The Emberwild guide
Everything in Emberwild 0.2.1: how to play, what can happen, and every item, recipe and creature. Download the game.
Getting started
Emberwild drops you on a wooded island ringed by mountains, with a lake in the middle and sea cliffs on one side. You start with nothing: everything comes from the island.
Installing
- Mac: unzip and move Emberwild to Applications. It isn't notarised by Apple, so the first time, right-click it and choose Open (or System Settings > Privacy & Security > Open Anyway).
- Windows: unzip and run
Emberwild.exe. KeepEmberwild.pckin the same folder or the game won't start. It's unsigned, so if SmartScreen says "Windows protected your PC", choose More info, then Run anyway.
The title screen
- Continue picks up your most recent world.
- Tutorial starts a guided first game, or carries it on.
- New World asks for a name, a seed and how fast food spoils. A blank seed gives a random island; any number or word gives a repeatable one; 1337 is the original island. Food spoils Normally (raw meat lasts 2 days), Slowly (twice as long) or Never.
- Load World lists your worlds with their seed and time played. Delete asks you to click again first.
- Host Game runs a server on your computer and puts you in it.
- Join Game connects to someone else's server.
- Profile sets your name and look for multiplayer.
The version number is at the bottom right, with a card there when a newer release is out.
The tutorial with Old Tam
The tutorial takes about 20 minutes. Old Tam, a hermit who has lived on the island longer than he'll admit, walks you through five chapters: first tools, fire and food, hunting, fishing, and shelter and night. Each step is a real goal (gather sticks and stones, craft an axe, roast a mushroom, hunt a rabbit, build a hut, sleep) and ticks off as soon as you've done it. Nothing is on a timer.
Hhides or shows his panel.Entermoves on from steps that only want you to read.- The pause menu can skip a step, or leave the tutorial to carry on later.
The tutorial island is calm: no wolf pack (just one demonstration wolf), no bear, no thieves and no barrow guards. At the end you can Start your own world or Keep exploring.
Controls
WASDmove, the mouse looks.Shiftsprints (uses stamina).Spacejumps, or swims up. At the water's edge it kicks you up onto the bank.Einteracts: pick up, open, add fuel, butcher, pick berries, open doors, use a bed.Left clickuses what you hold: swing a tool or weapon, place a piece, cast or reel in a fishing line.- Hold
Left clickwith a bow to draw, release to shoot. Right clickeats held food, puts on a held cloak, or throws a held spear.Rrotates the piece you're placing (building pieces in quarter turns, other things in smaller steps).Xdismantles the piece you're looking at.1to8or the mouse wheel pick a hotbar slot.TaborIopens your inventory and crafting.- In the inventory:
Left clickpicks up or puts down a stack,Right clicksplits a stack or puts down one,Shift+ click moves a stack to or from a chest,Shift+ click on Craft makes up to five. Esccloses the inventory, or opens the pause menu.Enterrespawns from the death screen, and continues tutorial steps that just want reading.Hhides Old Tam's tutorial panel or tip card.Topens chat on a server.
Staying alive
Four bars sit at the bottom left: Health, Stamina, Food and Warmth, each out of 100, with three short Diet bars below for meat, fish and greens. Your statuses show as words above them. The clock and weather are top right.
Health and stamina
Health comes back slowly on its own when you're fed (Food above 40), warm (Warmth above 35), not short of any diet group, and haven't been hurt for 6 seconds. It drains while you're starving, freezing or malnourished.
Sprinting, jumping, swinging, drawing a bow, throwing and casting cost stamina, which comes back a second after you stop. When you're spent, actions fail with "Too tired".
Food and diet
A full stomach empties in about a day and a quarter, faster when you're cold. Under 25 you're Hungry; at zero you're Starving and losing health. You can't eat when you're nearly full.
Each food also tops up one diet group, and each group runs down from full in about a day and a half:
- One group low (its bar blinks): Poor diet. You stop healing naturally.
- Two or more low: Malnourished. Health slowly drains and stamina recovers more slowly. Berries alone will kill you.
- All three kept well up: Balanced diet, and you heal half as fast again.
Warmth
Warmth drifts towards what your surroundings allow, rising quickly and falling slowly.
- The air is mild by day and cold at night: a night out in the open leaves you Cold.
- The higher you climb, the colder it gets.
- Cloud, rain, storms, snow and blizzards each take more warmth away.
- A lit campfire or hearth makes you Warm. A held torch gives a little warmth.
- Cloaks add warmth: the hide cloak +15, the wolf cloak +25, the alpha cloak +35. They also cut the chill of being wet, the better ones more so.
- A proper shelter keeps most of the weather out and adds a little warmth. Mostly stone walls add a bit more, and a fur rug more again.
Below 30 you're Cold and get hungry faster. Below 12 you're Freezing and losing health.
Wet
Rain soaks you without a roof overhead, and so does waist-deep water. Wet lasts a minute and a half after the soaking stops and costs a lot of warmth. A fire dries you three times as fast. Snow doesn't wet you.
Sheltered, Rested and Cozy
- Sheltered: a roof overhead and walls in at least six of eight directions within 8 m. Windows count as wall.
