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
| Creature | Health | Hostile at | Where | Attacks | Drops |
|---|---|---|---|---|---|
| Wolf | 14 | dusk, night (by day when hungry) | forest, taiga; white wolves on tundra and snowy peaks | bite 3 piercing, bleeding | fur, raw meat, fang (60%) |
| Lynx | 14 | dusk, night | forest, taiga | claw 3, pounce 6 slashing with bleeding | fur, claws (60%), raw meat |
| Spider | 8 | dusk, night | forest, mountains, steppe, tundra | bite 2 piercing, poison | coarse silk, venom (40%) |
| Weaver | 30 | always | caves 12 to 64 blocks deep, in the dark | bite 4, drop 6 piercing, poison | weaver silk, venom (80%) |
| Rock worm | 60 | always | inside the rock 8 to 64 blocks deep, on Vepre only | bite 6, lunge 9 piercing | gizzard, crushed copper, tin and galena (chances) |
| Drowned | 16 | always | at night on the outer coasts (beaches, stony shores) | claw 3 slashing, makes you wet | black salt (60%) |
| Ghoul | 20 | night | plains and swamps, at night | claw 4 slashing, fever | none |
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
| Creature | Stance | Health | Attacks | Drops |
|---|---|---|---|---|
| Boar | territorial, 10 m | 18 | tusk 2.5, charge 4 (knocks down) | raw meat, fat, tusk (50%), hide |
| Brown bear | territorial, 14 m | 40 | bite 5, swipe 7 slashing (knocks down) | fur, fat, claws (80%), raw meat |
| Rat | territorial, 6 m, in caves | 2 | bite 1, fever | rat tail |
| Aurochs | provoked | 40 | horns 5, charge 7 (knocks down) | raw meat, hide, tallow (80%) |
| Elk | provoked | 45 | strike 5, charge 7 (knocks down) | raw meat, hide, palmate antler (bulls) |
| Badger | provoked | 10 | bite 3.5, bleeding | fur, fat |
| Asp viper | provoked | 4 | bite 1.5 poison | venom (70%), hide (50%) |
| Crab | provoked | 3 | pinch 1.5 slashing | crab 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.
- 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.
- Heavy blow: hold the button at least 0.5 s, then let go. Weapons without a heavy blow strike as soon as you press.
- 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).
| Weapon | Type | Light blows | Heavy | Breath per light blow | Reach | Durability |
|---|---|---|---|---|---|---|
| blunt | 3, 3.5 | 6 | 8 | 2.4 | 100 | |
| piercing | 3.5, 3.5 | 6 | 8 | 3.4 | 80 | |
| piercing | 4, 4 | 7 | 8 | 3.4 | 200 | |
| piercing | 4.5, 4.5 | 8 | 8 | 3.4 | 450 | |
| piercing | 3.5, 4 | none | 6 | 2.2 to 2.3 | 200 | |
| piercing | 4, 4.5 | none | 6 | 2.2 to 2.3 | 450 | |
| slashing | 4, 4, 5 | 7 | 8 | 2.8 to 3 | 200 | |
| slashing | 4.5, 4.5, 5.5 | 8 | 8 | 2.8 to 3 | 450 | |
| slashing | 4.5, 4.5 | 8 | 9 | 2.6 | 200 | |
| slashing | 5, 5 | 9 | 9 | 2.6 | 450 | |
| blunt | 4, 4.5 | 8 | 10 | 2.4 | 200 | |
| blunt | 4.5, 5 | 9 | 10 | 2.4 | 450 | |
| piercing | 2.5, 2.5 | none | 5 | 1.8 | does not wear | |
| silver | 2.5, 2.5 | none | 5 | 1.8 | 90 |
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.
| Guard | Damage stopped | Arc | Parry grace | Breath to raise | Breath per block |
|---|---|---|---|---|---|
| 85% | 150 degrees | 0.25 s | 2 | 4 + 1 per damage | |
| Long swords | 50% | 120 degrees | 0.2 s | 4 | 6 + 2 per damage |
| Short swords | 40% | 120 degrees | 0.2 s | 4 | 6 + 2 per damage |
| Spears | 40% | 120 degrees | 0.15 s | 4 | 6 + 2 per damage |
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.
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):
Flint
4 × Flint ArrowheadThe
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 set | Slashing | Piercing | Blunt | Warmth | Durability |
|---|---|---|---|---|---|
| Leather | x0.72 | x0.81 | x0.87 | 12 degrees | 120 |
| Studded | x0.63 | x0.71 | x0.78 | 12 degrees | 200 |
| Bronze scale | x0.43 | x0.55 | x0.63 | 6 degrees | 350 |
- Make the leather pieces at the workbench from
Leather: cap, jerkin, trousers,
gloves and boots. - Add copper or bronze studs to a leather piece for its studded version (2 to 4 studs).
- Add
Bronze Scales to a leather piece for its bronze version (2 to 8 scales).
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.
- Below 35.5 (cold) or above 38.5 (heat), the top of your breath gauge is taken away.
- 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:
- Your body stays where you fell, holding everything you carried and wore.
- 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.
- 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.
- 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.









