Aggressive creatures can have stars representing their level. One-star creatures have double the health and deal 150% damage, while two-stars have triple the health and deal double damage, and can therefore be difficult to fight. Using the right strategy will make killing them much easier.
Main article: Boar
Boars fear fire and avoid contact when in the presence of such. However if provoked, they will alternate between charging in and retreating. Melee or range attacks work best when engaging with them.
Main article: Neck
Necks fear fire and avoid contact, but will attack if provoked. They will charge and take a bite before retreating before countering with another bite. Using a torch may prove effective, but typically any weapon should suffice.
Main article: Greyling
Greylings actively avoid fires and will throw small rock projectiles if they are out of melee range. They are easy killed with torches and other fire-related weapons, however, any weapon such typically suffice.
Main article: Greydwarf
Greydwarfs actively avoid fires and will throw small rock projectiles if they are out of melee range. They are easy killed with torches and other fire-related weapons, however, any weapon such typically suffice.
Main article: Greydwarf Brute
Brutes are not afraid of fires and their large stone clubs can cause a great deal of damage to structures. They are more easily killed with torches and other fire-related weapons. It is recommend with lower-tier weapons and armor to actively parry or dodge a Brute's swings.
Unlike Greydwarves, they lack a ranged attack which makes them helpless if they cannot physically reach their targets.
Main article: Greydwarf Shaman
Unlike Greydwarves and Greylings, they are not afraid of fire, but can cause lingering damage with their poison attack. When attacking a Shaman, they are more easily defeated using torches and other fire-related weapons.
In addition, Shamans will also use a healing pollen to regain theirs and other faction-related creature's health. Shamans should be prioritized first to maximize efficiency when dealing with patrol squads and raiding groups.
Main article: Troll
Troll attacks are relatively slow and easy to dodge by utilizing side-strafing and rolling. They have an exceptional amount of health, able to cause a lot of damage, especially against ore deposits, rocks, structures and trees. They limited mobility due to its large size, and cannot pass through narrow gaps.
Trolls are weak to pierce damage and a bows and arrows are a particularly effective way to deal damage. Using a shield with high parry power (bronze or better) might also consider parrying the troll, although this takes some practice. Players with end-game armor take minimal damage from troll attacks.
If a Troll is pulled to the entrance of a dungeon like Burial Chambers, it can be attacked while it runs around the entrance. When the Troll is about to attack, move backwards to enter the dungeon.
The unarmed Troll's ground slam attack is bugged and does two instances of damage when hitting diggable terrain. The first is the main attack, doing up to 70 damage unmitigated, the second deals 50 damage.
Main article: Ghost
They are slightly tougher than Skeletons but do not pose a major threat on their own. Their melee attack can be parried with help of the sound they emit.
Main article: Skeleton
Skeletons have a chance of spawning with a Bow (20%), only a Sword (40%), a Sword and Wood shield (20%), or a sword and Bronze buckler (20%). Fighting a Skeleton effectively is relatively simple, requiring a standard dodge or parry tactic, then delivering a strike with a blunt or fire-related weapon.
Main article: Rancid Remains
Fighting Rancid remains effectively is relatively simple, requiring a standard dodge or parry tactic, then delivering a strike with a blunt or fire-related weapon.
Their melee attack inflicts Poison damage.
Main article: Root
Roots deal high damage with their melee strike, unless the player has upgraded to Bronze armor.
Their attacks are relatively easy to avoid by moving out of range since they cannot move beyond their fixed position. Trying to kill all of them is not effective considering how often they are summoned.
Main article: Abomination
The abomination is resistant to blunt and pierce so weapons with slash like a sword is a good option. It has 3 different attacks, a fast lighter attack with it's right limb that can be parried, a hard stomp using it's left large limb and if you are close to it's center, it will do a stomp using the middle of it's body.
You can lure Abominations over the flame geysers to deal large amounts of fire damage without using any weapons. This strategy can be easier to put into practice by using a pickaxe to lower the ground around the geyser so Surtlings instantly die before attempting to move.
If you are able to successfully parry an Abomination attack when using the above strategy (can be done with Banded Shield), and the Abomination is standing over the fire at the time, the fire damage it takes will be critical hits and finish him off in only a couple ticks.
Main article: Blob
Although Blobs are resistant to pierce damage, it is safer to take them out from a distance with a bow as their attack splashes those in range with a poison attack which will linger for a period of time that may turn fatal.
Main article: Oozer
Although Oozes are resistant to pierce damage, it is safer to take them out from a distance with a bow as their attack splashes those in range with a poison attack which will linger for a period of time that may turn fatal.
