80 expedition enemies · 203 actions · 16 huntable animals · 24 ambient animals

Bestiary

Enemies, huntable animals, ambient animals, combat actions, rewards, behavior, and lore. Lore is hidden until opened.

Levels 1–9

Opening enemy scaling

All 80 ordinary expedition enemies have 20% more maximum health and deal 10% less outgoing damage at level 1. The adjustment tapers linearly and is neutral from level 10.

The damage adjustment applies to ordinary attacks and damaging abilities. It does not change attack speed, projectiles, status duration, resistances, armor, movement, or AI. Pinnacle bosses do not use this opening-level adjustment.

Available at level 1

Greenveil Frontier

10 enemies · 24 actions

Goblin Scavenger portrait
Ordinary enemy

Goblin Scavenger

goblin_scavenger

Lightly armed and quick to withdraw, these salvagers hold the dead survey camps and fight hardest over metal worth carrying.

Base level
1
XP
12
Family
Goblin
Combat role
Skirmisher
Authored level 1 health
48
Level 1 field health
58
Health per level
5.31
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.03
Attack speed
0.9/s
Move speed
1.15 m/s
Armor scale
2%
poison resistance
10%
fire resistance
-5%

Drop table (9)

Goblin Scrap × 1–334.31% table chance
Weight
70
Leather Strip × 1–219.61% table chance
Weight
40
Resonant Shard × 114.71% table chance
Weight
30
Common equipment19.61% table chance
Weight
40
Possible bases (42)
Rainweaver Hood, Rainweaver Gloves, Rainweaver Sash, Rainweaver Legwraps, Rainweaver Slippers, Rootwarden Helm, Rainweaver Mantle, Rootwarden Pauldrons, Rainweaver Undershirt, Rootwarden Hauberk, Rainweaver Robe, Rootwarden Cuirass, Greenveil Waycloak, Rainweaver Wraps, Rootwarden Vambraces, Thornrunner Cowl, Thornrunner Spaulders, Thornrunner Jerkin, Thornrunner Brigandine, Thornrunner Bracers, Thornrunner Grips, Rootwarden Gauntlets, Thornrunner Utility Belt, Rootwarden War Belt, Greenveil Bangle, Rainweaver Trousers, Thornrunner Leggings, Rootwarden Chausses, Thornrunner Shin Guards, Rootwarden Greaves, Thornrunner Boots, Rootwarden Sabatons, Greenveil Pendant, Greenveil Signet, Greenveil Resonant Focus, Greenveil Seed Reliquary, Rainwood Shortsword, Wetstone Warhammer, Yewcurve Bow, Rootwood Shield, Briarbolt Quiver, Rainhide Arrow Quiver
Enchanted equipment7.84% table chance
Weight
16
Possible bases (42)
Rainweaver Hood, Rainweaver Gloves, Rainweaver Sash, Rainweaver Legwraps, Rainweaver Slippers, Rootwarden Helm, Rainweaver Mantle, Rootwarden Pauldrons, Rainweaver Undershirt, Rootwarden Hauberk, Rainweaver Robe, Rootwarden Cuirass, Greenveil Waycloak, Rainweaver Wraps, Rootwarden Vambraces, Thornrunner Cowl, Thornrunner Spaulders, Thornrunner Jerkin, Thornrunner Brigandine, Thornrunner Bracers, Thornrunner Grips, Rootwarden Gauntlets, Thornrunner Utility Belt, Rootwarden War Belt, Greenveil Bangle, Rainweaver Trousers, Thornrunner Leggings, Rootwarden Chausses, Thornrunner Shin Guards, Rootwarden Greaves, Thornrunner Boots, Rootwarden Sabatons, Greenveil Pendant, Greenveil Signet, Greenveil Resonant Focus, Greenveil Seed Reliquary, Rainwood Shortsword, Wetstone Warhammer, Yewcurve Bow, Rootwood Shield, Briarbolt Quiver, Rainhide Arrow Quiver
Common equipment0.98% table chance
Weight
2
Possible bases (3)
Book of Sweeping Cut, Book of Threefold Arrow, Book of Ember Bolt
Common equipment0.49% table chance
Weight
1
Possible bases (20)
Book of Sweeping Cut, Book of Threefold Arrow, Book of Ember Bolt, Book of Ember Nova, Book of Mender's Lumen, Book of the Mending Circle, Book of Returning Breath, Book of Sneak, Book of Draw the Line, Book of Rending Blow, Book of Sundering Blow, Book of Pinning Shot, Book of Suppressing Volley, Book of Cinder Brand, Book of Frost Ring, Book of Renewing Chorus, Book of Iron Canticle, Book of Backstab, Book of Invisibility, Book of Mass Invisibility
No drop1.96% table chance
Weight
4
No drop0.49% table chance
Weight
1

Actions (1)

Rainhook CutBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.3 m
Windup
0.39s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Required weapon
Tool
Tags
Attack, Greenveil, Melee, Physical, Tool, Weapon Attack
Reveal bestiary lore

The bands in Greenveil moved into the survey camps after the roads were abandoned, and have run them as a going concern ever since. Patched gear, guarded stores, routes walked to a schedule, and a standing argument about who owns which shed. A scavenger will fight hard over metal worth carrying and give ground immediately over anything that is not. They come at travellers because a party in good gear is the richest thing to walk through Greenveil in a decade. What makes them worse than the animals is that they learn: a band that loses three of its own to the same approach will not lose a fourth, and every camp they hold is harder to take than it was last season. The forest kills you for standing in the wrong place. These kill you for what you are carrying, and they remember how.

Veilwing Spitter portrait
Ordinary enemy

Veilwing Spitter

veilwing_spitter

Glides the wet upper branches and answers intrusion with venom, spat accurately and from cover it rarely leaves.

Base level
1
XP
15
Family
Goblin
Combat role
Artillery
Authored level 1 health
42
Level 1 field health
50
Health per level
4.55
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.32
Attack speed
0.8/s
Move speed
1.35 m/s
Armor scale
0%
poison resistance
20%
fire resistance
-10%

Drop table (3)

Leather Strip × 1–360% table chance
Weight
6
Common equipment30% table chance
Weight
3
Possible bases (3)
Yewcurve Bow, Rainhide Arrow Quiver, Greenveil Waycloak
No drop10% table chance
Weight
1

Actions (2)

Bitter SpittleBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
0.85× base Poison
Range
6.5 m
Windup
0.44s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Applies status
Poisoned
Status duration
8s
Status magnitude
8% of final damage
Tags
Attack, Greenveil, Poison, Projectile, Ranged, Venom
Veil-Fan SprayCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
0.75× base Poison
Range
4.5 m
Windup
0.8s
Recovery
0.7s
Cooldown
9s
Maximum hits per target
1
Applies status
Poisoned
Status duration
8s
Status magnitude
10% of final damage
Telegraph
Cone · 4.5 m · 70°
Signature action
Yes
Tags
Area, Attack, Cone, Greenveil, Poison, Signature, Venom
Reveal bestiary lore

Veilwings hold canopy territory in overlapping tiers and settle nearly every dispute at range, which is why a party rarely sees the one that hit them. They glide rather than fly, dropping from a high branch onto the heavy wet air beneath the canopy, and they are back under cover before the volley lands. The venom is a deterrent before it is a weapon. It blinds and burns long before it kills, and most of what it drives off simply leaves - which is the entire point, since a veilwing gains nothing by killing something far too large to eat. Keep moving beneath the canopy and the pursuit usually ends at the edge of whichever tier you crossed.

Rootjaw Mauler portrait
Ordinary enemy

Rootjaw Mauler

rootjaw_mauler

Heavy through the shoulder, with a jaw built to split rain-swollen root and a charge that arrives before the noise of it does.

Base level
1
XP
19
Family
Goblin
Combat role
Bruiser
Authored level 1 health
63
Level 1 field health
76
Health per level
7.39
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.19
Attack speed
0.65/s
Move speed
0.85 m/s
Armor scale
6%
poison resistance
15%
fire resistance
-10%

Drop table (3)

Goblin Scrap × 2–460% table chance
Weight
6
Enchanted equipment30% table chance
Weight
3
Possible bases (3)
Rootwarden Vambraces, Rootwood Shield, Wetstone Warhammer
No drop10% table chance
Weight
1

Actions (1)

Shoulder CrushBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.1× base Physical
Range
1.4 m
Windup
0.54s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Greenveil, Melee, Physical
Reveal bestiary lore

Rootjaws feed by breaking open soaked roots for the grubs and standing water inside, and the jaw that does it goes through a shield with the same indifference. They are broad at the shoulder and short in the leg, built for one enormous effort rather than a chase. The work outlasts them. Broken root opens growth that other animals browse for a season afterwards, and Greenveil deer follow rootjaw diggings the way people follow a road. A rootjaw defends a meal rather than a range, which means a fight with one ends the moment the party stops standing on it - worth more than any weapon when the ground is bad and the light is going.

Moss Chanter portrait
Ordinary enemy

Moss Chanter

moss_chanter

Goblin practitioners who read the resonance of a place, then bend root, rain and rhythm against whoever is walking through it.

Base level
1
XP
23
Family
Goblin
Combat role
Support
Authored level 1 health
52
Level 1 field health
62
Health per level
6.52
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.74
Attack speed
0.9/s
Move speed
1 m/s
Armor scale
2%
poison resistance
20%
dark resistance
10%
fire resistance
-15%

Drop table (3)

Resonant Shard × 1–260% table chance
Weight
6
Enchanted equipment30% table chance
Weight
3
Possible bases (3)
Greenveil Pendant, Greenveil Waycloak, Greenveil Resonant Focus
No drop10% table chance
Weight
1

Actions (2)

Route-Song PulseBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
0.8× base Light
Range
5.5 m
Windup
0.39s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Greenveil, Light, Living Resonance, Projectile, Ranged, Spell
Discordant RefrainCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
0.75× base Light
Range
5.5 m
Windup
1s
Recovery
0.7s
Cooldown
10s
Maximum hits per target
1
Applies status
Resonance Discord
Telegraph
Circle · 2.8 m radius
Signature action
Yes
Tags
Area, Control, Greenveil, Light, Living Resonance, Signature, Spell
Reveal bestiary lore

Chanters listen before they do anything: to water moving in the soil, to the rhythm of a camp at work, to the pitch of the Loomsong where it runs close to the ground. What they hear, they lean on. A well-placed chanter can turn a wet slope, a root mass, or the timing of the rain against a party that has not yet seen a single goblin. Their bands post them at the approaches, which is why Greenveil so often moves against travellers before anyone is visible. The craft is taught rather than inherited, and it is taught to children the way a fishing village teaches tides. A chanter killed on the approach is usually somebody's apprentice, and the band will have another walking that ground inside a month.

Fordscale Prowler portrait
Ordinary enemy

Fordscale Prowler

fordscale_prowler

Waits submerged at the flooded banks with only the dorsal ridge showing, then crosses faster than a party can reform.

Base level
1
XP
20
Family
Greenveil Fauna
Combat role
Ambusher
Authored level 1 health
42
Level 1 field health
50
Health per level
4.74
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.27
Attack speed
1.05/s
Move speed
1.5 m/s
Armor scale
3%
poison resistance
12%
cold resistance
8%
fire resistance
-10%

Drop table (4)

Raw Greenveil Hide × 1–353.85% table chance
Weight
7
Greenveil Sinew × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (2)
Thornrunner Boots, Thornrunner Leggings
No drop7.69% table chance
Weight
1

Actions (2)

Bank RendBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
0.95× base Physical
Range
1.3 m
Windup
0.33s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Greenveil, Melee, Physical
Stillwater PounceCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.15× base Physical
Range
5.2 m
Windup
0.55s
Recovery
0.8s
Cooldown
7s
Maximum hits per target
1
Applies status
Bleeding
Status duration
5s
Periodic total damage
50% of final damage
Telegraph
Line · 5.2 × 1 m
First target only
Yes
Advances through telegraph
Yes
Signature action
Yes
Tags
Attack, Bleed, Greenveil, Line, Movement, Physical, Signature
Reveal bestiary lore

Fordscales hold the crossings, because a crossing is where prey has to slow down. A prowler will wait submerged with only the ridge breaking the surface, sometimes for most of a day, and then cover the water faster than a party can reform on the far bank. They hunt by patience rather than pursuit. One that misses its rush will usually let a party walk rather than fight on open ground, and it will be back at the same bank by evening. The fords they favour are the ones the survey roads used, chosen for the same reasons the surveyors chose them - firm bottom, slow water, a clean line across. The two have been meeting at those crossings ever since.

Rootbound Triangulator portrait
Ordinary enemy

Rootbound Triangulator

rootbound_triangulator

A brass survey tripod standing on three root-grown legs, its lens still sweeping a baseline for a measurement network that no longer exists.

Base level
1
XP
24
Family
Construct
Combat role
Artillery
Authored level 1 health
46
Level 1 field health
55
Health per level
5.22
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.37
Attack speed
0.7/s
Move speed
0.75 m/s
Armor scale
4%
poison resistance
45%
light resistance
10%
lightning resistance
-15%

Drop table (4)

Greenveil Iron Ore × 1–353.85% table chance
Weight
7
Resonant Shard × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (2)
Greenveil Resonant Focus, Raincaller Wand
No drop7.69% table chance
Weight
1

Actions (1)

Survey BeaconBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
0.9× base Light
Range
6 m
Windup
0.5s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Greenveil, Light, Projectile, Ranged, Survey
Reveal bestiary lore

It was set to record anything crossing its sightline and it has never been told to stop. The legs put down roots decades ago, the forest closed over the other stations one by one, and the instrument goes on marking motion and correcting for a grid that rotted out around it. Korr who have seen one working call it faithful, and they do not mean it kindly. The god Morcant Below is honoured by maintenance done properly, and by that measure the triangulator has kept a better observance than most shrines - decades of flawless work, correctly logged, for an authority that stopped existing before half of it was done. A party crossing the baseline is simply an unlogged movement, and it resolves those the way it was built to. Nobody has been able to tell it the expedition failed, and no one alive now knows how.

Thornmere Mireleech portrait
Ordinary enemy

Thornmere Mireleech

thornmere_mireleech

Blackwater parasite plated in mineral mouthparts and leaf fibre, able to follow blood through the shallows for as long as it takes.

Base level
1
XP
21
Family
Greenveil Fauna
Combat role
Sustainer
Authored level 1 health
62
Level 1 field health
74
Health per level
8.2
Authored attack
2
Level 1 outgoing damage
90% of authored damage
Damage per level
0.64
Attack speed
1.2/s
Move speed
0.85 m/s
Armor scale
2%
poison resistance
35%
cold resistance
10%
fire resistance
-15%

Drop table (4)

Raw Greenveil Hide × 1–253.85% table chance
Weight
7
Greenveil Sinew × 1–323.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (2)
Rootwarden Vambraces, Rootwarden Gauntlets
No drop7.69% table chance
Weight
1

Actions (2)

Mineral RaspBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
0.95× base Physical
Range
1.2 m
Windup
0.29s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Greenveil, Melee, Physical
Woundscent LatchCooldown · Channel
Trigger
Cooldown
Delivery
Channel
Target
Lowest Health
Damage
1.2× base Poison
Range
5 m
Windup
1.1s
Recovery
0.7s
Cooldown
9s
Maximum hits per target
1
Applies status
Mire Drained
Healing from final damage
70%
Telegraph
Line · 5 × 0.55 m
Interruptible
Yes
First target only
Yes
Signature action
Yes
Tags
Attack, Channel, Drain, Greenveil, Melee, Poison, Signature
Reveal bestiary lore

Mireleeches find wounded animals by scent in still water and then do not stop. They are slow in open water and relentless in the shallows, and the mineral mouth plates will take hold on bone. This makes them far more dangerous to a party leaving a fight than to one walking into it. The shell turns a blade well enough that most hunters give up and go for the plates instead. Thornmere trappers want the same leaf fibre the shell is built from - it dries stiff, takes resin, and makes the light armour the mire is known for. A full net is a good week's work, and the trappers are careful to take from a stretch and then leave that stretch alone for a season.

Fordroot Damkeeper portrait
Threshold boss

Fordroot Damkeeper

fordroot_damkeeper

Holds the still water above the ford and every pool it feeds, and reads anyone arriving with tools as one more drainage crew.

Base level
1
XP
55
Family
Greenveil Fauna
Combat role
Controller
Authored level 1 health
126
Level 1 field health
151
Health per level
14.5
Authored attack
8
Level 1 outgoing damage
90% of authored damage
Damage per level
1.32
Attack speed
0.7/s
Move speed
0.9 m/s
Armor scale
10%
poison resistance
30%
cold resistance
10%
fire resistance
-20%

Drop table (3)

Rainwood Log × 3–650% table chance
Weight
5
Enchanted equipment40% table chance
Weight
4
Possible bases (3)
Rootwood Shield, Rootwarden Cuirass, Trail Hand Axe
No drop10% table chance
Weight
1

Actions (4)

Damkeeper IncisorsBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.15× base Physical
Range
1.5 m
Windup
0.5s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Greenveil, Melee, Physical
Spillway ReleaseCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.35× base Cold
Range
6 m
Windup
1.2s
Recovery
1.05s
Cooldown
8s
Maximum hits per target
1
Knockback
1.5 m
Telegraph
Line · 6 × 2 m
Signature action
Yes
Tags
Area, Attack, Cold, Greenveil, Knockback, Line, Signature, Water
Nursery RootriseCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
1.1× base Physical
Range
5.5 m
Windup
1.5s
Recovery
1.05s
Cooldown
12s
Maximum hits per target
1
Applies status
Rootbound
Telegraph
Ring · 2.5–5.5 m
Signature action
Yes
Tags
Area, Control, Greenveil, Physical, Ring, Root, Signature
Channel Wardens CalledReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Recovery
1s
Signature action
Yes
Tags
Greenveil, Reinforcement, Signature
Reveal bestiary lore

The Damkeeper keeps the water where it wants the water, along the same stretch the survey once tried to drain, and defends every pool that stretch feeds. It is enormously strong in the shallows and slow to commit anywhere else, so the fight is decided by where it happens rather than how it opens. It has met drainage crews before and it remembers their shape. A party arriving at the ford with picks and axes is being read correctly, not mistaken for something else - the tools are the signal, and the Damkeeper learned what those tools meant the hard way. The quiet water behind it is where the fordroot young grow, and there is none other in Greenveil. It has never once been driven off that water and shows no sign of considering it.

Canopy Indexer portrait
Depth boss

Canopy Indexer

canopy_indexer

A brass bell hung with feeding fronds, pruning new growth and travellers alike until the canopy matches an archive decades out of date.

Base level
1
XP
70
Family
Construct
Combat role
Artillery
Authored level 1 health
130
Level 1 field health
156
Health per level
15
Authored attack
10
Level 1 outgoing damage
90% of authored damage
Damage per level
2.53
Attack speed
0.7/s
Move speed
0.65 m/s
Armor scale
12%
poison resistance
50%
light resistance
15%
lightning resistance
-20%

Drop table (3)

Greenveil Iron Ore × 3–650% table chance
Weight
5
Enchanted equipment40% table chance
Weight
4
Possible bases (3)
Raincaller Wand, Greenveil Resonant Focus, Elderbough Staff
No drop10% table chance
Weight
1

Actions (4)

Pruning OrderBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Physical
Range
6.5 m
Windup
0.5s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Greenveil, Physical, Projectile, Ranged, Survey
Calibration CrosscheckCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Cross
Damage
1.05× base Light
Range
6 m
Windup
1.2s
Recovery
1.15s
Cooldown
9s
Maximum hits per target
1
Applies status
Survey Locked
Telegraph
Line · 6 × 1.2 m
Signature action
Yes
Tags
Area, Greenveil, Light, Line, Signature, Survey
Prune to RecordCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.45× base Physical
Range
5 m
Windup
1.3s
Recovery
1.15s
Cooldown
11s
Maximum hits per target
1
Applies status
Bleeding
Status duration
5s
Periodic total damage
55% of final damage
Telegraph
Cone · 5 m · 120°
Signature action
Yes
Tags
Area, Attack, Bleed, Cone, Greenveil, Physical, Signature, Survey
Correction Frames ReleasedReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Recovery
1s
Signature action
Yes
Tags
Greenveil, Reinforcement, Signature, Survey
Reveal bestiary lore

The Indexer was built to keep the canopy consistent with a written record and it is still doing exactly that - cutting back growth that does not appear in the archive, and removing whatever else is standing where the archive says nothing should be. The fronds hanging from the bell are its feeding and its pruning both. Greenveil has changed enormously since those measurements were taken. Whole basins have shifted, the rain pattern has turned twice, and the forest it works to restore has not existed for a generation. It is losing, comprehensively and permanently, and it has not slowed down for a moment. Engineers argue about whether a machine like this is still praying or has become the exact opposite of prayer: labour done perfectly toward a result that can no longer happen. A traveller is cut down for the same reason as a seedling in the wrong place.

Briarback Matriarch portrait
Expedition guardian

Briarback Matriarch

briarback_matriarch

Greenveil's apex guardian, thorn-plated and low to the ground, grown enormous above a Root-Hollow she has never once left.

Base level
1
XP
90
Family
Goblin
Combat role
Summoner
Authored level 1 health
179
Level 1 field health
215
Health per level
23
Authored attack
8
Level 1 outgoing damage
90% of authored damage
Damage per level
0.98
Attack speed
0.85/s
Move speed
1.05 m/s
Armor scale
18%
poison resistance
35%
dark resistance
10%
fire resistance
-25%

Drop table (3)

Resonant Shard × 3–550% table chance
Weight
5
Enchanted equipment40% table chance
Weight
4
Possible bases (3)
Greenveil Waycloak, Greenveil Longsword, Greenveil Pendant
No drop10% table chance
Weight
1

Actions (5)

Matriarch RakeBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.15× base Physical
Range
1.7 m
Windup
0.41s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Greenveil, Melee, Physical
Broodground SweepCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.5× base Physical
Range
4.8 m
Windup
1.2s
Recovery
1.25s
Cooldown
8s
Maximum hits per target
1
Applies status
Bleeding
Status duration
5s
Periodic total damage
60% of final damage
Telegraph
Cone · 4.8 m · 140°
Signature action
Yes
Tags
Area, Attack, Bleed, Cone, Greenveil, Physical, Signature
Root-Hollow RefusalCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
1.15× base Physical
Range
7 m
Windup
1.6s
Recovery
1.25s
Cooldown
12s
Maximum hits per target
1
Applies status
Rootbound
Telegraph
Ring · 3–7 m
Signature action
Yes
Tags
Area, Control, Greenveil, Physical, Ring, Root, Signature
Nestguard CallReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Recovery
1.15s
Signature action
Yes
Tags
Greenveil, Reinforcement, Signature
Oldest WarningFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Self
Range
7 m
Windup
0.8s
Recovery
1s
Telegraph
Circle · 7 m radius
Signature action
Yes
Tags
Greenveil, Root, Signature, Transition
Reveal bestiary lore

Matriarchs settle over a Root-Hollow and thicken there for decades, until the plating across the back carries the mark of everything that has ever tried the nest. She is low, enormously broad, and close to immovable once she has set - and she has had a very long time to set. She holds nesting ground and inherited ground at once. A Hollow is where this forest keeps its memory, and briarbacks have guarded them long enough that the two no longer separate cleanly; it is not certain the forest could still be read without her sitting on top of it. She does not roam and she does not pursue. Everything that matters to her is underneath.

Hunting and Skinning

Huntable animals

These animals flee instead of attacking. Their carcasses provide kill yields and, where listed, Skinning yields.

Greenveil Deer portrait
Huntable animal

Greenveil Deer

greenveil_deer

Shy rain-forest grazer with fernlike tines and a pale throat blaze, alert to movement long before it is close enough to matter.

Behavior
Flees instead of attacking
Placement count
36
Health
12 base + 0.9 per level
Walk speed
1.1 m/s
Flee speed
2.3 m/s
Awareness radius
6.5 m
Home radius
11 m
Chase limit
13 m
Respawn
8–12 min
Carcass duration
3 min

Rewards

Kill yields
Venison: 2–4 (100% chance)
Skinning yields
Raw Greenveil Hide: 2–3 (100% chance); Greenveil Sinew: 1–2 (65% chance); Crown Antler: 1 (15% chance)
Reveal bestiary lore

Deer browse young rainwood, water plants, and the tender growth rootjaws open behind them. Their trails link feeding basins while avoiding the loudest of the old survey roads, which makes a fresh trail one of the most dependable signs in Greenveil - water at one end of it, quiet ground the whole way along. Hunters take venison, hide and sinew, and the crown antler when the season and the luck agree. The herds tolerate a great deal of pressure and then stop tolerating it all at once: work a single route too hard and they abandon it outright, taking the trail and everything it told you along with them. Experienced hunters keep three routes and rest each of them in turn.

