The creatures
Out past the safe ground the four lands are not empty. Each one keeps its own animal, and they do not all want to talk.
Every creature, with its numbers
These are the base numbers, what you meet at the fringe of a land, at level 1. Everything deeper is the same animal scaled up, see below.
| Creature | Health | Power | Speed | XP | Where |
|---|---|---|---|---|---|
| Sett Badger | 22 | 5 | 7 | 12 | the Shore, and everywhere |
| Wild Boar | 40 | 7 | 5 | 22 | the Mire |
| Slag Wolf | 32 | 9 | 8 | 24 | the Ashfell |
| Meadow Stag | 38 | 0 | 7 | 30 | the Hollow |
Burrowing Badger |
32 | 8 | 6 | 28 | the Dead Forest, and the frontier |
Dark Wolf |
62 | 11 | 8 | 34 | the Dead Forest, in pairs |
White Wolf |
95 | 13 | 9 | 44 | the Dead Forest, deep north, alone |
| Nipper | 14 | 5 | 9 | 12 | the Ocean |
| Snapper | 22 | 7 | 9 | 18 | the Ocean |
| Gulper | 30 | 9 | 8 | 26 | the Ocean |
| Reef Shark | 70 | 13 | 9 | 55 | the Ocean, three of them |
The badger is the fair first fight. The wolf hits hardest of the four old land animals and never travels alone. The boar is the meatiest. The stag has zero power until you touch it, and then it is the most dangerous thing in the four lands.
The White Wolf is the hardest ordinary animal in the world: nearly three times a Slag Wolf's health, more power, and faster than you. It hunts alone, so there is no pack to pull, just one very bad fight.
What they drop
| Creature | Drops |
|---|---|
| Sett Badger | hide 60%, bone 10% |
| Wild Boar | hide 85%, bone 25%, iron fittings 2% |
| Slag Wolf | hide 85%, bone 22%, iron fittings 3% |
| Meadow Stag | hide 80% x2, bone 25%, iron fittings 5% |
| Burrowing Badger | hide 80%, bone 25%, iron fittings 4% |
| Dark Wolf | hide 90%, bone 25%, the bloody long sword 0.024% |
| White Wolf | hide 95% x2, bone 25%, the bloody long sword 0.048% |
| Nipper, Snapper, Gulper | fishbone 70%, one or two |
| Reef Shark | fishbone 100%, three or four, plus a guaranteed Ocean Treasury |
Three small rolls ride on top of the tables. Any creature of level 8 or higher has a 2% chance to drop a waystone shard. Any creature of level 10 or higher has a 0.008% chance to drop a party flashlight, and the same chance again for a portable terminal. And every hostile kill quietly rolls for a cosmetic look, covered below.
Each line rolls on its own, so a good boar can give you hide and bone and a fitting at once. The stag is the best iron fittings source in the world at 1 in 20, and it drops double hide. It is also the fight most likely to kill you. That is not a coincidence.
Loot does not go into your bag. It falls on the ground where the creature died, yours alone for 5 seconds, then anyone's, and it is gone in 90. Walk over it to pick it up. Loot never scales with the creature's level: a level 11 wolf drops exactly what a level 1 wolf drops.
Material loot is bounded
Hide and bone are basics: loot counts against your daily allowance and each material's daily limit. Iron fittings and fishbone are rare and draw from fixed pools. Killing does not bypass either. See Gathering.
The four animals
Each land has its signature animal, the one you meet most:
- The Hollow has its stags, the deer.
- The Shore has its badgers.
- The Ashfell has its wolves.
- The Mire has its boar.
That signature is the animal that roams each land, but it is not the only thing out there. Hostile packs cluster deeper in, and they mix: wolves den in the Hollow, boar bruise through the Ashfell, and mixed bands hold the middle of every wild. And one place gathers them all: past the frontier line on the far east of the Field, boar and badger packs and a wolf den hold the ground. That frontier is the nearest real fight to home.
The Foal Pen and the town stay clear. Nothing hunts you on home ground.
The Dead Forest, far north
North past the Hollow is the world's newest ground, and its hardest. Nothing here is a beginner's fight, and it is laid out in three bands that get worse the further north you walk.
- The southern edge holds Burrowing Badgers, around level 6 to 11, in ones and twos. They dig, and they will come up somewhere other than where they went down.
- The middle wood belongs to Dark Wolves, level 11 to 15, always in pairs. Pulling one pulls two.
- The deep north is White Wolf ground, level 16 to 19, and each one hunts alone.
The White Wolf drops double hide, and both wolves can drop the bloody long sword.
The Scarecrow stands up here too, and he has plenty to say.
Deeper means stronger
Each land runs 120 tiles on a side, and the danger climbs the further in you push. Creatures gain one level for every 12 tiles you walk from the entrance, up to level 11 at the deepest corner of a land.
Each of those levels adds +35% of its base health and +20% of its base power. It adds up fast: a level 12 wolf carries nearly five times the health of the one you met at the gate and hits over three times as hard. A level 19 White Wolf up in the deep north is running about 694 health. That is not a slightly tougher animal. That is a different animal wearing the same skin.
The name and level float over every creature, so you always know exactly what you are walking up to. Read it before you swing.
Lil Knacker, at the top of the road
Lil Knacker stands at the top of Knacker's Pass, at the glue factory's door.
| Lil Knacker | |
|---|---|
| Health | 2,800 |
| Power | 52 |
| Level | 35 |
| XP | 2,400, split by damage dealt |
| Respawns | every hour |
He is nothing like the animals above. He fights like a powered up human, he chills and freezes, he cannot be rooted, at half health two pale nags come trotting in beside him, and the whole zone sees his health bar.
His loot is per participant, not a pile for whoever landed the last hit: deal at least 1% of his health and you roll your own drops, charms and treasuries and rarer things. He is the only source of keystone (5% per participant) and one source of relics (2%). The whole fight, and the full loot table, live on his own page.
The Knacker is the larger boss beyond the Pass: 11,200 HP, level 35, four-hour respawn, his own richer loot table and the exclusive eye drops. His gate requires a Frozen Key during the portal window.
Killing pays in levels
Put a creature down and you earn XP, and XP is what levels you. There is a catch: a kill only pays well if the fight was fair. Killing at or above your level pays up to half again. Killing far below you falls away to 15% of the listed XP. The world does not reward bullying the weak.
Your level is what gates the bigger plots, so the hours you put into the wild are the hours that buy you land. See The Field.
They also drop looks
Every hostile kill quietly rolls for a cosmetic: 0.15% for an uncommon, 0.04% for a rare, 0.008% for a legendary. Four animals roll better than that: the Slag Wolf and the Meadow Stag double all three, the Dark Wolf triples them, and the White Wolf rolls six times, the best cosmetic odds anything in the live world carries. If you are hunting looks rather than materials, the deep north is where you hunt.
When anyone in the world lands one, the whole world hears about it.
Never trust the deer
One warning. The stags in the Hollow look harmless, and they are: their power is genuinely zero until the moment you hit one. Strike a stag and it turns, and it does not turn a little. It comes back at 12 power, 8 resistance, faster than you, with half again its health, and it will chase you down. It also lands crits more often than anything else in the world, and hits twice as hard when it does.
It is the best iron fittings drop in the game and the fastest way to lose your bag. If you are going to start that fight, be sure you can finish it.
Burrowing Badger
Dark Wolf
White Wolf