On death, spawned Blobs are momentarily vulnerable to attack due to the way that the backstab mechanic works, because they will not immediately perceive the player upon spawning.
Main article: Draugr
Draugr have a chance of spawning with an Axe (75%), a Bow (25%), no Shield (33%), a Wood shield (33%), a Branded shield (33%), no Helmet (25%), a Leather helmet (25%), a Bronze helmet (25%) and a Iron helmet (25%).
If they detect an enemy nearby, they emit a quick roar before charging in that direction. They attack either with melee swing if they have an axe or an accurate arrow volley if they have a bow. Blocking and parrying a Draugr attack is important as it will stun them long enough to land multiple strikes.
Main article: Draugr Elite
If they detect an enemy nearby, they emit a quick roar before charging in that direction. Blocking and parrying a Draugr attack is important as it will stun them long enough to land multiple strikes.
Main article: Leech
Leeches are immune to spirit damage despite belonging to the undead Faction. The faction only determines which creatures they will attack and be attacked by.
Main article: Surtling
Main article: Wraith
While Wraiths may seem terrifying to get close to, parrying them with a shield (preferably Bronze or higher) is an option and is actually relatively easy, as their only type of attack is a claw swipe. Just be wary of other enemies while fighting these. They often float fairly high up before they spot a player. Be careful not to be too fixated on ground-based dangers (such as Leeches) at night.
Wraiths are fast and aren't slowed down by water, so it's possible to separate them from groups (and possibly just outside the swamp) where they become much less of a threat. When hunting for wraith a small 3x3 platform on top of two wooden poles can be built to provide protection. Surround the platform with Stakewall attached on all sides save for a stepladder to climb up on the platform.
Main article: Wolf
Wolves can be dangerous , as they move and attack very quickly. They have low health and exceptionally long stagger duration which makes them weak to attacks. However, their fast attacks and speed makes them dangerous, especially when in groups and a higher creature level.
Blocking their attacks will give players enough time for one fast attack only. Players should block again afterwards, or the wolf will bite them. To effectively fight wolves, players either should use a bow or try to parry wolf attacks which gives players more time to attack. Parried wolves are stunned for an exceptionally long period of time, but it can be difficult to do so.
Wolves with star ratings appear at night and will de-spawn during the day if not in range of a player.
Main article: Drake
Drakes attack by shooting 3 frost balls that inflict the Frost Effect, which slows the player for ~2 seconds. After each burst the Drake will patrol a small circle and repeat its attack.
They are fairly easy to dispatch with a bow, strafing to avoid frost breath. They can be underestimated due to usually encountering them with a frost resistance. During the raid event, they can be encountered outside of the Mountain biome. This is particularly dangerous during rainstorms or in the Swamp biome, where the Wet Effect is active which multiplies their frost damage.
Main article: Fenring
Fenrings have three regular attacks and movements: a regular swing, preparing for attack with a crouch move followed by a pounce with a swing/slam and a howl that is primarily for intimidation and to call nearby Wolves.
When parrying a Fenring, it is important to remember that they will almost instantly recover, thus striking quickly once they are staggered is advised.
Main article: Stone Golem
Stone Golems have a high amount of health and resistance against most damage types. They can have either boulder or spike arms that determine their available melee attacks. All of their attacks deal lots of damage and knockback.
The best way to kill them is to parry their light attacks with a shield and then use the 3 hit combo with Iron mace or Porcupine to deplete half of their health during the stagger. This doesn't work against the slower attack because it has a very low stagger duration.
Pickaxes are another good way to kill Golems because, being made of rock, picks deal 2.5x damage against them (0.5x comes from the Pierce damage). However slower attack speed, lower base damage and lack of hit combo means that Iron pickaxe will deal less damage than the maces. Pickaxes are also harder to use because the shield can't be equipped at the same time and requires manually switching the weapons. On top of that, pickaxes very easily get a 33% damage penalty when the attack hitbox intersects with the ground. This can be mitigated by doing jump attacks, having higher ground or standing very close to the target but it's not reliable.
Another tactic is dig a hole and then use Abyssal harpoon to drag them in. This allows jumping on top of them and using a pickaxe to attack them. This is very effective against the spiked variants because they can't hit above their head. However the double damage from stagger is missed with this tactic. Higher terrain can also be used to jump on top of them but it's very easy to fall off when the Golem is moving.
They can also be left in the hole which prevents other Stone Golems spawning in the nearby area. If the player is exploring, building a base, or otherwise occupying the area, leaving the Golem nearby can act as a fallback tactic. If the player is attacked, running to higher ground near the Golem's space will cause Wolves and Drakes to turn their attention to the Golem, giving the player time to recuperate and strategize. Or, in the case of Wolves especially, the Golem will often simply dispatch them itself.
Players without Wolf Armor or better and good buffs should be cautious due to the Golems' high damage output. The Forsaken power of Bonemass can be used to make the fight much easier. Since attacks from Stone Golems are slow, it is relatively easy to maneuver behind them while they attack and strike them from the rear.
Main article: Bat
Bats are weak and unless an explorer is unprepared, mainly an annoyance. Their flight patterns are quick and erratic and they quickly attack once before fluttering away, giving only a brief window to strike before they are out of range. Their small size and erratic movements makes shooting them with arrows very challenging and after attacking they often fly behind icicles or indestructible rock features hanging from the ceiling before coming back for another attack run.
While they don't do much damage, they do attack in groups of 4-10 which typically spawn in vertical shafts. An explorer might be attacked while attempting to descend or while they are precariously perched on an edge. Due to some weapons "pulling" the character forward when attacking, a careless player may find themselves taking a quick trip to the bottom of the cave, dying at the hands of the bats' greatest ally: gravity.
Alert explorers will recognize the sounds of the bats and be able to kill them as they approach with a single hit, though often the hitboxes of weapons are in the wrong vertical plane to attack the bats if they attack at a steep angle from above or below. If the player's first attack misses, blocking and waiting for the bats to draw near again may be the best option due to their tendency to fly up and away and hide behind an obstacle on the ceiling, making ranged attacks difficult. It is easiest to fight them with a quick striking weapon such as a sword or knife while you are on flat ground and your back in a corner to minimize their angles of attack. Weapons with a large area of effect attack such as Stagbreaker, Iron sledge, or the secondary attack of an atgeir are very effective at clearing out a swarm. Weapons with narrow arcs such as spears or the atgeir's primary attack can make it difficult to connect a strike.
Main article: Ulv
The shaggy forms of sleeping Ulv may be hard to distinguish in poor light. If a Viking stumbles into them or makes enough noise nearby, they will wake and pounce. If they wake up but lose track of their prey, they will pace back and forth until someone draws near. They are often found in groups of 2 or 3.
If you spot them from a distance, a well placed arrow may do the trick before they are aware of your presence. Otherwise, silver weapons are excellent up close. Just beware their powerful pounce that delivers significant knockback and could send an unprepared warrior tumbling down into a crevasse.
Main article: Cultist
Cultists are very alert to their surroundings and will move to sources of noise making sneaking up on them difficult if they player is breaking objects or fighting creatures nearby. Despite this, they will not open the doors that separate their worked stone lairs from the natural caves.
Their opening attack is a burst of flame that explodes before them. This attack will do initial fire damage and leave players burning for 5 seconds. This attack can't be blocked or parried and encompasses a wide arc. After using this attack they will attack twice with a flaming claw slash that will also leave the player burning for 5 seconds in addition to the physical damage. They will cycle through between the attacks with the same flame/claw/claw cycle as long as they are alive or lose track of the player which resets their cycle.
Dodging, rolling to the side, or backpedaling can get the player out of the way of the flame burst since it is a relatively short-range attack. It is also blocked by solid objects such as a wall or door.
Their claw attacks can be blocked or parried but like Fenrings, they are only staggered for a very brief period of time.
If a player has access to Fire resistance barley wine then the Cultist's flame attacks and burning affect from their claws are very minor, though the claws still do physical damage. They are very susceptible to spirit damage and poison damage. So silver weapons, including Frostner, are very effective. poison, silver, or needle arrows are also effective. Silver arrows are the most effective, but the resources may be probably better spent crafting or upgrading a Draugr Fang to use with a different arrow type.
Main article: Deathsquito
Entering the Plains early to hunt Lox for their meat may be desirable, but an encounter with a Deathsquito is inevitable and a poorly equipped player will have trouble surviving without a good strategy.
After flying next to their target, Deathsquitos will attack with very little delay, after which they will fly away and circle their target for several seconds before attacking again. They only have 10 HP and die relatively easy from a single strike. The main problem to overcome is their almost unavoidable attack that deals up to 90 damage, which will stagger players with too little health or players that attempted to block without having enough block power.
If the player has over 90 block power then dealing with Deathsquito's becomes trivial, as blocking and counter attacking will kill them easily without the player taking damage. Parrying with a Bronze buckler or better will have enough block power, but they are immune to stagger and parrying knocks them back a little which can make it more difficult to land a counter attack before they fly away.
