Tide Herald
A hunched giant of the Mistreach that only rises with the mist tide and comes straight for the player. Its slams are slow and warned of on the ground, and every few seconds it breathes out a cloud of mist that blinds those nearby. If the tide ends while it still stands, it sinks back into the ground.

- Base health
- 80 (40 hearts)
- Base melee damage
- 7
- Base movement
- 1.8 blocks/s
- Melee reach
- 2.6 blocks
- Attack interval
- 2.4 s
- Melee wind-up
- 0.9 s
- XP coefficient
- 40
- Body (W × H)
- 1.6 × 3 blocks
- ID
tide_herald
Season levels and rewards#
Health and all attack-damage values are species bases, not final damage. Health scales by 1.065^(level−1) and damage by 1.05^(level−1), also modified by server strength. Season elites multiply health by 2.5 and damage by 1.3 before additional elite abilities. Base kill XP is the coefficient × (2 + 0.4 × monster level), then modified by elites, server rates, damage contribution, level-gap reduction and weakness. Summoned helpers award no season XP.
| Level | Health | Melee damage | Elite health | Elite melee | Kill XP |
|---|---|---|---|---|---|
| 1 | 80 | 7 | 200 | 9.1 | 96 |
| 10 | 141 | 10.9 | 352.5 | 14.1 | 240 |
| 20 | 264.7 | 17.7 | 661.7 | 23 | 400 |
| 30 | 496.9 | 28.8 | 1242.1 | 37.5 | 560 |
| 40 | 932.7 | 46.9 | 2331.7 | 61 | 720 |
| 50 | 1750.7 | 76.4 | 4376.8 | 99.4 | 880 |
| 60 | 3286.4 | 124.5 | 8215.9 | 161.9 | 1040 |
Before server strength, area danger, armour and resistances; an elite’s extra abilities are on top.
Spawning & habitat#
Does not spawn independently. Created by summoning or splitting from:
Behaviour & abilities#
- Area slam affects a 3-block radius and knocks targets away.
- After 3 s without damage, regenerates 3 health/s.
- Cannot be knocked back.
Drops#
This form has no ordinary item drops.
These are unscaled base rolls. A quantity of zero yields nothing. Elite/area modifiers, bag space and applicable material limits affect the result; a kill is not a guaranteed drop.
Summoned/split forms are not independent natural spawns and do not use the natural-hostile seed roll; do not treat them as full natural encounters.
Strategy#
Step out of the red ring before the slam lands and fight it from the side. If you would rather not, keep away until the tide is over.
City siege vs wilderness#
Not in the current city siege spawn pool; this entry describes the preview wilderness rules.
Version & sources#
Based on the current season release 0.168.0-season.12.112 (rules fingerprint 205fd7909095). Images retain original render revision d7ffb19, not new screenshots. Server settings can change values.
Reference files: shared/mobs.js · server/wilds-mobs.js · server/wilds-play.js · shared/siege.js