Every creature of the islands can be hunted, and some of them hunt you. This page covers who is dangerous, how a fight works, what protects you, and what happens when your health runs out.

The creatures

Each species has a stance that decides when it fights:

  • Neutral: never attacks. Many of them run from you.
  • Provoked: fights back whoever hurt it.
  • Territorial: attacks whoever comes within a radius of its home.
  • Hostile: attacks on sight at certain hours, and at any hour once hungry.

Drops only fall from a creature killed by a player.

Hostile

CreatureHealthHostile atWhereAttacksDrops
Wolf14dusk, night (by day when hungry)forest, taiga; white wolves on tundra and snowy peaksbite 3 piercing, bleedingfur, raw meat, fang (60%)
Lynx14dusk, nightforest, taigaclaw 3, pounce 6 slashing with bleedingfur, claws (60%), raw meat
Spider8dusk, nightforest, mountains, steppe, tundrabite 2 piercing, poisoncoarse silk, venom (40%)
Weaver30alwayscaves 12 to 64 blocks deep, in the darkbite 4, drop 6 piercing, poisonweaver silk, venom (80%)
Rock worm60alwaysinside the rock 8 to 64 blocks deep, on Vepre onlybite 6, lunge 9 piercinggizzard, crushed copper, tin and galena (chances)
Drowned16alwaysat night on the outer coasts (beaches, stony shores)claw 3 slashing, makes you wetblack salt (60%)
Ghoul20nightplains and swamps, at nightclaw 4 slashing, fevernone

Some of them have habits worth knowing:

  • A pack of wolves spreads around its prey and closes in together; a wolf below a quarter of its health gives up and runs.
  • A lynx creeps up and only pounces from behind (within 60 degrees of your back), never while you face it.
  • A weaver spins webs around its lair (one every 15 seconds, up to 10 within 6 blocks). Walking into one roots you for 2 seconds. It hangs from the ceiling and drops on you.
  • A rock worm hears a pick: mining within 40 blocks of it draws it through the stone, and it lunges out of the wall at the nearest miner.
  • The drowned burn in daylight under the open sky (3 sun damage per second). Struck down once, one rises again after 8 seconds with half its health, unless the killing blow was fire or the sun. They put out torches within 4 blocks. More of them come around the new moon.
  • A ghoul smells the dead: it digs at a dead player’s body within 64 blocks and carries one item to its lair. It raids chests the same way. Kill it on the way and it drops what it took.

Territorial and provoked

CreatureStanceHealthAttacksDrops
Boarterritorial, 10 m18tusk 2.5, charge 4 (knocks down)raw meat, fat, tusk (50%), hide
Brown bearterritorial, 14 m40bite 5, swipe 7 slashing (knocks down)fur, fat, claws (80%), raw meat
Ratterritorial, 6 m, in caves2bite 1, feverrat tail
Aurochsprovoked40horns 5, charge 7 (knocks down)raw meat, hide, tallow (80%)
Elkprovoked45strike 5, charge 7 (knocks down)raw meat, hide, palmate antler (bulls)
Badgerprovoked10bite 3.5, bleedingfur, fat
Asp viperprovoked4bite 1.5 poisonvenom (70%), hide (50%)
Crabprovoked3pinch 1.5 slashingcrab meat, crab shell (80%)

The asp viper and the crab also strike anything that steps right onto them: watch the tall grass, ferns and grass of the plains and steppe. Elk bulls charge anyone within 14 m during the rut, days 52 to 64 of the 96 day year.

Neutral

The deer, rabbit, fox, horse, sheep, goat, chicken, cattle, hedgehog, bird, rook, barn owl, bat and the fish (trout, pike, carp, herring, cod) never attack you. They are sources of Raw Meat, Hide, Fur, Feathers, Wool and Guano. A hedgehog rolls into a ball and takes only a quarter of a blow; rooks gather over the dead. See Islands and biomes for where each lives, and Husbandry for the ones you can tame.

