Silvetus

WOODSLAIR BOSS

Silvetus is the boss of the Woods Lairs. He is a huge two-legged beast of braided roots and moss, with a heavy wooden jaw, a long tail and red toadstools growing on his back. He waits in the deepest hall of every Woods lair. The first time you beat him in a Woods lair you win the Jewel of the Woods, the Heart of the Old Oak (see Jewels).

Silvetus is the boss of the Woods Lairs. He is a huge two-legged beast of braided roots and moss, with a heavy wooden jaw, a long tail and red toadstools growing on his back. He waits in the deepest hall of every Woods lair. The first time you beat him in a Woods lair you win the Jewel of the Woods, the Heart of the Old Oak (see Jewels).

CONTENTS
  1. The hall
  2. Health
  3. Moves
  4. Rage
  5. Rewards
  6. How to fight it
  7. Drops
  8. Spirits and experience

The hall

His hall is the lair's deepest room. It has one way in, from the south, through a boss gate with green runes. Press E at the gate: it lowers into the floor, every Wanderer in the lair is walked through, and it rises and shuts behind you. You get control back once you are inside. While Silvetus lives, the gate is a wall to other creatures: none come in or out.

Small glowing mushrooms on his body light the hall around him. His Noxious Breath stops at the hall's walls. When he falls, a chest rises out of the floor and the way out opens in the hall's north wall.

Health

His health depends on the lair's tier and on how many Jewels you hold when you go in (see Lairs). In a Normal lair with no Jewels held it has 620 health.

Jewels heldNormal lairFatal lairAbyssal lair
06209301,240
11,7362,6043,472
23,1004,6506,200
38,06012,09016,120
413,64020,46027,280
517,36026,04034,720

In online play, each extra Wanderer who comes in through the boss gate adds 60% of this in a Normal lair, 72% in a Fatal lair and 80% in an Abyssal lair, up to 5 players.

Moves

Silvetus waits 1 to 1.7 seconds between moves. If you are more than about 170 px (10 squares of the building grid) away, he runs at you first and slows to a walk as he gets close. Close up he mostly bites and whips his tail; from farther off he charges more often. He rarely uses the same move twice in a row.

The damage numbers below are his base blows, before the lair's multipliers: with no Jewels held a boss's blows land at 75% of base, each Jewel you hold raises them (see Lairs), and a Fatal lair's boss hits 25% harder and an Abyssal lair's 50% harder. His rage adds 20% more on top.

Your guard (right-click or R) can parry or block any of his blows (see Combat). Guarding does not keep out the poison from his spores.

Great Bite (every lair)

He turns to face where you stood. Once he faces it, a ring appears on the floor there and closes in. He rears back with his jaws open for 0.65 seconds, then lunges so his jaws land on the ring.

  • Damage: 36 to anyone inside the ring.
  • Avoid it: step out of the ring before he lunges, or jump (Space) as his jaws come down.

Charge (every lair)

A strip is marked on the floor from him to the wall in your direction. After 0.85 seconds he runs the strip, skids to a stop, and roars. As he roars, branches shake loose and fall: one aimed where each Wanderer stands, plus others around the hall, up to 6 in all. A growing shadow on the floor shows where each will land; it falls 1.2 seconds later.

  • Damage: 34 if he runs into you; 26 from a falling branch.
  • Avoid it: step to the side of the strip, or jump over him as he passes. When he roars after the skid, move off your spot: a branch is coming down on it.

Tail Whip (every lair)

He turns away and raises his tail, wound up for 0.6 seconds, then spins a full circle on one planted foot in 0.8 seconds, his tail sweeping low along the floor. It reaches about 128 px (8 squares) from him.

  • Damage: 28.
  • Avoid it: jump over the tail as it reaches you, or get out of its reach.

Death Caps (every lair)

He roars, and red toadstools push up all over the hall: one next to each Wanderer, and others around the hall, up to 8 in all. Each grows for 1.3 seconds, shakes, then bursts into a cloud of spores about 30 px across that lasts about 5 seconds. He uses this at most once every 12 seconds.

  • Damage: 5 every 0.5 seconds you stand in a cloud, and each time you are also poisoned: 0.6% of your maximum stamina is poisoned, and spending it costs 6% of your maximum health in all. Poison stacks, and it never takes your last point of health. See Status Effects.
  • Avoid it: walk away from the toadstool that grows by your feet before it bursts, and stay out of the clouds until they fade. A Lingonberry Tea cures poison and protects you from it for 5 minutes.

