Every kind of creature: how hard it is, how it fights, what it leaves and where it is met.
Reading this page
A creature's level is shown when you select it. The figures here
are for a creature in open country on Saltmere, around Bellcross or
on one of the first four islands. The same kind is tougher in a
cave, as an island's named creature, and on an island behind a
sealed gate.
| Where it stands | Health | Damage | Experience | Attack and defense |
|---|
| In a cave | about 50% more | about 25% more | about 60% more | The same |
|---|
| As an island's named creature | 3 times as much | about 40% more | 4 times as much | The same |
|---|
| On an island behind a seal | about 60% more | about 35% more | about 80% more | 15 higher |
|---|
These add up: a cave creature behind a seal has both. A
dungeon's creatures stand as cave creatures do, and each level
down counts as part of the way to an island behind a seal. See
Dungeons. Each outer
island has one named creature, larger than its kind, which stays
away for 20 minutes once it is broken and sometimes
carries abyssal plate.
| Island | Named creature | Kind |
|---|
| Harrow Rest | Old Greyflank | Brineback boar |
|---|
| Harrow March | Serjeant Rusk | Drowned watchman |
|---|
| Ivory Rest | Captain Marrow | Drowned watchman |
|---|
| Juniper Rest | Blacktusk | Brineback boar |
|---|
| Harrow Shore | The Pale Lantern | Marsh light |
|---|
| Harrow Ward | Mother Saltclaw | Saltclaw crab |
|---|
| Ivory Ward | Kingclaw | Saltclaw crab |
|---|
| Juniper Ward | The Drowned Star | Marsh light |
|---|
Each kind
Mire lamprey Level 1
A jawless eel of the wet sand, frail and quick, that comes four and five at a time.
- Health
- 24, mending 2 a second once it has lost you
- Experience
- 30
- Its skill
- 45 to attack. Its defense is
22 against the sword, 34 against the bow, 28 against the wand
- Its blows
- Usual blow: 3 damage, rolled against your
Melee Defense
- Senses
- Sees you at 8 m and moves at 4.8
m a second. The rising tide takes it when the water has
covered 50% of its height, and it
rises when its ground is dry
- Rises again
- 1.5 minutes after it is broken
- Leaves
- 4 gold, and often leather scrap. Its gear is of
loot tier 1
- Met on
- Saltmere; the tide strands
- Level elsewhere
- 1 in a cave, 1 behind a seal
and 2 in a cave there
Silt skipper Level 1
The weakest thing that bites: a mudfish that walks on its fins and hunts the wet shore in threes and fours. A jump clears its snap.
- Health
- 30, mending 2 a second once it has lost you
- Experience
- 35
- Its skill
- 45 to attack. Its defense is
25 against the sword, 30 against the bow, 30 against the wand
- Its blows
- Usual blow: 3 damage, rolled against your
Melee Defense
- Senses
- Sees you at 9 m and moves at 5.2
m a second. The rising tide takes it when the water has
covered 50% of its height, and it
rises when its ground is dry
- Rises again
- 1.5 minutes after it is broken
- Leaves
- 5 gold, and often leather scrap. Its gear is of
loot tier 1
- Met on
- Saltmere; the country around Bellcross; every outer island; the tide strands
- Level elsewhere
- 1 in a cave, 2 behind a seal
and 3 in a cave there
Brineback boar Level 2
Quick and thin-skinned. It turns badly, so a sidestep beats its charge.
- Health
- 70, mending 2 a second once it has lost you
- Experience
- 90
- Its skill
- 55 to attack. Its defense is
35 against the sword, 30 against the bow, 40 against the wand
- Its blows
- Usual blow: 6 damage, rolled against your
Melee Defense
- Senses
- Sees you at 12 m and moves at 5.6
m a second
- Rises again
- 2 minutes after it is broken
- Leaves
- 14 gold, and often leather scrap. Its gear is of
loot tier 1
- Met on
- The country around Bellcross; Harrow Rest, Juniper Rest, Harrow Ward, Ivory Ward; beast dens; Harrow Rest, as Old Greyflank; Juniper Rest, as Blacktusk
- Level elsewhere
- 4 in a cave, 4 behind a seal
and 6 in a cave there
Stormbell jelly Level 2
A jellyfish the tide left adrift over the sand. Slow and soft, but its shock reaches far and is rolled against your Magic Defense.
