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Bestiary

Field notes on everything that wants your backpack. Stats, habits, and drop rates below are pulled straight from the game’s data files, so what you read here is what the server runs.

The wilds

Standard spawns. Every map draws from a spawn table keyed to its terrain: temperate woods lean on wolves and slimes, the chasm favors archers and brutes, the coast breeds witches and venom.

Bog Slime

Splitting swamp chaser
  • 45HP
  • 6damage
  • 1.6tiles/s
  • 10XP

A slow crawler at 1.6 tiles a second, easy to outwalk and easy to hit. The catch comes when it dies: the body bursts into two Tiny Slimes, 15 HP each, that come at you just as stubbornly. They don’t split again.

How to beat it: Finish the two Tiny Slimes before you turn your back.

Drops: Fiber 1-3 (80%) · Iron Ore 1 (20%)

Found in: Tutorial Grove; the temperate woods (24% of spawns); Coastal Cove (30%); Mushroom Chasm (8%). Also raised as adds by the Forest Spirit.

Skeleton Archer

Ranged kiter
  • 35HP
  • 7damage
  • 1armor
  • 2.5tiles/s
  • 15XP

A dead shot with a nervous streak. It holds a five-to-eight-tile band: back away and it advances, press in and it retreats. Each arrow takes a 0.45-second draw, and the shot flies at where you stood when the draw began. 7 damage on a hit, one arrow every 2.5 seconds.

How to beat it: It commits to the arrow the moment the draw starts, so strafe after the telegraph and the shot misses. No pathfinding either: corner it against terrain and it has nowhere to kite.

Drops: Stone 1-2 (50%) · Iron Ore 1 (30%) · Gold Ore 1 (20%)

Found in: Mushroom Chasm (30% of spawns). Also summoned in pairs by the Forest Spirit.

Marsh Witch

Poison zoner
  • 55HP
  • 0damage
  • 2.5tiles/s
  • 30XP

She wants nothing to do with your sword. She keeps four to six tiles between you and her, and every 2.5 seconds drops a poison puddle on the tile you were standing on: a visible ring, one and a half seconds of warning, then 6 damage every half second to whoever stays.

How to beat it: The puddle lands where you were standing when the cast started, so just keep walking. Push inside four tiles and she runs instead of fighting.

Drops: Fiber 2-4 (60%) · Iron Ore 1-2 (30%) · Gold Ore 1 (10%)

Found in: Coastal Cove (16% of spawns).

Wolf Pack Member

Pack hunter
  • 50HP
  • 8damage
  • 1armor
  • 3.8tiles/s
  • 8XP

One wolf is a jog home. Four or five are a problem, and they hunt as four or five: aggro is shared pack-wide, so the one that spots you calls the rest. At 3.8 tiles a second they are a shade slower than you, which matters right up until you meet the second pack.

How to beat it: Fight with your back to something and thin them one at a time.

Drops: Health Potion 1 (60%) · Fiber 1-2 (30%) · Wood 1-2 (10%)

Found in: Everywhere the trees grow: the temperate woods (34% of spawns), Coastal Cove (18%). Endless supply near a Monster Nest.

Venom Slime

Poison on contact
  • 40HP
  • 3damage
  • 3.4tiles/s
  • 18XP

The bite is a tap, 3 damage. The poison is the bill: 4 damage every half second for three seconds, and it keeps ticking while you run. It chases at 3.4 tiles a second, slower than you, faster than you mid-harvest.

How to beat it: Never trade touches. A dodge roll’s invincibility frames negate the entire bite, poison included.

Drops: Fiber 1-3 (70%) · Iron Ore 1 (30%)

Found in: Coastal Cove (22% of spawns); Mushroom Chasm (18%).

Charger

Telegraphed dash bruiser
  • 90HP
  • 22damage
  • 3armor
  • 2.6tiles/s
  • 22XP

It plods toward you at 2.6, patient, until you are inside four tiles and its cooldown is ready. Then a 0.55-second windup and a dash at 9 tiles a second along a fixed line, 22 damage on contact. After the dash it stands winded for most of a second.

How to beat it: The dash goes exactly where you were standing at the end of the windup. Sidestep and it sails past, then punish the recovery.

Drops: Iron Ore 2-4 (45%) · Stone 2-4 (25%) · Steel Bar 1-2 (15%) · Gold Ore 1 (10%) · Health Potion 1 (5%)

Found in: The temperate woods (14% of spawns); Mushroom Chasm (16%).

Grove Tender

Support healer
  • 45HP
  • 0damage
  • 3.4tiles/s
  • 20XP

It will never hurt you. It does not have to. Every three seconds it heals the most wounded monster near it for 30 HP, more than most of your swings. Close in and it flees at 3.4 tiles a second.

How to beat it: Kill the Tender first, and commit to the chase when it runs. Nothing dies while it stands.

Drops: Fiber 2-4 (65%) · Iron Ore 1-2 (25%) · Health Potion 1 (10%)

Found in: The temperate woods (8% of spawns), always in company.