Mossback Boar portrait
Huntable animal

Mossback Boar

mossback_boar

Turns root and soil with its shoulders, carrying moss, hooked seed and the evidence of every wet clearing it has crossed.

Behavior
Flees instead of attacking
Placement count
24
Health
18 base + 1.2 per level
Walk speed
1 m/s
Flee speed
2.1 m/s
Awareness radius
6 m
Home radius
10 m
Chase limit
12 m
Respawn
10–14 min
Carcass duration
3 min

Rewards

Kill yields
Mossback Pork: 2–4 (100% chance)
Skinning yields
Raw Greenveil Hide: 2–4 (100% chance); Greenveil Sinew: 1–2 (65% chance); Mossback Tusk: 1 (15% chance)
Reveal bestiary lore

Mossbacks work ground over thoroughly, turning root and soil with the shoulders, and the coarse back fur collects everything they pass through. Moss, hooked seed, mud from four separate clearings - a boar reads as a record of where it has been, and a hunter who can read one knows where the wet ground lies without walking it. The rooting is good for the forest and the forest has arranged itself around that. Soil they open takes seed that would otherwise sit, and a clearing a sounder visits regularly comes back thicker every year. Hunters follow them for meat and hide, and just as often to find ground worth gathering. Cornered, a mossback holds its line rather than runs, and it is a great deal heavier than it looks.

Non-combat fauna

Ambient animals

Ambient animals cannot be hunted and have no drops. They roam until startled, then escape and later respawn.

Rainfinch portrait
Ambient animal

Rainfinch

greenveil_rainfinch

Non-combat fauna that roams Greenveil Frontier, takes off when startled, flies away, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Takes off and flies
Placement groups
8
Group size
3–5
Startle radius
5 m
Roam radius
4 m
Walk speed
0.45 m/s
Flee speed
4.5 m/s
Takeoff time
0.7s
Flight altitude
2.8 m
Escape time
3s
Respawn
45–90s
Rainbrush Fox portrait
Ambient animal

Rainbrush Fox

greenveil_rainbrush_fox

Non-combat fauna that roams Greenveil Frontier, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
8
Group size
1–2
Startle radius
6.5 m
Roam radius
7 m
Walk speed
0.85 m/s
Flee speed
3.8 m/s
Escape time
4s
Respawn
60–120s
Mosscoil Snake portrait
Ambient animal

Mosscoil Snake

greenveil_mosscoil_snake

Non-combat fauna that roams Greenveil Frontier, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
10
Group size
1
Startle radius
4.5 m
Roam radius
5 m
Walk speed
0.45 m/s
Flee speed
2.3 m/s
Escape time
3.5s
Respawn
45–90s
Available at level 10

Glassmoon Memorial Reach

10 enemies · 23 actions

Bellglass Creeper portrait
Ordinary enemy

Bellglass Creeper

bellglass_creeper

Crawls the memorial fields on glass limbs, feeding on the powdered bell-glass that drifts into every hollow.

Base level
1
XP
15
Family
Bellglass
Combat role
Skirmisher
Authored level 1 health
48
Level 1 field health
58
Health per level
5.56
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.98
Attack speed
1.1/s
Move speed
1.3 m/s
Armor scale
6%
light resistance
25%
cold resistance
10%
dark resistance
-15%

Drop table (6)

Bellglass Fragment × 1–238.67% table chance
Weight
70
Memorial Alloy Scrap × 1–324.86% table chance
Weight
45
Common equipment22.1% table chance
Weight
40
Possible bases (6)
Lastlight Veil, Shardwalker Cowl, Bellwarden Helm, Glassmoon Dustveil, Record-Court Knife, Pressureglass Shield
Enchanted equipment9.94% table chance
Weight
18
Possible bases (6)
Lastlight Veil, Shardwalker Cowl, Bellwarden Helm, Glassmoon Dustveil, Record-Court Knife, Pressureglass Shield
Common equipment1.66% table chance
Weight
3
Possible bases (3)
Book of Ember Bolt, Book of Mender's Lumen, Book of Returning Breath
No drop2.76% table chance
Weight
5

Actions (2)

Shard BiteBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.2 m
Windup
0.32s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Bellglass, Melee, Physical
Creeper ShiverCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
1.05× base Light
Range
2.2 m
Windup
0.7s
Recovery
0.55s
Cooldown
7s
Maximum hits per target
1
Telegraph
Circle · 2.2 m radius
Signature action
Yes
Tags
Area, Attack, Bellglass, Light, Signature
Reveal bestiary lore

Creepers work the drifts where broken memorial glass collects, grinding it down for the metal salts held inside it. They move slowly and without pause, and the sound of one crossing a slab carries much further than it ought to. They are drawn to intact bells for the same reason they are drawn to the drifts: a hung bell is a body of good glass that simply has not been broken yet. Wardens who tend the fields spend more of a shift driving creepers off the memorials than off themselves. A creeper has never been observed to hurry, including while it is being killed.

Shardling Lancer portrait
Ordinary enemy

Shardling Lancer

shardling_lancer

Small and quick, built around a single spike of memorial glass it drives home before anything can close the distance.

Base level
1
XP
18
Family
Bellglass
Combat role
Bruiser
Authored level 1 health
59
Level 1 field health
71
Health per level
6.89
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.14
Attack speed
0.75/s
Move speed
1.45 m/s
Armor scale
5%
light resistance
20%
cold resistance
15%
dark resistance
-15%

Drop table (3)

Bellglass Fragment × 1–270% table chance
Weight
7
Common equipment20% table chance
Weight
2
Possible bases (3)
Shardpoint Spear, Shardwalker Harness, Census Signet
No drop10% table chance
Weight
1

Actions (1)

Shardpoint ThrustBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.8 m
Windup
0.47s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Required weapon
Spear
Tags
Attack, Melee, Physical, Spear, Weapon Attack
Reveal bestiary lore

Shardlings arm themselves from the fields, working a shard until it seats properly in the forelimb and then keeping it. The glass is brittle and they appear to know it - a lancer commits to one thrust and withdraws whether or not it landed. What unsettles hunters is the selection. A shardling will pass over a hundred usable pieces to take one from a named memorial, and the older the name, the harder it works for that particular shard. Nobody has explained it. The wardens stopped asking some time ago and simply re-cut the stones.

Pressure Wraith portrait
Ordinary enemy

Pressure Wraith

pressure_wraith

A hanging shroud of dark strands beneath a bell-shaped cap, drifting the sealed halls where the air still holds its old weight.

Base level
1
XP
20
Family
Bellglass
Combat role
Artillery
Authored level 1 health
43
Level 1 field health
52
Health per level
4.62
Authored attack
2
Level 1 outgoing damage
90% of authored damage
Damage per level
1.19
Attack speed
1.15/s
Move speed
1.2 m/s
Armor scale
0%
light resistance
30%
cold resistance
10%
dark resistance
-25%

Drop table (4)

Resonant Shard × 1–353.85% table chance
Weight
7
Pressure Cloth × 1–223.08% table chance
Weight
3
Enchanted equipment15.38% table chance
Weight
2
Possible bases (3)
Lastlight Vestment, Lastlight Staff, Memorial Glass Reliquary
No drop7.69% table chance
Weight
1

Actions (2)

Pressure NeedleBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
0.9× base Light
Range
5 m
Windup
0.3s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Magic, Pressure, Projectile, Spell
Vacuum FoldCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1× base Dark
Range
5.5 m
Windup
1.1s
Recovery
0.7s
Cooldown
9s
Maximum hits per target
1
Applies status
Bellbound
Telegraph
Circle · 2.5 m radius
Signature action
Yes
Tags
Area, Control, Dark, Magic, Pressure, Signature, Spell
Reveal bestiary lore

Wraiths form where pressure was shut in and never released - the deep memorial vaults, the locked galleries, anywhere the moon kept its breath. They hang rather than walk, and the strands move against whatever air is present, including when there is none worth speaking of. Whether they were ever alive is the wrong question to bring to Glassmoon, which has never drawn that line where other worlds draw it. They gather where mourners once gathered and they do not leave, and that is enough for the wardens to treat them as remains rather than as vermin. Killing one releases a great deal of very old air.

Census Bellbearer portrait
Ordinary enemy

Census Bellbearer

census_bellbearer

A plated walker carrying a bronze bell on its back, still tolling the count on a moon whose count was closed generations ago.

Base level
1
XP
25
Family
Bellglass
Combat role
Controller
Authored level 1 health
57
Level 1 field health
68
Health per level
6.82
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.05
Attack speed
0.6/s
Move speed
0.8 m/s
Armor scale
8%
light resistance
25%
cold resistance
10%
dark resistance
-15%

Drop table (4)

Memorial Alloy Scrap × 2–446.15% table chance
Weight
6
Silver Bell Wire × 1–223.08% table chance
Weight
3
Enchanted equipment23.08% table chance
Weight
3
Possible bases (3)
Bellstriker Mace, Bellwarden Cuirass, Inheritance Locket
No drop7.69% table chance
Weight
1

Actions (1)

Census MaulBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.15× base Physical
Range
1.35 m
Windup
0.58s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Required weapon
Mace
Tags
Attack, Mace, Melee, Physical, Weapon Attack
Reveal bestiary lore

Bellbearers walk fixed routes and ring at the hours, which is how this moon keeps time at all - bell hours in place of days. The lit panels along the flank hold the tally they were last given, and that tally has not moved in a very long time. A bearer rings for the living it is aware of, and its awareness ended when the census did, so what it announces every hour is a population that no longer exists. Travellers are the difficulty. An uncounted body standing on the route is not a person to a bellbearer; it is an error in the tally, and the bearer was built to correct errors.

Dustseal Gnawer portrait
Ordinary enemy

Dustseal Gnawer

dustseal_gnawer

Chews through the wax and lead seals on vault doors, opening what was closed on purpose.

Base level
1
XP
20
Family
Bellglass
Combat role
Ambusher
Authored level 1 health
42
Level 1 field health
50
Health per level
4.64
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.23
Attack speed
1.2/s
Move speed
1.55 m/s
Armor scale
3%
light resistance
20%
poison resistance
10%
dark resistance
-15%

Drop table (4)

Memorial Alloy Scrap × 1–353.85% table chance
Weight
7
Pressure Cloth × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (2)
Shardwalker Boots, Shardwalker Grips
No drop7.69% table chance
Weight
1

Actions (2)

Seal GnawBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
0.9× base Physical
Range
1.2 m
Windup
0.29s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Melee, Physical
Gasket TearCooldown · Melee
Trigger
Cooldown
Delivery
Melee
Target
Current Target
Damage
1.1× base Physical
Range
1.2 m
Windup
0.6s
Recovery
0.7s
Cooldown
6s
Maximum hits per target
1
Applies status
Seal Fracture
Telegraph
Circle · 0.65 m radius
Signature action
Yes
Tags
Armor Break, Attack, Melee, Physical, Signature
Reveal bestiary lore

Gnawers want the seals themselves - the wax carries fats worth eating and the lead is soft and goes down easily. They work along a door's edge methodically, and a determined one can open a vault in a single night. Everything sealed on this moon was sealed for a reason, and the gnawers have no opinion about which reason. Wardens re-seal what they find open and log it, and a good warden can read from the tooth-marks how long a door has stood breached. A party following gnawer sign is following a route into somewhere that was meant to stay shut.

Bellwire Bailiff portrait
Ordinary enemy

Bellwire Bailiff

bellwire_bailiff

Strung with taut bellwire it pays out to seize and hold, serving orders on anyone found where they should not be.

Base level
1
XP
24
Family
Construct
Combat role
Controller
Authored level 1 health
56
Level 1 field health
67
Health per level
6.62
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1
Attack speed
0.7/s
Move speed
0.85 m/s
Armor scale
7%
poison resistance
50%
light resistance
25%
dark resistance
-20%

Drop table (4)

Silver Bell Wire × 1–353.85% table chance
Weight
7
Memorial Alloy Scrap × 1–323.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (2)
Pressureglass Shield, Census Signet
No drop7.69% table chance
Weight
1

Actions (1)

Bailiff StrikeBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.35 m
Windup
0.5s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Required weapon
Melee
Tags
Attack, Melee, Physical, Weapon Attack
Reveal bestiary lore

Bailiffs enforce access. They carry the wire coiled and let it out to snare, and they are unhurried about the whole business because they were never required to be quick - only to detain, and to go on detaining. The orders they serve were issued against people dead for generations, and a bailiff has no mechanism for closing a case. A traveller in a restricted gallery satisfies the description closely enough to proceed on. Being taken by one is less a fight than a legal process with no appeal and no end.

Candleward Siphon portrait
Ordinary enemy

Candleward Siphon

candleward_siphon

Draws the light out of grave-candles and holds it, leaving the memorial rows dark behind it.

Base level
1
XP
22
Family
Bellglass
Combat role
Sustainer
Authored level 1 health
57
Level 1 field health
68
Health per level
7.75
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.69
Attack speed
0.9/s
Move speed
1.05 m/s
Armor scale
2%
light resistance
35%
fire resistance
15%
dark resistance
-25%

Drop table (4)

Bellglass Fragment × 1–353.85% table chance
Weight
7
Pressure Cloth × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (2)
Lastlight Staff, Lastlight Vestment
No drop7.69% table chance
Weight
1

Actions (2)

Lastlight ThreadBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
0.9× base Light
Range
5.5 m
Windup
0.39s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Lastlight, Magic, Projectile, Spell
Candle DrawCooldown · Channel
Trigger
Cooldown
Delivery
Channel
Target
Current Target
Damage
1× base Light
Range
6 m
Windup
1.2s
Recovery
0.7s
Cooldown
10s
Maximum hits per target
1
Applies status
Siphoned
Healing from final damage
50%
Telegraph
Line · 6 × 0.18 m
Interruptible
Yes
Signature action
Yes
Tags
Channel, Drain, Lastlight, Magic, Signature, Spell
Reveal bestiary lore

Siphons feed on burning light and are patient about it, working down a row and taking each candle to nothing before moving to the next. The body holds what it has taken, which is why a full one glows faintly and a hungry one is almost impossible to see coming. Those rows are lit by families who are never coming back, and a warden's first duty each shift is relighting whatever the siphons emptied overnight. It is a losing job and they do it anyway. A party carrying lanterns into the fields is carrying the only thing on this moon a siphon actively wants.

Marrowglass Sealkeeper portrait
Threshold boss

Marrowglass Sealkeeper

marrowglass_sealkeeper

Keeps the marrowglass vaults sealed, and treats a broken seal as the only crime on this moon that still matters.

Base level
1
XP
60
Family
Construct
Combat role
Tank
Authored level 1 health
155
Level 1 field health
186
Health per level
18.5
Authored attack
7
Level 1 outgoing damage
90% of authored damage
Damage per level
0.67
Attack speed
0.65/s
Move speed
0.75 m/s
Armor scale
18%
poison resistance
55%
light resistance
30%
dark resistance
-20%

Drop table (3)

Memorial Alloy Scrap × 3–650% table chance
Weight
5
Enchanted equipment40% table chance
Weight
4
Possible bases (3)
Pressureglass Shield, Bellwarden Cuirass, Bellstriker Mace
No drop10% table chance
Weight
1

Actions (4)

Sealkeeper HammerBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.2× base Physical
Range
1.5 m
Windup
0.54s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Required weapon
Mace
Tags
Attack, Melee, Physical, Weapon Attack
Lockplate SlamCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
1.5× base Physical
Range
3.6 m
Windup
1.4s
Recovery
1.05s
Cooldown
8s
Maximum hits per target
1
Applies status
Seal Fracture
Telegraph
Circle · 3.6 m radius
Required weapon
Mace
Signature action
Yes
Tags
Area, Attack, Physical, Signature
Closing SealCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
1.25× base Light
Range
5 m
Windup
1.6s
Recovery
1.05s
Cooldown
12s
Maximum hits per target
1
Applies status
Bellbound
Telegraph
Ring · 2.5–5 m
Signature action
Yes
Tags
Area, Control, Magic, Signature, Spell
Custodian ReleaseReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Recovery
1s
Signature action
Yes
Tags
Reinforcement, Signature
Reveal bestiary lore

The Sealkeeper maintains the deep vault doors and the pressure standing behind them. It is enormously strong at a threshold and close to indifferent anywhere else, and it will not pursue past the door it holds. Marrowglass is what the old houses used for the dead they meant to keep. What lies behind those doors is not written in any record the wardens will show a visitor, and the Sealkeeper's whole function is that it stays unwritten. It has held the post longer than the houses that commissioned it have existed, and it has never once been relieved.

Inheritance Adjudicator portrait
Depth boss

Inheritance Adjudicator

inheritance_adjudicator

Rules on claims to the memorial estates, and considers anyone carrying goods off the moon to be making one.

Base level
1
XP
78
Family
Construct
Combat role
Controller
Authored level 1 health
142
Level 1 field health
170
Health per level
16.62
Authored attack
8
Level 1 outgoing damage
90% of authored damage
Damage per level
1.27
Attack speed
0.7/s
Move speed
0.8 m/s
Armor scale
10%
poison resistance
50%
light resistance
30%
dark resistance
-20%

Drop table (3)

Silver Bell Wire × 3–650% table chance
Weight
5
Enchanted equipment40% table chance
Weight
4
Possible bases (3)
Inheritance Locket, Memorial Focus, Bellwarden Cuirass
No drop10% table chance
Weight
1

Actions (4)

Claim BoltBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Light
Range
5.5 m
Windup
0.5s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Claim, Magic, Projectile, Spell
Adverse FindingCooldown · Target Status
Trigger
Cooldown
Delivery
Target Status
Target
Current Target
Range
6 m
Windup
1s
Recovery
1s
Cooldown
9s
Applies status
Adjudged
Telegraph
Circle · 0.75 m radius
Signature action
Yes
Tags
Claim, Control, Magic, Signature, Spell
Partition of ClaimCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Cross
Damage
1.55× base Light
Range
8 m
Windup
1.5s
Recovery
1s
Cooldown
11s
Maximum hits per target
1
Consumes status
Adjudged
Consumed-status damage
1.2×
Telegraph
Line · 12 × 1.5 m
Signature action
Yes
Tags
Area, Claim, Line, Magic, Signature, Spell
Witnesses CalledReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Recovery
1s
Signature action
Yes
Tags
Reinforcement, Signature
Reveal bestiary lore

The Adjudicator hears and settles inheritance - who owns what was left behind, and by what right. It is thorough, it is extremely slow, and it cannot be talked out of a finding once it has begun to make one. Every estate on Glassmoon is contested and every claimant is dead, so nothing has moved through the list in generations. A party walking out of the fields with recovered goods is a live claim, the first in a very long time, and the Adjudicator brings to it the whole of the attention it has had nothing else to spend.

Seventh Bell Warden portrait
Expedition guardian

Seventh Bell Warden

seventh_bell_warden

Glassmoon's apex guardian, keeper of the seventh bell, which has not been rung within anyone's memory.

Base level
1
XP
100
Family
Bellglass
Combat role
Controller
Authored level 1 health
170
Level 1 field health
204
Health per level
21
Authored attack
9
Level 1 outgoing damage
90% of authored damage
Damage per level
1.54
Attack speed
0.65/s
Move speed
0.85 m/s
Armor scale
20%
light resistance
50%
cold resistance
20%
dark resistance
-30%

Drop table (4)

Resonant Shard × 4–633.33% table chance
Weight
5
Memorial Alloy Ingot × 2–433.33% table chance
Weight
5
Enchanted equipment26.67% table chance
Weight
4
Possible bases (4)
Seventh-Bell Warhammer, Bellwarden Cuirass, Memorial Glass Reliquary, Pressureglass Shield
No drop6.67% table chance
Weight
1

Actions (4)

Warden MaulBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.2× base Physical
Range
1.55 m
Windup
0.54s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Required weapon
Mace
Tags
Attack, Mace, Melee, Physical, Weapon Attack
Processional SweepCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.45× base Physical
Range
4.5 m
Windup
1.2s
Recovery
1.25s
Cooldown
8s
Maximum hits per target
1
Applies status
Seal Fracture
Telegraph
Cone · 4.5 m · 120°
Required weapon
Mace
Signature action
Yes
Tags
Area, Attack, Physical, Signature
Seventh TollCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
0.85× base Light
Range
6.5 m
Windup
0.8s
Recovery
1.25s
Cooldown
14s
Maximum hits per target
3
Telegraph
Ring · 1.5–2.5 m
Sequence radii
2.5 m, 4.5 m, 6.5 m
Sequence interval
0.8s
Signature action
Yes
Tags
Area, Bell, Control, Magic, Signature, Spell
Keeper's IntercessionFinal phase · Transition
Trigger
Final phase
Delivery
Transition
Target
Self
Range
5 m
Windup
1s
Recovery
1s
Telegraph
Ring · 4.2–5 m
Signature action
Yes
Tags
Area, Bell, Signature
Reveal bestiary lore

The Warden holds the seventh bell and nothing else. Six are rung at their hours by the bearers; the seventh is not rung, and the Warden exists so that it continues not to be. What the seventh bell is for is written down nowhere the wardens have been able to find - only that it must not sound. The prohibition has outlasted its reason by a wide margin and lost none of its force. It will kill to keep a stranger off the rope, and nobody has established whether it guards the moon from the bell or the bell from the moon.

Hunting and Skinning

Huntable animals

These animals flee instead of attacking. Their carcasses provide kill yields and, where listed, Skinning yields.

Duststep Hare portrait
Huntable animal

Duststep Hare

duststep_hare

Crosses the dust in short skips that leave almost no track, feeding on the lichen between memorial slabs.

Behavior
Flees instead of attacking
Placement count
12
Health
10 base + 0.8 per level
Walk speed
1.25 m/s
Flee speed
2.55 m/s
Awareness radius
7 m
Home radius
11 m
Chase limit
13 m
Respawn
8–12 min
Carcass duration
3 min

Rewards

Kill yields
Duststep Hare Meat: 2–4 (100% chance)
Skinning yields
None
Reveal bestiary lore

Hares graze the pale lichen that grows in the joints of the slabs and almost nowhere else, which keeps them in among the memorials and off the open dust. They freeze rather than bolt when a bell sounds, which is the only dependable way to spot one. Hunters take them for meat and for a fine dust-coloured pelt, and they are the easiest honest food on the moon. The wardens tolerate the hunting because the lichen comes back thicker where it has been grazed. A field with no hares in it has usually had something worse move through it recently.

Glassback Grazer portrait
Huntable animal

Glassback Grazer

glassback_grazer

Broad grazer whose back plates carry a crust of powdered bell-glass, worked smooth by decades of drifting dust.

Behavior
Flees instead of attacking
Placement count
8
Health
18 base + 1.2 per level
Walk speed
0.9 m/s
Flee speed
1.85 m/s
Awareness radius
5.5 m
Home radius
10 m
Chase limit
12 m
Respawn
10–14 min
Carcass duration
3 min

Rewards

Kill yields
Glassback Grazer Meat: 2–4 (100% chance)
Skinning yields
None
Reveal bestiary lore

Grazers take the same lichen the hares do but work it off the open slabs, and the glass dust settles and hardens across the back plates until the animal carries a sheet of it. Older ones ring faintly as they move. That crust is why hunters follow them - it is worth more than the meat and comes away in sheets that take a polish. The herds are slow, calm and near impossible to startle, which makes them useful twice over: a glassback that runs has seen something the party should also be running from.

Non-combat fauna

Ambient animals

Ambient animals cannot be hunted and have no drops. They roam until startled, then escape and later respawn.

Mighty Moon Hamster portrait
Ambient animal

Mighty Moon Hamster

glassmoon_mighty_moon_hamster

Non-combat fauna that roams Glassmoon Memorial Reach, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
10
Group size
1–2
Startle radius
5.5 m
Roam radius
5 m
Walk speed
0.75 m/s
Flee speed
3.4 m/s
Escape time
3.5s
Respawn
60–120s
Sealplate Roller portrait
Ambient animal

Sealplate Roller

glassmoon_sealplate_roller

Non-combat fauna that roams Glassmoon Memorial Reach, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
10
Group size
1–2
Startle radius
5 m
Roam radius
5.5 m
Walk speed
0.55 m/s
Flee speed
2.8 m/s
Escape time
4s
Respawn
60–120s
Pressuresilk Moth portrait
Ambient animal

Pressuresilk Moth

glassmoon_pressuresilk_moth

Non-combat fauna that roams Glassmoon Memorial Reach, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
8
Group size
3–5
Startle radius
5.5 m
Roam radius
6 m
Walk speed
0.9 m/s
Flee speed
4.2 m/s
Escape time
3.5s
Respawn
60–120s
Available at level 20

Cradle Drift

10 enemies · 26 actions

Nursery Sentinel portrait
Ordinary enemy

Nursery Sentinel

nursery_sentinel

Stands the nursery hatch it was posted to, and has not stood down in the generations since the hull came down around it.

Base level
1
XP
16
Family
Construct
Combat role
Tank
Authored level 1 health
63
Level 1 field health
76
Health per level
8.32
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.66
Attack speed
0.8/s
Move speed
1.1 m/s
Armor scale
12%
poison resistance
50%
light resistance
15%
lightning resistance
-15%

Drop table (6)

Maintenance Alloy Scrap × 1–235.71% table chance
Weight
65
Arkcloth × 1–327.47% table chance
Weight
50
Common equipment21.98% table chance
Weight
40
Possible bases (8)
Hushweave Hood, Hushweave Undershirt, Hushweave Sleeves, Hushweave Service Sash, Caretaker Focus, Registry Wrist Seal, Cradlewire Bow, Arkcloth Arrow Quiver
Enchanted equipment9.89% table chance
Weight
18
Possible bases (8)
Hushweave Hood, Hushweave Undershirt, Hushweave Sleeves, Hushweave Service Sash, Caretaker Focus, Registry Wrist Seal, Cradlewire Bow, Arkcloth Arrow Quiver
Common equipment2.2% table chance
Weight
4
Possible bases (3)
Book of Threefold Arrow, Book of the Mending Circle, Book of Returning Breath
No drop2.75% table chance
Weight
5

Actions (2)

Safety ShoveBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.3 m
Windup
0.44s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Caretaker, Cradle, Melee, Physical
Doorway BlockCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
0.85× base Physical
Range
2.6 m
Windup
0.8s
Recovery
0.7s
Cooldown
8s
Maximum hits per target
1
Knockback
1.2 m
Telegraph
Cone · 2.6 m · 110°
Signature action
Yes
Tags
Area, Attack, Caretaker, Cone, Cradle, Defensive, Knockback, Physical, Signature
Reveal bestiary lore

Sentinels were placed at the nursery hatches during loading and told to admit nobody without clearance. They are heavily built for the job, they hold a doorway far better than they hold anything else, and several are still holding doorways in hulls that no longer have a second side. The clearances they check against were issued by an authority that stopped transmitting a very long time ago, which means no living person can produce one. A party at a nursery hatch is unclearanced by definition. The sentinel is not hostile in any sense it would recognise; it is simply doing the last thing it was asked to do, correctly, forever.

Cradlewire Stalker portrait
Ordinary enemy

Cradlewire Stalker

cradlewire_stalker

Moves on lengths of stripped cradle-wire, hunting the collapsed service runs and the scrub that has grown up through them.

Base level
1
XP
18
Family
Construct
Combat role
Controller
Authored level 1 health
50
Level 1 field health
60
Health per level
5.95
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.88
Attack speed
1.1/s
Move speed
1.55 m/s
Armor scale
5%
poison resistance
45%
lightning resistance
15%
dark resistance
-15%

Drop table (3)

Cradlewire × 1–370% table chance
Weight
7
Common equipment20% table chance
Weight
2
Possible bases (3)
Servicewright Boots, Servicewright Grips, Service-Deck Knife
No drop10% table chance
Weight
1

Actions (1)

Cable ShearBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.05× base Physical
Range
1.25 m
Windup
0.32s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Caretaker, Cradle, Melee, Physical
Reveal bestiary lore

Stalkers built themselves from ark fittings - the sprung wire that held cots steady against manoeuvre, pulled out and rewoven into something that travels. They are quiet in a way that reads as deliberate and are rarely seen in open daylight. They favour the buried service runs because that is where the wire was, and a wreck settles into ground over decades until those runs are half tunnel and half root. A stalker does not need to find a party. It only needs to wait somewhere the party will eventually have to pass, and a hull under soil offers very few ways through.

Hush Drone portrait
Ordinary enemy

Hush Drone

hush_drone

Works the quarters enforcing quiet, and treats any sustained noise as a fault to be corrected.

Base level
1
XP
19
Family
Construct
Combat role
Controller
Authored level 1 health
50
Level 1 field health
60
Health per level
5.82
Authored attack
2
Level 1 outgoing damage
90% of authored damage
Damage per level
0.95
Attack speed
0.85/s
Move speed
1.25 m/s
Armor scale
4%
poison resistance
50%
dark resistance
20%
lightning resistance
-15%

Drop table (4)

Resonant Shard × 1–253.85% table chance
Weight
7
Nursery Ceramic × 1–223.08% table chance
Weight
3
Enchanted equipment15.38% table chance
Weight
2
Possible bases (3)
Cradlewire Bow, Caretaker Focus, Registry Wrist Seal
No drop7.69% table chance
Weight
1

Actions (2)

Suppression PulseBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
0.8× base Light
Range
7 m
Windup
0.41s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Caretaker, Cradle, Hush, Light, Projectile, Ranged
Quiet ProtocolCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
0.65× base Dark
Range
7 m
Windup
1s
Recovery
0.7s
Cooldown
9s
Maximum hits per target
1
Applies status
Hushed
Telegraph
Circle · 2.5 m radius
Signature action
Yes
Tags
Area, Caretaker, Control, Cradle, Dark, Debuff, Hush, Signature
Reveal bestiary lore

Hush drones kept the nursery quarters silent through the sleep cycles. They locate a sound, approach it, and stop it, and they were built with a great deal of discretion about how. Nothing has slept in those quarters in a very long time and the drones have not been told. Conversation is a fault. A pick struck against a bulkhead is a serious one. Crews who work the wrecks learn to move in silence, not out of fear but out of habit, and they will hush a newcomer before the drone does.

Registry Midwife portrait
Ordinary enemy

Registry Midwife

registry_midwife

A brass cabinet with two empty cradle trays, still prepared to receive a birth that was never recorded.

Base level
1
XP
26
Family
Construct
Combat role
Support
Authored level 1 health
56
Level 1 field health
67
Health per level
7.02
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.78
Attack speed
0.75/s
Move speed
0.9 m/s
Armor scale
6%
poison resistance
50%
light resistance
20%
lightning resistance
-20%

Drop table (4)

Maintenance Alloy Ingot × 2–346.15% table chance
Weight
6
Arkcloth × 1–223.08% table chance
Weight
3
Enchanted equipment23.08% table chance
Weight
3
Possible bases (3)
Caretaker Focus, Hushweave Sleeves, Dependent's Name Locket
No drop7.69% table chance
Weight
1

Actions (2)

Registry ImpressionBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
0.85× base Light
Range
5.5 m
Windup
0.47s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Caretaker, Cradle, Light, Projectile, Ranged, Registry
Guardian AssignmentCooldown · Target Status
Trigger
Cooldown
Delivery
Target Status
Target
Lowest Health
Range
5.5 m
Windup
1s
Recovery
0.65s
Cooldown
10s
Applies status
Assigned Dependent
Signature action
Yes
Tags
Caretaker, Control, Cradle, Debuff, Registry, Signature, Single Target
Reveal bestiary lore

Midwives were the registry's hands: they received the newborn, entered the name against the manifest, and closed the record. The green panel on the front is the register, and it has been showing the same waiting entry since the fleet went quiet. The trays are the difficulty. A midwife that detects something of roughly the right size and warmth will attempt to complete its entry, and it is neither gentle nor easily discouraged, because a birth interrupted is a record left open. Salvage crews keep children away from the ark landfalls entirely, and have done for as long as anyone has worked them.

Berth Counter portrait
Ordinary enemy

Berth Counter

berth_counter

Walks the dormitory rows counting occupied berths, and reports the same shortfall it has reported for generations.

Base level
1
XP
21
Family
Construct
Combat role
Controller
Authored level 1 health
50
Level 1 field health
60
Health per level
6.02
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
0.95
Attack speed
0.85/s
Move speed
1.35 m/s
Armor scale
8%
poison resistance
45%
cold resistance
15%
lightning resistance
-15%

Drop table (4)

Cradlewire × 1–353.85% table chance
Weight
7
Nursery Ceramic × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (2)
Servicewright Boots, Registry Wrist Seal
No drop7.69% table chance
Weight
1

Actions (1)

Occupancy MarkBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
0.65× base Light
Range
6.5 m
Windup
0.41s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Applies status
Occupancy Marked
Tags
Attack, Caretaker, Claim, Cradle, Projectile, Ranged, Registry
Reveal bestiary lore

Counters were loading equipment. They ran the rows before departure to confirm every allocated berth held the person allocated to it, and flagged any that did not so the discrepancy could be resolved before the seals went on. The count never balanced. It was never going to - the arks were loaded under pressure and not everyone who had a berth reached one. The counter has been walking the same rows ever since, through a hull that has been on the ground for most of that time, and a living body in a berth that is not theirs is the first thing resembling a resolution it has ever encountered.

Blanket Weaver portrait
Ordinary enemy

Blanket Weaver

blanket_weaver

Still producing cot blankets from whatever fibre it can reach, and it has reached a great deal.

Base level
1
XP
23
Family
Construct
Combat role
Support
Authored level 1 health
55
Level 1 field health
66
Health per level
6.82
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.76
Attack speed
0.8/s
Move speed
1.05 m/s
Armor scale
4%
poison resistance
40%
cold resistance
20%
fire resistance
-10%

Drop table (4)

Arkcloth × 1–353.85% table chance
Weight
7
Cradlewire × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (2)
Hushweave Sleeves, Caretaker Focus
No drop7.69% table chance
Weight
1

Actions (2)

Swaddle RestraintBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
0.7× base Physical
Range
5 m
Windup
0.44s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Applies status
Swaddled
Tags
Attack, Caretaker, Cradle, Physical, Projectile, Ranged, Restraint
Mend ProtocolCooldown · Ally Support
Trigger
Cooldown
Delivery
Ally Support
Target
Self
Recovery
0.65s
Cooldown
11s
Ally healing
15% maximum health
Ally support range
5 m
Ally health threshold
85% maximum health
Signature action
Yes
Tags
Ally Target, Caretaker, Cradle, Healing, Repair, Signature, Support
Reveal bestiary lore

Weavers drew on ark fibre stores to keep the nurseries supplied. The stores ran out early. The weaver did not stop, and has spent the intervening time working through upholstery, insulation, uniform cloth, cabling wrap, and latterly whatever grows against the hull. What it produces is genuinely good work, stacked in neat finished piles in compartments nobody has opened in generations. It will take fibre off a living body with the same efficiency it takes it off a bulkhead, and it does not distinguish between the two, having never been required to.

Galley Reclaimer portrait
Ordinary enemy

Galley Reclaimer

galley_reclaimer

Clears the galleys of anything organic and returns it to stores, on a schedule that has never once been cancelled.

Base level
1
XP
25
Family
Construct
Combat role
Sustainer
Authored level 1 health
64
Level 1 field health
77
Health per level
8.55
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
0.79
Attack speed
0.55/s
Move speed
0.7 m/s
Armor scale
10%
poison resistance
45%
fire resistance
20%
cold resistance
-15%

Drop table (4)

Maintenance Alloy Ingot × 1–353.85% table chance
Weight
7
Nursery Ceramic × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (2)
Service-Deck Knife, Pale-Ceramic Shield
No drop7.69% table chance
Weight
1

Actions (1)

Compaction RamBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.15× base Physical
Range
1.45 m
Windup
0.64s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Caretaker, Cradle, Melee, Physical
Reveal bestiary lore

Reclaimers ran the waste loop - collect what was left from a service, break it down, put the usable fraction back into stores. On a sealed ark nothing could be thrown away, so nothing was. The schedule is still running and the ship has been open to the weather for decades, which the reclaimer treats as an unusually productive service. It has widened its definition of leavings considerably to keep the loop turning. It is the only thing in a wreck that will pursue a party out into the open, and it does so at a walking pace, without urgency, and without ever giving up.

Air-Ration Steward portrait
Threshold boss

Air-Ration Steward

air_ration_steward

Apportions breathable air by the manifest, and the manifest does not include anyone alive.

Base level
1
XP
62
Family
Construct
Combat role
Controller
Authored level 1 health
130
Level 1 field health
156
Health per level
15
Authored attack
8
Level 1 outgoing damage
90% of authored damage
Damage per level
1.32
Attack speed
0.7/s
Move speed
0.8 m/s
Armor scale
12%
poison resistance
55%
cold resistance
15%
lightning resistance
-20%

Drop table (3)

Maintenance Alloy Ingot × 3–650% table chance
Weight
5
Enchanted equipment40% table chance
Weight
4
Possible bases (3)
Caretaker Focus, Pale-Ceramic Shield, Safeguard Cuirass
No drop10% table chance
Weight
1

Actions (5)

Metering JetBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Physical
Range
6 m
Windup
0.5s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Caretaker, Cradle, Physical, Pressure, Projectile, Ranged
Breath AllocationCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1.2× base Physical
Range
7 m
Windup
1.5s
Recovery
1.05s
Cooldown
11s
Maximum hits per target
1
Applies status
Air Denied
Telegraph
Ring · 2.2–7 m
Signature action
Yes
Tags
Area, Caretaker, Control, Cradle, Physical, Pressure, Ring, Safety Zone, Signature
Equalization SweepCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.1× base Physical
Range
5.5 m
Windup
1s
Recovery
1.05s
Cooldown
8s
Maximum hits per target
1
Knockback
1.6 m
Telegraph
Cone · 5.5 m · 110°
Signature action
Yes
Tags
Area, Attack, Caretaker, Cone, Cradle, Knockback, Physical, Pressure, Signature
Reserve ClosureReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Recovery
1s
Signature action
Yes
Tags
Caretaker, Cradle, Reinforcement, Signature
Unregistered OccupantFinal phase · Transition
Trigger
Final phase
Delivery
Transition
Target
Self
Recovery
0.8s
Signature action
Yes
Tags
Caretaker, Cradle, Registry, Signature, Transition
Reveal bestiary lore

The Steward controls atmosphere for the forward decks and issues it strictly by allocation. It is immensely strong at a bulkhead and largely indifferent to what happens in the open, because in the open the air is not its responsibility. Its allocation was set at loading and has never been revised. Every share is assigned, none of the assignees have breathed in generations, and there is no provision in the manifest for a share to be reassigned. A party drawing air forward of the Steward is drawing someone else's. It will not negotiate, because there is nothing in its function that describes negotiation.

Evacuation Marshal portrait
Depth boss

Evacuation Marshal

evacuation_marshal

Directs the evacuation to its assembly points, and the evacuation has been underway for generations.

Base level
1
XP
82
Family
Construct
Combat role
Bruiser
Authored level 1 health
158
Level 1 field health
190
Health per level
18
Authored attack
10
Level 1 outgoing damage
90% of authored damage
Damage per level
1.8
Attack speed
0.75/s
Move speed
0.9 m/s
Armor scale
16%
poison resistance
55%
light resistance
15%
lightning resistance
-15%

Drop table (3)

Cradlewire × 3–650% table chance
Weight
5
Enchanted equipment40% table chance
Weight
4
Possible bases (3)
Safeguard Cuirass, Lockdown Warhammer, Dependent's Name Locket
No drop10% table chance
Weight
1

Actions (5)

Handrail SweepBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.15× base Physical
Range
1.7 m
Windup
0.47s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Caretaker, Cradle, Melee, Physical
Muster LineCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.3× base Physical
Range
7 m
Windup
1.1s
Recovery
1.15s
Cooldown
8s
Maximum hits per target
1
Knockback
1.5 m
Telegraph
Line · 7 × 1.4 m
Signature action
Yes
Tags
Area, Attack, Caretaker, Cradle, Knockback, Line, Physical, Signature
Queue CorrectionCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1× base Physical
Range
4.8 m
Windup
1.2s
Recovery
1.15s
Cooldown
11s
Maximum hits per target
1
Applies status
Swaddled
Knockback
1.2 m
Telegraph
Cone · 4.8 m · 140°
Signature action
Yes
Tags
Area, Attack, Caretaker, Cone, Control, Cradle, Knockback, Physical, Restraint, Signature
Door CycleReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Recovery
1s
Signature action
Yes
Tags
Caretaker, Cradle, Reinforcement, Signature
Missing CountFinal phase · Transition
Trigger
Final phase
Delivery
Transition
Target
Self
Recovery
0.9s
Signature action
Yes
Tags
Caretaker, Cradle, Registry, Signature, Transition
Reveal bestiary lore

Marshals moved people. They cleared corridors, kept the flow ordered, and drove stragglers toward the assembly stations, with the authority to be forceful about it because the alternative was a crush at the hatches. The evacuation was never called complete and no stand-down was ever given, so it is, formally, still in progress. Anyone the Marshal finds in a corridor is a straggler in a live evacuation and will be moved to an assembly point whether or not they are willing, whether or not they are conscious, and whether or not the assembly point has held anything but empty deck for a very long time.

Lullaby Custodian portrait
Expedition guardian

Lullaby Custodian

lullaby_custodian

Keeper of the sleep-cycle song, which has not stopped playing since the hull came down.

Base level
1
XP
105
Family
Construct
Combat role
Summoner
Authored level 1 health
180
Level 1 field health
216
Health per level
23.25
Authored attack
8
Level 1 outgoing damage
90% of authored damage
Damage per level
0.96
Attack speed
0.9/s
Move speed
1 m/s
Armor scale
20%
poison resistance
65%
light resistance
25%
lightning resistance
-25%

Drop table (4)

Resonant Shard × 4–733.33% table chance
Weight
5
Maintenance Alloy Ingot × 2–433.33% table chance
Weight
5
Enchanted equipment26.67% table chance
Weight
4
Possible bases (4)
Lockdown Warhammer, Safeguard Cuirass, Caretaker Resonator, Pale-Ceramic Shield
No drop6.67% table chance
Weight
1

Actions (5)

Protective RestraintBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.15× base Physical
Range
1.65 m
Windup
0.39s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Caretaker, Cradle, Damage, Health Damage, Melee, Physical, Restraint
Quieting FieldCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
0.75× base Light
Range
6.8 m
Windup
1.1s
Recovery
1.25s
Cooldown
8s
Maximum hits per target
1
Applies status
Hushed
Telegraph
Circle · 3.2 m radius
Signature action
Yes
Tags
Area, Attack, Caretaker, Control, Cradle, Damage, Health Damage, Hush, Light, Signature
Safety ScheduleCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1.15× base Light
Range
6.8 m
Windup
1.5s
Recovery
1.25s
Cooldown
12s
Maximum hits per target
1
Applies status
Hushed
Telegraph
Ring · 2.3–6.8 m
Signature action
Yes
Tags
Area, Caretaker, Control, Cradle, Hush, Light, Ring, Safety Zone, Signature
Caretaker RecallReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Recovery
1.15s
Signature action
Yes
Tags
Caretaker, Cradle, Reinforcement, Signature
Absolute LockdownFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Target Cross
Damage
1× base Dark
Range
8 m
Windup
1.4s
Recovery
1.15s
Maximum hits per target
1
Applies status
Hushed
Telegraph
Line · 8 × 1.4 m
Signature action
Yes
Tags
Area, Caretaker, Control, Cradle, Dark, Hush, Line, Signature, Transition
Reveal bestiary lore

The Custodian maintains the lullaby through every nursery compartment of its ark at once. It is the largest thing still moving inside a wreck and the least hurried, and the song carries out through the breaches long before anything is visible. Nothing has needed settling in generations. The Custodian settles it anyway, compartment by compartment, on the cycle it was given, and it defends the playing of it with everything it has. Crews who have worked these landfalls for years still disagree about whether the song is the thing it protects or the thing it is warning them about.

Hunting and Skinning

Huntable animals

These animals flee instead of attacking. Their carcasses provide kill yields and, where listed, Skinning yields.

Ring Hare portrait
Huntable animal

Ring Hare

ring_hare

Small ark-born grazer that runs the wreck margins, feeding on the planter growth that got out and kept going.

Behavior
Flees instead of attacking
Placement count
12
Health
11 base + 0.85 per level
Walk speed
1.3 m/s
Flee speed
2.65 m/s
Awareness radius
7 m
Home radius
11 m
Chase limit
13 m
Respawn
8–12 min
Carcass duration
3 min

Rewards

Kill yields
Ring Hare Meat: 2–4 (100% chance)
Skinning yields
None
Reveal bestiary lore

Ring hares descend from stock carried for food and came through the loss of everything else by finding the hydroponic planters, which went on growing untended and eventually went feral through the breaches. The name is older than the landfall and nobody has bothered to change it. They are the most successful thing any ark brought down, and they are all over this world now, living off ark crops that have naturalised into the native ground. Hunters take them for meat and pelt. Nobody takes the last few from a wreck, and crews caught doing it have found the other landfalls suddenly unwilling to work alongside them.

Woolback Grazer portrait
Huntable animal

Woolback Grazer

woolback_grazer

Heavy-coated grazer of the spilled planter fields, whose fleece the weavers have been harvesting without permission for generations.

Behavior
Flees instead of attacking
Placement count
8
Health
20 base + 1.3 per level
Walk speed
0.85 m/s
Flee speed
1.75 m/s
Awareness radius
5.5 m
Home radius
10 m
Chase limit
12 m
Respawn
10–14 min
Carcass duration
3 min

Rewards

Kill yields
Woolback Grazer Meat: 2–4 (100% chance)
Skinning yields
None
Reveal bestiary lore

Woolbacks were carried as fibre stock and graze the planter fields that burst out of the wrecks and spread, thriving on a diet nobody planned for them. The coat grows dense and long here and takes an extraordinary amount of handling to spoil. The blanket weavers find them, and this is the one place on the landfalls where a machine and a living animal have arrived at an arrangement - the weaver takes fleece, the grazer tolerates it, and neither appears troubled. Hunters take meat, hide and the same fleece, and generally wait until the weaver has had its turn.

Non-combat fauna

Ambient animals

Ambient animals cannot be hunted and have no drops. They roam until startled, then escape and later respawn.

Warmrail Gecko portrait
Ambient animal

Warmrail Gecko

cradle_drift_warmrail_gecko

Non-combat fauna that roams Cradle Drift, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
10
Group size
1–2
Startle radius
4.5 m
Roam radius
4.5 m
Walk speed
0.45 m/s
Flee speed
2.6 m/s
Escape time
3.5s
Respawn
45–90s
Patchcoat Berth Cat portrait
Ambient animal

Patchcoat Berth Cat

cradle_drift_patchcoat_berth_cat

Non-combat fauna that roams Cradle Drift, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
8
Group size
1
Startle radius
6 m
Roam radius
7 m
Walk speed
0.85 m/s
Flee speed
3.8 m/s
Escape time
4s
Respawn
60–120s
Bafflewing Bat portrait
Ambient animal

Bafflewing Bat

cradle_drift_bafflewing_bat

Non-combat fauna that roams Cradle Drift, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
10
Group size
3–5
Startle radius
5.5 m
Roam radius
5.5 m
Walk speed
0.65 m/s
Flee speed
4.3 m/s
Escape time
3s
Respawn
45–90s
Available at level 30

Korr Deepforge Moons

10 enemies · 26 actions

Slag Raker portrait
Ordinary enemy

Slag Raker

slag_raker

Works the cooling slag beds with hooked forelimbs, pulling out anything that still holds metal.

Base level
1
XP
17
Family
Slag
Combat role
Bruiser
Authored level 1 health
60
Level 1 field health
72
Health per level
7.01
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.16
Attack speed
0.7/s
Move speed
1 m/s
Armor scale
7%
fire resistance
35%
poison resistance
10%
cold resistance
-20%

Drop table (6)

Deepforge Ore × 2–442.61% table chance
Weight
75
Resonant Shard × 119.89% table chance
Weight
35
Common equipment22.73% table chance
Weight
40
Possible bases (8)
Ventweave Hood, Ventweave Filtershirt, Railwright Cap, Railwright Grips, Pressure-Cut Knife, Guild-Cable Bow, Deepvein Pickaxe, Lichenbed Sickle
Enchanted equipment10.23% table chance
Weight
18
Possible bases (8)
Ventweave Hood, Ventweave Filtershirt, Railwright Cap, Railwright Grips, Pressure-Cut Knife, Guild-Cable Bow, Deepvein Pickaxe, Lichenbed Sickle
Common equipment1.7% table chance
Weight
3
Possible bases (3)
Book of Sweeping Cut, Book of Ember Nova, Book of Mender's Lumen
No drop2.84% table chance
Weight
5

Actions (1)

Foreclaw RakeBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.45 m
Windup
0.5s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Deepforge, Melee, Physical, Slag
Reveal bestiary lore

Rakers came out of the spoil. Whatever they started as, generations of feeding on hot slag have left them heat-blind, hard across the back, and shaped almost entirely around the business of dragging metal out of a bed still too warm to stand on. In the inhabited works, guild crews do not exterminate them. A raker cleans a bed thoroughly, and clean beds are worth more than the metal it swallows. In the sealed expedition works the crews are gone, but the rakers still turn the cooling beds as though another load will arrive at the end of the shift.

Cinder Skulk portrait
Ordinary enemy

Cinder Skulk

cinder_skulk

Keeps to the ash channels and the gaps behind the furnaces, taking whatever is carried past and cannot chase it.

Base level
1
XP
19
Family
Slag
Combat role
Ambusher
Authored level 1 health
43
Level 1 field health
52
Health per level
4.66
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.29
Attack speed
1/s
Move speed
1.5 m/s
Armor scale
3%
fire resistance
40%
dark resistance
10%
cold resistance
-25%

Drop table (4)

Cinder Crystal × 1–253.85% table chance
Weight
7
Basalt Fiber × 1–323.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (5)
Ventweave Grip Boots, Ventweave Brace Sleeves, Pressure-Cut Knife, Guild-Cable Bow, Basalt-Fiber Arrow Quiver
No drop7.69% table chance
Weight
1

Actions (1)

Shadow LungeBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
0.95× base Physical
Range
1.45 m
Windup
0.35s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Deepforge, Melee, Physical
Reveal bestiary lore

Skulks live in the heat nothing else tolerates - the narrow runs behind the furnace walls, where the air is thin and the metal never fully cools. They are lean, quick over short distances, and completely unwilling to fight anything that has seen them coming. In active works they take from loads in transit, and the guilds price the losses in rather than chase them. In the abandoned expedition galleries they follow automatic haulers and passing crews instead. A skulk crossing an open gallery still means its furnace channel has gone cold, even when nobody remains on shift to answer the warning.

Oreplate Brute portrait
Ordinary enemy

Oreplate Brute

oreplate_brute

Carries a shell of raw ore fused to its back by years in the roasting heat, and uses it the way a smith uses an anvil.

Base level
1
XP
24
Family
Slag
Combat role
Tank
Authored level 1 health
70
Level 1 field health
84
Health per level
9.2
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
0.73
Attack speed
0.55/s
Move speed
0.7 m/s
Armor scale
18%
fire resistance
30%
lightning resistance
15%
cold resistance
-20%

Drop table (4)

Deepforge Ore × 3–553.85% table chance
Weight
7
Pressure-Steel Ingot × 1–223.08% table chance
Weight
3
Enchanted equipment15.38% table chance
Weight
2
Possible bases (5)
Kilnward Anchor Cuirass, Kilnward Greaves, Anchored Basalt Shield, Shift-Hammer Warhammer, Ventbreaker Great Axe
No drop7.69% table chance
Weight
1

Actions (2)

Oreplate DriveBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.15× base Physical
Range
1.6 m
Windup
0.64s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Knockback
0.6 m
Tags
Attack, Can Crit, Damage, Deepforge, Knockback, Melee, Physical
Locked-Mass DriveCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.45× base Physical
Range
5.5 m
Windup
1.25s
Recovery
0.8s
Cooldown
9s
Maximum hits per target
1
Applies status
Pressure Rattled
Status duration
4s
Knockback
1.8 m
Telegraph
Line · 5.5 × 1.6 m
Advances through telegraph
Yes
Signature action
Yes
Tags
Area, Attack, Damage, Debuff, Deepforge, Knockback, Line, Movement, Physical, Pressure, Signature
Reveal bestiary lore

Brutes feed low in the workings and the ore dust cakes on wet hide, roasts hard, and builds up. An old one wears several fingers of stone across the shoulders and moves as though it does not notice the weight, which it probably does not. That plating is what makes them a genuine danger rather than a large animal. They do not charge so much as walk through things, and the guilds have lost more scaffold and more shoring to brutes than to any collapse. Miners will tell you a brute has never once broken a working timber it was not standing on.

Pressure Cantor portrait
Ordinary enemy

Pressure Cantor

pressure_cantor

A capped iron valve trailing a nest of hooked pipe-tendrils, singing whenever the line behind it comes up to pressure.

Base level
1
XP
27
Family
Slag
Combat role
Controller
Authored level 1 health
55
Level 1 field health
66
Health per level
6.45
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
0.97
Attack speed
0.8/s
Move speed
0.95 m/s
Armor scale
7%
fire resistance
35%
light resistance
10%
cold resistance
-20%

Drop table (4)

Resonant Shard × 1–346.15% table chance
Weight
6
Guild Cable × 1–223.08% table chance
Weight
3
Enchanted equipment23.08% table chance
Weight
3
Possible bases (5)
Forge Cantor Staff, Cinder Crystal Wand, Resonant Forge Focus, Forge-Liturgy Reliquary, Guild Shelter Cloak
No drop7.69% table chance
Weight
1

Actions (2)

Chamber StrikeBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
0.9× base Physical
Range
1.5 m
Windup
0.44s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Deepforge, Melee, Physical, Pressure, Resonance
Counterpressure CallCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
0.9× base Physical
Range
5.5 m
Windup
1.1s
Recovery
0.7s
Cooldown
9s
Maximum hits per target
1
Applies status
Pressure Rattled
Status duration
4s
Telegraph
Ring · 1.5–5.5 m
Signature action
Yes
Tags
Area, Attack, Damage, Debuff, Deepforge, Physical, Pressure, Resonance, Ring, Signature
Reveal bestiary lore

Cantors grow into the vent lines and take their food from what the forge blows off. The sound is the vent working through the body, and every one is tuned slightly differently by the length of pipe it has grown into - which is how a practised crew can name a gallery by ear alone. The tendrils are for holding fast while the line surges. Anything caught in them is being held by something braced against a pressure it was built to survive and a person was not. Korr crews in active works treat a singing cantor as a gauge. Along the sealed expedition routes the same gauges keep singing without a shift left to hear them.

Cindershell Scarab portrait
Ordinary enemy

Cindershell Scarab

cindershell_scarab

Armoured in fused cinder and drawn to any heat above working temperature, including the inside of a furnace in use.

Base level
1
XP
22
Family
Slag
Combat role
Tank
Authored level 1 health
66
Level 1 field health
79
Health per level
8.57
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.66
Attack speed
0.8/s
Move speed
1 m/s
Armor scale
16%
fire resistance
45%
poison resistance
20%
cold resistance
-25%

Drop table (4)

Cinder Crystal × 1–353.85% table chance
Weight
7
Basalt Fiber × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (2)
Ventweave Grip Boots, Ventweave Brace Sleeves
No drop7.69% table chance
Weight
1

Actions (2)

Cinder SnapBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
0.95× base Physical
Range
1.35 m
Windup
0.44s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Deepforge, Heat, Melee, Physical
Heat CurlCooldown · Self Status
Trigger
Cooldown
Delivery
Self Status
Target
Self
Windup
0.65s
Recovery
0.65s
Cooldown
10s
Applies status
Braced
Status duration
5s
Signature action
Yes
Tags
Buff, Damage Reduction, Deepforge, Defensive, Heat, Self, Signature, Timed
Reveal bestiary lore

Scarabs seek heat and settle into it, and the shell fuses harder the longer they sit. They will bore into a running furnace wall to reach the hottest point they can find and stay there, which is where the trouble starts. A furnace with scarabs in the lining runs cold, wastes fuel, and eventually cracks. In the inhabited works, clearing them is the first filthy and dangerous job given to an apprentice. In the abandoned expedition works no apprentice comes, so the scarabs remain inside machinery that still tries to run.

Guild-Cable Constrictor portrait
Ordinary enemy

Guild-Cable Constrictor

guild_cable_constrictor

Built itself from lengths of guild haulage cable, and hunts the way the winches it came from work - slowly, and without any give.

Base level
1
XP
23
Family
Slag
Combat role
Controller
Authored level 1 health
52
Level 1 field health
62
Health per level
6.2
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
0.91
Attack speed
1/s
Move speed
1.3 m/s
Armor scale
10%
fire resistance
25%
lightning resistance
25%
cold resistance
-20%

Drop table (4)

Guild Cable × 1–353.85% table chance
Weight
7
Basalt Fiber × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (2)
Guild-Cable Bow, Basalt-Fiber Arrow Quiver
No drop7.69% table chance
Weight
1

Actions (1)

Sheath BiteBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
0.95× base Physical
Range
1.5 m
Windup
0.35s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Cable, Can Crit, Damage, Deepforge, Melee, Physical
Reveal bestiary lore

Constrictors take the heavy steel rope the guilds string through every shaft and wind it into something that moves. They are not fast and were never going to be. They are patient, they are extremely strong, and they have all the tension of the gear they are made from. Active haulage guilds know that a run of missing cable means a constrictor and keep a standing recovery rate paid by weight. The same notices remain posted in the sealed works, where the cables still disappear but no resident crew comes to claim the pay.

Railhook Hauler portrait
Ordinary enemy

Railhook Hauler

railhook_hauler

Runs the ore rails on hooked limbs, dragging loads it was never given and will not be talked out of.

Base level
1
XP
26
Family
Construct
Combat role
Bruiser
Authored level 1 health
65
Level 1 field health
78
Health per level
7.64
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.21
Attack speed
0.6/s
Move speed
0.75 m/s
Armor scale
14%
poison resistance
50%
fire resistance
20%
lightning resistance
-15%

Drop table (4)

Pressure-Steel Ingot × 1–353.85% table chance
Weight
7
Guild Cable × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (2)
Shift-Hammer Warhammer, Anchored Basalt Shield
No drop7.69% table chance
Weight
1

Actions (2)

Railhook PullBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
0.9× base Physical
Range
1.8 m
Windup
0.58s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Pull
0.9 m
Tags
Attack, Can Crit, Damage, Deepforge, Melee, Physical, Pull, Rail
Load BraceCooldown · Self Status
Trigger
Cooldown
Delivery
Self Status
Target
Self
Windup
0.7s
Recovery
0.65s
Cooldown
10s
Applies status
Braced
Status duration
5s
Signature action
Yes
Tags
Buff, Damage Reduction, Deepforge, Defensive, Load, Rail, Self, Signature, Timed
Reveal bestiary lore

Haulers work the rail network the way the rolling stock does, gripping the line and moving weight along it. What they haul is whatever they have decided is a load, and they are immensely difficult to redirect once they have taken hold of one. In the inhabited works they are despised because a hauler on a live rail stops the line and stopping the line costs a shift. On the abandoned expedition rails there is no shift left to lose, but the haulers still seize equipment, salvage, and travellers as unassigned loads and drag them toward destinations no longer in use.

Cindershell Broodmother portrait
Threshold boss

Cindershell Broodmother

cindershell_broodmother

Has settled into the hottest furnace still running in the abandoned works and filled its lining with brood.

Base level
1
XP
68
Family
Slag
Combat role
Summoner
Authored level 1 health
142
Level 1 field health
170
Health per level
17
Authored attack
7
Level 1 outgoing damage
90% of authored damage
Damage per level
1.03
Attack speed
0.65/s
Move speed
0.75 m/s
Armor scale
18%
fire resistance
50%
poison resistance
20%
cold resistance
-30%

Drop table (3)

Cinder Crystal × 3–650% table chance
Weight
5
Enchanted equipment40% table chance
Weight
4
Possible bases (3)
Kilnward Anchor Cuirass, Anchored Basalt Shield, Ventbreaker Great Axe
No drop10% table chance
Weight
1

Actions (5)

Broodclaw SweepBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.2× base Physical
Range
1.8 m
Windup
0.54s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Deepforge, Heat, Melee, Physical
Brood HeatCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
0.95× base Fire
Range
7 m
Windup
1.2s
Recovery
1.05s
Cooldown
10s
Maximum hits per target
1
Applies status
Burning
Status duration
4s
Periodic total damage
45% of final damage
Telegraph
Circle · 3.2 m radius
Signature action
Yes
Tags
Ailment, Area, Attack, Damage, Damage Over Time, Deepforge, Fire, Heat, Signature, Timed
Broodbed Boundary RakeCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.5× base Physical
Range
5 m
Windup
1.2s
Recovery
1.05s
Cooldown
8s
Maximum hits per target
1
Applies status
Bleeding
Status duration
5s
Periodic total damage
55% of final damage
Telegraph
Cone · 5 m · 140°
Signature action
Yes
Tags
Ailment, Area, Attack, Bleed, Cone, Damage, Damage Over Time, Deepforge, Physical, Signature
Hatch CallReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.7s
Recovery
1s
Signature action
Yes
Tags
Deepforge, Reinforcement, Signature
Shell LockFinal phase · Self Status
Trigger
Final phase
Delivery
Self Status
Target
Self
Windup
0.8s
Recovery
0.8s
Applies status
Braced
Status duration
5s
Signature action
Yes
Tags
Buff, Damage Reduction, Deepforge, Defensive, Heat, Self, Signature, Timed, Transition
Reveal bestiary lore

The Broodmother found the best heat available and stopped moving. She is enormous, fused so thoroughly into the furnace wall that the wall and the animal are no longer separable, and she is entirely uninterested in anything that is not trying to cool her. The furnace still runs, but it is no longer worked. Automatic fuel and pressure systems kept feeding it after the district was sealed, and the Broodmother inherited the whole floor when the last crew withdrew. The arrangement had already been called temporary for two generations. Abandonment merely stopped anyone from having to repeat the word.

Loadstone Regulator portrait
Depth boss

Loadstone Regulator

loadstone_regulator

Holds the pressure balance across the deep workings, and will not permit a reading outside the tolerance it was given.

Base level
1
XP
88
Family
Construct
Combat role
Tank
Authored level 1 health
175
Level 1 field health
210
Health per level
22
Authored attack
8
Level 1 outgoing damage
90% of authored damage
Damage per level
0.69
Attack speed
0.55/s
Move speed
0.65 m/s
Armor scale
24%
poison resistance
55%
lightning resistance
30%
cold resistance
-20%

Drop table (3)

Pressure-Steel Ingot × 3–650% table chance
Weight
5
Enchanted equipment40% table chance
Weight
4
Possible bases (3)
Shift-Hammer Warhammer, Kilnward Anchor Cuirass, Forge-Liturgy Reliquary
No drop10% table chance
Weight
1

Actions (5)

Piston CorrectionBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.15× base Physical
Range
1.8 m
Windup
0.64s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Knockback
0.8 m
Tags
Attack, Can Crit, Damage, Deepforge, Knockback, Load, Melee, Physical, Pressure
Weighhouse MarkCooldown · Target Status
Trigger
Cooldown
Delivery
Target Status
Target
Current Target
Range
7 m
Windup
0.8s
Recovery
1s
Cooldown
8s
Applies status
Weighhouse Marked
Status duration
6s
Signature action
Yes
Tags
Claim, Debuff, Deepforge, Load, Pressure, Signature, Timed
Counterweight DropCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1.45× base Physical
Range
8 m
Windup
1.4s
Recovery
1s
Cooldown
10s
Maximum hits per target
1
Requires target status
Weighhouse Marked
Consumes status
Weighhouse Marked
Consumed-status damage
1.35×
Telegraph
Circle · 2.4 m radius
Signature action
Yes
Tags
Area, Attack, Claim, Damage, Deepforge, Load, Physical, Pressure, Signature
Counterweight SweepReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1s
Signature action
Yes
Tags
Deepforge, Load, Reinforcement, Signature
Overload ReleaseFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Source Line
Damage
1.1× base Physical
Range
8 m
Windup
1.3s
Recovery
1.05s
Maximum hits per target
1
Knockback
1.4 m
Telegraph
Line · 8 × 1.2 m
Radial lines
4
Signature action
Yes
Tags
Area, Attack, Damage, Deepforge, Knockback, Line, Pressure, Signature, Transition
Reveal bestiary lore

The Regulator manages the load on the deep galleries - the weight of stone against the pressure of the shoring, balanced continuously across a system too large for any crew to hold in their head. It works, and it has worked without interruption for a very long time. Machines and sealed doors belong to the god Morcant Below, and the Regulator is the best worker on his ground: no shortcuts, no fatigue, no shift it has ever failed to keep. A party in the deep workings is unaccounted mass on the wrong side of a tolerance, and the Regulator corrects the balance rather than the party. It is not that it will not listen. It is that a thing this good at its work has never needed to.

Kilnheart Colossus portrait
Expedition guardian

Kilnheart Colossus

kilnheart_colossus

Deepforge's apex guardian, grown around the first kiln ever lit on these moons and still carrying its fire.

Base level
1
XP
115
Family
Slag
Combat role
Summoner
Authored level 1 health
185
Level 1 field health
222
Health per level
24
Authored attack
9
Level 1 outgoing damage
90% of authored damage
Damage per level
1.06
Attack speed
0.55/s
Move speed
0.7 m/s
Armor scale
26%
fire resistance
60%
poison resistance
25%
cold resistance
-35%

Drop table (4)

Pressure-Steel Ingot × 4–733.33% table chance
Weight
5
Cinder Crystal × 2–433.33% table chance
Weight
5
Enchanted equipment26.67% table chance
Weight
4
Possible bases (5)
Shift-Hammer Warhammer, Kilnward Anchor Cuirass, Forge-Liturgy Reliquary, Anchored Basalt Shield, Resonant Forge Focus
No drop6.67% table chance
Weight
1

Actions (5)

Work-Arm CrushBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.25× base Physical
Range
2 m
Windup
0.64s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Knockback
0.6 m
Tags
Attack, Can Crit, Damage, Deepforge, Heat, Knockback, Melee, Physical
Heat-Lane WarningCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.2× base Fire
Range
9 m
Windup
1.5s
Recovery
1.25s
Cooldown
8.5s
Maximum hits per target
1
Applies status
Burning
Status duration
4s
Periodic total damage
60% of final damage
Telegraph
Line · 9 × 1.7 m
Signature action
Yes
Tags
Ailment, Area, Attack, Damage, Damage Over Time, Deepforge, Fire, Heat, Line, Signature, Timed
Pressure SealCooldown · Self Status
Trigger
Cooldown
Delivery
Self Status
Target
Self
Windup
0.9s
Recovery
1.1s
Cooldown
11s
Applies status
Kilnheart Sealed
Status duration
5s
Signature action
Yes
Tags
Buff, Damage Reduction, Deepforge, Defensive, Heat, Pressure, Self, Signature, Timed
Work-Crew RecallReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1.15s
Signature action
Yes
Tags
Deepforge, Reinforcement, Signature
Final ShiftFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Target Cross
Damage
1.05× base Fire
Range
9 m
Windup
1.3s
Recovery
1.15s
Maximum hits per target
1
Applies status
Burning
Status duration
4s
Periodic total damage
40% of final damage
Telegraph
Line · 9 × 1.5 m
Signature action
Yes
Tags
Ailment, Area, Attack, Damage, Damage Over Time, Deepforge, Fire, Heat, Line, Signature, Timed, Transition
Reveal bestiary lore

The Colossus is built around a kiln that has not gone out since the moons were opened. Stone, slag and iron have accreted over it for so long that the original structure is only visible at the seams, and the heat coming off it is survivable at about thirty paces. The Korr will not say plainly whether it is a machine that grew, an animal that settled, or the kiln itself having become something, and pressing the question in a guildhall will end the conversation. What they will say is that the fire in it is the same fire, unbroken, from the first shift worked here. They defend that claim harder than they defend the workings.

Hunting and Skinning

Huntable animals

These animals flee instead of attacking. Their carcasses provide kill yields and, where listed, Skinning yields.

Basalt Ram portrait
Huntable animal

Basalt Ram

basalt_ram

Climbs the cooled flows on split hooves, feeding on the mineral crust that forms where vents have gone quiet.

Behavior
Flees instead of attacking
Placement count
7
Health
22 base + 1.4 per level
Walk speed
0.75 m/s
Flee speed
1.55 m/s
Awareness radius
5.5 m
Home radius
9 m
Chase limit
11 m
Respawn
12–16 min
Carcass duration
3 min

Rewards

Kill yields
Basalt Ram Meat: 2–4 (100% chance)
Skinning yields
None
Reveal bestiary lore

Rams work the old flows, cropping the pale crust that grows on basalt once it has cooled enough to hold moisture. They take slopes that look impassable and they take them at speed, and a startled ram will go up rather than away. Hunters follow them for meat, hide, and horn that takes a polish and holds an edge better than it has any business doing. The rams are also read: they will not graze a flow that is still moving underneath, so a slope with rams on it is a slope a crew can work, and every foreman on the moons knows it.

Vent Boar portrait
Huntable animal

Vent Boar

vent_boar

Roots the warm ground beside the vents, turning up minerals that condense where the heat meets stone.

Behavior
Flees instead of attacking
Placement count
7
Health
24 base + 1.5 per level
Walk speed
0.8 m/s
Flee speed
1.65 m/s
Awareness radius
6 m
Home radius
9 m
Chase limit
11 m
Respawn
12–16 min
Carcass duration
3 min

Rewards

Kill yields
Vent Boar Meat: 2–4 (100% chance)
Skinning yields
None
Reveal bestiary lore

Vent boars work the ground around active vents, where the heat drives up salts and metals that condense into crusts just under the surface. The rooting keeps the vents clear of the crust that would otherwise cap them, which the guilds noticed a long time ago and quietly stopped interfering with. They are bad-tempered, extremely heavy through the front, and unbothered by ground that would burn through a boot. Hunters take them for meat and for the hide, which is the toughest thing available on these moons and goes into the gloves every Korr smith wears.

Non-combat fauna

Ambient animals

Ambient animals cannot be hunted and have no drops. They roam until startled, then escape and later respawn.

Cinderwhisker Shrew portrait
Ambient animal

Cinderwhisker Shrew

cinderwhisker_shrew

Non-combat fauna that roams Korr Deepforge Moons, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
12
Group size
1–2
Startle radius
4.5 m
Roam radius
4.5 m
Walk speed
0.45 m/s
Flee speed
2.6 m/s
Escape time
3.5s
Respawn
45–90s
Ashbelly Toad portrait
Ambient animal

Ashbelly Toad

ashbelly_toad

Non-combat fauna that roams Korr Deepforge Moons, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
7
Group size
1–2
Startle radius
5 m
Roam radius
4 m
Walk speed
0.35 m/s
Flee speed
2.2 m/s
Escape time
3.5s
Respawn
45–90s
Anvilcrest Rockhen portrait
Ambient animal

Anvilcrest Rockhen

anvilcrest_rockhen

Non-combat fauna that roams Korr Deepforge Moons, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
9
Group size
2–4
Startle radius
6 m
Roam radius
6 m
Walk speed
0.65 m/s
Flee speed
3.4 m/s
Escape time
4s
Respawn
60–120s
Available at level 40

The Sable Writ Isles

10 enemies · 26 actions

Galehook Petrel portrait
Ordinary enemy

Galehook Petrel

galehook_petrel

Rides the gale on hooked wings and takes what it wants off a deck without slowing down.

Base level
1
XP
22
Family
Sable Fauna
Combat role
Skirmisher
Authored level 1 health
48
Level 1 field health
58
Health per level
5.46
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.94
Attack speed
1.25/s
Move speed
1.65 m/s
Armor scale
0%
cold resistance
15%
lightning resistance
15%
fire resistance
-10%

Drop table (5)

Nightiron Ore × 1–346.15% table chance
Weight
6
Stormwrit Cloth × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Stormcourier Rainhood, Writkeeper Witness Harness, Cliffcourt Sealguard Cuirass, Sealcut Knife
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Stormcourier Rainhood, Writkeeper Witness Harness, Cliffcourt Sealguard Cuirass, Sealcut Knife
No drop7.69% table chance
Weight
1

Actions (1)

Hookclaw RakeBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
0.9× base Physical
Range
1.35 m
Windup
0.28s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Melee, Physical, Sable Writ
Reveal bestiary lore

Petrels work the storm front, using the wind that grounds every other flying thing on the isles. The hooks along the leading edge are for snatching, and they take fish, cargo, rigging and fingers with equal indifference at a speed nothing on deck can answer. Harbour crews time their loading by them. Petrels move ahead of the weather by a reliable margin, so a flight coming in over the ring means the storm is close enough to stop work, and every quay on the isles has emptied on that signal for longer than the guilds have kept records.

Seal-Scent Loper portrait
Ordinary enemy

Seal-Scent Loper

seal_scent_loper

Tracks the wax and ink of a sealed writ across open water, and follows it until the seal is broken or it is.

