The Start of a Journey
❦Fresh off the boat? Run a simple errand for Val — deliver a crate of potion goods to Robert at the village market — and she'll set you on the road to adventure.
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An adventurer's guide to The Grove — and the road beyond.
You've washed up on the shores of a strange new land. Ever Wild is your beginning: a green frontier full of honest work, hungry villagers, thieving crabs, and goblins at the gate. Talk to the folk of The Grove, take up their troubles, and earn your first blades and coin.
Every dimension's level gate, PvP rule and death penalty is compared on the Dimensions page.
Every journey starts at the shore. Find Val, who greets every newcomer, and take up The Start of a Journey. She'll point you deeper into The Grove and to everyone else worth talking to.
Region One
A gentle green valley — the first region of Ever Wild. Its villagers have plenty to keep a new adventurer busy. Glowing markers hover over anyone with work to offer.
Fresh off the boat? Run a simple errand for Val — deliver a crate of potion goods to Robert at the village market — and she'll set you on the road to adventure.
Something's making an awful racket beneath Vern's barn. The old farmer won't climb down himself — so grab a blade and find out what's lurking in the cellar.
Poor Farmer Leah is starving and can't cook to save her life. Learn the recipe for hearty pork jerky — meat from the beasts below, packed in sugar — and bring her a batch.
Pantsless Pete has lost his trousers to the sandsnatchers — thieving crabs that burrow along the beachhead. Cut them down, recover his dignity, and he'll pay you well.
Every fighter starts here. The Master-at-Arms runs you through Teldaria's five weapons — one trial each. Prove yourself, then keep the weapon that suits you best.
Goblins pour from the mountain pass and press against the gate. Thin their ranks — warriors, archers, and shamans alike — until their king emerges to face you. Then end him.
Kael's friend Doran set out for an old temple in the eastern peaks and never came home. Climb the ridge, drop into the ruins to find him — then cut your way past the temple's guardians to escape, and carry the grim news back.
The road runs deeper, toward The Thicket — but first, a strange cave. The Chief's scout is watching it. Check in with him, and learn the ways of dungeons before you dare step inside.
A New Kind of Danger
Some caves in Ever Wild are more than they seem. Dungeons are sealed trials — tougher monsters, real danger, and loot you'll never find topside. You will not survive them alone. Gather a party before you leap in.
/dp createStart a party of your own — the first step before any delve.
/dp invite <player>Bring your friends along. Round up a full group for the tougher caves.
Leap into the caveOnce your party's gathered, jump into the marked entrance — it pulls the whole group inside.
Know Your Arms
Teldaria's warriors fight with five kinds of weapon, each with its own rhythm. Learn them all at the Proving Grounds — then wield the one that fits your fight.
Balanced. Even reach, even speed — the dependable all-rounder.
Swift. Short reach, but strikes twice as fast. Rewards aggression.
Sweeping. Slow to swing, but cleaves every foe in reach at once.
Reaching. The longest reach of any blade — strike before they touch you.
Ranged. No reach in melee, so why get close? Death from afar.
Know Your Foes
Nothing out here is quite what it was. Crabs rob the shoreline, stumps pull themselves out of the soil and walk, the livestock has turned on the farmers who raised it, and a goblin warband squats at the pass. Every monster wears its strength in the colour of its name, using the same ladder found everywhere else in Teldaria — Ever Wild covers the bottom rungs of it, so what you learn about tiers here still applies when you step through the Dimension Portal later.
| Tier | Name colour | In Ever Wild |
|---|---|---|
| Regular | Grey | Yes |
| Plain | White | Yes |
| Sturdy | Aqua | Yes |
| Forgotten | Dark grey | Yes |
| Ghostly | Blue | Yes |
| Tormented | Dark green | Yes |
| Hellish | Red | Only as a rare bonus drop roll |
| Fatal | Purple | No |
The thieving crabs of the beachhead, and the weakest thing alive in Ever Wild. They burrow up out of the sand rather than wandering in, shuffle along slowly, and barely flinch when you hit them — knockback does almost nothing to a snatcher. They will notice you from 40 blocks away, but they never chase far: pull one more than 15 blocks from where it dug out and it turns around and goes home. Each one grows to a slightly different size, so the beach is littered with everything from palm-sized nippers to proper dinner-plates.
| Tier | Health | Damage |
|---|---|---|
| Regular Sandsnatcher | 2 | 2 |
| Plain Sandsnatcher | 3 | 3 |
| Sturdy Sandsnatcher | 4 | 4 |
A snatcher can also grab and hurl you, but a freshly burrowed one holds off on that for roughly its first minute above ground — so the ones that just surfaced are safe to rush.