- Rested: 20 seconds sheltered close to a fire makes you Rested for 5 minutes: stamina comes back 50% faster. A night's sleep gives 10 minutes.
- Cozy: sheltered near a fur rug. A little warmer, and Rested twice as fast.
Food poisoning
Raw meat (about a third of the time) and raw fish (about a fifth) can make you ill. For a minute stamina comes back at half speed and you can't eat. Cooked, smoked and salted food is safe. Raw meat also costs a little health, but never kills you by itself.
Death and graves
The death screen says what killed you. Everything you carried, cloak included, goes into a grave where you fell (on the nearest shore if you died in the lake). After 3 seconds you can respawn: at your bed if it's still standing, otherwise at the island's start, with half health, half a stomach and your diet topped up to a safe level. Press E on the grave to take your things back; it crumbles once empty.
Food
Eating and buffs
Hold food and Right click to eat one. Food fills your stomach, may restore health and tops up its diet group. Cooked meat also gives Well fed for 10 minutes: faster stamina and double healing.
Foraging
- Berry bushes grow along forest edges and in meadows.
Epicks 2 to 4 berries and a little fibre; the bush is then bare for 10 minutes. - Mushrooms grow in deep forest. Fine raw, much better roasted.
Both count as greens.
Cooking
Stand near a lit campfire or stone hearth and open your inventory: the Cooking tab shows what you can make. Raw meat cooks, mushrooms roast, perch and trout grill. A fire that has gone out cooks nothing.
Spoilage
Food goes off. Its slot shows a bar running from green to brown, and the tooltip says Fresh, Going off or Nearly rotten, with the time left. At the normal setting:
- raw meat and fish keep 2 days,
- berries 3 days and mushrooms 4,
- cooked meat and grilled fish 4 days, roasted mushrooms 6,
- smoked meat and fish 12 days,
- salted meat and fish 20 days.
Food rots wherever it is, chests included. Adding fresh food to an older stack gives a stack somewhere in between. Food on the ground disappears when it rots. Rotten food is good for nothing. A world's spoilage setting can make food last twice as long, or never spoil.
Smoking rack and salt
A smoking rack is a fire with a rack over it. Open it with E, put in raw meat or fish and some wood, and every minute it turns two raw meat (or two perch, or one trout) and a wood into two smoked. It keeps working while you're away and overnight.
Salt crusts the rocks on the cliff tops above the sea. Two raw meat (or two perch, or one trout) and a salt make two salted, by hand with no station. Salted food is safe as it is and keeps longest.
Gathering and crafting
Pickups
Look at something on the ground and press E. Sticks lie under trees, stones everywhere, flint mostly near water and on rocky ground, feathers in open meadows. Wild flax, the pale tall plants, gives 2 fibre a clump. There's always a little of each near the start. Further out you'll find iron nuggets in the scree at the foot of the mountains, clay on the lake shore and salt on the sea cliffs.
Trees and boulders
Hold an axe and Left click a tree. It takes 5 hits with a stone axe and gives 4 to 6 wood and a few sticks as it falls. Boulders need a pickaxe: 6 hits with a stone one, a stone every hit, then more stone and some flint when it breaks. Rust-streaked boulders also give iron ore. Iron tools hit twice as hard and the antler pickaxe three times. Every swing costs stamina.
Regrowth
While you play (and while you sleep) the island grows back: ground pickups after 15 minutes, felled trees after 40, broken boulders after an hour, berry bushes 10 minutes after picking. Nothing regrows right beside you or under something you've built, and building over sticks, stones and plants clears them for good.
Crafting and stations
Tab opens your inventory beside the crafting list. Recipes you can't make yet are dimmed, with what's missing in red, and the panel says which stations are near.
The basics (stone axe and pickaxe, club, torch, campfire, workbench, charcoal kiln, smoking rack, salted food) need no station. Everything else needs one within about 6 m:
- Workbench: better tools and weapons, chests, the bed, cloaks, rugs, wooden building pieces, and the smelter, forge and stonecutter.
- Lit campfire or stone hearth: cooking.
- Forge: iron tools and weapons, iron arrows, nails, the lantern and the iron-banded door.
- Stonecutter: cut stone and all stone pieces.
Wear and repair
Tools and weapons wear with use and break when they run out. A bar under the slot shows what's left, and you're warned when it's nearly gone. Repair from the inventory screen, at the station it names, for a little of what it's made of: stone tools and wooden weapons at a workbench, iron tools and the antler pickaxe at the forge.
Inventory and chests
You carry 40 slots; the top row of 8 is your hotbar. A wooden chest holds 16 stacks and must be empty before you dismantle it.
Building
Placing and snapping
Select a piece on your hotbar and a ghost shows where it will go: green if it fits, red if not, with the reason in the prompt. Left click places it, R turns it.
Building pieces (floors, walls, roofs, gables, doors, windows, stairs, posts, palisades) are 2 m on a side and snap to each other: aim near a piece and the ghost lines up with it. On open ground a floor sits level and a wall sits flush. You can't build in water. A roof rises 1 m over 2 m, so two from opposite walls of a 4 m hut meet at the ridge; gables close the ends.
Support
Look at a piece to see its support. Anything on the ground has full support; each piece above or beside takes support from the best piece it's joined to, losing a little going up and a lot going sideways. Below 30% a piece can't be placed, and pieces left without support collapse back into your inventory. A hut, a second storey or a short overhang works; a bridge in mid-air doesn't. Posts and pillars carry their load straight down.
Wood and stone
Stone loses much less support going up, so it builds tall. Wood can sit on stone, but stone can't stand on wood. A room walled mostly in stone is a little warmer.
Dismantling
X takes a piece back into your inventory. Chests, kilns, smelters and racks must be emptied first. Graves can't be dismantled.
Doors
E opens and closes a door. Wolves can't bite through a closed door or wall. On a wolf moon the alpha can batter a wooden door in; mend it with E for 2 wood. An iron-banded door can't be broken.
Shelter, fires and rugs
You're Sheltered with a roof overhead and walls in at least six of eight directions. A roof alone keeps the rain off you and your fire. A campfire works fine indoors. The stone hearth warms a room half as wide again as a campfire, its chimney keeps the rain out, and it cooks. A fur rug in a sheltered room makes you Cozy.
Beds
E on a bed makes it your spawn point. Once it's yours, E sleeps until 06:00, if it's between 19:30 and 05:30, the bed is sheltered, and no wolves are prowling within 40 m. While you sleep, fires burn, kilns and smelters work, things regrow and food spoils. You wake dry, warm, full of stamina, Rested and a little hungrier, and the game saves.
Weather and seasons
Day and night
A day lasts 20 real minutes, starting on day 1 at 08:00. The sun rises about 05:00 and sets about 19:00. For sleeping and for wolves, night is 19:30 to 05:30.
Weather
Over many days it's roughly 40% clear, 30% cloudy, 20% rain and 10% storm. Fronts roll in over a minute or so, and a new world's first 10 minutes are always clear. Rain makes an uncovered campfire burn faster, up to four times as fast in a storm.
Cold days and the snowline
About one day in four (never the first) is a cold day: colder air, snow instead of rain, a blizzard instead of a storm. Snow settles over a few minutes and only melts on a milder day. High on the mountains it always snows, and it's colder still.
Hard winters
Every 12 days comes a hard winter: three bitter days in a row (days 12 to 14, 24 to 26, and so on), announced the day before. Every day is extra cold, snow and blizzards are likelier, only half as many animals are about, and the lake's edge freezes: you can walk on the ice but not fish through it.
Blizzards
A blizzard cuts visibility right down and its wind strips your warmth twice as fast, even by day. Shelter keeps it out.
Lightning
In a storm, roughly once every minute or two, lightning strikes a tree near someone, preferring tall trees near the rim. It burns for 40 seconds (warm yourself by it), then falls, leaving 2 charcoal. Buildings are never struck.
Snow on roofs
Snow piles up on roofs as it settles and melts off with it. It's only for looks.
Wildlife
Animals live around you, appearing out of sight 30 to 70 m away: up to 6 rabbits, 4 deer and 3 boars at once. You need a weapon (or at least an axe or pickaxe) to hurt anything. A carcass stays for 5 minutes.
Rabbits, deer and boars
Rabbits live in meadows and zig-zag when they bolt. Deer keep to forest edges, notice you from further off and outrun your sprint. Sprinting makes you noisy, so walk when stalking. Boars live deep in the woods and ignore you until hit; then they charge and gore you until badly hurt. All give meat; deer and boars give hide.
Wolves and the den
The wolves' den is a cave of piled boulders at the foot of the mountains.
- Days 1 and 2: the den is empty.
- Day 3: wolves move in, resting by day and howling at night.
- From night 4: the pack hunts, going home at dawn. It's 2 wolves at first, 3 from day 6, 4 from day 9. Wolves you kill are replaced while nobody's watching.
By day, wolves watch you within 14 m of the den and attack within 8 m. At night the pack circles you and takes turns darting in, one at a time. Within 8 m of a lit campfire or hearth they circle wide and never close in. A torch or lantern in hand makes them come in far less often. A lone wolf keeps its distance, and a badly hurt one runs off for the night. Wolves give meat and pelts.
The wolf moon and the alpha
Every 7th night (days 7, 14, 21...) the moon turns red and an alpha hunts with the pack. It has three wolves' health, bites harder, ignores fire, doesn't take turns and doesn't run. If it can't reach you it batters the nearest closed door: a wooden one gives way after about five blows. It leaves at dawn, dead or not, and drops meat, an alpha pelt and wolf fangs.
The bear
One bear lives in the densest forest near the rim. By day it ambles round its patch; at night it sleeps there. It won't start a fight but rears up and warns you inside 8 m, and charges if you then come within 6 m, or if you hit it. Badly hurt, it runs home.
From day 3 it raids food: a chest with food in it, or food on the ground, within 60 m of it, with nobody within 12 m. It eats every bit of food and wanders off. It can't reach what it can't walk to and doesn't break things, so a closed hut or palisade ring keeps it out. Killed, it's back 3 days later. It drops lots of meat, a bear hide and bear fat, which burns three times as long as wood.
