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title Mobs and Creatures System
summary Creature classification, behavior, harvestables, taming, creature types, boss mechanics, spawning, economy integration
audience
developer
agent
designer
topics
creatures
mobs
beasts
monsters
taming
harvestables
spawning
bosses
mount
prerequisites
gdd-overview.md
gdd-combat.md
related
environment-hazards-system.md
gdd-gathering.md
exploration-discovery-system.md
last_validated 2026-01-18

Mobs & Creatures System

1. Overview

Creatures in the world follow consistent rules based on their intelligence, magic capability, and social behavior. All creatures have harvestable components used in crafting, alchemy, and trade.

Classification Axes

Axis Description Gameplay Effect
Intelligence Beast → Cunning → Sapient Tactics, skill access
Magic Type None / Innate / Mana / Tribal Spell access
Social Independent / Pack / Herd / Swarm Encounter composition
Aggression Passive / Defensive / Territorial / Aggressive / Hostile Attack triggers
Rarity Common / Uncommon / Rare / Legendary Spawn rate, loot quality

Aggression Ratings

Rating Behavior
Passive Never attacks, flees when threatened
Defensive Only attacks if attacked or cornered
Territorial Attacks if you enter territory or approach young
Aggressive Attacks on sight if hungry or threatened
Hostile Always attacks on sight

Social Behavior

Type Group Size Behavior
Independent 1 (rarely 2) Acts alone, no coordination
Pack 3-8 Coordinated tactics, alpha leads
Herd 5-20+ Safety in numbers, stampede flee
Swarm 10-50+ Overwhelming numbers, hive behavior

2. Common Wildlife

Mammals - Prey Animals

Deer

Attribute Value
Environment Forest, Plains
Social Herd (5-12)
Aggression Passive
Activity Crepuscular
Intelligence Beast
Magic None

Harvestable Parts

Part Quality Range Uses
Venison Common-Fine Cooking (meat dishes)
Deer Hide Common-Quality Leatherworking (light armor, clothing)
Antlers Common-Superior Alchemy (stamina potions), Crafting (tools, decorations)
Sinew Common-Quality Bowyer (bowstrings), Leatherworking
Deer Fat Common-Quality Alchemy (bases), Cooking (preservation)
Hooves Common Alchemy (ground for potions), Glue making

Magical Variant: Moonlit Stag (Rare)

Attribute Value
Rarity Rare
Distinguishing Silver-white coat, glowing antlers at night
Magic Innate (passive aura)
Additional Behavior Only appears at night, drawn to magical areas

Additional Parts

Part Quality Range Uses
Lunar Antlers Fine-Legendary Enchanting (moonlight effects), Alchemy (night vision, sleep)
Moonlit Hide Quality-Superior Tailoring (magical light armor, invisibility components)
Stag Heart Rare drop Alchemy (restoration potions, grace elixirs)

Rabbit/Hare

Attribute Value
Environment Forest, Plains, Hills
Social Independent (burrow colonies nearby)
Aggression Passive
Activity Crepuscular
Intelligence Beast
Magic None

Harvestable Parts

Part Quality Range Uses
Rabbit Meat Common-Quality Cooking (stews, roasts)
Rabbit Fur Common-Quality Tailoring (lining, trim), Alchemy (softening agents)
Rabbit Foot Common Alchemy (luck charms - minor effect)
Small Bones Common Alchemy (calcium powder), Crafting (needles, buttons)

Magical Variant: Blink Hare (Uncommon)

Attribute Value
Rarity Uncommon
Distinguishing Faint shimmer, seems to flicker
Magic Innate (short-range teleport)
Additional Behavior Teleports when threatened, very difficult to catch

Additional Parts

Part Quality Range Uses
Blink Gland Quality-Fine Alchemy (teleportation potions), Enchanting (blink items)
Phasing Fur Quality-Superior Tailoring (evasion bonuses), Alchemy
Displacement Foot Uncommon drop Alchemy (dodge elixirs), Trinkets

Wild Boar

Attribute Value
Environment Forest, Swamp edges
Social Pack (sounder, 4-10)
Aggression Defensive (Territorial if young present)
Activity Diurnal
Intelligence Cunning
Magic None

Harvestable Parts

Part Quality Range Uses
Boar Meat Common-Fine Cooking (rich dishes, sausages)
Boar Hide Common-Quality Leatherworking (tough leather, medium armor)
Tusks Common-Superior Crafting (weapons, tools), Jewelry
Boar Fat Common-Quality Cooking, Alchemy (bases), Candle making
Bristles Common Brushes, Crafting

Magical Variant: Ironhide Boar (Rare)

Attribute Value
Rarity Rare
Distinguishing Metallic sheen to hide, larger tusks
Magic Innate (natural armor, charge attack)
Aggression Territorial

Additional Parts

Part Quality Range Uses
Ironhide Leather Fine-Superior Leatherworking (exceptional armor)
Steel Tusks Quality-Legendary Weaponsmithing (incorporated into weapons)
Ironheart Core Rare drop Alchemy (fortification potions), Artificer (golem cores)

Mammals - Predators

Wolf

Attribute Value
Environment Forest, Tundra, Mountains
Social Pack (5-12)
Aggression Aggressive (when hungry), Territorial
Activity Crepuscular/Nocturnal
Intelligence Cunning
Magic None

Harvestable Parts

Part Quality Range Uses
Wolf Meat Common Cooking (survival food, pet food)
Wolf Pelt Common-Fine Leatherworking (fur armor, cloaks)
Wolf Fangs Common-Quality Alchemy (aggression potions), Jewelry, Weapons
Wolf Claws Common-Quality Alchemy, Crafting (tools)
Wolf Heart Quality Alchemy (courage potions, pack bonding)
Wolf Eyes Common Alchemy (night vision)

Magical Variant: Dire Wolf (Uncommon)

Attribute Value
Rarity Uncommon
Distinguishing Larger size (horse-sized), darker fur
Magic None (but enhanced physical)
Pack Role Alpha of large packs, or independent

Additional Parts

Part Quality Range Uses
Dire Wolf Pelt Quality-Superior Leatherworking (premium fur armor)
Dire Fangs Quality-Fine Weaponsmithing, Alchemy (enhanced potency)
Alpha Heart Rare drop Alchemy (dominance elixirs, leadership)

Magical Variant: Phantom Wolf (Rare)

Attribute Value
Rarity Rare
Distinguishing Semi-transparent, leaves no tracks
Magic Innate (phasing, fear aura)
Activity Nocturnal only

Additional Parts

Part Quality Range Uses
Phantom Essence Fine-Superior Alchemy (invisibility, phasing), Enchanting
Spectral Pelt Quality-Fine Tailoring (stealth cloaks)
Fear Gland Rare drop Alchemy (terror potions, intimidation)
Ghost Fang Fine-Legendary Enchanting (weapons that bypass armor)

Bear

Attribute Value
Environment Forest, Mountains, Tundra
Social Independent (mother with cubs = Territorial)
Aggression Defensive (Territorial near den/cubs)
Activity Diurnal (hibernates in winter regions)
Intelligence Cunning
Magic None

Harvestable Parts

Part Quality Range Uses
Bear Meat Common-Quality Cooking (rich, fatty meat)
Bear Pelt Common-Fine Leatherworking (heavy cloaks, bedding, armor)
Bear Claws Common-Quality Crafting (weapons, jewelry), Alchemy
Bear Fat Common-Fine Alchemy (healing salves), Cooking, Lubricants
Bear Skull Quality Decoration, Shamanic crafting (totems)
Bear Heart Quality Alchemy (strength, endurance potions)
Bear Gall Quality-Fine Alchemy (medicinal, highly valued)

Magical Variant: Stonebear (Rare)

Attribute Value
Rarity Rare
Environment Mountains, Caves
Distinguishing Stone-like hide patches, glowing eyes
Magic Innate (earth magic, tremor stomp)
Aggression Territorial

Additional Parts

Part Quality Range Uses
Stone Hide Fine-Superior Armor (exceptional protection)
Earth Heart Rare drop Alchemy (earth resistance), Enchanting, Artificer
Crystal Claws Quality-Legendary Weaponsmithing, Mining tools
Tremor Gland Fine Alchemy (earthquake effects), Enchanting

Magical Variant: Spirit Bear (Legendary)

Attribute Value
Rarity Legendary
Distinguishing Pure white, ethereal glow, speaks telepathically
Magic Innate (healing aura, nature magic)
Aggression Passive (attacks only corrupt creatures)
Note Killing incurs nature faction penalty

Additional Parts

Part Quality Range Uses
Spirit Essence Legendary Alchemy (resurrection adjacent), Enchanting
Blessed Pelt Superior-Legendary Tailoring (holy protection)
Heart of the Wild Legendary Artificer (nature golems), Ultimate alchemy

Mountain Lion / Cougar

Attribute Value
Environment Mountains, Forest, Desert
Social Independent
Aggression Aggressive (ambush predator)
Activity Crepuscular
Intelligence Cunning
Magic None

Harvestable Parts

Part Quality Range Uses
Lion Meat Common Cooking
Tawny Pelt Common-Quality Leatherworking (supple leather)
Fangs Common-Quality Alchemy, Jewelry
Claws Common-Quality Alchemy (agility potions), Crafting
Sinew Common-Fine Bowyer, Leatherworking
Cat Eyes Common Alchemy (night vision, perception)

Magical Variant: Shadowcat (Rare)

Attribute Value
Rarity Rare
Distinguishing Black coat, merges with shadows
Magic Innate (shadow step, silence aura)
Activity Nocturnal

Additional Parts

Part Quality Range Uses
Shadow Pelt Fine-Superior Tailoring (stealth gear, assassin equipment)
Void Eyes Quality-Fine Alchemy (true darkness vision), Enchanting
Silence Gland Rare drop Alchemy (silence potions), Enchanting (muffled armor)
Shadow Essence Fine Enchanting (shadow magic items)

Reptiles

Snake (Venomous)

