental Core and the Crowned Wyrm each have a guide of their own; the four Shardborn, 48 blocks tall, have a guide of their own.
- The Rime Sovereign, Keeper of Water
- The Magma Colossus, Keeper of Fire
- The Thorn Guardian, Keeper of Earth
- The Tempest, Keeper of Wind
- The Titan, Last Engine of the Firstfolk
- The Elemental Core and the Crowned Wyrm, the last fight
Next: Effects and food. All sections: the guides.