Walking stumps with the shortest temper-range in the region: 15 blocks, less than any other monster here, which means a careful traveller can simply walk around them. Daylight does not bother them, so they are just as awake at noon as at midnight. Every rootling, whatever its tier, is worth 4–5 experience.
| Tier | Health | Experience |
|---|---|---|
| Plain Rootling | 25 | 4–5 |
| Sturdy Rootling | 35 | 4–5 |
| Forgotten Rootling | 45 | 4–5 |
TODO: rootlings strike with a scripted lash rather than a plain swing, and the listed per-tier damage does not match the value the attack itself uses — confirm the real numbers with staff before publishing them.
The pass is held by a proper little army, and they fight like one. Every grunt carries a shield worth another 25 health on top of its own, raising it when you close and dropping it when you back off. They pelt you with rocks and arrows at range, mix five different swings up close — including a shield bash and a flat-out kick — and, worst of all, they loot. A goblin scans a dozen blocks around itself for dropped items twice a second and will snatch up anything you leave on the ground, so do not die and then try to fight your way back to your gear.
| Goblin | Tier | Health | Damage | Shield |
|---|---|---|---|---|
| Goblin Warrior (sword) | Regular | 35 | 6 | 25 |
| Goblin Warrior (club) | Regular | 30 | 7 | 25 |
| Goblin Warrior (pitchfork) | Regular | 30 | 6 | 25 |
| Goblin Archer | Regular | 40 | 8 | 25 |
| Goblin Warrior (frying pan) | Plain | 40 | 8 | 25 |
| Goblin Warrior (wooden spoon) | Plain | 40 | 8 | 25 |
| Goblin Warrior (knife) | Plain | 40 | 9 | 25 |
| Goblin Shaman | Sturdy | 50 | 10 | — |
| Goblin Shaman Doppelganger | Sturdy | 55 | 9 | — |
The Goblin Shaman never swings at all. It blinks away the moment you get close and works you over with projectiles from a distance, so chase it down early or bring a bow. Drop it below half health and it splits off a Doppelganger — an identical decoy that collapses the instant anything touches it. Hit both; only one bleeds.
The Goblin King is the warband's boss and shows up with his own health bar across your screen. He fights with a shoulder charge and a ground slam, so keep moving and never stand square in front of him.
TODO: the King is currently configured with less health and less damage than his own warriors, and with no loot of his own — confirm with staff whether that is intended or a live bug before listing his stats. The Shaman is also set up to heal him, and goblins to rally to him, but that wiring looks broken; do not count on it in a fight.
Whatever happened to Ever Wild happened to the farm animals too. None of them behave like the ones back home, and each family has one attack that hurts far more than its bite.
| Monster | Tier | Health | Damage | Signature attack |
|---|---|---|---|---|
| Mutated Cow | Regular | 30 | 3 | Gore Spin, a spinning sweep about every 9 seconds |
| Mutated Cow | Plain | 35 | 4 | Gore Spin, a spinning sweep about every 9 seconds |
| Mutated Cow | Sturdy | 40 | 5 | Gore Spin, a spinning sweep about every 9 seconds |
| Mutated Pig | Regular | 25 | 2 | Burrow Charge about every 14 seconds |
| Mutated Pig | Plain | 30 | 3 | Burrow Charge about every 14 seconds |
| Mutated Pig | Sturdy | 35 | 4 | Burrow Charge about every 14 seconds |
| Mutated Chicken | Regular | 25 | 2 | Feather volley every 3 seconds |
| Mutated Chicken | Plain | 30 | 3 | Feather volley every 3 seconds |
| Mutated Chicken | Sturdy | 35 | 4 | Feather volley every 3 seconds |
The pig is the one that catches people out. Its Burrow Charge tears a line of erupting dirt straight forward, and every eruption hits for 6 and throws you into the air — several times what the pig's actual tusks do. Step off the line, not backwards along it.