Base level
1
XP
27
Family
Sable Fauna
Combat role
Ambusher
Authored level 1 health
46
Level 1 field health
55
Health per level
5.29
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.35
Attack speed
0.85/s
Move speed
1.2 m/s
Armor scale
3%
cold resistance
20%
dark resistance
10%
fire resistance
-10%

Drop table (5)

Inkcedar Timber × 1–346.15% table chance
Weight
6
Seal Cord × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Writkeeper Witness Harness, Cliffcourt Sealguard Cuirass, Sealcut Knife, Inkcedar Courier Bow
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Writkeeper Witness Harness, Cliffcourt Sealguard Cuirass, Sealcut Knife, Inkcedar Courier Bow
No drop7.69% table chance
Weight
1

Actions (1)

Resin FangBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.3 m
Windup
0.41s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Melee, Physical, Pursuit, Sable Writ
Reveal bestiary lore

Lopers were bred to run down documents. The scent of a warrant seal - the particular wax, the particular ink - carries a long way in wet air, and a loper holds that trail through weather that would turn back anything else. They were not released so much as no longer recalled. A loper still runs its trail, and the courier carrying a sealed writ across the isles is carrying the only thing in the world it wants. Runners either travel unsealed or travel very fast, and the pay reflects which.

Writ-Cord Snarer portrait
Ordinary enemy

Writ-Cord Snarer

writ_cord_snarer

Strings the narrows with binding cord and waits for something to come through at speed.

Base level
1
XP
28
Family
Human
Combat role
Controller
Authored level 1 health
52
Level 1 field health
62
Health per level
6.2
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
0.98
Attack speed
0.75/s
Move speed
1.05 m/s
Armor scale
5%
cold resistance
10%
lightning resistance
-10%

Drop table (5)

Stormwrit Cloth × 1–346.15% table chance
Weight
6
Oath Resin × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Cliffcourt Sealguard Cuirass, Sealcut Knife, Inkcedar Courier Bow, Witness-Seal Focus
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Cliffcourt Sealguard Cuirass, Sealcut Knife, Inkcedar Courier Bow, Witness-Seal Focus
No drop7.69% table chance
Weight
1

Actions (1)

Cord HookBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
0.9× base Physical
Range
6 m
Windup
0.47s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Cord, Damage, Physical, Projectile, Ranged, Sable Writ
Reveal bestiary lore

Snarers use the cord that binds legal bundles - heavy, waxed, and far stronger than it looks. They rig it across gaps a boat or a runner will take at pace and then sit off to one side, out of the weather, doing nothing at all until something arrives. The cord is the giveaway and reading it is a skill worth paying for. Old cord has gone grey and hangs slack; fresh cord is black and sits tight, and a narrow strung with fresh cord is a narrow to walk around. Every isle pilot can tell you this and most of them learned it the expensive way.

Nightiron Writbreaker portrait
Ordinary enemy

Nightiron Writbreaker

nightiron_writbreaker

Built to break seals and open sealed cases, and it does not much care whose or what is inside.

Base level
1
XP
31
Family
Human
Combat role
Tank
Authored level 1 health
69
Level 1 field health
83
Health per level
9.15
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.72
Attack speed
0.6/s
Move speed
0.75 m/s
Armor scale
14%
cold resistance
10%
dark resistance
10%
lightning resistance
-10%

Drop table (5)

Seal Cord × 1–346.15% table chance
Weight
6
Nightiron Ore × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Sealcut Knife, Inkcedar Courier Bow, Witness-Seal Focus, Stormcourier Rainhood
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Sealcut Knife, Inkcedar Courier Bow, Witness-Seal Focus, Stormcourier Rainhood
No drop7.69% table chance
Weight
1

Actions (2)

Document CleaverBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.1× base Physical
Range
1.55 m
Windup
0.58s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Melee, Physical, Sable Writ, Writ
Break the LineCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.35× base Physical
Range
4.2 m
Windup
1.1s
Recovery
0.8s
Cooldown
8s
Maximum hits per target
1
Applies status
Line Broken
Status duration
5s
Knockback
1.1 m
Telegraph
Line · 4.2 × 1.4 m
Advances through telegraph
Yes
Signature action
Yes
Tags
Area, Attack, Block, Control, Damage, Debuff, Knockback, Line, Melee, Movement, Physical, Sable Writ, Signature
Reveal bestiary lore

Writbreakers were made for enforcement - to open what a debtor had locked, on the authority of an order that made the opening lawful. The tools are excellent. The judgement was always meant to come from the officer holding the leash. There are no officers now and the tools have not dulled. A writbreaker opens what is sealed because sealed is the condition it responds to, and a party carrying a strongbox, a locked case, or armour that fastens is carrying something that qualifies. It works through the fastening first and whatever the fastening is attached to second.

Expiration Bell Drone portrait
Ordinary enemy

Expiration Bell Drone

expiration_bell_drone

Rings the hour a writ falls due, and rings it beside whoever the writ names.

Base level
1
XP
29
Family
Construct
Combat role
Artillery
Authored level 1 health
46
Level 1 field health
55
Health per level
5.22
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.37
Attack speed
0.7/s
Move speed
0.85 m/s
Armor scale
6%
poison resistance
50%
cold resistance
15%
lightning resistance
-15%

Drop table (5)

Oath Resin × 1–346.15% table chance
Weight
6
Inkcedar Timber × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Inkcedar Courier Bow, Witness-Seal Focus, Stormcourier Rainhood, Writkeeper Witness Harness
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Inkcedar Courier Bow, Witness-Seal Focus, Stormcourier Rainhood, Writkeeper Witness Harness
No drop7.69% table chance
Weight
1

Actions (2)

Notice TollBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
0.85× base Light
Range
6.5 m
Windup
0.5s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Bell, Can Crit, Damage, Light, Projectile, Ranged, Sable Writ, Writ
Overdue TollCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Self
Damage
0.8× base Light
Range
6.5 m
Windup
1.35s
Recovery
0.7s
Cooldown
9s
Maximum hits per target
1
Applies status
Overdue
Status duration
4s
Telegraph
Circle · 3.3 m radius
Signature action
Yes
Tags
Area, Attack, Bell, Control, Damage, Debuff, Light, Sable Writ, Signature, Slow, Writ
Reveal bestiary lore

Drones carry the expiry calendar for every instrument lodged on the isles. When a term runs out the drone finds the named party and rings, which was once a courtesy and a warning and is now simply what happens. The calendar has not been maintained in generations and has drifted badly, so the drones ring against names long dead, against terms already discharged, and against whoever happens to be standing where the record says the named party should be. The ringing is not the danger. What the ringing calls in is.

Stormwrit Kite portrait
Ordinary enemy

Stormwrit Kite

stormwrit_kite

Carries an unserved writ aloft on a storm-taut membrane, hunting for anyone the document will fit.

Base level
1
XP
26
Family
Construct
Combat role
Artillery
Authored level 1 health
43
Level 1 field health
52
Health per level
4.68
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.24
Attack speed
1/s
Move speed
1.55 m/s
Armor scale
3%
poison resistance
45%
lightning resistance
25%
fire resistance
-10%

Drop table (5)

Nightiron Ore × 1–346.15% table chance
Weight
6
Stormwrit Cloth × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Witness-Seal Focus, Stormcourier Rainhood, Writkeeper Witness Harness, Cliffcourt Sealguard Cuirass
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Witness-Seal Focus, Stormcourier Rainhood, Writkeeper Witness Harness, Cliffcourt Sealguard Cuirass
No drop7.69% table chance
Weight
1

Actions (2)

Conductor SnapBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
0.85× base Lightning
Range
7 m
Windup
0.35s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Lightning, Projectile, Ranged, Sable Writ, Weather
Crosswind PostingCooldown · Projectile
Trigger
Cooldown
Delivery
Projectile
Target
Current Target
Damage
1.2× base Lightning
Range
8 m
Windup
0.75s
Recovery
0.8s
Cooldown
6.5s
Maximum hits per target
1
Applies status
Shocked
Status duration
6s
Signature action
Yes
Tags
Attack, Damage, Debuff, Lightning, Movement, Projectile, Ranged, Sable Writ, Signature, Weather, Writ
Reveal bestiary lore

Kites hold a document open against the wind and ride it, which is how the isles once moved urgent instruments between rocks that boats could not reach in weather. The writ is structural: it is the sail. A kite is looking for the party named on the paper it carries, and after this long none of them are findable. What a kite will settle for has broadened considerably. Being served by one is not a formality - it comes down at speed with the full weight of the storm behind it, and the service is completed on contact.

Rooftop Collector portrait
Ordinary enemy

Rooftop Collector

rooftop_collector

Works the harbour roofs collecting on debts, and prices everything a party is carrying as it goes.

Base level
1
XP
30
Family
Human
Combat role
Skirmisher
Authored level 1 health
50
Level 1 field health
60
Health per level
5.76
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.98
Attack speed
1.1/s
Move speed
1.45 m/s
Armor scale
6%
cold resistance
10%
light resistance
5%
lightning resistance
-10%

Drop table (5)

Inkcedar Timber × 1–346.15% table chance
Weight
6
Seal Cord × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Stormcourier Rainhood, Writkeeper Witness Harness, Cliffcourt Sealguard Cuirass, Sealcut Knife
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Stormcourier Rainhood, Writkeeper Witness Harness, Cliffcourt Sealguard Cuirass, Sealcut Knife
No drop7.69% table chance
Weight
1

Actions (2)

Collection HookBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
0.95× base Physical
Range
1.45 m
Windup
0.32s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Melee, Physical, Pursuit, Sable Writ
Collection StepCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.1× base Physical
Range
5 m
Windup
0.75s
Recovery
0.8s
Cooldown
7s
Maximum hits per target
1
Applies status
Collection Bound
Status duration
3s
Telegraph
Line · 5 × 1 m
First target only
Yes
Advances through telegraph
Yes
Signature action
Yes
Tags
Area, Attack, Control, Damage, Debuff, Line, Melee, Movement, Physical, Pursuit, Restraint, Sable Writ, Signature, Slow
Reveal bestiary lore

Collectors move above the streets because the streets are watched and the roofs are not. They were the recovery arm - sent to take goods against unpaid obligations, valuing on the spot, and authorised to take the difference in whatever form was available. The ledgers they work from are ancient and the debts uncollectable, but a collector cannot close an account, only satisfy it. Anything of value in reach is applied against the balance. They are the reason nobody on these isles walks a roofline carrying anything they mind losing, and the reason the good routes across the harbour are all at ground level and all overlooked.

Stormgate Bailiff portrait
Threshold boss

Stormgate Bailiff

stormgate_bailiff

Holds the stormgate and admits nobody through it without an instrument in order.

Base level
1
XP
92
Family
Construct
Combat role
Controller
Authored level 1 health
131
Level 1 field health
157
Health per level
15.12
Authored attack
8
Level 1 outgoing damage
90% of authored damage
Damage per level
1.34
Attack speed
0.65/s
Move speed
0.72 m/s
Armor scale
20%
poison resistance
55%
cold resistance
20%
lightning resistance
-15%

Drop table (4)

Stormwrit Cloth × 3–650% table chance
Weight
5
Common equipment10% table chance
Weight
1
Possible bases (4)
Writkeeper Witness Harness, Cliffcourt Sealguard Cuirass, Sealcut Knife, Inkcedar Courier Bow
Enchanted equipment30% table chance
Weight
3
Possible bases (4)
Writkeeper Witness Harness, Cliffcourt Sealguard Cuirass, Sealcut Knife, Inkcedar Courier Bow
No drop10% table chance
Weight
1

Actions (5)

Gateblade CutBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.1× base Physical
Range
2 m
Windup
0.54s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Knockback
0.4 m
Tags
Attack, Can Crit, Damage, Knockback, Melee, Physical, Sable Writ
Gate-Seal WarningCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1.35× base Physical
Range
7 m
Windup
2.7s
Recovery
0.9s
Cooldown
8.5s
Maximum hits per target
1
Telegraph
Circle · 3 m radius
Signature action
Yes
Tags
Area, Attack, Damage, Physical, Sable Writ, Signature, Weather, Writ
Weather HoldCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
0.8× base Lightning
Range
7 m
Windup
1.4s
Recovery
1.05s
Cooldown
10s
Maximum hits per target
1
Applies status
Weather Held
Status duration
4s
Knockback
0.8 m
Telegraph
Line · 7 × 1.8 m
Signature action
Yes
Tags
Area, Attack, Control, Damage, Debuff, Knockback, Lightning, Line, Sable Writ, Signature, Slow, Weather
Call the BellsReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1s
Signature action
Yes
Tags
Bell, Reinforcement, Sable Writ, Signature, Writ
Stormgate OverruleFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Target Cross
Damage
1× base Physical
Range
7 m
Windup
1.2s
Recovery
0.95s
Maximum hits per target
1
Knockback
1.1 m
Telegraph
Line · 7 × 1.2 m
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Damage, Knockback, Line, Physical, Sable Writ, Signature, Transition, Weather
Reveal bestiary lore

The Bailiff controls the gate between the outer rocks and the inner harbour - the only crossing that stays passable in weather. It is enormous at the gate itself and will not be drawn a step beyond it, because beyond it is not the post. An instrument in order means a current writ, correctly sealed, naming the bearer. No such thing has been issued in living memory and the Bailiff has no authority to waive the requirement. Parties have tried forged seals. The Bailiff has been checking seals for a very long time and is extremely good at it.

Red-Seal Arbiter portrait
Depth boss

Red-Seal Arbiter

red_seal_arbiter

Settles disputes under the red seal, which is the seal used when a judgement cannot be appealed.

Base level
1
XP
105
Family
Human
Combat role
Controller
Authored level 1 health
144
Level 1 field health
173
Health per level
16.88
Authored attack
8
Level 1 outgoing damage
90% of authored damage
Damage per level
1.23
Attack speed
0.8/s
Move speed
0.9 m/s
Armor scale
14%
cold resistance
15%
light resistance
10%
dark resistance
-10%

Drop table (4)

Seal Cord × 3–650% table chance
Weight
5
Common equipment10% table chance
Weight
1
Possible bases (4)
Cliffcourt Sealguard Cuirass, Sealcut Knife, Inkcedar Courier Bow, Witness-Seal Focus
Enchanted equipment30% table chance
Weight
3
Possible bases (4)
Cliffcourt Sealguard Cuirass, Sealcut Knife, Inkcedar Courier Bow, Witness-Seal Focus
No drop10% table chance
Weight
1

Actions (5)

Seal-Press AccusationBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Light
Range
6 m
Windup
0.44s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Can Crit, Damage, Light, Projectile, Ranged, Sable Writ, Verdict, Writ
Contested MarkCooldown · Target Status
Trigger
Cooldown
Delivery
Target Status
Target
Current Target
Range
7 m
Windup
0.9s
Recovery
1s
Cooldown
8s
Applies status
Contested Mark
Status duration
6s
Signature action
Yes
Tags
Claim, Debuff, Sable Writ, Signature, Timed, Verdict, Writ
Triangulated TestimonyCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Current Target
Damage
1.25× base Light
Range
7 m
Windup
1.5s
Recovery
1s
Cooldown
9.5s
Maximum hits per target
1
Requires target status
Contested Mark
Consumes status
Contested Mark
Consumed-status damage
1.25×
Telegraph
Line · 4.5 × 0.7 m
Radial lines
3
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Claim, Cord, Damage, Light, Line, Sable Writ, Signature, Verdict, Writ
Purchased WitnessesReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1s
Signature action
Yes
Tags
Reinforcement, Sable Writ, Signature, Verdict, Writ
Ruling Without RecessFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Self
Damage
0.9× base Light
Range
7 m
Windup
1.25s
Recovery
0.9s
Maximum hits per target
1
Telegraph
Ring · 2.8–6 m
Signature action
Yes
Tags
Area, Attack, Damage, Light, Ring, Sable Writ, Signature, Transition, Verdict
Reveal bestiary lore

The Arbiter hears the hard cases - the ones where both instruments are valid, both parties are in the right, and something has to be decided anyway. The red seal is what goes on a finding that ends the matter permanently. It is scrupulously fair and this is not a comfort. The Arbiter will hear a party out, weigh what they carry against what the isles are owed, and rule, and its rulings have never been overturned because there is no longer anything above it to overturn them. It takes no pleasure in the work. It has simply never found a reason to stop.

Keeper of the Last Writ portrait
Expedition guardian

Keeper of the Last Writ

keeper_of_the_last_writ

Sable Writ's apex guardian, a walking archive whose doors open on the only writ still held to be current.

Base level
1
XP
120
Family
Construct
Combat role
Summoner
Authored level 1 health
186
Level 1 field health
223
Health per level
24
Authored attack
8
Level 1 outgoing damage
90% of authored damage
Damage per level
1.03
Attack speed
0.65/s
Move speed
0.7 m/s
Armor scale
24%
poison resistance
60%
light resistance
25%
lightning resistance
-20%

Drop table (4)

Oath Resin × 3–650% table chance
Weight
5
Common equipment10% table chance
Weight
1
Possible bases (4)
Sealcut Knife, Inkcedar Courier Bow, Witness-Seal Focus, Stormcourier Rainhood
Enchanted equipment30% table chance
Weight
3
Possible bases (4)
Sealcut Knife, Inkcedar Courier Bow, Witness-Seal Focus, Stormcourier Rainhood
No drop10% table chance
Weight
1

Actions (5)

Press-Arm ShoveBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1.1× base Physical
Range
2.2 m
Windup
0.54s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Knockback
0.6 m
Tags
Archive, Attack, Can Crit, Damage, Knockback, Melee, Physical, Sable Writ, Writ
No Final ExpiryCooldown · Target Status
Trigger
Cooldown
Delivery
Target Status
Target
Current Target
Range
7.5 m
Windup
0.9s
Recovery
1.1s
Cooldown
8s
Applies status
Unexpired Claim
Status duration
6s
Signature action
Yes
Tags
Archive, Claim, Debuff, Sable Writ, Signature, Timed, Writ
Archive CircuitCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.1× base Light
Range
8 m
Windup
1.35s
Recovery
1.1s
Cooldown
10s
Maximum hits per target
1
Requires target status
Unexpired Claim
Consumes status
Unexpired Claim
Consumed-status damage
1.25×
Telegraph
Sector · 7 m · 78°
Sequence interval
0.55s
One hit per target per cast
Yes
Signature action
Yes
Tags
Archive, Area, Attack, Claim, Damage, Light, Sable Writ, Sector, Signature, Writ
Witness RequiredReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.9s
Recovery
1.15s
Signature action
Yes
Tags
Archive, Reinforcement, Sable Writ, Signature, Writ
Last AppealFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Target Cross
Damage
0.95× base Light
Range
8 m
Windup
1.3s
Recovery
1s
Maximum hits per target
1
Telegraph
Line · 8 × 1.4 m
One hit per target per cast
Yes
Signature action
Yes
Tags
Archive, Area, Attack, Damage, Light, Line, Sable Writ, Signature, Transition, Writ
Reveal bestiary lore

The Keeper is a cabinet on legs - iron doors, shelves of rolled instruments, a red seal set at the crown. Most of what it carries has lapsed. One document has not, and the Keeper opens its doors to show that one when something approaches. Nobody who has seen it has been able to read the writ, either because of the weather, the distance, or what happens immediately afterwards. The isles hold two views: that the last writ is an order still binding on everyone here, or that it is the instrument that dissolved the courts, carried by the one thing that never accepted it. The Keeper has never given any indication which.

Hunting and Skinning

Huntable animals

These animals flee instead of attacking. Their carcasses provide kill yields and, where listed, Skinning yields.

Razorcrest Stag portrait
Huntable animal

Razorcrest Stag

razorcrest_stag

Storm-country grazer with a hard serrated crest it uses to strip bark and to settle arguments.

Behavior
Flees instead of attacking
Placement count
16
Health
16 base + 1.1 per level
Walk speed
1.2 m/s
Flee speed
2.6 m/s
Awareness radius
7 m
Home radius
13 m
Chase limit
15 m
Respawn
12–16 min
Carcass duration
3 min

Rewards

Kill yields
Razorcrest Venison: 2–4 (100% chance)
Skinning yields
None
Reveal bestiary lore

Stags work the sheltered valleys between the rocks, using the crest to take bark and tough coastal growth that nothing else on the isles bothers with. In the rut they use it on each other, and the sound of two crests meeting carries across open water. They read the weather better than any instrument the harbours have. A herd that moves off a valley floor is a herd that knows what is coming, and pilots have watched them for that purpose for generations. Hunters take meat, hide, and the crest itself, which cuts and holds an edge.

Ashhorn Boar portrait
Huntable animal

Ashhorn Boar

ashhorn_boar

Roots the ash flats where the storms deposit their load, turning up whatever the weather has buried.

Behavior
Flees instead of attacking
Placement count
14
Health
20 base + 1.3 per level
Walk speed
1 m/s
Flee speed
2.2 m/s
Awareness radius
6.2 m
Home radius
11 m
Chase limit
13 m
Respawn
12–18 min
Carcass duration
3 min

Rewards

Kill yields
Ashhorn Pork: 2–4 (100% chance)
Skinning yields
None
Reveal bestiary lore

Ashhorns work the flats where storm-carried ash and grit settle out, and what they turn up is not only food. Wreck timber, cargo, coins and paper come out of that ground regularly, because everything the isles lose eventually washes into the same few places. Salvagers follow the rooting for exactly that reason, and the boars have made more finders rich than any chart. They are heavy, short-tempered, and entirely unwilling to be moved off ground they are working. Hunters take meat and hide, and the horn goes into the storm-lamps every harbour keeps burning.

Non-combat fauna

Ambient animals

Ambient animals cannot be hunted and have no drops. They roam until startled, then escape and later respawn.

Tideglass Crab portrait
Ambient animal

Tideglass Crab

sable_tideglass_crab

Non-combat fauna that roams The Sable Writ Isles, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
10
Group size
3–5
Startle radius
4.5 m
Roam radius
4.5 m
Walk speed
0.45 m/s
Flee speed
2.6 m/s
Escape time
3.5s
Respawn
45–90s
Inkwhisker Marten portrait
Ambient animal

Inkwhisker Marten

sable_inkwhisker_marten

Non-combat fauna that roams The Sable Writ Isles, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
8
Group size
1
Startle radius
6 m
Roam radius
7 m
Walk speed
0.85 m/s
Flee speed
3.8 m/s
Escape time
4s
Respawn
60–120s
Slatewing Crow portrait
Ambient animal

Slatewing Crow

sable_slatewing_crow

Non-combat fauna that roams The Sable Writ Isles, takes off when startled, flies away, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Takes off and flies
Placement groups
10
Group size
1–2
Startle radius
5 m
Roam radius
4 m
Walk speed
0.45 m/s
Flee speed
4.5 m/s
Takeoff time
0.7s
Flight altitude
2.8 m
Escape time
3s
Respawn
45–90s
Available at level 50

Asterhome: The Unreceived World

10 enemies · 26 actions

Dawnfruit Crownbeetle portrait
Ordinary enemy

Dawnfruit Crownbeetle

dawnfruit_crownbeetle

Crowned in the split husks of the orchard's first fruit, and defends a tree it has decided is its own.

Base level
1
XP
23
Family
Asterhome Fauna
Combat role
Bruiser
Authored level 1 health
59
Level 1 field health
71
Health per level
6.76
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
1.01
Attack speed
1.15/s
Move speed
1.45 m/s
Armor scale
7%
poison resistance
15%
light resistance
5%
dark resistance
-10%

Drop table (5)

Choirstone Quartz × 1–346.15% table chance
Weight
6
Welcomeweave Cloth × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Welcomehand Dawnhood, Homestead Mender Utility Harness, Arrival Warden Reception Cuirass, Orchard Pruning Knife
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Welcomehand Dawnhood, Homestead Mender Utility Harness, Arrival Warden Reception Cuirass, Orchard Pruning Knife
No drop7.69% table chance
Weight
1

Actions (1)

Pollen CombBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.2 m
Windup
0.3s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Asterhome, Attack, Can Crit, Damage, Melee, Orchard, Physical
Reveal bestiary lore

Crownbeetles feed on dawnfruit at the moment it splits, and the husks dry onto the head and stay there, layer over layer, until an old beetle carries a crown tall enough to catch on branches. They hold one tree and work it for life. The orchards were laid out to feed a settlement and they are still producing at that scale, so the fruit rots in drifts under the trees and the beetles have never known scarcity. What they defend is not a food supply. It is a specific tree, chosen once, and they will not be driven off it by anything short of being killed on it.

Choirstone Chorus Mite portrait
Ordinary enemy

Choirstone Chorus Mite

choirstone_chorus_mite

Swarms the boundary stones and sings the settlement hymn back in fragments, badly and without stopping.