Crows and foxes
Food on the ground that nobody has been within 10 m of for 20 seconds draws a thief. By day a crow pecks the stack away bit by bit, scared off if you come within 7 m. At dusk and night a fox grabs the whole stack and runs; come within 10 m as it creeps in and it bolts empty-mouthed, or kill it to make it drop the food. Food in a chest is safe from both.
Hunting and fishing
Weapons
- Wooden club: quick to make and hard-hitting. Blunt, so 50% more against skeletons.
- Spear:
Left clickthrusts with long reach,Right clickthrows for more damage; pick it up where it lands. On its last use it breaks where it lands. The iron spear is much deadlier. - Crude bow: hold
Left clickto draw (just under a second for full power) and release. The fuller the draw, the faster and harder the arrow; a barely drawn bow fires nothing. Iron arrows are used first and do half as much again. Arrows that miss can be picked up. - Axes and pickaxes make poor weapons, though the iron axe hits well.
Butchering
E on a carcass gives its meat, hide and so on, plus any arrows stuck in it. What doesn't fit drops at your feet.
Fishing
Hold a fishing rod and Left click to cast into the lake. The float needs water at least half a metre deep. The sea has no fish. Fish swimming near the surface, and the odd one jumping, show you where to cast.
- A bite comes after 5 to 14 seconds, sooner at dawn and dusk and a little sooner in rain.
- When the float dips you have a second and a half to click. Miss and it gets away.
- More than 26 m from the float and the line snaps. Switching away from the rod reels in.
Perch are the usual catch. Trout are rarer but bite much more often at dawn (05:00 to 08:30) and dusk (17:00 to 20:30).
Iron and progression
Finding iron
Iron nuggets lie in the scree at the foot of the mountains. Rust-streaked boulders, commonest near the rim, give iron ore to a stone pickaxe. Clay comes from the lake shore. The barrow holds bars and nuggets.
Smelting
- A charcoal kiln (stone and clay, by hand) turns two wood into one charcoal every 20 seconds.
- A smelter (at the workbench) turns one iron ore and one charcoal into an iron bar every 30 seconds. Three nuggets can stand in for one ore.
- A forge (six iron bars, at the workbench) is the station for everything iron.
Kilns, smelters and smoking racks work on their own while you're away, and glow while they work. Take the results out of the same slots.
What iron gets you
Iron axes and pickaxes take about half the hits and last far longer. The forge makes the iron spear, iron arrows, the lantern, nails (for wooden stairs, windows and palisades) and the iron-banded door. The stonecutter turns stone into cut stone and makes every stone piece, including the stone hearth.
The barrow
Out on open ground stands a burial mound in a ring of standing stones, with a passage to a chamber and a stone coffin. Three skeletal barrow guards stand inside. They wake if someone enters the stone ring at night (or any time after day 10), when the coffin is opened, or when one is hit. They're slow enough to walk away from but hit hard, ignore fire, and won't follow you far. A club does them extra damage.
E on the coffin takes 1 to 3 iron bars, 3 to 6 nuggets and one barrow key piece. It fills again 5 days after it's emptied, early one morning with nobody near, and fallen guards return then too.
The Old Stag
A ring of standing stones at the foot of the rim has an altar with three hollows for barrow key pieces, so you need three coffin trips. Set them in with E, over as many visits as you like. With all three in, E at night calls the Old Stag, a huge antlered spirit.
- It circles, lowers its antlers as a warning, then charges straight through where you stood. Step aside.
- After a charge it's stunned for a moment and takes half as much again from your hits.
- At two thirds health it calls three spirit wolves out of the mist.
- At one third it calls two more, moves faster and stamps the ground if you stay close.
It doesn't run and ignores fire. If dawn comes, or everyone leaves or dies, it fades away and the key pieces stay in the altar for another night. Beat it and it drops its antler and a trophy you can place; the key pieces are used up. At the forge, the antler, an iron bar and some wood make the antler pickaxe: faster than iron, longer-lasting and lighter to swing.
Multiplayer
Your profile and identity
Set a name (3 to 16 letters, digits, spaces, _ or -), tunic colour, hair colour and beard under Profile before joining. There are no accounts: the game makes a private key on first run that never leaves your computer, and servers know you by it. A server keeps your name for you.
Hosting
Host Game starts a server on your computer and puts you in. Pick a server name, a rules preset, an optional password, the port (24242 by default) and, the first time, a seed. As its first player you're its admin. A message tells you the addresses friends can join at. Leaving saves the island and stops the server; next time it carries on. On a Mac, allow incoming connections if asked.
Dedicated servers
A spare computer can run an always-on server with no window, set up in its server.json. The first player to join a new server becomes its admin.
Joining
Join Game takes an address (host or host:port, default port 24242) and a password if needed. On Tailscale, use the server's 100.x address or machine name. A lobby shows the server's message, rules and players, then the island loads. Your game and the server must be the same version; if not, you're told which side needs updating.