Attribute Value
Environment All (varies by species)
Social Independent
Aggression Defensive
Activity Varies (often diurnal in cool areas, nocturnal in hot)
Intelligence Beast
Magic None

Harvestable Parts

Part Quality Range Uses
Snake Meat Common Cooking (specialty dish)
Snakeskin Common-Quality Leatherworking (flexible leather, fashion)
Venom Sac Common-Fine Alchemy (poisons, antidotes)
Fangs Common Alchemy, Crafting (needles, darts)
Snake Eyes Common Alchemy (perception potions)

Magical Variant: Ashviper (Uncommon)

Attribute Value
Rarity Uncommon
Environment Volcanic, Desert
Distinguishing Red-orange scales, heat shimmer
Magic Innate (fire venom, heat resistance)

Additional Parts

Part Quality Range Uses
Fire Venom Quality-Fine Alchemy (burning poisons, fire resistance)
Ember Scales Quality-Superior Armor (fire protection), Alchemy
Flame Fang Fine Enchanting (fire weapons)

Magical Variant: Basilisk (Rare)

Attribute Value
Rarity Rare
Environment Swamp, Caves
Distinguishing Eight legs, crown-like crest, petrifying gaze
Magic Innate (petrification gaze - partial, poison breath)
Aggression Aggressive

Additional Parts

Part Quality Range Uses
Basilisk Eye Fine-Legendary Alchemy (petrification, flesh to stone), Enchanting
Stone Gland Quality-Fine Alchemy (stoneskin potions)
Basilisk Blood Fine-Superior Alchemy (universal solvent, acid)
Crown Crest Fine Jewelry (intimidation), Shamanic crafting

Crocodile

Attribute Value
Environment Swamp, Rivers, Coastal
Social Independent (congregation at food sources)
Aggression Aggressive (ambush predator)
Activity Diurnal
Intelligence Cunning
Magic None

Harvestable Parts

Part Quality Range Uses
Croc Meat Common-Quality Cooking
Crocodile Hide Common-Fine Leatherworking (tough, water-resistant armor)
Teeth Common-Quality Crafting, Jewelry, Alchemy
Stomach Stones Common Alchemy (digestion aids)
Tail Meat Quality Cooking (delicacy)

Magical Variant: Deathroll Croc (Uncommon)

Attribute Value
Rarity Uncommon
Distinguishing Much larger, bony ridges glow faintly
Magic Innate (enhanced grip, drowning curse)

Additional Parts

Part Quality Range Uses
Drowning Gland Quality-Fine Alchemy (water breathing inverse - suffocation), Curses
Deathgrip Teeth Fine-Superior Weaponsmithing, Alchemy (binding effects)
Primal Hide Fine-Superior Exceptional water-resistant armor

Birds

Eagle / Hawk

Attribute Value
Environment Mountains, Plains, Coastal
Social Independent (mated pairs)
Aggression Defensive (aggressive near nest)
Activity Diurnal
Intelligence Cunning
Magic None

Harvestable Parts

Part Quality Range Uses
Raptor Meat Common Cooking (survival)
Feathers Common-Fine Fletching, Alchemy (flight), Decoration
Talons Common-Quality Crafting (weapons, tools), Alchemy
Beak Common Crafting
Eagle Eyes Quality Alchemy (perception, far-sight potions)

Magical Variant: Thunderhawk (Rare)

Attribute Value
Rarity Rare
Environment Mountains, Storm areas
Distinguishing Blue-tinged feathers, sparks in flight
Magic Innate (lightning dive, storm calling)

Additional Parts

Part Quality Range Uses
Storm Feathers Fine-Superior Alchemy (lightning resistance, speed), Enchanting
Thunder Talons Quality-Legendary Weaponsmithing (shocking weapons)
Static Heart Rare drop Enchanting (storm magic), Artificer

Crow / Raven

Attribute Value
Environment All (prefer forests, settlements)
Social Pack (murder, 10-30)
Aggression Passive (defensive if provoked)
Activity Diurnal
Intelligence Cunning (high for birds)
Magic None

Harvestable Parts

Part Quality Range Uses
Crow Feathers Common Fletching, Decoration, Alchemy
Beak Common Crafting
Crow Eye Common Alchemy (dark vision, omen reading)

Magical Variant: Omen Raven (Uncommon)

Attribute Value
Rarity Uncommon
Distinguishing Three eyes, speaks in riddles
Magic Innate (foresight, death sense)
Behavior Appears before significant deaths

Additional Parts

Part Quality Range Uses
Third Eye Quality-Fine Alchemy (divination potions), Enchanting
Omen Feathers Quality Alchemy (fate manipulation), Scribe (fortune scrolls)
Prophet Beak Rare drop Shamanic crafting (seeing totems)

Insects & Arachnids

Giant Spider

Attribute Value
Environment Forest, Caves, Ruins
Social Independent (some swarm variants)
Aggression Aggressive
Activity Nocturnal
Intelligence Beast (hive variants: Cunning)
Magic None