- Health
- 60, mending 2 a second once it has lost you
- Experience
- 85
- Its skill
- 55 to attack. Its defense is
24 against the sword, 30 against the bow, 46 against the wand
- Its blows
- Usual blow: 5 damage, rolled against your
Magic Defense
-
Shot: 6 damage, rolled against your
Magic Defense, from up to
9 m. Cover stops it
- Senses
- Sees you at 11 m and moves at 2.2
m a second. The rising tide takes it when the water has
covered 50% of its height, and it
rises when its ground is dry
- Rises again
- 2.5 minutes after it is broken
- Leaves
- 12 gold, and often tideglass shard and brine coral. Its gear is of
loot tier 1
- Met on
- Saltmere; the tide strands
- Level elsewhere
- 3 in a cave, 4 behind a seal
and 6 in a cave there
Wrack hound Level 2
A lean hound of driftwood bone that runs in a pack. It is nearly as fast as you are, so it is fought, not fled.
- Health
- 55, mending 2 a second once it has lost you
- Experience
- 70
- Its skill
- 55 to attack. Its defense is
30 against the sword, 40 against the bow, 35 against the wand
- Its blows
- Usual blow: 4 damage, rolled against your
Melee Defense
- Heavy blow: 8 damage, rolled against your
Melee Defense
- Senses
- Sees you at 14 m and moves at 5.8
m a second
- Rises again
- 2 minutes after it is broken
- Leaves
- 10 gold, and often leather scrap. Its gear is of
loot tier 1
- Met on
- The country around Bellcross; every outer island; beast dens; The Windworks
- Level elsewhere
- 3 in a cave, 3 behind a seal
and 5 in a cave there
Barrow shambler Level 3
The barrow's own dead. Slow to walk and slow to strike, but it takes a beating, and a vault holds several.
- Health
- 80, mending 2 a second once it has lost you
- Experience
- 115
- Its skill
- 60 to attack. Its defense is
30 against the sword, 30 against the bow, 40 against the wand
- Its blows
- Usual blow: 7 damage, rolled against your
Melee Defense
- Heavy blow: 12 damage, rolled against your
Melee Defense
- Senses
- Sees you at 11 m and moves at 2.6
m a second
- Rises again
- 3 minutes after it is broken
- Leaves
- 20 gold, and often leather scrap. Its gear is of
loot tier 1
- Met on
- The vaults of barrow crypts; abandoned taverns; abandoned cottages
- Level elsewhere
- 5 in a cave, 5 behind a seal
and 8 in a cave there
Brinebound Level 3
The coral guardian of Brine Hollow and every traveller's first real fight. It chains its blows with little rest, so step out of each one and strike as it recovers.
- Health
- 120, mending 2 a second once it has lost you
- Experience
- 120
- Its skill
- 60 to attack. Its defense is
40 against the sword, 40 against the bow, 35 against the wand
- Its blows
- Usual blow: 13 damage, rolled against your
Melee Defense
- Heavy blow: 20 damage, rolled against your
Melee Defense
- Senses
- Sees you at 10 m and moves at 5
m a second
- Rises again
- 1.5 minutes after it is broken
- Leaves
- 10 gold, and often brine coral and tideglass shard. Its gear is of
loot tier 1
- Met on
- Saltmere
- Level elsewhere
- 5 in a cave, 5 behind a seal
and 9 in a cave there
Drowned bowman Level 3
It sees far and looses from range. Stone between you stops the arrow.
