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 |
| Hollow | The middle lands at night, caves, the Overgrown Jungle | 20 | 1.5 hearts | Spoiled Meat, Bone |
| Dust Hollow | Deserts at night, the Volcano | 20 | 1.5 hearts, and hunger | Spoiled Meat, Sand |
| Frostbitten | Snowy lands at night, the Frosted Lands | 20 | 1.5 hearts, and cold | Spoiled Meat, Snowballs |
| Bonewalker | Everywhere at night, caves | 20 | 1.5 hearts an arrow | Bone, Arrows |
| Crawler | Everywhere at night, caves, the Overgrown Jungle | 16 | 1 heart, and a web | String, Crawler Eye |
| Gloop | Caves below Y −20, the four lands of the Elemental World | 16, then 4 each | 1 heart | Gel Drops |
| Vael Robot | The Robotic World, any hour | 30 | 3 hearts a laser | Iron, tungsten |
| Brass Warden | The Lens Foundries, the Robotic World | 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 |
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 Hollows (about half), Bonewalkers and Crawlers; in deserts mostly Dust Hollows; in snowy lands mostly Frostbitten.
- 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: Frostbitten and Shellbacks in the Frosted Lands, Dust Hollows in the Volcano, Crawlers and Hollows in the Overgrown Jungle, Shard-Halo Archers in the Cloud Kingdom, with Bonewalkers and the land's own Gloops in most of them. Vael Robots roam the Robotic World 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 Gloom sight, the violet marks on ground still dark enough. See torchlight.
- Hunters notice you within 18 blocks. Hollows, Frostbitten and Bonewalkers catch fire in daylight under the open sky; Dust Hollows never do.
- 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.
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 Hollow
What the Riving left of the Vael: a lanky, stooped shape in a ragged robe, two lantern eyes in a dark hood, a cracked crystal glowing in its chest. It walks straight at you and strikes.
- 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
- Its lantern eyes flare to slits and its arms reach out when it comes for you
- Weak to
- Daylight under the open sky: it burns
- Drops
- Up to 2 Spoiled Meat; now and then a Bone
- SappedYour hits deal less damageOne Hollow hit in four
The Dust Hollow
It carried water for the Vael. The urn on its back has been empty since the Riving, and it is still hungry: bent double under the urn, knuckles in the sand, mouth open.
- 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 amber eyes flare and its mouth gapes when it turns on you
- Weak to
- Nothing in particular: it does not burn by day, so a desert is never safe at dawn
- Drops
- Up to 2 Spoiled Meat; now and then a little Sand
The Frostbitten
The Keeper of Water's cold, grown into a body: tall and gaunt, dark as deep water, split by seams of cold light, with a crest of great ice shards grown from its back. 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 mouth lights from inside when it hunts
- Weak to
- Daylight under the open sky: it burns. A held Frost Heart keeps its cold off you
- Drops
- Up to 2 Spoiled Meat; now and then a few Snowballs
The Bonewalker
The binders set guards on the temples, and the guards outlived them: bone under bronze armour, a tall crested helm, violet crystal on its shoulders and bow. Its armour is bright bronze, green with verdigris, or black iron.
- 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 shoots: 1.5 hearts an arrow, about one every 2.2 seconds (1.4 on Hard)
- Its tell
- It stops, faces you and draws for 0.7 seconds (0.55 on Hard) before it looses. Its arrows fall in an arc, like yours. Break its line of sight during the draw and the shot is spoiled
- Weak to
- Daylight: it burns. Close in behind cover, then strike
- Drops
- Up to 2 Bones and up to 2 Arrows
The Crawler
A geode crawler: low and wide, stone-grey, a cluster of crystal on its back and eight pale eyes that glint. Its legs step in a ripple, front to back.
- 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. Bites for 1 heart, and every bite leaves you Webbed for 3 seconds: a third slower, no sprinting. It climbs walls
- Its tell
- Its fangs work fast and its eyes turn pale violet when it hunts. By day on the surface it leaves you be, unless you strike first
- Weak to
- A roof: walls alone do not stop it
- Drops
- Up to 2 String (for bows); one in three drops a Crawler Eye: Nightsight for 30 seconds if you eat it, and Blight for 4
- WebbedMove slower; cannot sprintEvery Crawler 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 Vael Robot
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 Vael banner.
- Where
- The Robotic World, 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 Laser Cannon
Taming a robot
Use a Tungsten Ingot on a wild robot 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 /robots) to give orders: Follow, Guard this spot, or Collect, which fetches dropped items and brings them to you. Every tamed robot fires its laser at hostile creatures that come near, bosses included.
The Brass Warden
A Vael 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 Robotic World; 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
Bosses
The Keepers, the Robot Titan, the Elemental Core and the Crowned Wyrm each have a guide of their own; the four Shardborn, Titans 48 blocks tall, have the Titans guide.
- The Rime Sovereign, Keeper of Water
- The Magma Colossus, Keeper of Fire
- The Thorn Guardian, Keeper of Earth
- The Tempest, Keeper of Wind
- The Robot Titan, Last Engine of the Vael
- The Elemental Core and the Crowned Wyrm, the last fight
Next: Effects and food. All sections: the guides.