Melee

Hold a weapon and use the left mouse button. The R key draws and sheathes the bastard sword.

  1. Light blows: a short press strikes. Pressing again within the weapon’s combo window (0.45 s for the swords) plays the next blow of the combo.
  2. Heavy blow: hold the button at least 0.5 s, then let go. Weapons without a heavy blow strike as soon as you press.
  3. Every blow costs breath. Without enough breath the blow does not start.

A blow lands when its target is within reach and inside the arc it sweeps. Each weapon that wears out loses one use per blow that lands. The dagger deals 2.5 times its damage from behind (within 100 degrees of the target’s back).

WeaponTypeLight blowsHeavyBreath per light blowReachDurability
Clubblunt3, 3.5682.4100
Flint Spearpiercing3.5, 3.5683.480
Copper Spearpiercing4, 4783.4200
Bronze Spearpiercing4.5, 4.5883.4450
Copper Short Swordpiercing3.5, 4none62.2 to 2.3200
Bronze Short Swordpiercing4, 4.5none62.2 to 2.3450
Copper Long Swordslashing4, 4, 5782.8 to 3200
Bronze Long Swordslashing4.5, 4.5, 5.5882.8 to 3450
Copper War Axeslashing4.5, 4.5892.6200
Bronze War Axeslashing5, 5992.6450
Copper Maceblunt4, 4.58102.4200
Bronze Maceblunt4.5, 59102.4450
Daggerpiercing2.5, 2.5none51.8does not wear
Silver Daggersilver2.5, 2.5none51.890

The metal heads and blades are smithed (see Metalworking), then fitted to a stick at the workbench. The Bastard Sword (5, 5, 6, heavy 9) has no recipe yet.

Guard and parry

Hold the right mouse button to raise the guard: a shield’s in the off hand, otherwise your weapon’s (spears and swords have one, axes, maces, clubs and daggers do not). Raising it costs breath and cancels a charging blow or a drawing bow.

  • Block: a blow from within the guard’s arc loses part of its damage. You pay breath for each blocked blow, more for a heavier one. Out of breath, the guard breaks and you stagger.
  • Parry: raise the guard while the enemy’s blow is winding up (from the start of its attack to its impact), or just before it starts. The blow deals nothing and the attacker is thrown off balance. A guard held up longer only blocks.
GuardDamage stoppedArcParry graceBreath to raiseBreath per block
Round Shield85%150 degrees0.25 s24 + 1 per damage
Long swords50%120 degrees0.2 s46 + 2 per damage
Short swords40%120 degrees0.2 s46 + 2 per damage
Spears40%120 degrees0.15 s46 + 2 per damage
Crafting grid
Oak Planks
Oak Planks
Oak Planks
Oak Planks
Leather
Oak Planks
Oak Planks
Oak Planks
Oak Planks
Round Shield

The shield takes any planks around one Leather, at the workbench.

The bow and the sling

Hold the left button to draw, let go to shoot. You need arrows in your inventory.

  • Full power after 1 s of draw; let go before 0.25 s and nothing is shot.
  • The arrow leaves at up to 38 m/s and deals up to 6 piercing damage, both scaled by how far you drew.
  • A shot costs 10 breath. The bow takes both hands: a worn shield goes on your back and gives no guard.
  • An arrow stuck in a block stays 60 seconds; walk within 1.5 blocks of it to take it back.
Crafting grid, by hand (Any arrangement)
Yew Log
Plant Twine
Flint Knife
Simple Bow

The Simple Bow takes an Ash Log or a Yew Log, some Plant Twine and a knife, which loses 4 uses. Arrows start with knapped arrowheads (four per flint):

Shaping (Material: stone)
Inputs: Flint
Layer 1 (bottom)
Crafting grid, by hand (Any arrangement)
Flint Arrowhead
Stick
Feathers
Flint Arrow 4

The Sling (leather and two plant twines, at the workbench) shoots any pebble for 3 blunt damage, full power after 0.8 s, 8 breath a shot.