Playing together
The server decides everything, so the pause menu doesn't pause; it lists who's online and has Disconnect. Each player has their own bed. Only you can open your grave. Looking at someone's piece shows whose it is. More players means more animals about, and the wolf pack splits between the players it hunts, preferring those away from a fire. The night passes once enough players are in bed.
Rules and presets
- Co-op: no PvP, no raiding, locks for owner and friends, a grave when you die.
- Friendly rivals: as co-op, but with PvP.
- Adversarial: PvP and raiding on, locks for the owner only, and your things scatter on the ground when you die.
The rules themselves:
- pvp: players can hurt each other.
- raiding: players can dismantle each other's pieces.
- locks: who may use chests, doors and beds:
off,ownerorowner_and_friends. - death_penalty:
grave,keep(keep everything) ordrop_all(scattered for anyone). - sleep: who must be in bed for the night to pass:
all_online,half,anyone, oroff. - difficulty:
easy,normalorhard: hunger and diet drain, animal damage, and one fewer or one more wolf. - rot:
normal,sloworoff. - wolf_grace_days: days before wolves move in (3 by default, 0 to 10); they hunt the night after.
- pause_when_empty: the clock stops when nobody's on.
A server also sets its own day length.
Chat and commands
T opens chat. Plain text goes to everyone; / starts a command.
- Anyone:
/help,/players,/rules,/friend <name>(they may use your doors, chests and beds),/unfriend <name>,/friends. - Admins:
/kick <name>,/ban <name>,/unban <name>,/admin <name>,/save,/backup,/backups,/time 08:00,/weather clear|cloudy|rain|storm|snow|blizzard|auto,/set <rule> <value>,/say <message>,/release-name <name>.
A dedicated server's terminal takes the same commands without the /.
The Old Stag with friends
Each extra player at the stones when it's called gives the Old Stag 60% more health and one more spirit wolf (up to four more). Everyone who struck it is named when it falls.
Settings and sound
The pause menu
Esc opens it (and pauses your own world). It has Resume, Controls, Fullscreen, Mouse sensitivity, volumes for Music, Sounds, Ambience and Old Tam's voice, Old Tam's tips on or off with Show again, Check for updates at start, and Save & Quit to the title or desktop. The game autosaves every 2 minutes and when you sleep. In the tutorial it also offers Skip this tutorial step and Leave the tutorial.
Old Tam's tips
In your own worlds Old Tam offers a one-off tip the first time something comes up: cold, freezing, soaked, hungry, a poor diet, food poisoning, rotten food, nightfall, the first howl, a red moon, snow, storms, a hard winter, running out of stamina, your first shelter, your first death. Each shows once, under the clock for about 14 seconds. H puts it away.
Music and sound
The music follows what's happening: calm by day, a night theme after dark, a storm theme in storms, blizzards and wolf moons, danger music when something is coming for you, and a boss theme for the Old Stag. Between pieces there's ambience: birds by day, crickets and owls at night. Indoors everything is quieter, and the music dips while Old Tam speaks.
Updates
With the update check on, the title screen tells you when a newer Emberwild is out and offers a Download button or the release page.
Tips for your first days
- Gather sticks, stones, flint and fibre straight away and craft a stone axe and pickaxe by hand.
- Keep your campfire fed: wood burns a minute, sticks 20 seconds, and a fire holds 15 minutes of fuel.
- Carry a torch at night for light, a little warmth and hesitant wolves.
- Have a roof, walls, a door and a bed up before night 4. Press
Eon the bed so you respawn there. - Keep a fire in or right by your hut: rest by it, and wolves won't close in.
- Eat a bit of everything and never let two diet bars run low.
- Cook meat and fish. Raw food often makes you ill.
- Don't leave food lying about: thieves take it from the ground, and from day 3 the bear raids chests it can reach.
- Make a hide cloak before the first cold day, and stock wood and food before day 12.
- Walk, don't sprint, when stalking deer and rabbits.
- Leave boars alone until you have a spear or bow.
- Repair tools before they break: a stone tool costs one flint at the workbench.
All items
Every item in the game, from its own data. Food values are how much a bite fills each bar; diet groups are meat, fish and greens.