- Health
- 80, mending 2 a second once it has lost you
- Experience
- 130
- Its skill
- 65 to attack. Its defense is
30 against the sword, 45 against the bow, 35 against the wand
- Its blows
- Usual blow: 5 damage, rolled against your
Melee Defense
-
Shot: 8 damage, rolled against your
Missile Defense, from up to
18 m. Cover stops it
- Senses
- Sees you at 20 m and moves at 4
m a second
- Rises again
- 3 minutes after it is broken
- Leaves
- 20 gold, and often wood scrap. Its gear is of
loot tier 1
- Met on
- Saltmere; Harrow Rest, Juniper Rest, Harrow Ward, Ivory Ward
- Level elsewhere
- 5 in a cave, 6 behind a seal
and 9 in a cave there
Marsh light Level 3
A drifting light that burns with tideglass fire. Blades pass through it more often than not, and a wand unmakes it quickly.
- Health
- 60, mending 2 a second once it has lost you
- Experience
- 120
- Its skill
- 65 to attack. Its defense is
55 against the sword, 50 against the bow, 25 against the wand
- Its blows
- Usual blow: 6 damage, rolled against your
Magic Defense
-
Shot: 9 damage, rolled against your
Magic Defense, from up to
12 m. Cover stops it
- Senses
- Sees you at 16 m and moves at 3.5
m a second
- Rises again
- 2.5 minutes after it is broken
- Leaves
- 16 gold, and often tideglass shard. Its gear is of
loot tier 1
- Met on
- Saltmere; Harrow March, Ivory Rest, Harrow Shore, Juniper Ward; Harrow Shore, as The Pale Lantern; Juniper Ward, as The Drowned Star
- Level elsewhere
- 5 in a cave, 5 behind a seal
and 9 in a cave there
Reaver Level 3
A living robber with a quick blade. Reavers hold their camps in a pack.
- Health
- 75, mending 2 a second once it has lost you
- Experience
- 115
- Its skill
- 65 to attack. Its defense is
40 against the sword, 40 against the bow, 30 against the wand
- Its blows
- Usual blow: 7 damage, rolled against your
Melee Defense
- Heavy blow: 11 damage, rolled against your
Melee Defense
- Senses
- Sees you at 13 m and moves at 4.4
m a second
- Rises again
- 3 minutes after it is broken
- Leaves
- 20 gold, and often metal scrap. Its gear is of
loot tier 1
- Met on
- Reaver camps; the upper floors of abandoned taverns; The Windworks; The Windworks under Harrow Rest, as Hobb Ironmouth
- Level elsewhere
- 5 in a cave, 5 behind a seal
and 8 in a cave there
Reaver bowman Level 3
The reavers' lookout, who shoots while the blades close in.
- Health
- 55, mending 2 a second once it has lost you
- Experience
- 115
- Its skill
- 65 to attack. Its defense is
35 against the sword, 40 against the bow, 30 against the wand
- Its blows
- Usual blow: 5 damage, rolled against your
Melee Defense
-
Shot: 6 damage, rolled against your
Missile Defense, from up to
20 m. Cover stops it
- Senses
- Sees you at 20 m and moves at 4
m a second
- Rises again
- 3 minutes after it is broken
- Leaves
- 22 gold, and often wood scrap. Its gear is of
loot tier 1
- Met on
- Reaver camps; the upper floors of abandoned taverns; The Windworks
- Level elsewhere
- 5 in a cave, 5 behind a seal
and 8 in a cave there
Saltbone archer Level 3
The dry dead who hold the watchtowers. It sees and shoots farther than the drowned bowman, from a roof, and breaks easily once you have climbed to it.