Harvestable Parts

Part Quality Range Uses
Spider Meat Common Cooking (acquired taste), Pet food
Spider Silk Common-Fine Tailoring (lightweight strong fiber), Alchemy
Venom Sac Common-Quality Alchemy (poisons, paralysis)
Fangs Common Alchemy, Crafting
Chitin Common-Quality Armor (lightweight plates)
Spider Eyes Common Alchemy (multi-vision)

Magical Variant: Phase Spider (Rare)

Attribute Value
Rarity Rare
Distinguishing Semi-transparent, flickers between dimensions
Magic Innate (phase shift, ethereal webbing)

Additional Parts

Part Quality Range Uses
Phase Silk Fine-Superior Tailoring (dimensional anchoring, phasing cloaks)
Ethereal Venom Quality-Fine Alchemy (affects ethereal creatures, ghost poisons)
Phase Gland Rare drop Enchanting (blink items), Alchemy

Magical Variant: Broodmother (Legendary)

Attribute Value
Rarity Legendary
Social Swarm controller (50+ offspring)
Distinguishing Massive size, egg sac, psychic link to brood
Magic Innate (poison spray, summon swarm, web domain)

Additional Parts

Part Quality Range Uses
Queen Silk Superior-Legendary Tailoring (best spider silk items)
Brood Venom Fine-Legendary Alchemy (master poisons)
Hive Mind Node Legendary Enchanting (communication items), Artificer

Giant Scorpion

Attribute Value
Environment Desert, Caves
Social Independent
Aggression Territorial
Activity Nocturnal
Intelligence Beast
Magic None

Harvestable Parts

Part Quality Range Uses
Scorpion Meat Common Cooking
Chitin Common-Quality Armor (plates)
Venom Sac Common-Fine Alchemy (paralytic poisons)
Stinger Common-Quality Weaponsmithing (dagger tips), Alchemy
Claws Common Crafting (tools)

Magical Variant: Crystal Scorpion (Rare)

Attribute Value
Rarity Rare
Environment Desert, Crystal caves
Distinguishing Crystalline carapace, refracts light
Magic Innate (light beam, crystal armor)

Additional Parts

Part Quality Range Uses
Crystal Carapace Fine-Superior Armor (beautiful, protective), Jewelry
Prismatic Venom Quality-Fine Alchemy (light-based effects)
Light Stinger Fine-Legendary Weaponsmithing (light damage weapons)

3. Monsters

Elemental Creatures

Fire Elemental

Attribute Value
Environment Volcanic, Desert (rare), Fire-touched areas
Social Independent
Aggression Territorial
Activity Always
Intelligence Cunning
Magic Innate (fire magic)

Abilities (Mana-less)

Ability Effect
Burn Passive fire damage on contact
Flame Jet Ranged fire attack
Ignite Sets flammable materials on fire
Fire Immunity Cannot be damaged by fire
Water Vulnerability Extra damage from water

Harvestable Parts

Part Quality Range Uses
Fire Essence Quality-Fine Alchemy (fire potions), Enchanting
Ember Core Fine-Superior Artificer (heating elements), Enchanting
Living Flame (captured) Fine Alchemy (preserving fire), Smithing (forge fuel)
Ash Residue Common-Quality Alchemy (fire resistance)

Greater Variant: Inferno Elemental (Rare)

Attribute Value
Rarity Rare
Distinguishing Larger, white-hot core, creates fire terrain
Additional Abilities Eruption (AoE), Heat Aura, Summon Lesser Flames

Additional Parts

Part Quality Range Uses
Inferno Core Superior-Legendary Major enchanting, Artificer
White Flame Essence Fine-Legendary Alchemy (superior fire), Forge enhancement

Other Elementals (Summary)

Type Environment Vulnerability Key Parts
Water Coastal, Lakes, Swamp Lightning, Cold Water Essence, Tide Core, Pure Water
Earth Mountains, Caves Water (erosion) Earth Essence, Stone Core, Living Rock
Air Mountains, Plains Fire (heated air rises) Wind Essence, Storm Core, Captured Gust
Ice Tundra, Mountains Fire Frost Essence, Permafrost Core, Eternal Ice
Lightning Storm areas Earth (grounding) Spark Essence, Thunder Core, Bottled Lightning

Undead

Zombie

Attribute Value
Environment Graveyards, Ruins, Swamps
Social Swarm (if created together) or Independent
Aggression Hostile
Activity Nocturnal (can act in day, slower)
Intelligence Beast (follows basic commands if controlled)
Magic None (animated by magic)

Harvestable Parts

Part Quality Range Uses
Rotting Flesh Common Alchemy (pestilence), Necromancy
Bones Common-Quality Alchemy, Necromancy components
Death Essence Common-Quality Alchemy (undead related), Necromancy
Intact Organs Rare Alchemy (preservation)

Magical Variant: Plague Zombie (Uncommon)

Attribute Value
Rarity Uncommon
Distinguishing Green miasma, more decayed
Magic Innate (disease spread)
Additional Danger Attacks may cause disease

Additional Parts

Part Quality Range Uses
Plague Gland Quality-Fine Alchemy (disease potions, cures by study)
Miasma Sac Quality Alchemy (pestilence bombs)

