The World
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:
- A way in you can spot from a distance.
- A Rune Seal door. Hit it with a spell of each of its two elements to open it. See Rune Seal doors.
- A hall of Runebound guards with a chest.
- A second seal door, then the boss arena.
- 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
- The Archive
- The Ember Sanctum
- The Drowned Scriptorium
- The Astral Observatory
- Root Guardian and Storm Conductor
- Reed-Crowned Ferryman
- Glass Cartographer
- Hollow Bell
- Kiln Widow
- Lair Bosses
- Roaming Giants
- Expeditions and Relics
Sites to explore
- Farmstead Sites
- Master halls and shrines
- Mines, Forges and Crystals
- Roadside Sites
- Water Sites
- Wild Places
Monsters and creatures
Wetlands
- Lights Along the Bank: Lantern Newts and Marshlights
- Moonreed Gardens
- Reed Refuges
- Reedback Crabs
- Reed Rattle
- Siltcrest Bittern
- Tideward Crossing Kit
- Rook’s Rainshield
Caves and woods
- Belowkeeper Hollows
- Emberwood Reach
- Sporeback Snails
- Glowcap Nurseries
- Rootmolt Striders
- Mara’s Drainhouses
- Mossveil Dormice
- Cinder Bailiffs and Ferns
World magic and events
- Magic that changes the world
- Residues and reagents
- Places and times of power
- World events
- Runes of the world
For server owners