
Training Dummy
Straw lashed to a post in each capital’s training yard. It never falls and never hits back, so it is where a build gets measured before it goes out on the road.
Hit points: 200,000The Crown FrontOpen entry →Game Archive
The active season's bestiary: stats, homes, and drops from the same database the server loads.

Straw lashed to a post in each capital’s training yard. It never falls and never hits back, so it is where a build gets measured before it goes out on the road.
Hit points: 200,000The Crown FrontOpen entry →
The same post in an iron breastplate and pot helm. The armor holds half of each hit, so it shows what a build does into a defended target.
Hit points: 200,000The Crown FrontOpen entry →
A knot of loose shard-light that drifts the approach roads and bumps into whatever it meets. Harmless one at a time. The first thing most Shardbound ever kill.
Hit points: 32Aurel FieldsOpen entry →
A placid grazing animal that has eaten shard-glass long enough to glitter from the inside. It would rather leave than fight, and it is worth killing only because the Crown pays for the glass.
Hit points: 130Aurel FieldsOpen entry →
The reason the road between capitals needs wardens. Prowlers work the verges, take stragglers, and thin out only when someone is sent to thin them.
Hit points: 125Aurel Fields · Dorvan WoodsOpen entry →
Light that behaves like an animal. The Velis Meadows are full of them, and nobody has settled whether they are alive or simply a habit the break got into.
Hit points: 440Dorvan WoodsOpen entry →
Long-legged and unhurried, it crosses Dorvan Woods stepping over anything shorter than itself. It only fights what refuses to move.
Hit points: 300Dorvan WoodsOpen entry →
An abandoned Alfa border construct. Its hornshot strikes the first body in its path; the ring that follows leaves refuge at its feet.
Hit points: 4,600Aurel FieldsOpen entry →
It hunts by the sound of glass under a boot, which out here is most sounds. Found the whole length of the road, and bigger the further you get from your own capital.
Hit points: 280Corvel Marches · Dorvan WoodsOpen entry →
This Stalker rakes three times in front, then hunts one player with hornshots and a gore. Your partner can block a shot by standing in its path, and halve the gore by standing with the hunted.
Hit points: 3,000Dorvan WoodsOpen entry →
This larger Strider guards the western shard clearing. It sweeps in front, then behind, and calls a wisp that mends it. When it bellows, stop it or leave the circle: whoever stays is rooted, and whoever is in front gets tossed.
Hit points: 1,300Dorvan WoodsOpen entry →
The Dorvan Groveheart calls wisps that attack and mend its roots. Stop their healing while the rest of the group keeps the tree occupied.
Hit points: 8,000Dorvan WoodsOpen entry →
It came for the border watchtowers first, which is how it got the name. Both marches have lost posts to one.
Hit points: 660Corvel MarchesOpen entry →

Runs in packs across open glass, chasing down whatever is alone. The first thing on the road that genuinely expects you to bring someone.
Hit points: 640Corvel MarchesOpen entry →
A former Alfa commander who rallies a pair of fusiliers. Their shots stop when they fall; keep their firing lines away from your allies.
Hit points: 11,000Corvel MarchesOpen entry →
The Scar makes these constantly, out of nothing anyone can name. Kill six and six more are along. That is rather the point of them.
Hit points: 1,000Oreth ScarOpen entry →
A scarling that kept going. Heartglass grows through it in sheets, and it hits like the thing it grew out of.
Hit points: 780Oreth ScarOpen entry →
A Shardbound who died too far from either capital and came back anyway, wearing neither Crown. Both sides refuse to discuss them.
Hit points: 1,300Oreth ScarOpen entry →
A walking piece of the Matrix Heart. Gather to share its marked blow, then leave its repeated pulses. Below half health, fractures separate those two jobs.
Hit points: 12,000Oreth ScarOpen entry →
Alfa Citadel’s shield line. It holds the pads out on the line, the breach, and again the dais, and expects to be hit first at every one of them.
Hit points: 200,000Aurel Fields · The Crown Front · Dorvan Woods · Corvel Marches · Oreth ScarOpen entry →
Alfa’s answer to anything that gets past the shields, and quick enough that most things do not.
Hit points: 200,000Aurel Fields · The Crown Front · Dorvan Woods · Corvel Marches · Oreth ScarOpen entry →
Holds the Crown Court’s processional gate in a pair, from behind the wall. Reaching one means coming through the court’s mouth first.
Hit points: 180,000The Crown FrontOpen entry →
The one healer beside Alfa’s dais. Leave it standing and everything else in the court takes twice as long to kill.
Hit points: 195,000The Crown FrontOpen entry →
Omega Citadel’s shield line, forged rather than raised, and no easier to move for it. It holds the same three places: the pads out on the line, the breach, and the dais.
Hit points: 200,000Aurel Fields · The Crown Front · Dorvan Woods · Corvel Marches · Oreth ScarOpen entry →
Omega’s counterattack, kept behind the bulwarks until something is worth spending it on.
Hit points: 200,000Aurel Fields · The Crown Front · Dorvan Woods · Corvel Marches · Oreth ScarOpen entry →
Holds the Crown Court’s processional gate in a pair, fed by power drawn straight off the forge floor. The same rule applies: kill it first.
Hit points: 180,000The Crown FrontOpen entry →
The one healer beside Omega’s dais, and the single most annoying thing between an Alfa raid and the Arc Core.
Hit points: 195,000The Crown FrontOpen entry →
The Core under Alfa Citadel. Not a monster — a piece of the thing that broke, still lit, and the reason the east still stands. Breaking it ends the season.
Hit points: 2,000,000The Crown FrontOpen entry →
The Core under Omega Citadel, the west's half of the same broken thing. It is what the entire road is pointed at.
Hit points: 2,000,000The Crown FrontOpen entry →Nothing in this section matches that search.