Materials
| Item | What it is | Numbers |
|---|---|---|
| Stick | A sturdy branch. Handles, kindling, fuel. | burns 20 s |
| Stone | A fist-sized stone. | |
| Flint | Sharp-edged stone. Knaps into blades and axe heads. | |
| Wood | Split timber from a felled tree. | burns 60 s |
| Plant Fiber | Tough stems from bushes. Twine, torch wrapping. | burns 5 s |
| Hide | Raw hide from a deer or boar. Makes a warm cloak. | |
| Feather | Found in meadows. Fletching for arrows. | |
| Wolf Pelt | Thick grey fur. The warmest thing on the island. | |
| Iron Nugget | A rusty lump of iron from the scree under the mountains. Three smelt into a bar. | |
| Iron Ore | Red-streaked rock from a rusty boulder. Smelt it with charcoal. | |
| Clay | Grey clay from the lake shore. For kilns and smelters. | |
| Charcoal | Burns hot: smelter fuel. Made in a charcoal kiln from wood. | burns 90 s |
| Iron Bar | Smelted iron. Worked at a forge into tools and nails. | |
| Iron Nails | For sturdier wooden building: stairs, windows, a palisade and its gate. | |
| Cut Stone | A squared block of stone, cut at a stonecutter. Builds stone pieces. | |
| Alpha Pelt | The alpha's black fur, thick as a blanket. | |
| Wolf Fang | A long yellowed fang from the alpha. A trophy, and a fine clasp. | |
| Bear Hide | A huge brown hide. Makes a fur rug. | |
| Bear Fat | Rendered fat. Burns three times as long as wood in a fire. | burns 180 s |
| Barrow Key Piece | A carved stone token from a barrow coffin. One of three: the standing stones on the rim are said to wake for them. | |
| Rotten Food | It's gone off. Good for nothing: throw it out. | |
| Salt | Crusted on the rocks above the sea cliffs. Cures meat and fish so they keep for weeks. | |
| Old Stag's Antler | A great pale antler, hard as iron. Worked at a forge into the best pickaxe there is. |
Tools and clothing
| Item | What it is | Numbers |
|---|---|---|
| Stone Axe | Chops trees. Hold it and click on a tree. | axe, tier 1, 60 uses |
| Stone Pickaxe | Breaks boulders into stone and flint. | pickaxe, tier 1, 60 uses |
| Torch | Hold it for light and a little warmth. | |
| Hide Cloak | Right-click to wear it (+15 warmth, less chill from wet). Take it off from the inventory screen. | +15 warmth |
| Wolf Cloak | Right-click to wear it (+25 warmth, wet barely chills you). Take it off from the inventory screen. | +25 warmth |
| Fishing Rod | LMB casts into the lake. When the float dips, click quickly to land the fish. | 80 uses |
| Iron Axe | Fells trees in half the time, and hits harder. | axe, tier 2, damage 14, 200 uses |
| Iron Pickaxe | Breaks boulders in half the time. | pickaxe, tier 2, 200 uses |
| Iron Lantern | A steady light. Rain can't put it out, and wolves don't like it. | |
| Alpha Cloak | Right-click to wear it (+35 warmth, rain barely touches you). Take it off from the inventory screen. | +35 warmth |
| Antler Pickaxe | Mines faster than iron, lasts longer, and is lighter to swing. | pickaxe, tier 3, 250 uses |
Weapons
| Item | What it is | Numbers |
|---|---|---|
| Wooden Club | Crude, heavy, effective. One blow fells a rabbit. Blunt: cracks bone (+50% on skeletons). | damage 12, 80 uses |
| Wooden Spear | LMB thrusts (long reach). RMB throws it: pick it up again where it lands. | damage 18, thrown: damage 30, 50 uses |
| Crude Bow | Hold LMB to draw, release to shoot. Uses arrows. | damage 8 to 32, by draw, 100 uses |
| Flint Arrow | Ammunition for the bow. Arrows that miss can be picked up again. | |
| Iron Spear | LMB thrusts, RMB throws. An iron point: much deadlier. | damage 26, thrown: damage 40, 180 uses |
| Iron Arrow | Half as deadly again as a flint arrow. The bow uses these first. |
Food
| Item | What it is | Numbers |
|---|---|---|
| Berries | A handful of wild berries. Right-click to eat. | food +9, health +2, greens +14, keeps 3 days |
| Mushroom | Edible raw, much better roasted at a campfire. | food +6, greens +10, keeps 4 days |
| Roasted Mushroom | Smoky and filling. Right-click to eat. | food +24, health +8, greens +30, keeps 6 days |
| Raw Meat | Cook it at a campfire. Eaten raw it barely helps. | food +5, health -4, meat +8, 35% chance of food poisoning, keeps 2 days |
| Cooked Meat | Hearty. Leaves you Well fed: faster stamina and healing for 10 minutes. | food +34, health +12, meat +40, keeps 4 days |
| Perch | A small lake fish. Grill it at a campfire. (Fish) | food +4, health -2, fish +8, 20% chance of food poisoning, keeps 2 days |