Skeleton

Attribute Value
Environment Dungeons, Ruins, Graveyards
Social Pack (military formation if warriors)
Aggression Hostile
Activity Always
Intelligence Cunning (retains combat training)
Magic None (may use weapons/armor from life)

Harvestable Parts

Part Quality Range Uses
Bones Common-Quality Alchemy, Necromancy, Crafting
Death Essence Common-Quality Alchemy, Necromancy
Equipment Varies Salvage (weapons, armor from life)
Bone Dust Common Alchemy (various)

Magical Variant: Skeletal Mage (Uncommon)

Attribute Value
Rarity Uncommon
Intelligence Sapient
Magic Mana (retains spellcasting from life)
Spells Destruction (Frostbolt, Shadow Bolt), Conjuration (Summon)

Additional Parts

Part Quality Range Uses
Mage Bones Quality-Fine Enchanting (mana storage), Necromancy
Phylactery Fragment Rare drop Necromancy (binding), Enchanting

Ghost / Specter

Attribute Value
Environment Ruins, Graveyards, Haunted locations
Social Independent
Aggression Territorial (bound to location) or Hostile
Activity Nocturnal
Intelligence Sapient
Magic Innate (incorporeal, fear, possession)

Abilities

Ability Effect
Incorporeal Physical attacks reduced 75%
Fear Aura Causes fear status
Life Drain Heals by damaging living
Possession (rare) Can attempt to control living

Harvestable Parts

Part Quality Range Uses
Ectoplasm Common-Quality Alchemy (ghost-affecting potions), Enchanting
Spirit Essence Quality-Fine Alchemy (ethereal effects), Necromancy
Anchoring Object Varies Breaking curse, Enchanting

Magical Variant: Wraith (Rare)

Attribute Value
Rarity Rare
Distinguishing More solid shadow form, visible hatred
Magic Enhanced (life drain, death touch)
Aggression Hostile (seeks to kill)

Additional Parts

Part Quality Range Uses
Wraith Essence Fine-Superior Alchemy (powerful undead effects)
Death Touch Residue Fine Alchemy (instant damage poisons), Necromancy

Fey Creatures

Sprite / Pixie

Attribute Value
Environment Forest (ancient), Magical groves
Social Swarm (5-20)
Aggression Territorial (mischievous, rarely lethal)
Activity Diurnal
Intelligence Sapient
Magic Innate (illusion, nature, flight)

Abilities

Ability Effect
Flight Permanent
Glamour Minor illusions
Sleep Dust Causes drowsiness
Nature's Touch Minor healing to plants/fey

Harvestable Parts

Part Quality Range Uses
Fairy Dust Common-Fine Alchemy (illusion, sleep, flight potions)
Sprite Wings Common-Quality Alchemy (lightness), Tailoring (decoration)
Fey Essence Quality Enchanting (illusion items)

Magical Variant: Faerie Dragon (Rare)

Attribute Value
Rarity Rare
Distinguishing Tiny dragon with butterfly wings
Magic Enhanced (illusion mastery, breath weapon: euphoria gas)
Social Independent

Additional Parts

Part Quality Range Uses
Prismatic Scales Fine-Superior Alchemy (color spray, illusion), Jewelry
Euphoria Gland Quality-Fine Alchemy (mood potions), Recreation
Fey Dragon Heart Rare drop Enchanting (powerful illusion items)

Treant / Treefolk

Attribute Value
Environment Ancient Forest
Social Independent (groves may cooperate)
Aggression Defensive (Hostile to those harming forest)
Activity Diurnal (dormant at night)
Intelligence Sapient
Magic Innate (nature magic, entangle, speak with plants)

Abilities

Ability Effect
Barkskin Natural armor
Entangle Roots grasp enemies
Animate Trees Temporarily awaken nearby trees
Regeneration Heals in sunlight
Fire Vulnerability Extra fire damage

Harvestable Parts

Part Quality Range Uses
Living Wood Quality-Superior Bowyer (exceptional bows), Staves, Crafting
Heartwood Fine-Superior Enchanting (nature magic), Artificer
Amber Sap Quality-Fine Alchemy (healing, preservation), Jewelry
Ancient Bark Quality Alchemy (protection), Armor
Treant Seed Rare drop Growing new treant (decades), Ultimate nature craft

Giants

Hill Giant

Attribute Value
Environment Hills, Plains, Forest edges
Social Pack (family groups, 2-6)
Aggression Aggressive
Activity Diurnal
Intelligence Cunning (simple)
Magic None

Harvestable Parts

Part Quality Range Uses
Giant Meat Common Cooking (large quantity)
Giant Hide Common-Quality Leatherworking (thick leather)
Giant Bones Common-Quality Crafting (structural), Alchemy
Giant Blood Common-Quality Alchemy (size/strength potions)
Giant Fat Common Alchemy, Crafting (candles, lubricant)

Magical Variant: Stone Giant (Uncommon)

Attribute Value
Rarity Uncommon
Environment Mountains, Caves
Distinguishing Rock-like skin, more intelligent
Intelligence Sapient
Magic Innate (stone shaping, earth magic)