Dusk Harrier

Flying harasser
  • 28HP
  • 12damage
  • 4tiles/s
  • 16XP

A stinger on wings that circles four tiles out at exactly your walking speed, waiting. Every couple of seconds it tips into a dive, 11 tiles a second along a committed line, 12 damage if it clips you, then climbs out slow and sorry. It has 28 HP; one clean bow shot ends the conversation.

How to beat it: Wait for the dive, sidestep the committed line, and hit it in the climb-out. Bows make short work of 28 HP.

Drops: Fiber 1-3 (70%) · Wood 1-2 (18%) · Health Potion 1 (12%)

Found in: The temperate woods (12% of spawns); Coastal Cove (14%).

Village Raider

Human bandit skirmisher
  • 40HP
  • 9damage
  • 1armor
  • 2.4tiles/s
  • 15XP

The only enemy that used to be a neighbor. Quick 9-damage swings, folds after a couple of hits, and never alone: the plaza pack comes at you from three doorways at once.

How to beat it: Fragile alone, nasty in the plaza pack they spawn in. Pull them apart with range and they fold in two hits.

Drops: Gold Ore 1 (35%) · Iron Ore 1-2 (30%) · Health Potion 1 (20%) · Fiber 1-2 (15%)

Found in: Hollowbrook Village, around the looted plaza.

Elites

Rarer, tougher, and worth the detour. Stone Brutes are the only source of Raider Keys, the instant-exit ticket for the raider hatch.

Stone BruteElite

Elite tank with a telegraphed slam
  • 220HP
  • 25damage
  • 8armor
  • 2.5tiles/s
  • 50XP

A walking wall: 220 HP behind 8 armor that shrugs off cheap swords. In melee range it raises both fists, the ground flashes yellow to red for half a second, and the slam lands for 25 across three tiles. It cannot cross water; a river is a wall it never solves.

How to beat it: Step out of the ring, hit it during the 3-second cooldown, repeat. Put a river between you and it wins the fight outright.

Drops: Stone 4-8 (40%) · Iron Ore 2-4 (30%) · Steel Bar 1-2 (20%) · Gold Ore 1-2 (10%)
Bonus rolls: Gold Sword (10%) · Raider Key (25%)

Found in: Mushroom Chasm (20% of spawns); rarer in the temperate woods (8%).

Monster NestElite

Stationary spawner
  • 400HP
  • 0damage
  • 6armor
  • 0tiles/s
  • 55XP

It does not move and it does not fight. It manufactures: a wolf every eight seconds, two on alternate waves, up to four alive at once. Killing wolves is bailing a leaking boat. The nest itself has 400 HP behind 6 armor; bring a good sword and a grudge.

How to beat it: Ignore the wolves and break the nest; every wolf you kill gets replaced, the nest never comes back.

Drops: Iron Ore 3-6 (40%) · Steel Bar 2-3 (25%) · Stone 4-8 (15%) · Gold Ore 1-2 (12%) · Health Potion 1-2 (8%)

Found in: Mushroom Chasm (8% of spawns).

Bosses

Every raid map hides one boss arena, placed as far from the spawns as the map allows. Which boss you get alternates with the match seed: the same arena is the Forest Spirit one run and the Frost Warden the next. Kill it, extract, and the Boss Bounty objective pays 250 gold on top of the guaranteed drop.

Forest SpiritBoss

Boss of the deep woods
  • 600HP
  • 12damage
  • 4armor
  • 2tiles/s
  • 100XP

An antlered keeper of the deep woods with three moods. Above 60% health it stalks you, casting Entangling Roots, a telegraphed ring that snares and stings, while bog slimes ooze in to help. From 60 to 30% it roots itself and raises two skeletons; leave them standing ten seconds and it drinks back 30 HP. Below 30% it enrages: swings every half second, and every five seconds a nova that deals 30 to anyone still inside the ring when it lands.

  1. Phase 1: 100%-60% HP
  2. Phase 2: 60%-30% HP
  3. Phase 3: 30%-0% HP

How to beat it: Phase 2 is the fight. Drop the skeletons inside ten seconds to deny the heal, and in phase 3, step out of the nova ring during the windup.

Drops: Always drops Explorer's Rucksack.

Found in: The boss arena on any map, when the match seed favors the woods.

Frost WardenBoss

Boss, stationary frost artillery
  • 600HP
  • 14damage
  • 6armor
  • 0tiles/s, rooted
  • 100XP

The cold face of the boss arena: a rooted sentinel of frost artillery. It channels for most of a second, then fans three shards toward you at 5 tiles a second, 9 damage each. Under half health the volleys quicken and it adds a frost nova, a 3-tile ring that hits for 22 and glues your boots for a second and a half.

  1. Phase A: 100%-50% HP
  2. Phase B: 50%-0% HP (one-way: healing back above 50% does not revert)

How to beat it: Read the channels. The volley is loosed at where you are when the channel ends, so keep moving, and step out of the nova ring. It never moves; range and patience win.

Drops: Always drops Steel Armor.

Found in: The boss arena on any map, when the match seed turns cold.

Field notes

Things the veterans know: