
Summon this boss
Open the item for its acquisition sources. Locations describe world templates. Their coordinates depend on your world seed; entrance keys and repeat summoning offerings are separate requirements.
Drops & Forsaken power
Fader Trophy1–1 · Entry chance 100% · Resource scaling excluded
Kindled Ribs5–5 · Entry chance 100% · Resource scaling excluded
Quantities are authored bounds. See Drops for selection rules.
Hang the Fader Trophy to unlock the Forsaken power Fader.
Defeating this boss updates world progression. Raid eligibility also depends on player, biome and other conditions.
Combat profile
- Blunt
- Normal
- Chop
- Ignore
- Fire
- Immune
- Frost
- Normal
- Lightning
- Normal
Drops & crafting
Ashlands

Creature facts
- Base health
- 25000
- Faction
- Boss
- Walk speed
- 4
- Run speed
- 8
- Swim speed
- 4
- Stagger threshold factor
- 0
- Defeat unlock
- defeated_fader
Summoning offering
Fill the eligible nearby stands. The template count is shown; runtime matching also checks the stand prefix and a 30.0 m range.
Attacks and equipment
Authored base values. Creature level, world/player modifiers, projectile effects and hit conditions can change damage. These values are not DPS.
Damage resistances
Aoe configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Monster AI configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Movement Damage configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Summoning locations
Biomes
Forsaken power
Gameplay mechanics
Related achievements
Practical guidance
Check the resistance table before choosing damage types. Prepare food and relevant resistance effects, then follow the offering and location links below. Listed attacks are base values, not a promise of damage taken.
AOE damage at quality<=1 is the base vector; only higher quality adds world gear bonus and per-level damage. Setup may replace attack settings. Owner/faction/character/prop/dodge gates precede hits; objects deduplicate per hit-list reset. Distance scaling uses the authored curve, skill adds a separate random factor. Boss-specific status wins before player-specific status. Trigger-enter-only flag actually suppresses enter callbacks when true; stay callbacks remain eligible.
Projectile contact checks owner, faction/PVP, dodge and optional hit history before direct or AOE damage. Bounce, stop-only-on-terrain, attachment and respawn-item branches can change lifetime and outcomes. Spawn-on-hit gates terrain/static contacts, spawn chances and inherited attack settings. When inherited hit data divides between spawned projectiles, the same hit object is divided inside the loop, so successive divisions can accumulate. Movement damage activates its child AOE only above the authored rigidbody speed threshold. Snow destruction rolls chanceMultiplier*strength. Meteor landing activates the configured landing object at its authored curve time.
Creature food matching uses shared item names. Consumption searches on its interval, moves within consume range, turns within twenty degrees and removes one item before callbacks. A satiated tame creature skips the new search. Pheromone flee effects match the target creature shared name. Sleep checks separate configured wake range, sleep delay, pursuit and noise. Animals flee sensed targets, can avoid fire and clear danger after their safety timer. Structure priority/random-target flags are distinct AI inputs. HavePath requires a complete native navmesh path; ordinary GetPath may accept partial paths unless their endpoints are under terrain.
Drops
Selection mode: character drop. Entry weights are relative weights, not percentages. Min/max are authored bounds; level and resource modifiers have separate rules.
Drop Projectile Over Distance configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
