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Creatures and Bosses

How field creatures behave, what Elites and Crowned giants are, which guardians wait in the lairs, and how to read an attack before it lands.

Every field is home to three or four kinds of creature, and every land has a guardian in a lair. The Monster Book in the menu records each creature you defeat: its level, HP, EXP, weaknesses, drops and home.

Field creatures

  • Passive or aggressive. In the first lands, such as Dewdrop Slime and Puffcap in Sunpetal Grove, creatures leave you alone until you strike them. From Deep Whisperwood on, Thornpelt Wolf and most creatures after it attack on sight.
  • How they move. Walkers stay on their platform. Hoppers bounce, like Magmaw. Fliers drift and swoop, like Gloomwing Moth. Walking creatures do not climb ropes.
  • Touch hurts. Walking into most creatures damages you, even when they are not attacking.

Elements

Creatures may be weak to some elements and resist others. The Monster Book shows both. A weakness takes more damage, and a resisted element does less.

Creature familyWeak toResists
Sea and fen (crabs, eels, jellies, serpents)LightningWater
Fire and lava (drakes, imps, colossi)Ice, WaterFire
Ice (foxes, sentinels, owls, bears)FireIce
Plants and treantsFire, WindNature
Wraiths and dark thingsLightShadow
Star-forged golems and knightsMoon, NatureStar
Storm creatures of the UnderskyIce, FireLightning, Wind

Creature powers

From about level 22, many creatures carry a power. The Monster Book and the creature's look give it away, and an enraged creature glows red.

PowerWhat it doesExample
EnrageUnder a share of its HP it turns faster and hits harder, for goodObsidian Boar, Mire Eel
BarrierA shield soaks damage first, and regrows if you leave it aloneBasalt Colossus, Pearlmaw Crab
RegenHeals itself when nobody is hitting itHalo Sprite
BlinkVanishes and reappears on your far sideRimefang Fox, Glasswater Eel
SplitBursts into smaller creatures when it fallsStarblood Jelly, into Starblood Droplet

Elites

On fields of level 20 and up, every 150 kills on the map call an Elite. Everyone's kills count. The ELITE bar by the minimap shows how close the next one is. An Elite is bigger and brighter than the creature it comes from, hits harder, carries one extra power, and gives far more EXP and lumens. It always drops gear and sometimes drops enhancement stones. If nobody beats it, it leaves after 10 minutes.

How rare is a drop?

Every creature's page lists its drops with a word, and the same word shows on the item's page under "Dropped by". The game does not show exact chances, so use the words to judge what an item is worth.

LabelWhat it means
AlwaysIt drops every time
CommonYou will see it often
UncommonA good few kills
RareExpect a long hunt
Very rareA lucky find. Most gear is here
QuestIt only drops while its quest is active

Who picks up the loot

  • Field creatures. For a few seconds after the kill, the drops belong to the hero who dealt the most damage. After that, anyone may pick them up. Your party may pick up your drops too, and so may their pets.
  • Map bosses give loot to everyone who took part, each their own drops at their own feet. See [Boss rewards](#boss-rewards) below.
  • Bosses, Elites and the Crowned keep your drops safe while you are down. If you die, the drops stay yours while you make your way back, and for a few seconds after you return. After about a minute they are open to anyone.
  • Creatures that fly do not drop their loot into the gap they died over. It is tossed onto the ground you stand on, close to you.
  • Quest items are rolled for each hero who owes the quest and hit the creature, or whose party did. They drop at your own feet, for you.
  • The Crowned gives loot to every hero who dealt a fair share of the damage. Each of them gets their own drops, so nobody can steal them.

The Crowned

A Crowned giant is a field's most imposing creature, grown twice the size and named. It rises on a timer, about every 40 minutes on every field from Sunpetal Fields up. Kills do not call it. Nearby heroes are told when it appears, and it leaves if nobody takes it down. If its time runs out while heroes are still striking it, it stays for the fight until nobody has hit it for 10 seconds, and never more than a minute past its time. The World Map shows each field's clock, and its BOSSES tab lists them all.

A Crowned is a real boss fight: minutes solo, less with a party. It drops extra gear, enhancement stones and Kaleidoscopes on top of its usual drops, and deal a fair share of the damage to earn your own rolls. It can also drop its own signature accessory, found nowhere else.

