The Keepers · After the Wyrm
Isembard's Shadow, What Tore Loose
When Isembard bound himself to the broken Core, its shadow tore loose and flew, black-winged, burning every colour at once. It is a flock of black shards in the shape of wings, about ten blocks across, with the four element fires burning together at its heart. 800 health.
- Who can call it
- A Champion: a player who has broken the Crowned Wyrm
- How
- Read Torn Page XVI under the open night sky, in the middle lands
- When
- At night, once a night in each world. At dawn it flies away if it still stands
- Health
- 800
- Who fights
- Anyone within 48 blocks shares the fight and its end
Light makes it solid
In the dark its shards are scattered, and a hit passes straight through them. Within reach of a light they draw together into wings, and then it can be hurt: about 6 blocks from a torch, 7 from a lantern, 5 from a Homefire, more from lava. A torch in your hand counts too. The boss bar dims while it is only shadow.
So the fight is about light. Ring the ground with torches before you read the page, and keep them burning.
The four fires
Water, Fire, Earth and Wind burn together at its heart; the four gems on its boss bar show which still burn. An arrow or a spell of an element (Tidal, Blazing, Quaking or Gale arrows; Rimeshard, Cinderbolt, Stonewake or Squall) that lands while it is solid puts that fire out for good. Each fire out takes away the move of that element and 15% of the damage of every move it has left. Plain weapons still do their damage. You choose which fire goes first.
Its moves
| Move | What happens | What to do |
|---|---|---|
| Drink | Its shards stream into a dark line at a torch for a second; then it dives, and the torch goes out. It heals 20 | Right-click a snuffed torch to light it again. While it drinks it is low, and solid by any other light: strike then |
| Eclipse | A dark ring grows on the ground round it; then every light within 12 blocks dims to half for 6 seconds | Its torches no longer reach it: hold a torch, or wait it out |
| Rime gust | A blue glow at its heart, then a fan of five ice shards: 2 hearts each, and Chill | Strafe sideways. Gone once its Water fire is out |
| Ember rain | An orange glow and red marks round you; burning shards fall on the marks: 2.5 hearts, and Burning | Step off the marks. Gone once its Fire fire is out |
| Root snare | A green glow and a mark under one player; roots burst there: 2 hearts, and Rooted for 2 seconds | Leave the mark. Gone once its Earth fire is out |
| Downdraught | A gold glow, then a gust that throws everyone near it back and blows out the torches within 6 blocks of it | Keep your torches spread wide. Gone once its Wind fire is out |
Damage here is for Medium: Easy halves it, Hard adds half again.
Torn in two
Below a quarter of its health the flock tears in two halves, each with the fires still burning in it. One health bar holds both: a hit on either counts. Each half is solid only in its own light, so light the ground where both fly.
What it leaves
Break it and its shards fall as ash. Everyone who shared the fight earns Shadow motes, an aura of its fires carried off, and the Shadow's Mark, earned only and chosen in Looks; putting out all four fires earns an achievement of its own. It leaves a little of each element's ore and the rarest ore. There is no new Torn Page: the tale stays sixteen pages.
The others: The Rime Sovereign, The Magma Colossus, The Thorn Guardian, The Tempest, The Titan, The Crowned Wyrm. Back to the Keepers. All sections: the guides.