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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.

A Frostbitten with a crest of ice shards in front, a Bonewalker in bronze, a hooded Hollow and a Crawler behind it on a grassy hill.
CreatureWhereHealthHits forDrops
Pig, cow, chickenGrass and snowy grass, by day10, 10, 4NeverRaw meat, feathers
HollowThe middle lands at night, caves, the Overgrown Jungle201.5 heartsSpoiled Meat, Bone
Dust HollowDeserts at night, the Volcano201.5 hearts, and hungerSpoiled Meat, Sand
FrostbittenSnowy lands at night, the Frosted Lands201.5 hearts, and coldSpoiled Meat, Snowballs
BonewalkerEverywhere at night, caves201.5 hearts an arrowBone, Arrows
CrawlerEverywhere at night, caves, the Overgrown Jungle161 heart, and a webString, Crawler Eye
GloopCaves below Y −20, the four lands of the Elemental World16, then 4 each1 heartGel Drops
Vael RobotThe Robotic World, any hour303 hearts a laserIron, tungsten
Brass WardenThe Lens Foundries, the Robotic World602.5 hearts and a hard knockTungsten, iron
ShellbackThe Frosted Lands301.5 hearts, and ChillFrost Crystals, rimeiron
Shard-Halo ArcherThe Cloud Kingdom202 hearts an arrowArrows, 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

A Mossback piglet with moss on its back and a shaggy cow on a meadow by day.
A Mossback piglet and a shaggy-maned cow. Each one is a little different.

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.

AnimalHealthDropsAlso
Pig101 to 3 Raw PorkRoast it in a Forge: Roast Pork fills 4
Cow101 to 3 Raw BeefUse an empty bucket on a cow for milk, which clears every effect
Chicken4A Raw Chicken and up to 2 FeathersFeathers make arrows

The Hollow

A Hollow in a crimson robe stooped on a meadow, lantern eyes in its dark hood, clawed hands reaching low.
A Hollow coming on. No two wear the same robe.

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

A Dust Hollow on desert sand, bent double under an empty clay urn, its amber eyes lit.
A Dust Hollow, the urn on its back long empty.

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

A Frostbitten on a frozen lake in the Frosted Lands, dark as deep water, seams of cold light down its body, a crest of ice shards on its back.
A Frostbitten, its arms out for you.

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

A Bonewalker in green-bronze armour and a crested helm on a meadow, its bow drawn and aimed at the viewer.
A Bonewalker drawing. When it stops and raises the bow, you have a moment.

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 Crawler at sunset in long grass, low and wide, a cluster of crystal on its back and pale eyes glinting.
A Crawler at sunset, when it starts to hunt.

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

Elemental Gloops on a meadow: a fire Gloop in front, an earth, a water and a wind Gloop behind it.
Gloops of Fire, Earth, Water and Wind. Each carries its element's crystal inside.

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

A Vael Robot of pale tungsten and brass on a meadow, its great brass-rimmed lens glowing ember, its lens-cannon arm raised.
A wild Vael Robot. Its lens burns ember; tamed, it wakes to cyan.

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 Brass Warden coming down a Lens Foundry hall between acid channels, the cracked lens glowing at the far end.
A Brass Warden in its Foundry. When the fist rises, get clear.

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

A Shellback in the shallows of the Frosted Lands, its plated brow lit cyan, ice spikes rising from its shell.
A Shellback. Its brow turns blades; the split in its back does not.

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 Shard-Halo Archer, gaunt and hooded with a pale mask, its skystone bow drawn, crystal shards over its head.
A Shard-Halo Archer, its halo still. A second later it looses.

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.

Next: Effects and food. All sections: the guides.