Wildercord Player Guide GitHub Download

The World

The Tide Scribe, a drowned sorcerer, swimming in its flooded pit under a glass dome, with sea-lantern pedestals standing out of the water The Tide Scribe’s pit in the Drowned Scriptorium, with the tide in.

Magic in Wildercord reaches the whole world. Monsters cast spells, old halls hide doors only spells can open, every dimension has a dungeon boss that fights like a caster, and your spells change the ground they land on. This section is your map.

The Luminous Reedlands are a new Overworld region: pale swamp banks, blue-green pools, Moonreed colonies and wetland wildlife, with a field note to discover in your lore journal.

The Windscar Highlands connect dry stone ridges, Windreed patches and highland wildlife with watchtowers, standing stones and the Wind Gate. Their field note recalls the Marchkeepers’ old routes.

The Belowkeeper Hollows open beneath dry hill country where dripstone caverns meet mossy clay vaults, Glowcap beds, listening stations and Mara’s drainage works.

The Emberwood Reach borders the wooded badlands with warm oak-and-birch woodland, podzol ash floors, Cinder Fern patches, charcoal yards and the Kiln Court.

Where to go, roughly in order

You can do most of these in any order. Early rows need only a Twine Cord and a few runes. Later rows want a strong Cord, good armour and a plan.

  What Where What it gives
1 Runebound monsters Anywhere monsters spawn A rune from its Cord, sometimes a Torn Page
2 Monsters of the wilds Forests, peaks, swamps and caves Brewing drops and small magics
3 Creatures Most Overworld biomes Ingredients, a tame fox, Mana Crystals
4 World magic, residues and places of power Wherever your spells land Frozen bridges, reagents, stronger spells at the right place and time
5 World events Near you, now and then Mana storms, fallen stars and rift sieges, with runes and Mana Crystals
6 Runes of the world Structure chests, biomes and fishing Runes nobody can craft
7 Expeditions Deserts, forests, meadows and windswept hills Relics
8 Lair bosses Jungles, plains, forests, snowy peaks and the deep ocean A boon from each, Mojito’s Fetchblade
9 Root Guardian and Storm Conductor Swamps and peaks Boss loot
10 The Archive Under the Overworld Tier IV runes, casting gear
11 The Ember Sanctum The Nether The Cinder Heart trophy
12 The Drowned Scriptorium The deep ocean floor The Drowned Quill trophy
13 The Astral Observatory The End’s outer islands The Astral Lens trophy

56 places to explore

Six families of smaller sites dot the world, including the Tideward landing in the Luminous Reedlands, the Cairn Lodge and Survey Ring in the Windscar Highlands, the Listening Station and Bell Sanctum in the Belowkeeper Hollows, and the Charcoal Yard and Kiln Court in the Emberwood Reach. Most are peaceful; a few hide a guard, a seal or a small puzzle in front of their best chest. Walking into one earns its advancement, and many add an entry to your lore journal.

They only appear in newly generated chunks. Land you explored before the update is never changed, and the old-world upgrade tool doesn’t add them either, so head out past the edge of your map to find them.

Family Where The sites
Farmstead Sites Plains, forests, meadows, savannas, taigas Windmill farmstead, herbalist’s cottage, beekeeper’s apiary, walled orchard, shepherd’s hut, sunken mushroom ring, granary barn, scarecrow field
Master halls and shrines Badlands, Emberwood Reach, windswept hills, peaks, snow, jungles, desert, cherry groves, deep caves Forge Dojo, Wind Gate, Quarry Hall, Waterfall Shrine, Root Temple, Sundial Court, Star Terrace, Resonance Chamber
Mines, Forges and Crystals Hills, meadows, underground, Belowkeeper Hollows, badlands, the Nether Hillside Mine, Mountain Forge Hall, Crystal Survey Lab, Collapsed Delve, Basalt Foundry, Deepslate Vault, Prospector’s Camp, Miner’s Rest, Belowkeeper Listening Station, Belowkeeper Bell Sanctum
Roadside Sites Flat ground and highland shelves across the Overworld Wayfarer Inn, Watchtower, Broken Bridge, Rune Library, Standing Stones, Caravan Camp, Cartographer’s Hut, Vow Circle, Highland Cairn Lodge, Highland Survey Ring
Water Sites Rivers, swamps, Luminous Reedlands, coasts, warm seas, frozen water Tideward Reedkeeper Landing, The Last Crossing, Stilt Smokehouse, Lighthouse, Watermill, Ice Fishing Camp, Pier and Boathouse, Sunken Shrine, Net-Weavers’ Huts, Tidepool Grotto
Wild Places Jungle, desert, snow, badlands, Emberwood Reach, cherry groves, deep dark, the Nether, the End Venom Ziggurat, Dune Temple, Rime Monastery, Iron Gatehouse, Dawn Pavilion, Echo Post, Ember Outpost, Void Lantern, Emberwood Charcoal Yard, Emberwood Kiln Court