| Trout | A fine, fat lake trout. Bites best at dawn and dusk. (Fish) | food +6, health -2, fish +12, 20% chance of food poisoning, keeps 2 days |
| Grilled Perch | Flaky and good. (Fish) | food +18, health +6, fish +30, keeps 4 days |
| Grilled Trout | Rich and filling. (Fish) | food +28, health +10, fish +45, keeps 4 days |
| Smoked Meat | Dark and chewy. Keeps 12 days. | food +28, health +10, meat +32, keeps 12 days |
| Smoked Fish | Golden and salty-sweet. Keeps 12 days. | food +20, health +8, fish +32, keeps 12 days |
| Salted Meat | Cured in salt. Keeps 20 days. Safe to eat as it is. | food +22, health +6, meat +26, keeps 20 days |
| Salted Fish | Cured in salt. Keeps 20 days. Safe to eat as it is. | food +16, health +5, fish +26, keeps 20 days |
Building pieces
| Item | What it is | Numbers |
|---|---|---|
| Wood Floor | 2 x 2 m. Snaps to other pieces. Sits level on the ground. | |
| Wood Wall | 2 x 2 m. Snaps to floor edges, other walls and roofs. | |
| Wood Door | A wall with a door in it. E opens and closes it. | |
| Wood Roof | Rises 1 m over 2 m. Two from opposite walls of a 4 m hut meet at the ridge. | |
| Wood Gable | Triangle that closes the end of a roof. R to flip it. | |
| Stone Floor | 2 x 2 m of flagstones. Stone stacks tall but can't stand on wood. | |
| Stone Wall | 2 x 2 m. Loses little support going up: build towers. Wood can sit on it, not under it. | |
| Stone Pillar | A post for a floor's corner or edge. Carries what's on top straight to the ground. | |
| Stone Stairs | Climbs 2 m (one storey) over 4 m. From a floor's edge or the ground. | |
| Stone Window | A stone wall with a window in it. Still keeps the weather out. | |
| Stone Doorway | An arch in a stone wall, with a wooden door. E opens and closes it. | |
| Wood Stairs | Climbs 2 m (one storey) over 4 m. From a floor's edge or the ground. | |
| Wood Window | A wall with a shuttered window. Lets light in, still sheltered. | |
| Wood Post | A post for a floor's corner or edge. Carries what's on top down to the ground. | |
| Palisade | 2 m of sharpened logs, 3 m tall. A ring of them keeps wolves out. | |
| Palisade Gate | A gate for your palisade. E opens and closes it. | |
| Iron-banded Door | A heavy door bound with iron. Nothing on the island can break it down. |
Things to place
| Item | What it is | Numbers |
|---|---|---|
| Campfire | Light and warmth. Place it, then keep it burning. | |
| Workbench | Crafting station for better gear and storage. | |
| Wooden Chest | Stores 16 stacks. | |
| Bed | Sets your spawn point. Sleep through the night under a roof. | |
| Charcoal Kiln | Put wood in (E): it slowly turns into charcoal. | |
| Smelter | Put in iron ore (or three nuggets) and charcoal (E): out comes an iron bar. | |
| Forge | An anvil and a hot hearth: the station for iron tools. | |
| Stonecutter | A saw bench for dressing stone: cuts stone into blocks and makes the stone building pieces. | |
| Stone Hearth | An indoor fire with a chimney: warms a bigger room than a campfire, never rained out, cooks. | |
| Fur Rug | A bearskin for the floor. In a sheltered room: a little warmer, and you get Rested twice as fast. | |
| Smoking Rack | Hang raw meat or fish over a smoky fire (E): with a piece of wood it smokes them, and smoked food keeps for days. | |
| Old Stag Trophy | The Old Stag's skull and antlers on a stand. Proof. |
All recipes
What you can make and where. By hand needs nothing nearby; the others need that station within about 6 m (a campfire must be lit).
By hand
| Makes | From |
|---|---|
| Stone Axe | 2 Stick, 2 Flint |
| Stone Pickaxe | 2 Stick, 3 Stone, 1 Flint |
| Campfire | 5 Stone, 4 Stick |
| Workbench | 10 Wood, 2 Flint |
| Wooden Club | 4 Wood |
| Torch | 1 Stick, 2 Plant Fiber |
| Charcoal Kiln | 10 Stone, 6 Clay |
| Smoking Rack | 6 Stick, 4 Wood, 4 Plant Fiber |
| Salted Meat x2 | 2 Raw Meat, 1 Salt |
| Salted Fish x2 | 2 Perch, 1 Salt |
| Salted Fish x2 | 1 Trout, 1 Salt |
Workbench
| Makes | From |
|---|---|
| Wooden Chest | 10 Wood, 4 Stick |
| Wood Floor | 2 Wood |
| Wood Wall | 2 Wood |
| Wood Door | 4 Wood |
| Wood Roof | 2 Wood, 1 Plant Fiber |
| Wood Gable | 1 Wood |
| Bed | 8 Wood, 6 Plant Fiber |
| Wooden Spear | 3 Wood, 2 Flint, 1 Plant Fiber |
| Crude Bow | 4 Wood, 6 Plant Fiber |
| Flint Arrow x5 | 2 Stick, 1 Flint, 2 Feather |
| Hide Cloak | 4 Hide, 4 Plant Fiber |
| Wolf Cloak | 3 Wolf Pelt, 2 Hide, 4 Plant Fiber |