Using a bow can be very effective. Players can kill Deathsquitos in one shot from an early level. They can be sniped from a distance, or if they are already attacking the player, a fully drawn bow can kill a Deathsquito accurately just before they get close enough.
With good timing with a melee weapon, they can be killed without taking any damage if the player strikes them during their "swoop". 2-handed maces such as Stagbreaker are the most forgiving on timing due to their effective range, but some practice may be needed due to the swing delay. Simply having enough health and armor means that a player will not stagger from a Deathsquito attack, allowing a counterattack at the cost of lost health. They will always miss when they try to attack a player running away from them that has no movement speed penalties from weapons and armor.
They can fly over walls, which can be problematic for players setting up bases in the Plains biome. However, there are certain build pieces (e.g. wooden beams) which the deathquito will not recognize as obstacles and will not try to fly around, bumping into them instead. If the top of the wall has complicated geometry (e.g. an overhang) created using these pieces, the deathquito might not be able to navigate the top of the wall, protecting the player inside the base. Note that floor and roof pieces cannot be used for this purpose as deathquitos can recognize them and attempt to fly around them.
Main article: Lox
Lox have extremely high health and damage output and are resistant to blunt and slash damage. Swords and maces deal minor damage to Lox as a result, whereas arrows and spears are more effective. Due to their large size, Lox have trouble navigating narrow terrain and can easily be outmaneuvered by the player.
Lox are capable of attacking while swimming, making them a hazard to swimming players and boats. Lox have two attacks: a short range bite attack and an area-of-effect stomp attack which it will always use as its first attack. They have terrible vision and hearing to a degree where it's possible to perform a sneak attack on them without crouching. It is sometimes possible to evade an attacking lox by running onto a shadow some distance from the Lox and crouching in it.
Main article: Fuling
Fulings wield different weapons which determine their damage types and whether they attack in melee or from a range. They also have 33% chance to a have a shield but this is purely cosmetic.
- 33%: Sword has a melee attack with slash damage.
- 33%: Club has a melee attack with blunt damage.
- 17%: Spear has a ranged attack with pierce damage.
- 17%: Torch has a melee attack with blunt and fire damage.
Fulings have very high attack damage and are extremely dangerous for unprepared players. A player may quickly die even with fully upgraded armor and the best food in the game. However, most Fuling attacks have a relatively short range and can be avoided or parried with some practice. Because Fulings may counterattack during the player's own attack animations, the player must choose carefully when to attack. Due to the short height of the Fulings, a player's melee attack may miss when standing on uneven terrain. Ranged
A level 4 Huntsman bow along with Frost arrows or Needle arrows can one-shot a standard Fuling while undetected. Frost arrows have the further advantage of slowing them or even bringing them to a momentary halt. Silver and Obsidian Arrows are still effective, but have a lower chance of killing them instantly.
Due to the danger posed by large groups of attacking Fulings (which can kill a player in a matter of seconds), whittling down the enemies in a Fuling Village using ranged attacks is a sensible strategy. Individual Fuling or small groups can be easily baited into charging directly at the player if engaged with archery at extreme range (a direct hit is not necessary to get their attention). This gives plenty of opportunity to kill them as they try to close, especially if they have been slowed down by frost arrows.
When fighting multiple Fulings, using Melee weapons with high knockback (such as clubs) can make their attacks miss when standing in even terrain. If choosing to fight in melee using either Porcupine or Frostner is recommended: of the two Porcupine deals more raw damage but the slowing effect on Frostner can be useful for breaking up crowds and slowing down incoming attacks. It can also be useful to carry a few Ooze Bombs while traveling in the plains; while the damage from Ooze Bombs is nowhere near enough to kill even a basic Fuling the usefulness of being able to whittle down the health of a group while being able to kite them around and avoid damage to yourself cannot be overstated. If there are any Fuling shamans, spear throwers or Berserkers, the player should kill them first, or focus on parrying their attacks. A thrown spear can be dodged by quickly changing direction with the correct timing.
Because the player can be hit by multiple attacks simultaneously, a single misstep when fighting a group of Fulings can lead to a quick death. Running away is always an option, although care must be taken for the ranged capabilities of the spear throwers.
Main article: Fuling Berserker
Fuling berserkers have three attacks, all of which are able to be parried: An attack that swings from right to left, a delayed attack that swings from left to right, a roar, followed by 3 consecutive overhead head slams.