Sword Masters

Sword Masters don’t live in any building. A wandering duelist calls one to you for a trial. See Sword Masters.

The eight Master halls are where their schools train. Each hall serves two related schools and links to the pages for both, such as Ember and Crimson for the Forge Dojo. The lectern in every hall explains how to call that school’s Master.

A server owner can also add a plain Wayfarer Training Pavilion to an old world. See Pavilion Upgrade for Old Worlds.

The four dungeons

  The Archive The Ember Sanctum The Astral Observatory The Drowned Scriptorium
Where Overworld, underground Nether End outer islands Deep ocean floor
About one per 704 blocks 576 blocks 512 blocks 640 blocks
First door Frost + Storm Fire + Earth Void + Arcane Frost + Storm
Second door Fire + Wind Void + Storm Time + Wind Life + Wind
Vault door Arcane + Life Frost + Fire Void + Life Storm + Arcane
Boss The Archivist (400 health) The Cinder Warden (300) The Star-Eater (320) The Tide Scribe (340)
Its trick Blinks and rewrites its spells Only reactions hurt it Its shield turns spells back Floods its pit
Trophy none Cinder Heart Astral Lens Drowned Quill

How every dungeon works

Each one has the same shape:

  1. A way in you can spot from a distance.
  2. A Rune Seal door. Hit it with a spell of each of its two elements to open it. See Rune Seal doors.
  3. A hall of Runebound guards with a chest.
  4. A second seal door, then the boss arena.
  5. A vault behind a third seal door, with two chests.

About a third of the zombies, skeletons, witches and illagers that spawn inside are Runebound.

Warded arenas

The arena and the vault are warded. You can’t break, blast or push their walls, floors or domes, so the only way in is through the dungeon. The rest of the dungeon isn’t warded. Blocks you place inside a ward can still be broken, and Creative players aren’t stopped.

The ward also stills the wind. Soar won’t lift you inside an arena or vault, and fliers are set down gently. The fight is on foot.

The bosses

  • They wake once, when a player comes near, and never again after they fall.
  • They stay in their arenas. You can’t lead them through portals or carry them off.
  • Every spell is announced on the boss bar before it lands.
  • Three phases, changing at two thirds and one third of health. During a change the boss can’t be hurt, and it calls up two Runebound. No single blow skips a phase.
  • Monsters and falls can’t hurt them. Freeze, Levitate and Gravity Well don’t hold or move them.
  • Rewards: everyone within 96 blocks when it dies gets the 7th Heart Circle boss credit. Everyone within 64 blocks earns its Grimoire feat.
  • The boss bar shows within 48 blocks.

For the three dimension bosses, each player who hurt it and is still nearby gets a Tier IV rune they don’t know yet. The killer also gets the trophy and the rest of the loot.

Trophies

A trophy is kept, not spent. Use it for its gift, then it rests for 5 minutes. Fire and lava don’t destroy it.

Trophy From Gives
Cinder Heart The Cinder Warden Fire Resistance, 3 minutes
Astral Lens The Star-Eater Night Vision for 3 minutes, Slow Falling for 1 minute
Drowned Quill The Tide Scribe Water Breathing and Dolphin’s Grace, 3 minutes

What to bring

  • A spell of every element the doors ask for. A cheap Tier I effect is enough.
  • A Shield spell.
  • Two elements that react. The Cinder Warden needs them.
  • Spare mana and Blank Runes.
  • For the Drowned Scriptorium, a way to breathe under water.

All world pages

Dungeons and bosses

Sites to explore

Monsters and creatures

Wetlands

Caves and woods

World magic and events

For server owners

Type to find a guide, rune or recipe.