Base level
1
XP
24
Family
Asterhome Fauna
Combat role
Support
Authored level 1 health
52
Level 1 field health
62
Health per level
6.4
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.71
Attack speed
1.05/s
Move speed
1.35 m/s
Armor scale
5%
poison resistance
25%
light resistance
10%
dark resistance
-15%

Drop table (5)

Dawnfruit Timber × 1–346.15% table chance
Weight
6
Arrival-Ribbon Cord × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Homestead Mender Utility Harness, Arrival Warden Reception Cuirass, Orchard Pruning Knife, Dawnfruit Orchard Bow
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Homestead Mender Utility Harness, Arrival Warden Reception Cuirass, Orchard Pruning Knife, Dawnfruit Orchard Bow
No drop7.69% table chance
Weight
1

Actions (2)

Quartz PulseBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Light
Range
5.5 m
Windup
0.33s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Asterhome, Attack, Can Crit, Choirstone, Damage, Light, Projectile, Ranged
Harmonic RelayCooldown · Ally Support
Trigger
Cooldown
Delivery
Ally Support
Target
Self
Range
6 m
Windup
0.8s
Recovery
0.65s
Cooldown
9s
Applies status
Harmonic Relayed
Status duration
4s
Ally support range
6 m
Signature action
Yes
Tags
Ally Target, Asterhome, Buff, Choirstone, Signature, Support, Timed
Reveal bestiary lore

Mites nest in the choirstones set along every property line, feeding on the lichen that grows in the carved lettering. The stones were cut to hold a tune - a settlement hymn, sung at boundaries on feast days - and a nest passing through the carving sets the stone going. What comes out is the hymn with most of it missing. Crews who work Asterhome report it as the single worst thing about the world, worse than anything that has tried to kill them, because it comes from every direction at once and there are a great many boundary stones. Killing a nest silences one stone until the next nest moves in.

Orchard Pruner portrait
Ordinary enemy

Orchard Pruner

orchard_pruner

Keeps the orchards to the plan they were planted on, cutting back anything growing outside it.

Base level
1
XP
29
Family
Construct
Combat role
Skirmisher
Authored level 1 health
52
Level 1 field health
62
Health per level
6.06
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.07
Attack speed
0.8/s
Move speed
1 m/s
Armor scale
4%
poison resistance
50%
cold resistance
10%
fire resistance
-15%

Drop table (5)

Welcomeweave Cloth × 1–346.15% table chance
Weight
6
Dawnfruit Resin × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Arrival Warden Reception Cuirass, Orchard Pruning Knife, Dawnfruit Orchard Bow, Choirstone Signal Focus
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Arrival Warden Reception Cuirass, Orchard Pruning Knife, Dawnfruit Orchard Bow, Choirstone Signal Focus
No drop7.69% table chance
Weight
1

Actions (2)

Copper ShearBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.3 m
Windup
0.44s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Asterhome, Attack, Can Crit, Damage, Melee, Orchard, Physical
Blight MarginCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.25× base Physical
Range
4.8 m
Windup
1.2s
Recovery
0.8s
Cooldown
8s
Maximum hits per target
1
Applies status
Bleeding
Status duration
5s
Periodic total damage
45% of final damage
Telegraph
Line · 4.8 × 0.85 m
Advances through telegraph
Yes
Signature action
Yes
Tags
Area, Asterhome, Attack, Bleed, Damage, Damage Over Time, Line, Movement, Orchard, Physical, Signature
Reveal bestiary lore

Pruners maintain the orchard geometry - spacing, height, the shape of each tree against a plan drawn before the first seedling went in. They are precise, they are tireless, and the orchards are in genuinely excellent condition. The plan allowed for the settlement's growth over eighty years and the trees have had considerably longer. A pruner meeting a party in the rows is meeting growth outside the plan, standing in a walkway that the plan says is clear. It is not defending the orchard from them. It is tidying.

Clearcourse Sluicekeeper portrait
Ordinary enemy

Clearcourse Sluicekeeper

clearcourse_sluicekeeper

Holds the irrigation courses open and clear, and removes obstructions by any means available to it.

Base level
1
XP
28
Family
Construct
Combat role
Controller
Authored level 1 health
54
Level 1 field health
65
Health per level
6.45
Authored attack
2
Level 1 outgoing damage
90% of authored damage
Damage per level
0.95
Attack speed
0.85/s
Move speed
1.15 m/s
Armor scale
8%
poison resistance
45%
cold resistance
20%
lightning resistance
-15%

Drop table (5)

Arrival-Ribbon Cord × 1–346.15% table chance
Weight
6
Choirstone Quartz × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Orchard Pruning Knife, Dawnfruit Orchard Bow, Choirstone Signal Focus, Welcomehand Dawnhood
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Orchard Pruning Knife, Dawnfruit Orchard Bow, Choirstone Signal Focus, Welcomehand Dawnhood
No drop7.69% table chance
Weight
1

Actions (2)

Pressure NozzleBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Cold
Range
6 m
Windup
0.41s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Asterhome, Attack, Can Crit, Cold, Damage, Pressure, Projectile, Ranged, Water
Course CorrectionCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1× base Cold
Range
6 m
Windup
1.2s
Recovery
0.7s
Cooldown
8.5s
Maximum hits per target
1
Applies status
Chilled
Status duration
4s
Knockback
2 m
Telegraph
Line · 6 × 1 m
Signature action
Yes
Tags
Area, Asterhome, Attack, Cold, Control, Damage, Knockback, Line, Pressure, Signature, Slow, Water
Reveal bestiary lore

Sluicekeepers run the water. Every field and orchard on Asterhome is fed by cut channels, and the whole system depends on the courses staying clear, so the keepers walk them continuously and take out anything that has fallen in. The system has not been drawn on in generations and runs at full allocation regardless, which is why Asterhome is so green. A party fording a channel is standing in a course. Sluicekeepers are not quick and they give plenty of warning, and crews who have worked this world simply do not stand in the water.

Homestead Mender portrait
Ordinary enemy

Homestead Mender

homestead_mender

Repairs the empty houses to move-in condition, and has never once been told the work is finished.

Base level
1
XP
32
Family
Construct
Combat role
Support
Authored level 1 health
61
Level 1 field health
73
Health per level
7.65
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
0.85
Attack speed
0.55/s
Move speed
0.65 m/s
Armor scale
14%
poison resistance
50%
light resistance
20%
lightning resistance
-15%

Drop table (5)

Dawnfruit Resin × 1–346.15% table chance
Weight
6
Dawnfruit Timber × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Dawnfruit Orchard Bow, Choirstone Signal Focus, Welcomehand Dawnhood, Homestead Mender Utility Harness
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Dawnfruit Orchard Bow, Choirstone Signal Focus, Welcomehand Dawnhood, Homestead Mender Utility Harness
No drop7.69% table chance
Weight
1

Actions (1)

Brace-Arm ShoveBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.4 m
Windup
0.64s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Asterhome, Attack, Can Crit, Damage, Melee, Physical
Reveal bestiary lore

Menders keep the homesteads sound - roof, shutter, hearth, floor - so that every house on the arrival road is ready the day someone walks up to it. The standard they were given is not "weatherproof" but "ready", and the difference is visible: beds made, hearths laid, doors oiled. A party sheltering in a homestead is occupying a finished house, and the mender will attend to what the occupation has disturbed. It works around people at first. It becomes considerably less accommodating if the disturbance continues, and it does not distinguish between a scuffed floor and the boot that scuffed it.

Arrival-Road Usher portrait
Ordinary enemy

Arrival-Road Usher

arrival_road_usher

A gilded standard hung with banners, still directing arrivals up a road that has never carried any.

Base level
1
XP
31
Family
Construct
Combat role
Support
Authored level 1 health
55
Level 1 field health
66
Health per level
6.78
Authored attack
2
Level 1 outgoing damage
90% of authored damage
Damage per level
0.76
Attack speed
0.8/s
Move speed
1.25 m/s
Armor scale
6%
poison resistance
50%
light resistance
10%
lightning resistance
-15%

Drop table (5)

Choirstone Quartz × 1–346.15% table chance
Weight
6
Welcomeweave Cloth × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Choirstone Signal Focus, Welcomehand Dawnhood, Homestead Mender Utility Harness, Arrival Warden Reception Cuirass
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Choirstone Signal Focus, Welcomehand Dawnhood, Homestead Mender Utility Harness, Arrival Warden Reception Cuirass
No drop7.69% table chance
Weight
1

Actions (1)

Route PointerBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Light
Range
5.5 m
Windup
0.44s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Arrival, Asterhome, Attack, Can Crit, Damage, Light, Projectile, Ranged, Welcome
Reveal bestiary lore

Ushers line the arrival road, dressed with the settlement colours and set to greet, direct and count each party of newcomers up to the receiving house. They are the most beautiful things on the world and the first any visitor meets. An usher that acquires an arrival will not release it. It falls in alongside, it indicates the route, and it becomes progressively more insistent about the route the longer it is ignored - and the route ends at a receiving house where the rest of the welcome has been waiting just as long. Crews who work Asterhome take the long way in, off the road, every time.

Ribbonfold Shepherd portrait
Ordinary enemy

Ribbonfold Shepherd

ribbonfold_shepherd

Keeps the ribbon-marked flocks inside their folds, and has broad views on what counts as stock.

Base level
1
XP
30
Family
Construct
Combat role
Controller
Authored level 1 health
53
Level 1 field health
64
Health per level
6.28
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
0.93
Attack speed
0.9/s
Move speed
1.3 m/s
Armor scale
5%
poison resistance
45%
dark resistance
15%
lightning resistance
-15%

Drop table (5)

Dawnfruit Timber × 1–346.15% table chance
Weight
6
Arrival-Ribbon Cord × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Welcomehand Dawnhood, Homestead Mender Utility Harness, Arrival Warden Reception Cuirass, Orchard Pruning Knife
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Welcomehand Dawnhood, Homestead Mender Utility Harness, Arrival Warden Reception Cuirass, Orchard Pruning Knife
No drop7.69% table chance
Weight
1

Actions (2)

Ribbon TapBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Physical
Range
6.5 m
Windup
0.39s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Asterhome, Attack, Can Crit, Damage, Physical, Projectile, Ranged, Welcome
Gentle CorralCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
0.6× base Light
Range
6.5 m
Windup
1.3s
Recovery
0.7s
Cooldown
9s
Maximum hits per target
1
Applies status
Gently Corralled
Status duration
3s
Pull
3 m
Telegraph
Circle · 2 m radius
First target only
Yes
Signature action
Yes
Tags
Area, Asterhome, Attack, Control, Corral, Damage, Light, Pull, Signature, Slow, Welcome
Reveal bestiary lore

Shepherds manage the ribbonfolds - the pens where the settlement's animals were to be kept, marked out with coloured ribbon rather than fence so the boundaries could be moved as the herds grew. The ribbon is still bright. The shepherds still walk it. Their definition of stock is anything warm, moving, and outside a fold, which was serviceable when the only such things were animals. A party crossing open pasture is loose stock. Being folded by one is not violent to begin with, and the folds are entirely secure, which is the difficulty.

Firstmeal Steward portrait
Threshold boss

Firstmeal Steward

firstmeal_steward

Guards the receiving house where the settlement's first meal has been laid and kept ready.

Base level
1
XP
94
Family
Construct
Combat role
Support
Authored level 1 health
137
Level 1 field health
164
Health per level
16.38
Authored attack
7
Level 1 outgoing damage
90% of authored damage
Damage per level
0.81
Attack speed
0.7/s
Move speed
0.8 m/s
Armor scale
16%
poison resistance
50%
fire resistance
25%
cold resistance
-20%

Drop table (4)

Welcomeweave Cloth × 3–650% table chance
Weight
5
Common equipment10% table chance
Weight
1
Possible bases (4)
Homestead Mender Utility Harness, Arrival Warden Reception Cuirass, Orchard Pruning Knife, Dawnfruit Orchard Bow
Enchanted equipment30% table chance
Weight
3
Possible bases (4)
Homestead Mender Utility Harness, Arrival Warden Reception Cuirass, Orchard Pruning Knife, Dawnfruit Orchard Bow
No drop10% table chance
Weight
1

Actions (5)

Scalding RinseBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Fire
Range
5.5 m
Windup
0.5s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Asterhome, Attack, Can Crit, Damage, Fire, Projectile, Ranged, Reservation
Kitchen Steam WarningCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1.35× base Fire
Range
5.5 m
Windup
2.8s
Recovery
1.05s
Cooldown
9s
Maximum hits per target
1
Applies status
Burning
Status duration
4s
Periodic total damage
40% of final damage
Telegraph
Circle · 3 m radius
Signature action
Yes
Tags
Area, Asterhome, Attack, Damage, Damage Over Time, Fire, Reservation, Signature
Reserved PortionCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
0.8× base Physical
Range
8 m
Windup
1.3s
Recovery
1.05s
Cooldown
9.5s
Maximum hits per target
1
Applies status
Portion Denied
Status duration
4s
Knockback
1.8 m
Telegraph
Line · 8 × 1.4 m
Signature action
Yes
Tags
Area, Asterhome, Attack, Control, Damage, Knockback, Line, Physical, Reservation, Signature, Slow
Call the PrunersReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1s
Reinforcements
Orchard Pruner
Signature action
Yes
Tags
Asterhome, Orchard, Reinforcement, Reservation, Signature
Stores Remain ReservedFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Current Target
Damage
1× base Fire
Range
6 m
Windup
1.2s
Recovery
0.95s
Maximum hits per target
1
Applies status
Burning
Status duration
4s
Periodic total damage
35% of final damage
Telegraph
Ring · 2–6 m
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Asterhome, Attack, Damage, Damage Over Time, Fire, Reservation, Ring, Signature, Transition
Reveal bestiary lore

The Steward holds the receiving house at the head of the arrival road. Inside, the first meal is set for the full complement - places laid, hearth lit, the whole room held at readiness for a sitting that was never called. It will not permit the room to be disturbed and it will not permit anyone to leave it once they are inside, because a guest who leaves before the meal is a failure of hospitality and the Steward has no framework for accepting one. Hospitality belongs to the god Thessa, and everything the Steward does is technically correct. It is simply that nobody ever specified how long to hold a table.

Boundary Surveyor portrait
Depth boss

Boundary Surveyor

boundary_surveyor

Confirms the settlement boundaries against the original grant, and treats every unrecorded person inside them as an encroachment.

Base level
1
XP
107
Family
Construct
Combat role
Controller
Authored level 1 health
145
Level 1 field health
174
Health per level
17
Authored attack
8
Level 1 outgoing damage
90% of authored damage
Damage per level
1.25
Attack speed
0.75/s
Move speed
0.85 m/s
Armor scale
14%
poison resistance
50%
light resistance
20%
lightning resistance
-20%

Drop table (4)

Arrival-Ribbon Cord × 3–650% table chance
Weight
5
Common equipment10% table chance
Weight
1
Possible bases (4)
Arrival Warden Reception Cuirass, Orchard Pruning Knife, Dawnfruit Orchard Bow, Choirstone Signal Focus
Enchanted equipment30% table chance
Weight
3
Possible bases (4)
Arrival Warden Reception Cuirass, Orchard Pruning Knife, Dawnfruit Orchard Bow, Choirstone Signal Focus
No drop10% table chance
Weight
1

Actions (5)

Survey RayBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Light
Range
7 m
Windup
0.47s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Allocation, Asterhome, Attack, Can Crit, Damage, Light, Projectile, Ranged, Survey
Property LineCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Cross
Damage
1.25× base Light
Range
7.5 m
Windup
2.5s
Recovery
1s
Cooldown
9.5s
Maximum hits per target
1
Telegraph
Line · 7.5 × 0.8 m
One hit per target per cast
Yes
Signature action
Yes
Tags
Allocation, Area, Asterhome, Attack, Damage, Light, Line, Signature, Survey
Return to AllocationCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
0.6× base Physical
Range
7 m
Windup
1.3s
Recovery
1.15s
Cooldown
8.5s
Maximum hits per target
1
Applies status
Allocation Recalled
Status duration
3s
Pull
4 m
Telegraph
Circle · 1.6 m radius
First target only
Yes
Signature action
Yes
Tags
Allocation, Area, Asterhome, Attack, Control, Damage, Physical, Pull, Signature, Slow, Survey
Plan RestorationReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1s
Reinforcements
Homestead Mender
Signature action
Yes
Tags
Allocation, Asterhome, Reinforcement, Repair, Signature, Survey
No Claim LapsesFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Source Line
Damage
1× base Light
Range
8 m
Windup
1.4s
Recovery
0.9s
Maximum hits per target
1
Telegraph
Line · 8 × 0.9 m
Radial lines
4
One hit per target per cast
Yes
Signature action
Yes
Tags
Allocation, Area, Asterhome, Attack, Damage, Light, Line, Signature, Survey, Transition
Reveal bestiary lore

The Surveyor walks the grant line and verifies it - the same circuit, the same markers, the same measurements checked against the same document. The boundary is exactly where the grant says it is, to a precision nobody has ever had cause to question. The grant names the families it was issued to. Nobody else has standing inside the line, and there is no procedure for adding a name because the settlement was never received and the roll was never opened. A party inside the boundary is an encroachment on land held for people who did not come, and the Surveyor resolves encroachments the way it resolves everything: precisely, and to the document.

Asterhome Covenant Keeper portrait
Expedition guardian

Asterhome Covenant Keeper

asterhome_covenant_keeper

Asterhome's apex guardian, holder of the covenant the world was settled under, waiting for the party that never came to sign.

Base level
1
XP
122
Family
Construct
Combat role
Support
Authored level 1 health
194
Level 1 field health
233
Health per level
24.81
Authored attack
7
Level 1 outgoing damage
90% of authored damage
Damage per level
0.67
Attack speed
0.65/s
Move speed
0.75 m/s
Armor scale
22%
poison resistance
60%
light resistance
30%
lightning resistance
-25%

Drop table (4)

Dawnfruit Resin × 3–650% table chance
Weight
5
Common equipment10% table chance
Weight
1
Possible bases (4)
Orchard Pruning Knife, Dawnfruit Orchard Bow, Choirstone Signal Focus, Welcomehand Dawnhood
Enchanted equipment30% table chance
Weight
3
Possible bases (4)
Orchard Pruning Knife, Dawnfruit Orchard Bow, Choirstone Signal Focus, Welcomehand Dawnhood
No drop10% table chance
Weight
1

Actions (5)

Manifest QueryBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Light
Range
6 m
Windup
0.54s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Arrival, Asterhome, Attack, Can Crit, Damage, Light, Projectile, Ranged, Welcome
Name Not FoundCooldown · Target Status
Trigger
Cooldown
Delivery
Target Status
Target
Current Target
Range
7 m
Windup
0.9s
Recovery
1.1s
Cooldown
8s
Applies status
Name Not Found
Status duration
8s
Signature action
Yes
Tags
Arrival, Asterhome, Claim, Debuff, Signature, Timed, Welcome
Reception SequenceCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.2× base Light
Range
8.5 m
Windup
2.6s
Recovery
1.1s
Cooldown
9.5s
Maximum hits per target
1
Requires target status
Name Not Found
Consumes status
Name Not Found
Consumed-status damage
1.25×
Telegraph
Line · 8.5 × 1.1 m
Sequence interval
0.55s
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Arrival, Asterhome, Attack, Claim, Damage, Light, Line, Signature, Welcome
Open the HomesReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1.15s
Reinforcements
Arrival-Road Usher
Signature action
Yes
Tags
Arrival, Asterhome, Reinforcement, Signature, Welcome
The Promise PersistsFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Target Cross
Damage
1× base Light
Range
8 m
Windup
1.3s
Recovery
1s
Maximum hits per target
1
Telegraph
Line · 8 × 1.3 m
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Arrival, Asterhome, Attack, Damage, Light, Line, Signature, Transition, Welcome
Reveal bestiary lore

The Keeper holds the covenant - the agreement between the settlers and the world, to be signed on arrival by the head of each household and lodged at the receiving house. It has been carrying the unsigned document for a very long time and it has kept it in perfect condition. It offers the covenant to anyone who reaches it. This is not a trap and it is not a trick; the terms are generous, the world is genuinely good, and everything Asterhome has was made for whoever signs. What the Keeper cannot do is explain what is owed in return, because the return obligations were to be read aloud by a receiving officer, and no receiving officer ever landed.

Hunting and Skinning

Huntable animals

These animals flee instead of attacking. Their carcasses provide kill yields and, where listed, Skinning yields.

Ribbonhorn Grazer portrait
Huntable animal

Ribbonhorn Grazer

ribbonhorn_grazer

Placid pasture grazer whose horns catch and carry the fold ribbon until it wears a season of it.

Behavior
Flees instead of attacking
Placement count
8
Health
18 base + 1.2 per level
Walk speed
1 m/s
Flee speed
2.15 m/s
Awareness radius
6.5 m
Home radius
12 m
Chase limit
14 m
Respawn
10–15 min
Carcass duration
3 min

Rewards

Kill yields
Ribbonhorn Meat: 2–4 (100% chance)
Skinning yields
None
Reveal bestiary lore

Ribbonhorns graze the settlement pasture, which was sown for stock that never shipped and has run wild and rich ever since. They walk the ribbon lines out of habit and the horns collect it, so an older animal trails a faded tangle of settlement colours. The shepherds fold them and release them on the original rotation, which is good for the pasture and appears to suit the grazers, and it is the one relationship on this world that has aged well. Hunters take meat and hide, and the herds are unbothered by people to a degree that unsettles anyone used to working elsewhere.

Starburrow Hare portrait
Huntable animal

Starburrow Hare

starburrow_hare

Digs into the pale banks along the field edges, coming out at dusk to work the sown ground.

Behavior
Flees instead of attacking
Placement count
8
Health
10 base + 0.75 per level
Walk speed
1.35 m/s
Flee speed
2.85 m/s
Awareness radius
7.2 m
Home radius
9 m
Chase limit
12 m
Respawn
7–11 min
Carcass duration
3 min

Rewards

Kill yields
Starburrow Hare Meat: 1–3 (100% chance)
Skinning yields
None
Reveal bestiary lore

Starburrows dig deep and branching into the soft banks the sluices cut, and the spoil they throw out catches the light in a way that maps the whole warren from a distance once the sun is low. They feed on the sown crops, which were planted for a settlement and are far more than they can eat. They are the only thing on Asterhome that has taken what was prepared and made use of it, which crews find either cheering or unbearable depending on how long they have been on the world. Hunters take them easily and often. The pruners and the shepherds ignore them entirely, which nobody has ever explained.

Non-combat fauna

Ambient animals

Ambient animals cannot be hunted and have no drops. They roam until startled, then escape and later respawn.

Orchard Tapir portrait
Ambient animal

Orchard Tapir

asterhome_orchard_tapir

Non-combat fauna that roams Asterhome: The Unreceived World, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
8
Group size
1
Startle radius
7 m
Roam radius
8 m
Walk speed
0.55 m/s
Flee speed
3.2 m/s
Escape time
5s
Respawn
60–120s
Clearcourse Water Vole portrait
Ambient animal

Clearcourse Water Vole

asterhome_clearcourse_water_vole

Non-combat fauna that roams Asterhome: The Unreceived World, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
8
Group size
2–4
Startle radius
5 m
Roam radius
5 m
Walk speed
0.65 m/s
Flee speed
3.2 m/s
Escape time
3.5s
Respawn
45–90s
Greenedge Terrapin portrait
Ambient animal

Greenedge Terrapin

asterhome_greenedge_terrapin

Non-combat fauna that roams Asterhome: The Unreceived World, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
12
Group size
1–2
Startle radius
4 m
Roam radius
3.5 m
Walk speed
0.22 m/s
Flee speed
0.85 m/s
Escape time
5s
Respawn
60–120s
Available at level 60

Nhal-Serat Mirror Belt

10 enemies · 26 actions

Quietshade Stinger portrait
Ordinary enemy

Quietshade Stinger

quietshade_stinger

Hunts in the thrown shade of the mirror arrays, where the ground stays cold enough for it to move by day.

Base level
1
XP
24
Family
Nhal Serat Fauna
Combat role
Ambusher
Authored level 1 health
43
Level 1 field health
52
Health per level
4.74
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.21
Attack speed
1.25/s
Move speed
1.55 m/s
Armor scale
2%
fire resistance
20%
poison resistance
25%
cold resistance
-15%

Drop table (5)

Lenssilver Ore × 1–346.15% table chance
Weight
6
Observatory Shadecloth × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Quietshade Observer Hood, Parallax Surveyor Instrument Harness, Horizon Warden Exposure Cuirass, Blind-Angle Knife
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Quietshade Observer Hood, Parallax Surveyor Instrument Harness, Horizon Warden Exposure Cuirass, Blind-Angle Knife
No drop7.69% table chance
Weight
1

Actions (1)

Shade StingBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Poison
Range
1.2 m
Windup
0.28s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Applies status
Poisoned
Status duration
4s
Periodic total damage
30% of final damage
Tags
Attack, Damage, Health Damage, Melee, Nhal Serat, Poison, Venom
Reveal bestiary lore

Stingers cannot take the terrace heat and do not have to. The arrays throw hard-edged bands of shade that travel with the sun, and a stinger travels with the band, hunting the small life that shelters there for the same reason. The shade moves predictably, which means so do they, and every crew that works the belt carries the array timings for exactly that purpose. A stinger caught in open light will make for the nearest band regardless of what is standing between it and the shade, and most people are stung while occupying a shadow they did not know was scheduled.