FieldCrownedSignature accessory
Sunpetal FieldsOld NeedlecapNeedlecap's Bloom Earring
Whisperwood PathAshwingAshwing's Dustmoth Ring
Deep WhisperwoodOld BlightrootBlightroot's Hollow Pendant
Mossglade RuinsOld IronbristleIronbristle's Tusk Belt
Lanternport DocksSalt-EyeSalt-Eye's Gull Earring
Tidewash CavesOld FangmawFangmaw's Cave Ring
Coralreach GardensOld ReefstoneReefstone's Coral Pendant
Pearlglass ShoalsGlimmertailGlimmertail's Pearl Belt
Gloomfen MireOld MirecoilMirecoil's Mire Earring
The Witchlight MarshOld WitchwingWitchwing's Witchlight Ring
Cinderpeak SlopesOld CinderwingCinderwing's Ember Earring
The Magmaheart CalderaOld SlagfistSlagfist's Caldera Ring
Frostveil PeaksOld Rime-EyeRime-Eye's Frost Pendant
The Rimeglass GlacierOld GlasshellGlasshell's Glacier Belt
The Drifting GardensOld TollfeatherTollfeather's Garden Earring
The Starlit RuinsOld StarforgeStarforge's Ruin Ring
The Fallen ObservatoryOld LensmarkLensmark's Lens Pendant
The Aurora RiftOld StarscaleStarscale's Aurora Belt
The Shardfall ExpanseOld NebulcoilNebulcoil's Shard Earring
The Glasswind DunesOld GlassboundGlassbound's Dune Earring
The Sunscar BasinOld SunscarSunscar's Basin Ring
The Cinderglass ShoreOld IronglassIronglass's Shore Earring
The Hoarfrost CraterOld RimewingRimewing's Crater Ring
The Starblood ChasmOld BloodglassBloodglass's Chasm Pendant
The Starbone OssuaryOld StarboneStarbone's Ossuary Belt
The Umbral DeepOld NullwickNullwick's Umbral Earring
The Lumen CrownOld GoldscaleGoldscale's Crown Ring
The Rootveil HollowsOld StormcrestStormcrest's Root Earring
The Wreckwind DriftOld SquallwingSquallwing's Wreck Ring
The Thunderroot DepthsOld VoltcrestVoltcrest's Thunder Pendant
The Stormeye ReachOld EyewallEyewall's Stormeye Belt

Map bosses

Each land's guardian waits in a lair reached from a field. The main story leads you to most of them. Lairs are open to everyone and the guardian comes back after a wait, shown on the BOSSES tab of the World Map. A weekly Hard version of each is covered in Boss Lairs.

If the main story sends you to a boss below its level, you fight a private copy that hits softer and has less health. See Quests and Story. The shared lair is always the full boss.

Boss rewards

Nobody has to fight over a map boss. When one falls, everyone who took part gets their own drops, rolled for them and placed at their feet, with the same safety a boss kill always had while you are down. You took part if you dealt a fair share of its HP, or if you are in the party of someone who did and were in the lair, fighting with them: the healer and the tank count, a hero parked in a corner does not. Your drops are sized for your own level, whoever landed the last hit. Boss EXP is shared by damage dealt, and a party shares it the usual way.

Each hero's first 10 map-boss kills of the day pay in full: your own loot and your boss EXP. The World Map's BOSSES tab shows the count ("Boss rewards today 4/10"), and each kill tells you where you stand. After the tenth, you can still join and help, and the kill still counts for your quests and your Monster Book, but the boss drops no loot for you and pays the EXP of one ordinary creature of its level. The count resets at the daily reset (UTC). A hero at 10/10 who helps kill a map boss sees "Daily boss rewards 10/10. Resets in Xh". Once you have claimed all ten, the BOSSES tab also shows when the count resets. Only open-world map bosses, the shared lairs on each channel, count toward the ten. Weekly Hard lairs, dungeons, raids, party quests and story boss fights never count and are never reduced by it, even at 10/10. Ten is more than a hero on one channel can take in an evening, so you will only notice it if you make a day of hopping channels after every boss.

LairBossLevelWeak toResists
The Moss King's HollowThe Moss King22Fire, LightWater
The Tidequeen's GrottoThe Tidequeen38Lightning, NatureWater, Ice
The Cinderwyrm's LairThe Cinderwyrm56Ice, WaterFire
The Glass Queen's HiveSahrazel, the Glass Queen70Water, IceFire
The Eclipse ThroneThe Eclipsed Star80LightShadow, Star, Arcane
The Crater of the Hollow SunThe Hollow Sun100LightFire, Shadow, Arcane
The Tyrant's WreckThundermaw, the Wreck Tyrant110WaterLightning, Wind
The Sanctum of the First DarkThe First Dark120LightShadow, Arcane, Star

The Glass Queen, the Hollow Sun, the Wreck Tyrant and the First Dark also enrage when low and grow a barrier, like the creatures above.

Reading an attack

Every creature attack winds up before it lands. A crouch, a charging glow, or a shape painted on the ground marks it. Learn the six kinds:

  • Melee: a swing or bite in front of it. Step out of its reach.
  • Shot: a projectile that flies out of it. Move out of its path.
  • Area: a marked patch of ground that blasts. Leave the marked shape.
  • Charge: it gathers itself, then rushes at you. Get out of its line.
  • Slam: a heavy blow that shakes the ground near it. Keep your distance.
  • Summon: it calls helpers. Decide whether to clear them or stay on the boss.

Boss attacks wind up for about a second or more, so a clear tell always comes first. Many hits can also inflict a status effect, which Status Effects explains.

The Unlit fields

Every Unlit field has a Crowned too. See The Unlit for the lands and The Long Shadow for the event that makes them rise faster.

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