Additional Parts

Part Quality Range Uses
Stone Skin Quality-Superior Armor (exceptional), Alchemy
Earth Blood Fine Alchemy (petrification, earth magic)
Giant Heart Stone Rare drop Artificer (earth golems), Enchanting

Frost Giant (Rare)

Attribute Value
Rarity Rare
Environment Tundra, High Mountains
Social Pack (tribal, 5-15)
Intelligence Sapient
Magic Innate (ice magic) + Tribal (shamans)

Abilities

Ability Effect
Ice Breath Cone cold damage
Cold Immunity Cannot be damaged by cold
Fire Vulnerability Extra fire damage
Ice Shaping Create weapons/barriers

Harvestable Parts

Part Quality Range Uses
Frost Giant Hide Quality-Fine Armor (cold resistant)
Ice Blood Fine-Superior Alchemy (cold potions, ice magic)
Frozen Heart Fine-Legendary Enchanting (ice magic), Artificer
Permafrost Bone Quality-Fine Crafting (never melts), Weapons

4. Corrupted Enlightened Races (Brutes)

When members of enlightened races become corrupted through dark magic, possession, prolonged exposure to void energies, or catastrophic trauma, they may devolve into monstrous "Brute" forms. These creatures retain their physical racial traits but lose classes, skills, and higher reasoning.

Corruption Mechanics

Factor Effect
Classes All lost - cannot use class abilities
Skills All lost - rely on instinct
Intelligence Drops to Cunning or Beast
Magic Mana lost, may gain innate corruption magic
Aggression Always Hostile
Acceptance Permanent Hostile to all factions
Recovery Extremely rare, requires major intervention

Human Brute

Attribute Value
Original Race Human
Size Large (mutated growth)
Intelligence Beast
Magic None or Innate (corruption)
Social Pack (drawn to others) or Independent
Aggression Hostile

Physical Changes

  • Hunched, muscular frame
  • Elongated arms
  • Distorted features, visible veins
  • Often retains scraps of clothing/equipment

Abilities

Ability Effect
Berserk Strength +50% damage, ignores pain
Maddened Charge Rushing attack
Corruption Aura (magical) Sickness to nearby living

Harvestable Parts

Part Quality Range Uses
Corrupted Flesh Common-Quality Alchemy (corruption study), Necromancy
Tainted Blood Common-Quality Alchemy (berserk potions, dangerous), Curses
Warped Bones Common-Quality Alchemy, Crafting (unusual properties)
Corruption Node Quality-Fine Alchemy (purification by study), Enchanting (dark)
Salvaged Equipment Varies May retain original gear, damaged

Magical Variant: Void-Touched Human (Rare)

Attribute Value
Rarity Rare
Distinguishing Black veins, void portals flicker around body
Magic Innate (void magic: teleport, entropy damage)

Additional Parts

Part Quality Range Uses
Void Essence Fine-Superior Enchanting (void magic), Alchemy (entropy)
Reality Scar Rare drop Enchanting (teleportation), Artificer

Elven Brute (Blighted Elf)

Attribute Value
Original Race Elf
Size Medium (twisted, angular)
Intelligence Cunning
Magic Corrupted Innate (anti-nature, decay)
Social Pack (hunting groups)
Aggression Hostile

Physical Changes

  • Pallid, cracked skin
  • Eyes glow sickly green/purple
  • Elongated limbs, sharp movements
  • Nature dies in their presence

Abilities

Ability Effect
Decay Touch Damages and rots
Anti-Magic Field Disrupts mana near them
Feral Speed Enhanced agility retained
Nature's Bane Plants wither, animals flee

Harvestable Parts

Part Quality Range Uses
Blighted Skin Quality-Fine Tailoring (anti-magic), Alchemy
Anti-Mana Gland Fine-Superior Enchanting (mana drain), Alchemy (dispel)
Decay Essence Quality-Fine Alchemy (rot, entropy), Necromancy
Corrupted Arcane Blood Fine Alchemy (corrupted magic), Enchanting (dark)
Hollow Eyes Quality Alchemy (true seeing through corruption)

Dwarven Brute (Stone Husk)

Attribute Value
Original Race Dwarf
Size Medium (dense, heavy)
Intelligence Beast
Magic Innate (earth corruption)
Social Independent (drawn to deep places)
Aggression Territorial → Hostile

Physical Changes

  • Skin partially petrified
  • Beard fused into stone
  • Eyes are empty pits
  • Moves with grinding sounds

Abilities

Ability Effect
Stone Form Extreme damage resistance
Crushing Grip Grapple deals continuous damage
Earth Sense Detects vibrations perfectly
Tunnel Can burrow through earth

Harvestable Parts

Part Quality Range Uses
Living Stone Quality-Fine Armor, Crafting (unique material)
Petrified Heart Fine-Superior Artificer (construct cores), Alchemy
Void Ore Quality-Fine Smithing (corrupted metal)
Stone Beard Quality Decoration, Alchemy (preservation)
Grinding Teeth Quality Crafting (cutting tools)

Lizardfolk Brute (Razorscale)