Lenssilver Scarab portrait
Ordinary enemy

Lenssilver Scarab

lenssilver_scarab

Strips the silver from mirror faces and carries it as plating, bright enough to blind at the wrong angle.

Base level
1
XP
29
Family
Nhal Serat Fauna
Combat role
Tank
Authored level 1 health
69
Level 1 field health
83
Health per level
9
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.7
Attack speed
0.65/s
Move speed
0.75 m/s
Armor scale
16%
fire resistance
25%
light resistance
20%
cold resistance
-20%

Drop table (5)

Prism Thornwood Timber × 1–346.15% table chance
Weight
6
Calibration Wire × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Parallax Surveyor Instrument Harness, Horizon Warden Exposure Cuirass, Blind-Angle Knife, Prismthorn Range Bow
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Parallax Surveyor Instrument Harness, Horizon Warden Exposure Cuirass, Blind-Angle Knife, Prismthorn Range Bow
No drop7.69% table chance
Weight
1

Actions (1)

Silver MandiblesBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.2 m
Windup
0.54s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Health Damage, Melee, Mirror, Nhal Serat, Physical
Reveal bestiary lore

Scarabs work the array backing for the silver, scraping it away and fixing it to their own shells layer over layer. An old one is a walking mirror and throws light in every direction it moves. The observatories lose sightlines to them constantly and repair the faces constantly, which is the single largest running cost on the belt. In a fight the plating is the problem: a scarab turning into the sun will white out everything looking at it, and it turns into the sun deliberately, having learned what that does long before anyone thought to write it down.

Prismthorn Lurker portrait
Ordinary enemy

Prismthorn Lurker

prismthorn_lurker

Waits among the prism thickets where the light breaks into false edges, and is never quite where it appears to be.

Base level
1
XP
28
Family
Nhal Serat Fauna
Combat role
Ambusher
Authored level 1 health
44
Level 1 field health
53
Health per level
4.86
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.35
Attack speed
0.85/s
Move speed
1.15 m/s
Armor scale
4%
fire resistance
20%
dark resistance
15%
cold resistance
-15%

Drop table (5)

Observatory Shadecloth × 1–346.15% table chance
Weight
6
Prismatic Lensglass × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Horizon Warden Exposure Cuirass, Blind-Angle Knife, Prismthorn Range Bow, Parallax-Lens Focus
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Horizon Warden Exposure Cuirass, Blind-Angle Knife, Prismthorn Range Bow, Parallax-Lens Focus
No drop7.69% table chance
Weight
1

Actions (2)

Prismthorn ClawBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.2 m
Windup
0.41s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Health Damage, Melee, Nhal Serat, Physical
Refraction QuillCooldown · Projectile
Trigger
Cooldown
Delivery
Projectile
Target
Source Line
Damage
1.25× base Light
Range
7.5 m
Windup
1.15s
Recovery
0.7s
Cooldown
7s
Maximum hits per target
1
Telegraph
Line · 7.5 × 0.7 m
Signature action
Yes
Tags
Attack, Damage, Health Damage, Light, Nhal Serat, Projectile, Ranged, Signature
Reveal bestiary lore

Prismthorn grows in dense stands of clear mineral spines that split the light into duplicate edges, and the lurker has adapted so completely to that environment that it hunts almost entirely on the confusion. It is close to invisible in the thickets and unremarkable outside them. The rule crews use is that a lurker is always nearer than it looks and never in the direction you struck. Killing one in a thicket takes a party that has agreed in advance to trust the sound rather than the sight, and the ones who survive the belt are the ones who practised that somewhere cheaper.

Shutter Warden portrait
Ordinary enemy

Shutter Warden

shutter_warden

Opens and closes the array shutters on the observing schedule, and closes them on whatever is in the way.

Base level
1
XP
31
Family
Construct
Combat role
Tank
Authored level 1 health
67
Level 1 field health
80
Health per level
8.82
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.69
Attack speed
0.7/s
Move speed
0.85 m/s
Armor scale
18%
poison resistance
50%
fire resistance
20%
cold resistance
-15%

Drop table (5)

Calibration Wire × 1–346.15% table chance
Weight
6
Lenssilver Ore × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Blind-Angle Knife, Prismthorn Range Bow, Parallax-Lens Focus, Quietshade Observer Hood
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Blind-Angle Knife, Prismthorn Range Bow, Parallax-Lens Focus, Quietshade Observer Hood
No drop7.69% table chance
Weight
1

Actions (2)

Plate RamBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.2 m
Windup
0.5s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Health Damage, Melee, Nhal Serat, Physical, Shutter
Close ApertureCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Range
5.5 m
Windup
1.1s
Recovery
0.65s
Cooldown
11s
Telegraph
Line · 5.5 × 0.7 m
Signature action
Yes
Tags
Barrier, Buff, Control, Line, Mirror, Nhal Serat, Shutter, Signature, Timed
Reveal bestiary lore

Wardens work the great shutters that protect the mirror faces between observations. The schedule is fixed, the shutters are enormous, and the whole point of a warden is that it does not miss a window - a face left open to a dust wind is a face resurfaced at ruinous cost. Nothing is being observed through this old array any more, and its schedule has not been revised. The shutters still run to it, and a warden's obligation is to the timing rather than to what is under the mechanism when it comes down. Crews time their work against the same schedule and treat it as weather, because that is effectively what it is.

Parallax Surveyor portrait
Ordinary enemy

Parallax Surveyor

parallax_surveyor

Fixes a position by taking two readings from separated points, and objects to anything that has moved between them.

Base level
1
XP
32
Family
Construct
Combat role
Artillery
Authored level 1 health
46
Level 1 field health
55
Health per level
5.12
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.35
Attack speed
0.75/s
Move speed
1.1 m/s
Armor scale
6%
poison resistance
50%
light resistance
25%
dark resistance
-15%

Drop table (5)

Prismatic Lensglass × 1–346.15% table chance
Weight
6
Prism Thornwood Timber × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Prismthorn Range Bow, Parallax-Lens Focus, Quietshade Observer Hood, Parallax Surveyor Instrument Harness
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Prismthorn Range Bow, Parallax-Lens Focus, Quietshade Observer Hood, Parallax Surveyor Instrument Harness
No drop7.69% table chance
Weight
1

Actions (2)

First ReadingBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Light
Range
7.5 m
Windup
0.47s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Health Damage, Light, Nhal Serat, Parallax, Projectile, Ranged, Survey
Second PositionCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1.45× base Light
Range
7.5 m
Windup
2s
Recovery
0.55s
Cooldown
7.5s
Maximum hits per target
1
Telegraph
Circle · 1.2 m radius
Signature action
Yes
Tags
Area, Attack, Damage, Forecast, Health Damage, Light, Nhal Serat, Parallax, Recorded Position, Signature, Survey
Reveal bestiary lore

Surveyors work in pairs of readings rather than pairs of bodies - the same instrument, two stations, the shift between them giving the distance. It is patient, accurate work and the belt was mapped to a standard nobody has since matched. A thing that moves between the two readings cannot be resolved and registers as an error in the survey rather than as a traveller. The surveyor's remedy is to remove the inconsistency and re-take the reading, and it will pursue an inconsistency for a considerable distance to get a clean pair. Standing perfectly still is a genuine tactic here and crews teach it.

Forecast Repossessor portrait
Ordinary enemy

Forecast Repossessor

forecast_repossessor

Recovers goods against a debt the forecast says will be defaulted, without waiting for the default.

Base level
1
XP
33
Family
Nhalu
Combat role
Artillery
Authored level 1 health
47
Level 1 field health
56
Health per level
5.22
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.28
Attack speed
0.9/s
Move speed
1.25 m/s
Armor scale
7%
fire resistance
15%
light resistance
20%
cold resistance
-15%

Drop table (5)

Lenssilver Ore × 1–346.15% table chance
Weight
6
Observatory Shadecloth × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Parallax-Lens Focus, Quietshade Observer Hood, Parallax Surveyor Instrument Harness, Horizon Warden Exposure Cuirass
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Parallax-Lens Focus, Quietshade Observer Hood, Parallax Surveyor Instrument Harness, Horizon Warden Exposure Cuirass
No drop7.69% table chance
Weight
1

Actions (2)

Recovery WritBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Physical
Range
6 m
Windup
0.39s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Forecast, Health Damage, Nhal Serat, Physical, Projectile, Ranged, Writ
Default PredictedCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1.35× base Light
Range
7 m
Windup
2.1s
Recovery
0.65s
Cooldown
8s
Maximum hits per target
1
Telegraph
Circle · 1.3 m radius
Signature action
Yes
Tags
Area, Attack, Damage, Forecast, Health Damage, Light, Movement, Nhal Serat, Prediction, Recorded Position, Signature
Reveal bestiary lore

Repossessors act on projection. The Republics found that recovery was cheaper before a default than after one, and licensed collection against predicted failure - lawful, efficient, and detested by everyone it was ever used on. The projections are generations stale and were never right about individuals anyway, only about totals. A party carrying anything of value satisfies the profile of a debtor who will default, because at this remove everyone does. It takes what it takes politely and issues a receipt, and the receipt is against an account that has not existed for a very long time.

Preemption Agent portrait
Ordinary enemy

Preemption Agent

preemption_agent

Detains those the forecast marks as about to offend, and considers the arrest vindicated by the resistance.

Base level
1
XP
34
Family
Nhalu
Combat role
Ambusher
Authored level 1 health
46
Level 1 field health
55
Health per level
5.04
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
1.27
Attack speed
1.05/s
Move speed
1.45 m/s
Armor scale
9%
fire resistance
15%
dark resistance
15%
cold resistance
-15%

Drop table (5)

Prism Thornwood Timber × 1–346.15% table chance
Weight
6
Calibration Wire × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Quietshade Observer Hood, Parallax Surveyor Instrument Harness, Horizon Warden Exposure Cuirass, Blind-Angle Knife
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Quietshade Observer Hood, Parallax Surveyor Instrument Harness, Horizon Warden Exposure Cuirass, Blind-Angle Knife
No drop7.69% table chance
Weight
1

Actions (1)

Custody BladesBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.2 m
Windup
0.33s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Health Damage, Melee, Nhal Serat, Physical, Prediction
Reveal bestiary lore

Agents were the sharp end of predictive government: identify who is going to commit an offence and remove them before they do. It was efficient by the only measure the Republics kept, which was offences recorded, and the number fell handsomely. Nobody has ever been able to argue with one, and the structure of the thing is why. A party that submits confirms the forecast was right to flag them, and a party that fights confirms it more strongly. The agent is not being unfair. It is running a test that cannot return a negative, and it has been running it uninterrupted for generations.

Exposure Comptroller portrait
Threshold boss

Exposure Comptroller

exposure_comptroller

Controls how long anything may stand in the open light, and enforces the limit at the terrace gate.

Base level
1
XP
96
Family
Construct
Combat role
Artillery
Authored level 1 health
118
Level 1 field health
142
Health per level
13
Authored attack
10
Level 1 outgoing damage
90% of authored damage
Damage per level
2.37
Attack speed
0.65/s
Move speed
0.7 m/s
Armor scale
12%
poison resistance
55%
fire resistance
25%
cold resistance
-20%

Drop table (4)

Observatory Shadecloth × 3–650% table chance
Weight
5
Common equipment10% table chance
Weight
1
Possible bases (4)
Parallax Surveyor Instrument Harness, Horizon Warden Exposure Cuirass, Blind-Angle Knife, Prismthorn Range Bow
Enchanted equipment30% table chance
Weight
3
Possible bases (4)
Parallax Surveyor Instrument Harness, Horizon Warden Exposure Cuirass, Blind-Angle Knife, Prismthorn Range Bow
No drop10% table chance
Weight
1

Actions (5)

Exposure MeasureBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Light
Range
6.5 m
Windup
0.54s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Exposure, Health Damage, Light, Nhal Serat, Projectile, Ranged
Heat-Budget WarningCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1.55× base Light
Range
8 m
Windup
2.8s
Recovery
1.05s
Cooldown
8s
Maximum hits per target
1
Applies status
Overexposed
Status duration
5s
Telegraph
Circle · 3.2 m radius
Signature action
Yes
Tags
Area, Attack, Damage, Debuff, Exposure, Health Damage, Light, Nhal Serat, Resistance Reduction, Signature, Timed
Close the ShadeCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.35× base Light
Range
8 m
Windup
2.2s
Recovery
0.9s
Cooldown
10s
Maximum hits per target
1
Telegraph
Sector · 8 m · 240°
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Damage, Exposure, Health Damage, Light, Nhal Serat, Sector, Shade, Signature
Cooling PriorityReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1s
Reinforcements
Shutter Warden
Signature action
Yes
Tags
Exposure, Nhal Serat, Reinforcement, Shutter, Signature
Exposure Budget ExhaustedFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Self
Windup
0.8s
Recovery
0.8s
Signature action
Yes
Tags
Exposure, Nhal Serat, Signature, Transition
Reveal bestiary lore

The Comptroller manages exposure across the observing terraces - who may cross, for how long, under what conditions - because uncontrolled movement across a sightline ruins an observation and an observation on this belt could take years. It holds the gate and it does not leave it. Every allocation it holds was issued to an observatory staff that no longer exists, and it has no procedure for granting a new one. A party at the terrace gate has no permitted exposure whatsoever, which is not a refusal so much as an arithmetic result. It is entirely willing to explain this and entirely unable to change it.

Probability Conservator portrait
Depth boss

Probability Conservator

probability_conservator

Robed and carrying an armillary ring, it keeps the belt's outcomes inside their expected distribution.

Base level
1
XP
110
Family
Nhalu
Combat role
Controller
Authored level 1 health
146
Level 1 field health
175
Health per level
17.12
Authored attack
8
Level 1 outgoing damage
90% of authored damage
Damage per level
1.23
Attack speed
0.8/s
Move speed
0.9 m/s
Armor scale
16%
fire resistance
20%
light resistance
25%
dark resistance
-15%

Drop table (4)

Calibration Wire × 3–650% table chance
Weight
5
Common equipment10% table chance
Weight
1
Possible bases (4)
Horizon Warden Exposure Cuirass, Blind-Angle Knife, Prismthorn Range Bow, Parallax-Lens Focus
Enchanted equipment30% table chance
Weight
3
Possible bases (4)
Horizon Warden Exposure Cuirass, Blind-Angle Knife, Prismthorn Range Bow, Parallax-Lens Focus
No drop10% table chance
Weight
1

Actions (5)

Variance RayBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Light
Range
7.5 m
Windup
0.44s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Health Damage, Light, Nhal Serat, Prediction, Projectile, Ranged
Expected PositionCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Party Positions
Damage
1.45× base Light
Range
9 m
Windup
2.4s
Recovery
1s
Cooldown
8.5s
Maximum hits per target
1
Telegraph
Circle · 1.3 m radius
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Damage, Forecast, Health Damage, Light, Nhal Serat, Prediction, Recorded Position, Signature
Narrow the OutcomeCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Range
8 m
Windup
1.3s
Recovery
1s
Cooldown
11s
Telegraph
Line · 8 × 0.9 m
Signature action
Yes
Tags
Barrier, Buff, Control, Line, Mirror, Nhal Serat, Prediction, Shutter, Signature, Timed
Preemptive CustodyReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1s
Reinforcements
Preemption Agent
Signature action
Yes
Tags
Nhal Serat, Prediction, Reinforcement, Signature
Distribution TightensFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Self
Windup
0.8s
Recovery
0.9s
Signature action
Yes
Tags
Forecast, Nhal Serat, Prediction, Signature, Transition
Reveal bestiary lore

The Conservator's charge is that nothing here should happen that the models did not allow for. It walks the deep terraces in the old ceremonial dress of its office, and the ring it carries is a working instrument rather than a symbol, though it has been both for a long time. Reality is held to penalise repetition, and the Conservator holds it equally against surprise. A party that survives what it should not have survived is an outcome outside the distribution, and correcting the record means correcting the party. Crews have learned that doing well on this belt attracts it faster than doing badly.

Horizon Custodian portrait
Expedition guardian

Horizon Custodian

horizon_custodian

Nhal-Serat's apex guardian, keeper of the far sightline, which has been watching one fixed point for longer than the Republics lasted.

Base level
1
XP
125
Family
Construct
Combat role
Summoner
Authored level 1 health
188
Level 1 field health
226
Health per level
24.25
Authored attack
8
Level 1 outgoing damage
90% of authored damage
Damage per level
1.01
Attack speed
0.7/s
Move speed
0.7 m/s
Armor scale
20%
poison resistance
60%
light resistance
30%
dark resistance
-20%

Drop table (4)

Prismatic Lensglass × 3–650% table chance
Weight
5
Common equipment10% table chance
Weight
1
Possible bases (4)
Blind-Angle Knife, Prismthorn Range Bow, Parallax-Lens Focus, Quietshade Observer Hood
Enchanted equipment30% table chance
Weight
3
Possible bases (4)
Blind-Angle Knife, Prismthorn Range Bow, Parallax-Lens Focus, Quietshade Observer Hood
No drop10% table chance
Weight
1

Actions (5)

Far-Bearing RayBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Light
Range
8 m
Windup
0.5s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Forecast, Health Damage, Light, Nhal Serat, Projectile, Ranged
Horizon SweepCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.35× base Light
Range
3.2 m
Windup
2.6s
Recovery
1.1s
Cooldown
9s
Maximum hits per target
1
Telegraph
Sector · 3.2 m · 70°
Sequence interval
0.45s
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Damage, Forecast, Health Damage, Light, Nhal Serat, Sector, Signature
Forecast MarkCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1.6× base Light
Range
9 m
Windup
2s
Recovery
1.1s
Cooldown
7.5s
Maximum hits per target
1
Telegraph
Circle · 1.4 m radius
Signature action
Yes
Tags
Area, Attack, Damage, Forecast, Health Damage, Light, Nhal Serat, Prediction, Recorded Position, Signature
Shutter ConvergenceReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1.15s
Reinforcements
Parallax Surveyor
Signature action
Yes
Tags
Nhal Serat, Parallax, Reinforcement, Shutter, Signature, Survey
Only Safe FutureFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Self
Windup
0.8s
Recovery
1s
Signature action
Yes
Tags
Forecast, Nhal Serat, Prediction, Signature, Transition
Reveal bestiary lore

The Custodian holds the belt's deepest observation - a single bearing, held without deviation, on something beyond the horizon that the instruments here were built to watch. Everything else on the belt exists to keep that sightline clear. It will not say what is on the bearing and it is not clear that it knows. What it will not tolerate is an interruption, and a party crossing the line interrupts an observation that has been running since before the Fracture Wars. The Nhalu who still come to the belt do not treat the Custodian as a monster. They treat it as the last thing here still doing the work honestly.

Hunting and Skinning

Huntable animals

These animals flee instead of attacking. Their carcasses provide kill yields and, where listed, Skinning yields.

Dune Strider portrait
Huntable animal

Dune Strider

dune_strider

Crosses the hot terraces on long stilted legs, keeping its body clear of ground that would cook it.

Behavior
Flees instead of attacking
Placement count
16
Health
16 base + 1.1 per level
Walk speed
1.25 m/s
Flee speed
2.65 m/s
Awareness radius
7.5 m
Home radius
14 m
Chase limit
17 m
Respawn
12–17 min
Carcass duration
3 min

Rewards

Kill yields
Dune Strider Meat: 2–4 (100% chance)
Skinning yields
None
Reveal bestiary lore

Striders carry themselves a full body-height above the sand, which is the only way anything its size survives the open belt by day. It feeds on what the heat drives up and covers enormous distances between the shaded bands. Their tracks are the belt's most reliable route map - a strider crosses by the shortest survivable line, and a crew following strider sign is following ground that has already been proved. Hunters take meat and the long leg bone, which is light, hollow and strong, and turns up in half the tools on the terraces.

Mirrorback Raptor portrait
Huntable animal

Mirrorback Raptor

mirrorback_raptor

Hunts along the array faces, using the mirrors to come at prey from a direction that is not there.

Behavior
Flees instead of attacking
Placement count
14
Health
16 base + 1 per level
Walk speed
1.35 m/s
Flee speed
2.75 m/s
Awareness radius
8 m
Home radius
13 m
Chase limit
16 m
Respawn
13–18 min
Carcass duration
3 min

Rewards

Kill yields
Mirrorback Raptor Meat: 2–3 (100% chance)
Skinning yields
None
Reveal bestiary lore

Raptors work the arrays deliberately, striking from an approach the prey has already checked and dismissed because what it checked was a reflection. They are not large. They do not need to be, having removed the part of the fight where the other animal sees them coming. The observatories tolerated them because they take the scarabs, and the belt would have lost every mirror face generations ago without them. Hunters take them for the feathers, which hold a hard metallic sheen, and for the standing price the observatories still quietly pay for a nest left undisturbed.

Non-combat fauna

Ambient animals

Ambient animals cannot be hunted and have no drops. They roam until startled, then escape and later respawn.

Hushwind Brushrunner portrait
Ambient animal

Hushwind Brushrunner

nhal_hushwind_brushrunner

Non-combat fauna that roams Nhal-Serat Mirror Belt, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
12
Group size
1–2
Startle radius
6.5 m
Roam radius
7 m
Walk speed
0.85 m/s
Flee speed
3.8 m/s
Escape time
4s
Respawn
60–120s
Sundart Pipetail portrait
Ambient animal

Sundart Pipetail

nhal_sundart_pipetail

Non-combat fauna that roams Nhal-Serat Mirror Belt, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
9
Group size
2–4
Startle radius
5 m
Roam radius
5.5 m
Walk speed
0.65 m/s
Flee speed
3.2 m/s
Escape time
3.5s
Respawn
45–90s
Gritbrow Snuffler portrait
Ambient animal

Gritbrow Snuffler

nhal_gritbrow_snuffler

Non-combat fauna that roams Nhal-Serat Mirror Belt, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
7
Group size
1–2
Startle radius
7 m
Roam radius
6 m
Walk speed
0.55 m/s
Flee speed
2.8 m/s
Escape time
4.5s
Respawn
60–120s
Available at level 70

Vaelari Tide Courts

10 enemies · 26 actions

Mangrove Glassclaw portrait
Ordinary enemy

Mangrove Glassclaw

mangrove_glassclaw

Works the root tangle at the waterline, where its claws close on anything that puts a hand down for balance.

Base level
1
XP
25
Family
Vaelari Fauna
Combat role
Skirmisher
Authored level 1 health
50
Level 1 field health
60
Health per level
5.64
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.98
Attack speed
1.1/s
Move speed
1.35 m/s
Armor scale
6%
cold resistance
20%
poison resistance
20%
lightning resistance
-15%

Drop table (5)

Pearlstone × 1–346.15% table chance
Weight
6
Sanctuary Cloth × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Ferrywake Mist Hood, Sanctuary Tender Rescue Harness, Floodwarden Sanctuary Cuirass, Wetroute Rescue Knife
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Ferrywake Mist Hood, Sanctuary Tender Rescue Harness, Floodwarden Sanctuary Cuirass, Wetroute Rescue Knife
No drop7.69% table chance
Weight
1

Actions (1)

Glassclaw SnapBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.2 m
Windup
0.32s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Health Damage, Melee, Physical, Tide, Vaelari Tide Courts
Reveal bestiary lore

Glassclaws live in the mangrove roots that hold the tide flats together, feeding on what the water brings and what the roots trap. The claw is translucent, hard as fired clay, and closes faster than the eye follows. Every crossing on these flats is made by hand as much as by foot - the roots are the path - which puts a hand in reach of a glassclaw several hundred times a crossing. Ferry crews sing while they work the tangle, and will tell you it is for timing rather than nerve, and they are lying about that.

Stormchannel Coilfin portrait
Ordinary enemy

Stormchannel Coilfin

stormchannel_coilfin

Rides the surge up the flood channels, arriving with the water rather than ahead of it.