The Hunt (Fatal and Abyssal lairs)

He snarls and taunts for 1.3 seconds, and the hall goes dark except for his glowing eyes. He picks one Wanderer and prowls after them for 3 seconds. Then he crouches low for 0.45 seconds: a mark shows where he will land and a ring shows where his jaws will shut. He leaps up to 120 px in 0.2 seconds and bites as he lands. A shockwave then runs out across the floor around him. The light comes back after. He uses this at most once every 16 seconds.

  • Damage: 66 from the bite inside its ring; 12 from the shockwave, which reaches about 64 px and does not hit whoever was bitten.
  • Avoid it: when he crouches, move out of the jaws' ring. Jump (Space) as the shockwave passes under you.

Noxious Breath (Abyssal lairs only)

He turns to face you, and his throat glows for 0.9 seconds. Then he opens his jaws and a broad cone of gas, about 115 degrees wide and 300 px long, fills out from his mouth for 2 seconds. A spark follows, and the gas goes up in flame from his mouth to the far end of the cone. He uses this at most once every 18 seconds.

  • Damage: 3 every 0.5 seconds you stand in the gas; 80 from the flame.
  • Avoid it: get out of the cone before the spark, behind him or well to his side. The cone does not pass the hall's walls.

Rage

His health bar is split into parts. When you take him past about 78% and 57% of his health, he flinches and stands dazed for 3 seconds in all.

At 35% of his health, as soon as he is between moves, he flies into a rage. He roars for 2.2 seconds; nothing interrupts the roar. During it, 5 creatures of the Woods climb out of the ground around him, and 2 more for each other Wanderer near (up to 11). From then on:

ChangeAmount
Damage he deals20% more
Damage he takesAbout 17% less (your blows land at 1 / 1.2)
Time between movesRuns out 30% faster
Walking, running and charging speed30% faster

He also heals while raging, a share of his maximum health each second, but never above the 35% where he raged. Each time you hit him, his healing stops for 2 seconds, then eases back in over 1 second. How fast he heals depends on how many Jewels you held when you entered the lair:

Jewels heldHealing per second
00.10% of his maximum health
10.13%
20.17%
30.23%
40.21%
50.31%

Rewards

  • 2 Heartroot, his trophy. Hang one on a Boss Trophy plaque, grind it into Earth spirit, or spend 3 at the Augmentation Table to bind his echo to another item (see Boss Trophies and Bind the Echo).
  • 1 Endurium.
  • The Jewel of the Woods, the Heart of the Old Oak, the first time you clear a Woods lair (see Jewels).
  • A lair chest, which rises out of the floor when he falls (see Chests).
  • His echo: beating him can forge a fully spirited weapon, coat or Spirit Book with Moss Forged (see Forged Gear).

When he falls, his roots wither, he crumbles into leaves and bark, and a sapling pushes up where he lay. At endurium, 2 Heartroot also let you make a Greatsword with Silvetus's cut: the same weapon in his moss and bark green.

Once you hold the Heart of the Old Oak, an elder in a Woods village may give you the story quest The Oak That Remembers, which tells who Silvetus was (see Village Quests).

How to fight it

  • Watch the floor. Every big blow is marked first: the bite's ring, the charge's strip, the branches' shadows, the toadstools and, in harder lairs, the Hunt's landing ring and the breath's cone.
  • The best time to hit him is right after a move ends: after the bite's lunge, after the charge's skid and roar, and after the tail's full spin.
  • When he turns away and raises his tail, either back out of its reach or get ready to jump.
  • After a charge, keep moving: the branches fall on where you stood when he roared.
  • Death Caps put a toadstool right beside you. Walk away from it at once and fight him from clear ground; the poison builds up the longer you stand in clouds.
  • Bring a Lingonberry Tea or two. Drinking one before the fight keeps the spores' poison off you for 5 minutes.
  • Save your strength for the rage at 35%. Clear the creatures that climb out if they crowd you, but keep hitting him: every blow pauses his healing for 2 seconds.
In online play: Silvetus is run by one player's game, and every other game shows the same fight. Your blows on him are decided by your own game; his blows on each Wanderer are decided by the game that runs him. His health grows with the Wanderers who came in through the lair's gate: +60% for each extra player in a normal lair, +72% in a Fatal lair and +80% in an Abyssal lair. His blows, branches, spores, gas and flame reach every Wanderer in the hall, and Death Caps grow a toadstool by each of you. The Hunt chases one Wanderer at a time. His rage brings 2 more creatures for each other Wanderer near.

Drops

When it falls it leaves:

ItemAmountChanceUsed for
Heartroot2ALWAYSSelling
Endurium1ALWAYSEndurium Ingot, Spirit Book (item), Yeti Tusk Charm, and more

Spirits and experience

When it falls it lets go of 16 Earth and 8 Water and 4 Wind spirits. You gain experience in:

Health150
Attack150
Endurance80

See also