Attribute Value
Original Race Lizardfolk
Size Large (elongated)
Intelligence Cunning
Magic Innate (blood magic, water corruption)
Social Pack (hunting pods, 3-6)
Aggression Aggressive

Physical Changes

  • Scales hardened into blade-like edges
  • Extended claws and teeth
  • Tail becomes weapon
  • Red-tinged eyes

Abilities

Ability Effect
Razor Scales Passive damage to attackers
Blood Frenzy Heals from dealing damage
Water Breathing Retained
Death Roll Devastating grapple attack

Harvestable Parts

Part Quality Range Uses
Razor Scales Quality-Fine Weaponsmithing, Armor (spiked)
Blood-Drinker Fang Fine Alchemy (vampiric effects), Weapons
Frenzy Gland Quality-Fine Alchemy (berserker potions)
Corrupted Amphibian Organs Quality Alchemy (water corruption)
Blade Tail Quality Weaponsmithing (unique weapons)

Gnoll Brute (Ravager)

Attribute Value
Original Race Gnoll
Size Large
Intelligence Beast (hunting instinct only)
Magic Corrupted Shamanic (blood spirits)
Social Pack (feral pack, 5-10)
Aggression Hostile

Physical Changes

  • Overgrown, matted fur
  • Exposed bone and muscle
  • Constant snarling
  • Exudes fear pheromones

Abilities

Ability Effect
Fear Howl AoE fear effect
Scent Hunter Cannot be hidden from
Pack Frenzy Bonus when others nearby
Blood Spirit Gains temporary spirit from kills

Harvestable Parts

Part Quality Range Uses
Ravager Pelt Quality-Fine Armor (intimidating), Shamanic crafting
Fear Gland Fine Alchemy (terror potions, courage antidote study)
Blood Spirit Residue Quality-Fine Shamanic crafting (dark totems)
Massive Fangs Quality-Fine Weapons, Jewelry (intimidation)
Corrupted Heart Fine Alchemy (rage), Shamanic

Goblin Brute (Plague Goblin)

Attribute Value
Original Race Goblin
Size Small (bloated)
Intelligence Cunning (malicious)
Magic Corrupted Shamanic (disease spirits)
Social Swarm (infested colonies, 20-50)
Aggression Aggressive

Physical Changes

  • Bloated, pustulent skin
  • Oozing sores
  • Shared Memory corrupted into disease-spread
  • Giggling, erratic behavior

Abilities

Ability Effect
Disease Cloud AoE sickness
Corrupted Shared Memory Spreads madness to nearby goblins
Explosive Death Releases plague burst when killed
Swarm Tactics Overwhelming numbers

Harvestable Parts

Part Quality Range Uses
Plague Sac Common-Quality Alchemy (disease study, cures)
Corrupted Goblin Brain Quality Alchemy (shared memory study)
Disease-Riddled Flesh Common Alchemy (pestilence)
Madness Residue Quality-Fine Alchemy (confusion potions)

Orc Brute (Doom Orc)

Attribute Value
Original Race Orc
Size Large (massive)
Intelligence Cunning
Magic Corrupted Shamanic (war spirits gone mad)
Social Pack (war band remnants, 3-8)
Aggression Hostile

Physical Changes

  • Extreme muscle growth
  • Tusks elongated into weapons
  • War paint fused into skin (glows)
  • Constantly bleeding but doesn't die

Abilities

Ability Effect
Unstoppable Doesn't fall until truly dead
War Cry Buff to nearby corrupted, debuff to enemies
Mad Shaman Magic Erratic war spirit effects
Blood for Blood Damage heals nearby allies

Harvestable Parts

Part Quality Range Uses
Doom Hide Quality-Fine Armor (intimidating, tough)
War Spirit Fragment Fine-Superior Shamanic crafting (powerful, dangerous)
Unstoppable Heart Fine Alchemy (persistence), Artificer
Fused War Paint Quality-Fine Shamanic (permanent but dangerous paint)
Massive Tusks Quality-Fine Weapons, Decoration

Kobold Brute (Tunnel Horror)

Attribute Value
Original Race Kobold
Size Medium (stretched, spindly)
Intelligence Cunning (trap obsession remains)
Magic Corrupted Innate (trap magic)
Social Swarm (infested warrens, 15-30)
Aggression Territorial

Physical Changes

  • Elongated limbs for climbing
  • Multiple eyes
  • Body partially merged with traps
  • Clicking, mechanical sounds

Abilities

Ability Effect
Trap Body Body parts function as traps
Ceiling Crawler Perfect climbing
Mass Trap Creates traps rapidly
Mechanical Integration Merged with constructs

Harvestable Parts

Part Quality Range Uses
Trap Gland Quality-Fine Artificer (trap creation), Engineering
Multi-Eyes Quality Alchemy (perception, paranoia)
Mechanical Chitin Quality-Fine Artificer (construct parts)
Trap Components Varies Engineering (salvage)

5. Magic-Capable Mobs

Mana Casters

Creatures with access to mana magic (like enlightened races) have spell lists organized by school.