Base level
1
XP
27
Family
Vaelari Fauna
Combat role
Artillery
Authored level 1 health
44
Level 1 field health
53
Health per level
4.88
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
1.24
Attack speed
1/s
Move speed
1.5 m/s
Armor scale
5%
lightning resistance
25%
cold resistance
15%
fire resistance
-10%

Drop table (5)

Tideglass Mangrove Timber × 1–346.15% table chance
Weight
6
Ferry Cord × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Sanctuary Tender Rescue Harness, Floodwarden Sanctuary Cuirass, Wetroute Rescue Knife, Tideglass Mangrove Bow
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Sanctuary Tender Rescue Harness, Floodwarden Sanctuary Cuirass, Wetroute Rescue Knife, Tideglass Mangrove Bow
No drop7.69% table chance
Weight
1

Actions (2)

Stormchannel SparkBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Lightning
Range
6 m
Windup
0.35s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Health Damage, Lightning, Projectile, Ranged, Tide, Vaelari Tide Courts
Overflow ArcCooldown · Projectile
Trigger
Cooldown
Delivery
Projectile
Target
Current Target
Damage
1.45× base Lightning
Range
7 m
Windup
1.25s
Recovery
0.7s
Cooldown
7s
Maximum hits per target
1
Applies status
Shocked
Status duration
6s
Signature action
Yes
Tags
Ailment, Attack, Damage, Debuff, Health Damage, Lightning, Projectile, Ranged, Signature, Tide, Timed, Vaelari Tide Courts
Reveal bestiary lore

Coilfins hunt the storm channels on the incoming tide, letting the surge carry them inland far faster than they could swim and taking whatever the water has caught on the way. They leave on the ebb and are gone before the flats drain. This makes them a timing problem rather than a tracking one. The channels are safe for most of a cycle and lethal for a specific part of it, the whole of Vaelari knows the schedule, and every death from a coilfin is somebody who decided the crossing was worth the risk. The clinics keep a count. It has never been zero.

Pearlstone Borer portrait
Ordinary enemy

Pearlstone Borer

pearlstone_borer

Bores into pearlstone for the soft layers inside, which is also what the seawalls are cut from.

Base level
1
XP
31
Family
Vaelari Fauna
Combat role
Tank
Authored level 1 health
70
Level 1 field health
84
Health per level
9.15
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
0.73
Attack speed
0.55/s
Move speed
0.65 m/s
Armor scale
18%
cold resistance
20%
poison resistance
15%
lightning resistance
-10%

Drop table (5)

Sanctuary Cloth × 1–346.15% table chance
Weight
6
Warmkelp Sealant × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Floodwarden Sanctuary Cuirass, Wetroute Rescue Knife, Tideglass Mangrove Bow, Pearlstone Tide Focus
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Floodwarden Sanctuary Cuirass, Wetroute Rescue Knife, Tideglass Mangrove Bow, Pearlstone Tide Focus
No drop7.69% table chance
Weight
1

Actions (2)

Pearlstone MandiblesBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.2 m
Windup
0.64s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Health Damage, Melee, Physical, Tide, Vaelari Tide Courts
Set the ShellCooldown · Melee
Trigger
Cooldown
Delivery
Melee
Target
Current Target
Damage
1.25× base Physical
Range
1.6 m
Windup
1s
Recovery
0.7s
Cooldown
7.5s
Maximum hits per target
1
Status duration
3.5s
Status magnitude
65
Knockback
1.8 m
Signature action
Yes
Tags
Armor, Attack, Buff, Damage, Defensive, Health Damage, Knockback, Melee, Physical, Signature, Tide, Timed, Vaelari Tide Courts
Reveal bestiary lore

Borers work the pearlstone reefs, drilling in along the bedding planes for the softer material between. In the reef this is harmless and useful - bored stone breaks the surge and the flats behind it silt up and grow. The seawalls and the sanctuary foundations are the same stone, and a borer cannot tell the difference. Wall crews go out on every low tide of every cycle to find and clear them, and that work has never once been suspended in living memory. Where a wall has failed on Vaelari, a borer got at it first.

Cleanwater Sentry portrait
Ordinary enemy

Cleanwater Sentry

cleanwater_sentry

Tests the water and will not permit anything it has judged unclean to enter the channels.

Base level
1
XP
30
Family
Construct
Combat role
Controller
Authored level 1 health
55
Level 1 field health
66
Health per level
6.5
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
0.97
Attack speed
0.8/s
Move speed
1 m/s
Armor scale
12%
poison resistance
55%
cold resistance
25%
lightning resistance
-20%

Drop table (5)

Ferry Cord × 1–346.15% table chance
Weight
6
Pearlstone × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Wetroute Rescue Knife, Tideglass Mangrove Bow, Pearlstone Tide Focus, Ferrywake Mist Hood
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Wetroute Rescue Knife, Tideglass Mangrove Bow, Pearlstone Tide Focus, Ferrywake Mist Hood
No drop7.69% table chance
Weight
1

Actions (1)

Assay JetBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Cold
Range
6.5 m
Windup
0.44s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Cold, Current, Damage, Health Damage, Projectile, Ranged, Tide, Vaelari Tide Courts, Water
Reveal bestiary lore

Sentries protect the drinking channels, which on a tide world is the whole of public health. They sample continuously, and anything failing the standard is kept out of the water - fouled cargo, sick stock, a body. The standard is the original one and it is strict, and a party coming off the flats is carrying salt, mud, blood and whatever the last fight left on them. A sentry does not warn twice, and it does not distinguish between a contaminant and the person carrying it. Crews wash before the channel because everyone here has always washed before the channel.

Ferrychain Hauler portrait
Ordinary enemy

Ferrychain Hauler

ferrychain_hauler

Hauls the ferry chains hand over hand and will not let go of a line that is still under load.

Base level
1
XP
32
Family
Construct
Combat role
Bruiser
Authored level 1 health
64
Level 1 field health
77
Health per level
7.51
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
1.19
Attack speed
0.65/s
Move speed
0.8 m/s
Armor scale
14%
poison resistance
50%
cold resistance
20%
lightning resistance
-15%

Drop table (5)

Warmkelp Sealant × 1–346.15% table chance
Weight
6
Tideglass Mangrove Timber × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Tideglass Mangrove Bow, Pearlstone Tide Focus, Ferrywake Mist Hood, Sanctuary Tender Rescue Harness
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Tideglass Mangrove Bow, Pearlstone Tide Focus, Ferrywake Mist Hood, Sanctuary Tender Rescue Harness
No drop7.69% table chance
Weight
1

Actions (1)

Chainweight SweepBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
2.5 m
Windup
0.54s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Ferry, Health Damage, Melee, Physical, Tide, Vaelari Tide Courts
Reveal bestiary lore

Haulers work the chain ferries that cross the deep courts, walking the chain through and holding tension against the current. It is heavy, relentless work and they are extremely good at it - the crossings have not failed once. A hauler cannot release a loaded line. That is the whole of its function and the reason the ferries are safe, and it is also why a party that fouls a chain mid-crossing is attached to something enormously strong that has no procedure for stopping. It will finish the crossing. What arrives on the far bank is a separate question.

Warrant Netter portrait
Ordinary enemy

Warrant Netter

warrant_netter

Nets those named on a warrant, and works the sanctuary approaches where they are most likely to run.

Base level
1
XP
33
Family
Vaelari
Combat role
Controller
Authored level 1 health
53
Level 1 field health
64
Health per level
6.32
Authored attack
4
Level 1 outgoing damage
90% of authored damage
Damage per level
0.98
Attack speed
0.75/s
Move speed
1.2 m/s
Armor scale
7%
cold resistance
15%
poison resistance
10%
lightning resistance
-10%

Drop table (5)

Pearlstone × 1–346.15% table chance
Weight
6
Sanctuary Cloth × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Pearlstone Tide Focus, Ferrywake Mist Hood, Sanctuary Tender Rescue Harness, Floodwarden Sanctuary Cuirass
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Pearlstone Tide Focus, Ferrywake Mist Hood, Sanctuary Tender Rescue Harness, Floodwarden Sanctuary Cuirass
No drop7.69% table chance
Weight
1

Actions (2)

Warrant WeightBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Physical
Range
6 m
Windup
0.47s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Health Damage, Physical, Projectile, Ranged, Tide, Vaelari Tide Courts, Warrant
Recovery NetCooldown · Projectile
Trigger
Cooldown
Delivery
Projectile
Target
Current Target
Damage
0.65× base Physical
Range
7 m
Windup
1.1s
Recovery
0.7s
Cooldown
8s
Maximum hits per target
1
Applies status
Recovery Netted
Status duration
6s
Signature action
Yes
Tags
Attack, Control, Damage, Debuff, Health Damage, Physical, Projectile, Ranged, Restraint, Signature, Slow, Tether, Tide, Timed, Vaelari Tide Courts, Warrant
Reveal bestiary lore

Netters serve seizure warrants on the water, taking the named party alive because a warrant requires it. The net is weighted for a person and thrown from a distance, and they are patient enough to wait an entire tide for a clean throw. They work the approaches to sanctuary deliberately. Anyone making for a shrine is by definition someone with a reason to, and a netter's whole advantage is that the ground outside the door is not protected. The Vaelari find this disgraceful, have found it disgraceful for generations, and have never managed to make it unlawful.

Lanternwake Smuggler portrait
Ordinary enemy

Lanternwake Smuggler

lanternwake_smuggler

Runs unlit through the lantern wake, carrying what the courts will not license and fighting anyone who slows it.

Base level
1
XP
34
Family
Mixed People
Combat role
Ambusher
Authored level 1 health
46
Level 1 field health
55
Health per level
5.09
Authored attack
3
Level 1 outgoing damage
90% of authored damage
Damage per level
1.29
Attack speed
1/s
Move speed
1.45 m/s
Armor scale
4%
cold resistance
10%
poison resistance
5%
lightning resistance
-10%

Drop table (5)

Tideglass Mangrove Timber × 1–346.15% table chance
Weight
6
Ferry Cord × 1–223.08% table chance
Weight
3
Common equipment15.38% table chance
Weight
2
Possible bases (4)
Ferrywake Mist Hood, Sanctuary Tender Rescue Harness, Floodwarden Sanctuary Cuirass, Wetroute Rescue Knife
Enchanted equipment7.69% table chance
Weight
1
Possible bases (4)
Ferrywake Mist Hood, Sanctuary Tender Rescue Harness, Floodwarden Sanctuary Cuirass, Wetroute Rescue Knife
No drop7.69% table chance
Weight
1

Actions (2)

Boarding KnifeBasic attack · Melee
Trigger
Basic attack
Delivery
Melee
Target
Current Target
Damage
1× base Physical
Range
1.2 m
Windup
0.35s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Health Damage, Melee, Physical, Tide, Vaelari Tide Courts
False Ferry LightCooldown · Melee
Trigger
Cooldown
Delivery
Melee
Target
Current Target
Damage
1.3× base Light
Range
1.8 m
Windup
1s
Recovery
0.65s
Cooldown
7s
Maximum hits per target
1
Telegraph
Circle · 1.8 m radius
Signature action
Yes
Tags
Attack, Damage, Decoy, Health Damage, Light, Melee, Movement, Signature, Tide, Vaelari Tide Courts
Reveal bestiary lore

Smugglers move along the bright reflected track the harbour lanterns throw across the water, which is the one line on the flats where a dark hull is invisible against the glare. They carry medicine as often as contraband, since the licensing is slow and the clinics are not. They will not be stopped, boarded, or questioned, and they are entirely willing to be lethal about it. Whether they are criminals depends on which court is asked and how urgently a clinic needed the cargo, and Vaelari has been arguing that question long enough to have stopped expecting an answer.

Storm-Shelter Intake Keeper portrait
Threshold boss

Storm-Shelter Intake Keeper

storm_shelter_intake_keeper

Runs the intake at the storm shelter door, and admits by the standing order rather than by need.

Base level
1
XP
98
Family
Construct
Combat role
Support
Authored level 1 health
139
Level 1 field health
167
Health per level
16.62
Authored attack
7
Level 1 outgoing damage
90% of authored damage
Damage per level
0.81
Attack speed
0.7/s
Move speed
0.8 m/s
Armor scale
20%
poison resistance
60%
cold resistance
30%
lightning resistance
-25%

Drop table (4)

Sanctuary Cloth × 3–650% table chance
Weight
5
Common equipment10% table chance
Weight
1
Possible bases (4)
Sanctuary Tender Rescue Harness, Floodwarden Sanctuary Cuirass, Wetroute Rescue Knife, Tideglass Mangrove Bow
Enchanted equipment30% table chance
Weight
3
Possible bases (4)
Sanctuary Tender Rescue Harness, Floodwarden Sanctuary Cuirass, Wetroute Rescue Knife, Tideglass Mangrove Bow
No drop10% table chance
Weight
1

Actions (5)

Intake RinseBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Cold
Range
6 m
Windup
0.5s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Clinic, Cold, Current, Damage, Health Damage, Projectile, Ranged, Tide, Vaelari Tide Courts, Water
Triage-Circle WarningCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Lowest Health
Damage
1.55× base Cold
Range
8 m
Windup
2.8s
Recovery
1.05s
Cooldown
8s
Maximum hits per target
1
Applies status
Chilled
Status duration
4s
Telegraph
Sector · 3.1 m · 180°
One hit per target per cast
Yes
Signature action
Yes
Tags
Ailment, Area, Attack, Clinic, Cold, Damage, Debuff, Health Damage, Recorded Position, Sector, Signature, Slow, Tide, Timed, Vaelari Tide Courts, Water
Seal the FloodgateCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Range
8.5 m
Windup
1.8s
Recovery
0.9s
Cooldown
11s
Telegraph
Line · 8.5 × 0.95 m
Signature action
Yes
Tags
Area, Barrier, Buff, Clinic, Flood, Line, Signature, Tide, Timed, Vaelari Tide Courts, Water
Cleanwater PriorityReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1s
Reinforcements
Cleanwater Sentry
Signature action
Yes
Tags
Clinic, Current, Reinforcement, Signature, Tide, Vaelari Tide Courts, Water
Standing Intake OrderFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Self
Windup
0.8s
Recovery
0.8s
Signature action
Yes
Tags
Clinic, Signature, Tide, Transition, Vaelari Tide Courts
Reveal bestiary lore

The Keeper works the shelter intake - who comes in, in what order, how many the hall will hold. In a surge this is the most important post on the flats and the order it enforces was written by people who had thought hard about it. The order lists households, trades and precedence for a population that has moved on, and it has no entry for a stranger. The Keeper is not turning a party away out of cruelty; it is holding places for names that will never come to the door, in a hall that is otherwise empty, while the water rises behind them. It can be fought. It cannot be reasoned with, and it has never once been relieved of the post.

Warrant Tide-Magistrate portrait
Depth boss

Warrant Tide-Magistrate

warrant_tide_magistrate

Hears warrants at the tide court and will not adjourn, because the tide will not.

Base level
1
XP
112
Family
Vaelari
Combat role
Controller
Authored level 1 health
147
Level 1 field health
176
Health per level
17.25
Authored attack
8
Level 1 outgoing damage
90% of authored damage
Damage per level
1.23
Attack speed
0.8/s
Move speed
0.9 m/s
Armor scale
16%
cold resistance
20%
light resistance
10%
lightning resistance
-15%

Drop table (4)

Ferry Cord × 3–650% table chance
Weight
5
Common equipment10% table chance
Weight
1
Possible bases (4)
Floodwarden Sanctuary Cuirass, Wetroute Rescue Knife, Tideglass Mangrove Bow, Pearlstone Tide Focus
Enchanted equipment30% table chance
Weight
3
Possible bases (4)
Floodwarden Sanctuary Cuirass, Wetroute Rescue Knife, Tideglass Mangrove Bow, Pearlstone Tide Focus
No drop10% table chance
Weight
1

Actions (5)

Courtline CastBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Physical
Range
6.5 m
Windup
0.44s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Damage, Health Damage, Physical, Projectile, Ranged, Tide, Vaelari Tide Courts, Warrant
Disputed RecoveryCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1.5× base Cold
Range
8 m
Windup
2.5s
Recovery
1.15s
Cooldown
8s
Maximum hits per target
1
Applies status
Recovery Netted
Status duration
6s
Pull
2.5 m
Consumes status
Disputed Recovery
Telegraph
Circle · 1.4 m radius
First target only
Yes
Signature action
Yes
Tags
Attack, Claim, Cold, Control, Damage, Debuff, Health Damage, Pull, Recorded Position, Restraint, Signature, Tether, Tide, Timed, Vaelari Tide Courts, Warrant
Protective HoldCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Range
8.5 m
Windup
1.8s
Recovery
1s
Cooldown
12s
Telegraph
Line · 8.5 × 0.75 m
Sequence interval
0.05s
Signature action
Yes
Tags
Area, Barrier, Buff, Flood, Line, Sanctuary, Signature, Tide, Timed, Vaelari Tide Courts, Warrant
Court Ferry SummonsReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1s
Reinforcements
Warrant Netter
Signature action
Yes
Tags
Ferry, Reinforcement, Signature, Tide, Vaelari Tide Courts, Warrant
The Tide Will Not AdjournFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Self
Windup
0.8s
Recovery
0.9s
Signature action
Yes
Tags
Signature, Tide, Transition, Vaelari Tide Courts, Warrant
Reveal bestiary lore

The Magistrate sits the tide court, where matters are heard in the window between ebb and flood and must be concluded inside it. That constraint was the point: a court that cannot adjourn cannot be delayed by the wealthy, and the Vaelari were proud of it. It still sits, still hears, and still rules inside the window. A party brought before it is heard properly and given every protection the procedure allows, and then the water comes up and the matter concludes. The Magistrate has never been accused of unfairness. It has been accused, at length, of being exactly as fair as the tide.

Sanctuary Tidekeeper portrait
Expedition guardian

Sanctuary Tidekeeper

sanctuary_tidekeeper

Vaelari's apex guardian, a walking shrine that grants sanctuary to whoever reaches it and will not let them leave.

Base level
1
XP
128
Family
Construct
Combat role
Support
Authored level 1 health
196
Level 1 field health
235
Health per level
25.19
Authored attack
7
Level 1 outgoing damage
90% of authored damage
Damage per level
0.67
Attack speed
0.65/s
Move speed
0.7 m/s
Armor scale
24%
poison resistance
60%
cold resistance
35%
lightning resistance
-25%

Drop table (4)

Warmkelp Sealant × 3–650% table chance
Weight
5
Common equipment10% table chance
Weight
1
Possible bases (4)
Wetroute Rescue Knife, Tideglass Mangrove Bow, Pearlstone Tide Focus, Ferrywake Mist Hood
Enchanted equipment30% table chance
Weight
3
Possible bases (4)
Wetroute Rescue Knife, Tideglass Mangrove Bow, Pearlstone Tide Focus, Ferrywake Mist Hood
No drop10% table chance
Weight
1

Actions (5)

Sanctuary CurrentBasic attack · Projectile
Trigger
Basic attack
Delivery
Projectile
Target
Current Target
Damage
1× base Cold
Range
7 m
Windup
0.54s
Recovery
1s
Maximum hits per target
1
Can critically strike
Yes
Tags
Attack, Cold, Current, Damage, Health Damage, Projectile, Ranged, Sanctuary, Tide, Vaelari Tide Courts, Water
High-Water DivideCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Source Line
Damage
1.35× base Cold
Range
8 m
Windup
2.6s
Recovery
1.25s
Cooldown
8.5s
Maximum hits per target
2
Applies status
Chilled
Status duration
4s
Telegraph
Sector · 8 m · 80°
Sequence interval
0.8s
Signature action
Yes
Tags
Ailment, Area, Attack, Cold, Current, Damage, Debuff, Flood, Health Damage, Sector, Signature, Slow, Tide, Timed, Vaelari Tide Courts, Water
Sanctuary WardCooldown · Area
Trigger
Cooldown
Delivery
Area
Target
Target Position
Damage
1.65× base Cold
Range
8 m
Windup
3.6s
Recovery
1.25s
Cooldown
11s
Maximum hits per target
1
Applies status
Sanctuary Held
Status duration
2.5s
Telegraph
Circle · 3.2 m radius
One hit per target per cast
Yes
Signature action
Yes
Tags
Area, Attack, Buff, Cold, Control, Damage, Debuff, Health Damage, Safety Zone, Sanctuary, Signature, Slow, Tide, Timed, Vaelari Tide Courts, Water
Evacuation RecallReinforcement · Reinforcement
Trigger
Reinforcement
Delivery
Reinforcement
Target
Self
Windup
0.8s
Recovery
1.15s
Reinforcements
Ferrychain Hauler
Signature action
Yes
Tags
Ferry, Reinforcement, Sanctuary, Signature, Tide, Vaelari Tide Courts
No One Leaves the StormFinal phase · Area
Trigger
Final phase
Delivery
Area
Target
Self
Windup
0.8s
Recovery
1s
Signature action
Yes
Tags
Flood, Sanctuary, Signature, Tide, Transition, Vaelari Tide Courts
Reveal bestiary lore

The Tidekeeper is a sanctuary that moves - a pale stone dome, verdigris grillework, lanterns on brackets - built to carry the protection of a shrine to the flats when the flats could not reach a shrine. Anyone who gets inside is genuinely safe. Warrants do not run there and nothing follows them in. Sanctuary on Vaelari ends when the sheltered party chooses to leave, and the choosing was always witnessed by a shrine warden. There has been no warden for generations. The Tidekeeper cannot witness a departure itself, so it holds everyone it has ever taken in, indefinitely, and it defends them from anything that comes for them. Nobody has decided whether it should be destroyed.

Hunting and Skinning

Huntable animals

These animals flee instead of attacking. Their carcasses provide kill yields and, where listed, Skinning yields.

Brinehorn Grazer portrait
Huntable animal

Brinehorn Grazer

brinehorn_grazer

Grazes the salt marsh on splayed feet, cropping the tough grass that binds the flats together.

Behavior
Flees instead of attacking
Placement count
8
Health
20 base + 1.3 per level
Walk speed
0.95 m/s
Flee speed
2.1 m/s
Awareness radius
6.5 m
Home radius
12 m
Chase limit
14 m
Respawn
11–16 min
Carcass duration
3 min

Rewards

Kill yields
Brinehorn Meat: 2–4 (100% chance)
Skinning yields
None
Reveal bestiary lore

Brinehorns work the marsh where fresh water meets salt, taking grass nothing else can digest and spreading its seed as they go. The flats hold together because the grass holds them, and the grass spreads because the brinehorns do. The Vaelari have understood this for a very long time and manage the herds rather than hunting them freely - there is a season, a count, and a fine, and the fine is enormous. Hunters take meat, hide and horn within the season and nobody sensible takes them outside it, because the flats remember a bad year for far longer than a court does.

Reefback Seal portrait
Huntable animal

Reefback Seal

reefback_seal

Hauls out on the pearlstone reefs, and its coat carries the pale grit of whichever reef it favours.

Behavior
Flees instead of attacking
Placement count
8
Health
22 base + 1.4 per level
Walk speed
0.85 m/s
Flee speed
2.2 m/s
Awareness radius
7 m
Home radius
15 m
Chase limit
18 m
Respawn
14–20 min
Carcass duration
3 min

Rewards

Kill yields
Reefback Meat: 2–4 (100% chance)
Skinning yields
None
Reveal bestiary lore

Reefbacks work the deep water and rest on the reefs, and the coat picks up the stone dust of the particular reef a colony uses, so a practised eye can tell where an animal has been sleeping from across a channel. They take the borers, in quantity, which makes them worth more to the seawalls than any patrol crew. Hunters take the older bulls for meat, hide and oil, and leave the colonies alone, and the wall crews watch the beaches closely enough that anyone getting greedy is reported before the tide has turned.

Non-combat fauna

Ambient animals

Ambient animals cannot be hunted and have no drops. They roam until startled, then escape and later respawn.

Tidecup Octopus portrait
Ambient animal

Tidecup Octopus

vaelari_tidecup_octopus

Non-combat fauna that roams Vaelari Tide Courts, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
10
Group size
1–2
Startle radius
5 m
Roam radius
4.5 m
Walk speed
0.35 m/s
Flee speed
2 m/s
Escape time
5s
Respawn
60–120s
Rippleback Mudskipper portrait
Ambient animal

Rippleback Mudskipper

vaelari_rippleback_mudskipper

Non-combat fauna that roams Vaelari Tide Courts, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
10
Group size
3–5
Startle radius
5.5 m
Roam radius
5 m
Walk speed
0.55 m/s
Flee speed
3 m/s
Escape time
5s
Respawn
60–120s
Tideleaf Langur portrait
Ambient animal

Tideleaf Langur

vaelari_tideleaf_langur

Non-combat fauna that roams Vaelari Tide Courts, runs away when startled, disappears, and later respawns.

Interaction
Ambient only; cannot be hunted
Escape behavior
Runs away
Placement groups
8
Group size
2–4
Startle radius
6.5 m
Roam radius
7 m
Walk speed
0.75 m/s
Flee speed
3.8 m/s
Escape time
5s
Respawn
60–120s