- Health
- 65, mending 2 a second once it has lost you
- Experience
- 130
- Its skill
- 65 to attack. Its defense is
25 against the sword, 50 against the bow, 35 against the wand
- Its blows
- Usual blow: 5 damage, rolled against your
Melee Defense
-
Shot: 6 damage, rolled against your
Missile Defense, from up to
24 m. Cover stops it
- Senses
- Sees you at 26 m and moves at 4
m a second
- Rises again
- 3 minutes after it is broken
- Leaves
- 22 gold, and often wood scrap. Its gear is of
loot tier 1
- Met on
- The Gateward watchtowers; the chapels of barrow crypts
- Level elsewhere
- 5 in a cave, 6 behind a seal
and 9 in a cave there
Tidestalker heron Level 3
A wading bird as tall as a traveller that stands dead still in wet ground. Its stab reaches far along a narrow line, and it turns badly.
- Health
- 95, mending 2 a second once it has lost you
- Experience
- 135
- Its skill
- 68 to attack. Its defense is
40 against the sword, 35 against the bow, 40 against the wand
- Its blows
- Usual blow: 8 damage, rolled against your
Melee Defense
- Heavy blow: 12 damage, rolled against your
Melee Defense
- Senses
- Sees you at 16 m and moves at 4.4
m a second
- Rises again
- 3 minutes after it is broken
- Leaves
- 20 gold, and often leather scrap and tideglass shard. Its gear is of
loot tier 1
- Met on
- Every outer island
- Level elsewhere
- 5 in a cave, 6 behind a seal
and 10 in a cave there
Wreck hermit Level 3
A hermit crab that lives among the flotsam of the strands. Not every crate on a strand is a crate.
- Health
- 150, mending 2 a second once it has lost you
- Experience
- 120
- Its skill
- 58 to attack. Its defense is
46 against the sword, 50 against the bow, 34 against the wand
- Its blows
- Usual blow: 8 damage, rolled against your
Melee Defense
- Heavy blow: 14 damage, rolled against your
Melee Defense
- Senses
- Sees you at 9 m and moves at 3.8
m a second. The rising tide takes it when the water has
covered 50% of its height, and it
rises when its ground is dry
- Rises again
- 4 minutes after it is broken
- Leaves
- 18 gold, and often wood scrap and metal scrap. Its gear is of
loot tier 1
- Met on
- The flotsam of the tide strands
- Level elsewhere
- 5 in a cave, 5 behind a seal
and 9 in a cave there
Brackjaw Level 4
A shark of the brackish flats that walks on a crocodile's legs. It does not chase far, but inside its ground it outruns you, and it lunges along a line. Step out of the line.
- Health
- 130, mending 2 a second once it has lost you
- Experience
- 150
- Its skill
- 64 to attack. Its defense is
42 against the sword, 38 against the bow, 40 against the wand
- Its blows
- Usual blow: 8 damage, rolled against your
Melee Defense
- Heavy blow: 15 damage, rolled against your
Melee Defense
-
It throws itself 5 m at you with its heavy
blow
- Senses
- Sees you at 10 m and moves at 6.4
m a second. The rising tide takes it when the water has
covered 50% of its height, and it
rises when its ground is dry
- Rises again
- 3 minutes after it is broken
- Leaves
- 22 gold, and often leather scrap and tideglass shard. Its gear is of
loot tier 2
- Met on
- Every outer island; the tide strands
- Level elsewhere
- 6 in a cave, 7 behind a seal
and 11 in a cave there
Brinemaw toad Level 4
Squat, slow and patient. It spits brine from range and falls on anyone who comes close. Stone between you stops the spit.
- Health
- 120, mending 2 a second once it has lost you
- Experience
- 140
- Its skill
- 62 to attack. Its defense is
35 against the sword, 40 against the bow, 45 against the wand
- Its blows
- Usual blow: 7 damage, rolled against your
Melee Defense
- Heavy blow: 14 damage, rolled against your
Melee Defense
-
Shot: 7 damage, rolled against your
Missile Defense, from up to
11 m. Cover stops it
- Senses
- Sees you at 15 m and moves at 3.2
m a second
- Rises again
- 3 minutes after it is broken
- Leaves
- 22 gold, and often brine coral and tideglass shard. Its gear is of
loot tier 2
- Met on
- Harrow March, Ivory Rest, Harrow Shore, Juniper Ward
- Level elsewhere
- 6 in a cave, 6 behind a seal
and 10 in a cave there
Drowned watchman Level 4
A drowned soldier of the old watch: slow, armored and sure of hand.