The deep end of Ever Wild. Slimes shrug off fall damage, drowning, suffocation and magma entirely, and soak up 20% of anything you shoot at them — arrows and thrown weapons are the wrong tool here. Melee lands in full.
| Monster | Tier | Health | Damage | Experience | Slime balls |
|---|---|---|---|---|---|
| Burst Slime | Forgotten | 50 | 10 | 15 | 1–3 at 50% |
| Burst Slime | Ghostly | 60 | 13 | 15 | 1–3 at 50% |
| Burst Slime | Tormented | 70 | 16 | 15 | 1–3 at 50% |
| Hex Slime | Forgotten | 55 | 12 | 12 | 1–2 at 40% |
| Hex Slime | Ghostly | 60 | 15 | 12 | 1–2 at 40% |
| Hex Slime | Tormented | 70 | 18 | 12 | 1–2 at 40% |
| Pinky | Forgotten | 60 | None | 5 | 1 at 30% |
| Pinky | Ghostly | 70 | None | 5 | 1 at 30% |
| Pinky | Tormented | 80 | None | 5 | 1 at 30% |
Burst Slimes pick the nearest player within 16 blocks and swell up for a burst — roughly every 8 seconds, and not every time. Hex Slimes hit harder than anything else in the region; a Tormented one takes 18 off you per connect, so do not trade blows with it at low health. Pinkies never touch you at all — their damage comes entirely from the slime trail they smear behind them, refreshed constantly. They are the toughest and fastest slimes going, but their eyesight is poor (20 blocks), so the trick is simply to stop standing in the mess.
The straw figures at the Proving Grounds. A dummy has 10 health, never moves, never targets anyone and deals nothing back — it exists purely so you can feel out each of the five weapons. Leave one standing and it packs itself away after about ten minutes.
Almost every tiered monster in Ever Wild rolls loot twice when it dies: a 30% chance at its own tier, and a 5% chance at the tier above it. Each successful roll gives a random piece of gear of that tier. The known exceptions to this pattern are flagged below. That second roll is the whole reason to push into harder company — a Tormented slime is the only thing in the region that can hand you Hellish-tier loot, and it only does so one kill in twenty.
Killing a new kind of monster also writes it into your bestiary. Sandsnatchers, Rootlings, every goblin except the King, the mutated animals and all three slimes each get their own entry. Completing an entry unlocks that monster's lore page in the bestiary; there is no other reward.
The Lay of the Land
The Grove is only the first slice of Ever Wild. The region is carved into distinct pockets — the beachhead where the sandsnatchers dig, a farm, an animal cave, the goblin camp at the pass, a temple in the eastern peaks, highlands, fishing water, the slime grounds, a bear cave, and The Thicket waiting beyond.
The Bandit Lair entrance also sits inside Ever Wild, marked by a floating skull sign at roughly X 98, Y 78, Z 199 — a real dungeon. You can run it solo, but a party makes it far easier.
TODO: exact coordinates and safe travel routes for the beachhead, goblin camp, animal cave and slime grounds are not documented yet.
Once you have finished The Grove, the Mayan is also open from level 0, so there is no wall between Ever Wild and your next fights. Your base belongs in the Wild, the only dimension where you can claim land.
Every custom mob that can spawn in Ever Wild, from the live server's mob configs. Where a mob exists at several tiers, health runs from its weakest to its strongest variant.
| Mob | Tiers | Health |
|---|---|---|
| Burst Slime | Forgotten – Tormented | 50 – 70 |
| Goblin Archer | — | 40 |
| Goblin Shaman | — | 50 |
| Goblin Shaman Doppelganger | — | 55 |
| Goblin Torch | — | 5 |
| Goblin Warrior | — | 30 – 40 |
| Hex Slime | Forgotten – Tormented | 55 – 70 |
| Mutated Chicken | Regular – Sturdy | 25 – 35 |
| Mutated Cow | Regular – Sturdy | 30 – 40 |
| Mutated Pig | Regular – Sturdy | 25 – 35 |
| Pinky | Forgotten – Tormented | 60 – 80 |
| Rootling | Plain – Forgotten | 25 – 45 |
| Sandsnatcher | Regular – Sturdy | 2 – 4 |
| The Goblin King | — | 25 |
| Training Dummy | — | 10 |
Ever Wild is also home to a true boss: the King Slime waits at a fixed spawn at (281, 70, -300). See his page for the full fight.