Main article: Fuling Shaman
Fuling shamans have three abilities including a melee attack with their staff, a projectile fireball attack and a protective spell that shields them from damage. Their magical shields can be damaged by weapons which will render them vulnerable to melee and projectile attacks once again.
Main article: Growth
Growths has a ranged attack which instantly inflicts Poison and Tarred status effects. They also have high distance leap which they will use to come to melee range of their target. They have low health which makes them easy to kill with ranged attacks. Their ranged attack shoots 6 projectiles which can deal very high damage on a close range.
Growths have low health which makes them easy to kill with ranged attacks. Silver arrows are the best ammunition, and are superior to Fire arrows dealing 46 damage (26 pierce plus 20 spirit, over three seconds). Growths are undead, and thus susceptible to spirit damage; silver arrows inflict more total damage, which helps to kill growths before they can trap and kill their targets. Lastly, Needle arrows inflict a total of 31 damage, as growths receive half damage from piercing.
Growth's attack covers their victims in tar, slowing them significantly. However, rolling still moves at the same speed while tarred, so with good timing and enough stamina, can dodge attacks until the tar effect wears off. Their ranged attack consists of six high damage projectiles which cover a moderate range and have significant arc. The projectiles poison on anything they hit, including trees (though they do not take damage).
Under the influence of Poison resistance mead, being hit by a single projectile in Troll armor is survivable. Being too close or not moving during the attack can easily result in being hit by four projectiles, which is not generally survivable. When not under the influence of Poison resistance mead, a single projectile can quickly reduce one's health.
The projectiles target the player's location after a delay and are very slow, making strafing a viable strategy for avoiding the projectiles. The projectiles only travel farther than the target's position if travelling down a slope. In other situations, the player may be able to avoid damage by sprinting backwards if strafing is not an option. The projectiles can be blocked or parried with a shield, although this quickly will drain stamina.
Main article: Serpent
Hunting Serpents can be desirable for their drops, but finding one quickly is not intuitive.
- Serpents only spawn at night or during heavy rain (with or without thunderstorm). Light rain is not sufficient.
- Serpents that spawned from the night will despawn on morning. However if the area is only visited during the night then they will remain there.
- Serpents that spawned from the rain won't despawn during the day and can be later found even during calm weather.
- When it's both night and heavy rain, there is no way to tell if the Serpent despawns on morning.
- Each zone has a chance to spawn a Serpent when a player sails through it. The chance is 5% when it's night time or raining, or 10% chance if it's both. A zone only attempts spawning every 1000 seconds so backtracking won't trigger more spawn attempts.
- Sailing to non-cardinal directions (north-west, north-east, south-west and south-east) can trigger more spawn attempts due to how zones are in a grid.
- Not all Serpents will spawn close enough to spot the player.
- Up to half of the Serpents will spawn close enough to see the player and will attack on their own.
- Some of the Serpents will spawn outside of player vision (render distance) and will always be missed.
- The rest can be spotted by a player scanning the boat's rear 180 degrees. Sailing at full-mast (as opposed to half-mast) may cause the player to miss spotting some spawns, but ultimately encounter more Serpents due to triggering more spawn attempts.
- With optimal searching, players should be able to find at least one Serpent per full night of sailing more often than 0.
Serpents can be killed at sea for their meat (Frost Arrows are most effective). For other drops, they must be killed on land or in shallow waters that allows picking up the drops under the water. It's also possible to jump in the water right after killing them to pick up the drops before they sink to the bottom of the ocean.
Serpents can be lured towards the land by sailing slow enough with a Karve or a Longship. However they will retreat towards their spawn position if they aren't able to attack for 60 seconds. For long distances, it's recommended to let them attack the ship once in a while. They don't despawn from retreating (except if it's a night time Serpent during the day time) and can be chased down again.
They can be further dragged onto the land by using an Abyssal harpoon. However this is not required and can be difficult to do when playing alone due to the high stamina drain. While beached, serpents do not attack and instead try to flee towards the ocean.
The Abyssal harpoon continually drains stamina from the user while it is pulling an entity (i.e. when there is no slack). The leash breaks if the leashing player attacks with a different weapon or right-clicks. Ideally the leashing player should get assistance from other players or creatures.
- Monte Carlo simulation resulting in 47% of spawned Serpents being within 50 meters of the boat path: https://jsfiddle.net/6xpnhdgL/. A delay between the Serpent spawning and being able to aggro will lower this value a little.
- Serpents can spawn up to 80 meters away while their render distance is from 64 to 128 meters (depends on the location of the underlying zone system).