- Health
- 130, mending 2 a second once it has lost you
- Experience
- 140
- Its skill
- 70 to attack. Its defense is
50 against the sword, 45 against the bow, 35 against the wand
- Its blows
- Usual blow: 9 damage, rolled against your
Melee Defense
- Heavy blow: 15 damage, rolled against your
Melee Defense
- Senses
- Sees you at 14 m and moves at 4.2
m a second
- Rises again
- 3 minutes after it is broken
- Leaves
- 20 gold, and often metal scrap. Its gear is of
loot tier 2
- Met on
- Saltmere; Harrow March, Ivory Rest, Harrow Shore, Juniper Ward; Harrow March, as Serjeant Rusk; Ivory Rest, as Captain Marrow
- Level elsewhere
- 6 in a cave, 6 behind a seal
and 10 in a cave there
Saltclaw crab Level 4
It lies under the sand until the tide leaves the shore. Its shell turns arrows, and a wand finds the joints.
- Health
- 150, mending 2 a second once it has lost you
- Experience
- 150
- Its skill
- 60 to attack. Its defense is
55 against the sword, 60 against the bow, 30 against the wand
- Its blows
- Usual blow: 9 damage, rolled against your
Melee Defense
- Heavy blow: 15 damage, rolled against your
Melee Defense
- Senses
- Sees you at 8 m and moves at 3.6
m a second. The rising tide takes it when the water has
covered 50% of its height, and it
rises when its ground is dry
- Rises again
- 2.5 minutes after it is broken
- Leaves
- 24 gold, and often brine coral and tideglass shard. Its gear is of
loot tier 2
- Met on
- Saltmere; Harrow Rest, Juniper Rest, Harrow Ward, Ivory Ward; Harrow Ward, as Mother Saltclaw; Ivory Ward, as Kingclaw
- Level elsewhere
- 6 in a cave, 7 behind a seal
and 11 in a cave there
Coral thrall Level 7
Brinebound's lesser kin, which keep the caves.
- Health
- 220, mending 3 a second once it has lost you
- Experience
- 260
- Its skill
- 75 to attack. Its defense is
50 against the sword, 50 against the bow, 45 against the wand
- Its blows
- Usual blow: 14 damage, rolled against your
Melee Defense
- Heavy blow: 22 damage, rolled against your
Melee Defense
- Senses
- Sees you at 10 m and moves at 4.6
m a second
- Rises again
- 5 minutes after it is broken
- Leaves
- 40 gold, and often brine coral and tideglass shard. Its gear is of
loot tier 2
- Met on
- Harrow March, Ivory Rest, Harrow Shore, Juniper Ward
- Level elsewhere
- 10 in a cave, 12 behind a seal
and 19 in a cave there
Seal guardian Level 30
What a gate's seal wakes when its materials are in. One strong traveller can break it alone, and a group does it faster.
- Health
- 900, mending 6 a second once it has lost you
- Experience
- 1,200
- Its skill
- 80 to attack. Its defense is
55 against the sword, 55 against the bow, 50 against the wand
- Its blows
- Usual blow: 20 damage, rolled against your
Melee Defense
- Heavy blow: 32 damage, rolled against your
Melee Defense
- Senses
- Sees you at 16 m and moves at 4.8
m a second
- Rises again
- Only when something wakes it
- Leaves
- 250 gold, and often brine coral and tideglass shard. Its gear is of
loot tier 5
- Met on
- Before a sealed gate, once its seal has been fed
- Level elsewhere
- 48 in a cave, 54 behind a seal
and 86 in a cave there