Lairs

GUIDEBOSSES

A lair is a special dungeon with a lair boss waiting in its last hall. Every land has lairs, and the first lair you clear in a land gives you that land's Jewel, which opens the next metal tier. Lairs are harder than ordinary dungeons, and each one rolls its own difficulty: Normal, Fatal or Abyssal.

CONTENTS
  1. Where lairs are
  2. Lair tiers
  3. Inside a lair
  4. Fighting it again
  5. Tips

Where lairs are

Each land is made of huge regions. Every region has one lair, so you will find several lairs in a land as you explore. A lair is never close to where the world begins: it is always at least 1,500 pixels (about 94 tiles) from the starting point.

A lair's entrance is a great gate cut into a sheer rock outcrop, bigger than an ordinary dungeon's mouth. Each land's lair holds that land's boss:

LandLair nameBoss
WoodsWoodland LairSilvetus
Rocky HighlandsHighland LairGiggos
TundraTundra LairNivora
DesertDesert LairFulgoria
Haunted WoodHaunted LairThe Hollow Stag

Finding one

  • The Lair Reading, bought in villages: read it from your pack, and when you put the pack away the lair of the land you are standing in is shown to you and pinned on your map.
  • The Dungeon Reading shows every dungeon within a long walk, and any lair among them.
  • Once you know where a lair is, its mark on the map (M) shows its name, whether you have entered or beaten it, its boss (and FELLED once it is down), and whether its land's Jewel is still waiting in it.

Lair tiers

Every lair has a tier, rolled when the world is made. It never depends on how far out the lair is. The tier is part of the lair's name (a Fatal Desert Lair, an Abyssal Tundra Lair), and the map calls a Fatal lair HARD and an Abyssal lair VERY HARD.

TierChanceBoss healthBoss blowsExperience
Normal1 in 2 (50%)x1x1x1
Fatal35%x1.5x1.25x1.25
Abyssal15%x2x1.5x1.5

The tier also makes the creatures in the lair's rooms tougher, and makes the lair stay sealed longer after you beat it (see Fighting it again).

The Jewels you hold make every lair harder

On top of its tier, a lair's boss grows stronger with every Jewel you hold when you go in. The tier and the Jewels multiply together. These are multiples of the boss's own base health and base blows (see Lair Bosses for each boss's base).

Jewels heldBoss healthBoss blows
0x1x0.75
1x2.8x1.9
2x5x2.5
3x13x3.7
4x22x5.4
5x28x7.7

For example, Giggos has 500 health in a Normal lair with no Jewels held. In an Abyssal lair with 2 Jewels held he has 500 x 5 x 2 = 5,000.

With no Jewels held, a boss's blows land at 75% of its base, so your very first lair is a little gentler.

Inside a lair

A lair is laid out like a dungeon: rooms joined by passages, torches on the walls, chests to find and the land's night creatures in the rooms. The creatures in a lair are stronger than in most dungeons:

Lair tierCreature healthCreature blows
Normalx2x1.5
Fatalx2.8x1.9
Abyssalx4x2.5

Like every dungeon's creatures, they also grow with the Jewels you hold (see Jewels).

The boss gate

The boss's hall has only one way in, from the south, and a gatehouse with an iron portcullis stands across it. While the boss lives the gate is shut and nothing passes it, not you and not the creatures in the lair.

  1. Walk up to the gate and press E. The runes on it light up and the portcullis sinks into the floor.
  2. Every Wanderer in the lair is walked through together. While you walk in, nothing can hurt you, and the boss holds still.
  3. The gate rises and slams shut behind you. You get control back, and the fight begins.

When the boss falls

  • The words LAIR CLEARED appear.
  • If this is the first lair you have cleared in this land, its Jewel comes down to you first, and the next metal tier opens.
  • The boss leaves its drops: 2 of its trophy and 1 Endurium.
  • Its echo may pass into a piece of your gear and make it Forged.
  • The lair's own chest rises out of the hall's floor in a pillar of light, the way out opens in the hall's north wall, and the gate opens for good.

The lair's chest

The chest in the boss's hall is always a Rare chest (see Chests). It holds 3 finds (gear, charms, coat fibre or Spirit Gems); its first find is always a weapon or tool. A lair's chest is more likely to give gear of the next metal up than an ordinary chest:

Lair tierNext metal up (first find)Next metal up (the others)Spirits
Normal90%71%263
Fatal90%74%306
Abyssal90%77%350

"Next metal up" means one metal above what your Jewels have opened (see Jewels). With 4 or more Jewels everything found is Endurium. The spirits are of all four kinds, split at random.

Fighting it again

A beaten lair is sealed once you open its chest and leave. Its doorway shows a pale veil, and E tells you how long is left. When the time runs out, everything comes back: its creatures, its chests, its boss and the boss's chest.

Lair tierSealed for
Normal4 days
Fatal6 days
Abyssal8 days

A land's Jewel and what it opened come only once. Every fight after that still gives the boss's trophies, its Endurium, its chest and a chance at its echo, so fighting lairs again is how you collect trophies for plaques and Bind the Echo.

The days are game days, counted by the world's clock, so sleeping through nights brings a lair back sooner.

Tips

  • Clear the lair's rooms before the gate. Once you are in the boss's hall, the gate keeps you in until the fight is over.
  • A Normal lair is the gentlest place to win a land's Jewel. Any lair in the land gives the Jewel the first time, so if the nearest one is Abyssal, it can be worth looking for another.
  • Each Jewel makes every lair harder, so the order you clear lands in matters. Upgrade your gear with the new metal before you take on the next lair.
In online play, a lair's boss is run by the game of whoever came down first; everyone else sees the same boss. The boss's health grows with the number of Wanderers who came in through its gate this attempt (someone who falls and is carried out still counts): each extra player adds 60% of its health in a Normal lair, 72% in a Fatal lair and 80% in an Abyssal lair, up to 5 players. Everyone gets their own drops and their own chest finds. A Jewel won by anyone in the room is won for the whole world.

See also