| Fishing Rod | 2 Stick, 3 Plant Fiber, 1 Flint |
| Smelter | 15 Stone, 10 Clay, 2 Iron Nugget |
| Forge | 6 Iron Bar, 10 Stone, 4 Wood |
| Stonecutter | 8 Wood, 4 Iron Bar, 10 Stone |
| Wood Stairs | 4 Wood, 4 Iron Nails |
| Wood Window | 2 Wood, 2 Iron Nails |
| Wood Post | 2 Wood |
| Palisade | 4 Wood, 2 Iron Nails |
| Palisade Gate | 6 Wood, 4 Iron Nails |
| Alpha Cloak | 1 Alpha Pelt, 2 Wolf Pelt, 1 Wolf Fang, 4 Plant Fiber |
| Fur Rug | 1 Bear Hide, 2 Plant Fiber |
Campfire
| Makes | From |
|---|---|
| Roasted Mushroom | 1 Mushroom |
| Cooked Meat | 1 Raw Meat |
| Grilled Perch | 1 Perch |
| Grilled Trout | 1 Trout |
Stonecutter
| Makes | From |
|---|---|
| Cut Stone | 2 Stone |
| Stone Floor | 4 Cut Stone |
| Stone Wall | 6 Cut Stone |
| Stone Pillar | 3 Cut Stone |
| Stone Stairs | 4 Cut Stone |
| Stone Window | 5 Cut Stone |
| Stone Doorway | 6 Cut Stone, 4 Wood |
| Stone Hearth | 10 Cut Stone |
Forge
| Makes | From |
|---|---|
| Iron Axe | 2 Iron Bar, 2 Wood |
| Iron Pickaxe | 3 Iron Bar, 2 Wood |
| Iron Lantern | 2 Iron Bar, 2 Plant Fiber |
| Iron Spear | 2 Iron Bar, 3 Wood |
| Iron Arrow x10 | 1 Iron Bar, 4 Stick, 4 Feather |
| Iron Nails x10 | 1 Iron Bar |
| Iron-banded Door | 4 Wood, 2 Iron Bar, 4 Iron Nails |
| Antler Pickaxe | 1 Old Stag's Antler, 1 Iron Bar, 2 Wood |
All creatures
Health, how hard each hits (on normal difficulty), its top speed and what it leaves when butchered. Your walk is 5 m/s and your sprint 8 m/s.
| Creature | Health | Damage | Runs | Drops |
|---|---|---|---|---|
| Rabbit | 10 | harmless | 7 m/s | 1 Raw Meat |
| Deer | 40 | harmless | 9 m/s | 1-2 Hide, 2-3 Raw Meat |
| Boar | 60 | 14 every 1.6 s | 6.6 m/s | 1-2 Hide, 3-4 Raw Meat |
| Crow | 6 | harmless | 9 m/s | 1-2 Feather |
| Fox | 25 | harmless | 7.6 m/s | 1 Hide, 1 Raw Meat |
| Wolf | 45 | 9 every 1.2 s | 8.6 m/s | 1-2 Raw Meat, 1 Wolf Pelt |
| Alpha Wolf | 135 | 16 every 1.4 s | 8.2 m/s | 1 Alpha Pelt, 2-3 Raw Meat, 1-2 Wolf Fang |
| Bear | 220 | 24 every 1.8 s | 7 m/s | 2-3 Bear Fat, 1 Bear Hide, 5-7 Raw Meat |
| Barrow Guard | 80 | 20 every 2 s | 3.4 m/s | 1-2 Iron Nugget |
| Spirit Wolf | 40 | 8 every 1.3 s | 7.4 m/s | nothing |
| Old Stag | 900 | 30 every 1 s | 13 m/s | nothing |
Fish
What bites where. Bites come 5 to 14 s after the float settles, sooner at dawn (05:00-08:30) and dusk (17:00-20:30) and in rain.
| Fish | Water | Usually | At dawn and dusk |
|---|---|---|---|
| Perch | Lake | 78% | 60% |
| Trout | Lake | 22% | 40% |
Server settings
Everything in a server's server.json, with its default. Admins can change those marked live while it runs with /set <setting> <value>; the rest take effect when the server restarts.
| Setting | What it does | Default | Change live |
|---|---|---|---|
admins | Player ids of admins | no | |
allowlist | If not empty, only these player ids may join | no | |
autosave_minutes | How often it saves | 2 | no |
backup_hours | How often it backs up while running | 6 | no |
backups_kept | How many backups it keeps | 10 | no |
banned | Player ids that may not join | no | |
check_updates | Says in the log when a newer version is out | true | no |
day_length_minutes | Real minutes in a whole day | 20 | no |
death_penalty | What happens to your things when you die | grave | yes: grave / keep / drop_all |
difficulty | How hard creatures hit and how fast you get hungry | normal | yes: easy / normal / hard |
locks | Who can open your chests and doors and use your bed | owner_and_friends | yes: off / owner / owner_and_friends |
max_players | How many can play at once | 8 | no |
motd | The welcome message | welcome! | yes: text |
password | Players need it to join (blank: anyone) | (none) | no |
pause_when_empty | The island waits while nobody is on | true | yes: false / true |
port | The UDP port players connect to | 24242 | no |
pvp | Players can hurt each other | false | yes: false / true |
raiding | Players can take down others' buildings | false | yes: false / true |
rot | How fast food spoils | normal | yes: normal / slow / off |
seed | The island's seed, for a new world | 1337 | no |
server_name | Its name in the player list | emberwild server | yes: text |
sleep | How many must be in bed to sleep through the night | all_online | yes: all_online / half / anyone / off |
wolf_grace_days | Days before the wolves move in | 3 | yes: 0-10 |
world | The save folder for the island | server-world | no |