Armour

Armour is worn in five slots: head, chest, legs, gloves and boots. Each piece multiplies the damage of some types: the pieces multiply together, so every piece counts. A worn piece that wears out loses one use each time you are hit.

Full setSlashingPiercingBluntWarmthDurability
Leatherx0.72x0.81x0.8712 degrees120
Studdedx0.63x0.71x0.7812 degrees200
Bronze scalex0.43x0.55x0.636 degrees350
  1. Make the leather pieces at the workbench from Leather: cap, jerkin, trousers, gloves and boots.
  2. Add copper or bronze studs to a leather piece for its studded version (2 to 4 studs).
  3. Add Bronze Scales to a leather piece for its bronze version (2 to 8 scales).
Crafting grid
Leather
Leather
Leather
Leather
Leather
Leather
Leather
Leather
Leather Jerkin

The chest piece protects the most (leather jerkin x0.88 slashing, bronze scale shirt x0.72).

Damage types

Every harm has a type: slashing, piercing, blunt, fire, cold, lightning, water, poison, light, shadow, silver, aconite, sun and fall. Bodies and armour resist or fear some of them: the ghoul takes double from silver, the drowned double from the sun and nothing from water, the weaver double from fire and nothing from poison, the rock worm more from blunt blows (x1.3) and less from piercing ones (x0.6). Pick the weapon to match.

Some blows also leave an effect: bleeding (0.25 per second per stack), poisoned (0.5 every 2 seconds per stack), fever (0.5 every 10 seconds, slower walking), knocked down (you cannot move or act for a moment) and wet. A Bandage stops bleeding, an Antipoison cures poison and a Fever Purge the fever.

Health

You have 20 health. Out of combat (10 seconds without hitting or being hit) it comes back at 0.05 per second, four times faster asleep in a bed and three times faster within 4 blocks of a torch. Eating helps: food such as Cooked Meat makes you nourished, which heals on its own. A fall hurts past about three blocks: 1 damage per m/s of landing speed above 13.5 m/s.

Breath

The one gauge of 100 breath pays for sprinting (9 per second), blows, the guard and shots. It comes back at 18 per second, only on the ground, 0.8 s after you last spent some; once empty you need 25 before you can sprint again.

Under water, with your eyes below the surface, breath drains at 6 per second: about 16 seconds from full. At zero you drown, losing 1 health per second.

Body temperature

Your body stays at 37 degrees while the felt air is between 8 and 28 degrees. Outside that range it drifts towards cold or heat. The felt air depends on the climate, the hour (5 degrees between night and afternoon), the height (wind above 600 m chills up to 12 degrees more), water (colder) and fire: a torch within 4 blocks warms you by 12 degrees. Clothing warmth lowers the bottom of the comfort range by its degrees; wet clothes keep only half of it, and being wet (40% of your body under water) cools you by 6 degrees for 90 seconds.

  1. Below 35.5 (cold) or above 38.5 (heat), the top of your breath gauge is taken away.
  2. At 34 or 40, all of it is gone and you lose 0.25 health per second, as cold or fire damage.

Death and the wandering soul

When your health runs out:

  1. Your body stays where you fell, holding everything you carried and wore.
  2. You come back at once as a wandering soul, at the last bed you slept in, or at the world spawn if you have none or it was broken. Using a bed (the E key) sets where you come back.
  3. As a soul you can only walk: no flying, no fighting, no building, no items. Nothing harms you and no creature notices you. A compass over the hotbar shows the distance to your body.
  4. Stand within 1.5 blocks of your body for 2 seconds to come back to life with half your health and everything still on it, each item back in its slot.

Meanwhile other players can search your body (the E key) and, under the default server rule, take from it, except wings. A ghoul may carry one item away. After an hour with its region loaded, the body becomes an Earth Chest that keeps the items and drops them when broken. If the body is gone, reaching the spot where it lay still brings you back, empty handed.