Imp

Attribute Value
Environment Volcanic, Summoned
Social Pack (3-7)
Aggression Aggressive
Intelligence Cunning
Magic Mana (limited)

Spell List (Destruction/Conjuration)

Spell School Effect
Fire Bolt Destruction Single target fire damage
Flame Burst Destruction Small AoE fire
Summon Imp Conjuration Call one ally
Blink Conjuration Short teleport

Harvestable Parts

Part Quality Range Uses
Imp Horns Common-Quality Alchemy (fire), Crafting
Fire Gland Common-Quality Alchemy (fire potions)
Imp Blood Common-Quality Alchemy (summoning), Enchanting
Bat Wings Common Alchemy (flight)

Harpy

Attribute Value
Environment Mountains, Coastal cliffs
Social Pack (flock, 4-12)
Aggression Aggressive
Intelligence Cunning
Magic Mana (Illusion focused)

Spell List (Illusion)

Spell School Effect
Captivating Song Illusion Charm effect
Dissonant Shriek Illusion Confusion, damage
Mirror Image Illusion Create duplicates
Fear Illusion Causes fear

Harvestable Parts

Part Quality Range Uses
Harpy Feathers Common-Quality Alchemy (charm, flight), Fletching
Voice Box Quality-Fine Enchanting (sound magic), Alchemy
Harpy Talons Common-Quality Weapons, Crafting
Charm Gland Quality Alchemy (charm potions)

Tribal (Shamanic) Casters

Creatures with tribal magic draw from a spirit pool rather than personal mana.

Goblin Shaman

Attribute Value
Environment With goblin tribes
Social Pack (leads or advises)
Aggression Aggressive
Intelligence Sapient
Magic Tribal (shamanic)

Spell List (Shamanic)

Spell Type Effect
Curse of Weakness Spirit Curse Stat reduction
Ancestral Guidance Spirit Buff Tribe accuracy boost
Swamp Breath Nature Poison cloud
Healing Ritual Restoration Heal over time
Summon Pest Swarm Conjuration Summon insects

Harvestable Parts

Part Quality Range Uses
Shaman Staff Quality-Fine Shamanic crafting, Enchanting
Spirit Fetish Quality-Fine Shamanic crafting
Ritual Components Varies Various shamanic
Goblin Shaman Brain Fine Alchemy (shared memory study)

Orc War Shaman

Attribute Value
Environment With orc tribes
Social Pack (war leader advisor)
Aggression Aggressive
Intelligence Sapient
Magic Tribal (war spirits)

Spell List (War Shamanic)

Spell Type Effect
War Blessing Spirit Buff Damage boost to allies
Blood Rage Spirit Buff Berserk state
Ancestor's Strength Spirit Buff Temporary stat boost
Spirit Weapon Conjuration Summon fighting spirit
Intimidating Presence Spirit Curse Fear to enemies

Harvestable Parts

Part Quality Range Uses
War Totem Fine-Superior Shamanic crafting
Spirit Drum Quality-Fine Shamanic crafting, Performance
Blessed War Paint Fine Shamanic crafting (powerful paints)
War Spirit Vessel Fine Shamanic binding

6. Aquatic Creatures

Giant Crab

Attribute Value
Environment Coastal, Shallow water
Social Independent
Aggression Defensive
Activity Always
Intelligence Beast
Magic None

Harvestable Parts

Part Quality Range Uses
Crab Meat Common-Fine Cooking (delicacy)
Crab Shell Common-Quality Armor (plates), Alchemy
Claws Common-Quality Crafting (tools), Weapons
Crab Innards Common Fishing bait, Alchemy

Shark

Attribute Value
Environment Coastal, Open water
Social Independent (feeding frenzy: Pack)
Aggression Aggressive (blood triggers)
Intelligence Beast
Magic None

Harvestable Parts

Part Quality Range Uses
Shark Meat Common-Quality Cooking
Shark Skin Common-Quality Leatherworking (tough, sandpaper)
Shark Teeth Common-Fine Weapons, Jewelry, Alchemy
Shark Fin Quality Cooking (controversial), Alchemy
Shark Liver Oil Common-Quality Alchemy (waterproofing, health)

Magical Variant: Storm Shark (Rare)

Attribute Value
Rarity Rare
Distinguishing Electric blue markings, sparks in water
Magic Innate (lightning, storm sense)

Additional Parts

Part Quality Range Uses
Storm Skin Fine-Superior Armor (lightning resist), Alchemy
Lightning Teeth Fine Weapons (shocking), Enchanting
Tempest Organ Fine-Legendary Alchemy (storm calling), Enchanting

7. Mob Encounter Tables by Environment

Forest (Temperate)

Time Common Uncommon Rare
Day Deer, Rabbit, Boar Wolf, Bear Moonlit Stag, Treant
Night Wolf, Giant Spider Dire Wolf, Ghost Phantom Wolf, Wraith
Any Goblin patrol Orc scouts Blighted Elf

Mountains

Time Common Uncommon Rare
Day Goat, Eagle, Mountain Lion Bear, Hill Giant Stone Giant, Thunderhawk
Night Wolf, Harpy Dire Wolf, Stone Giant Frost Giant
Any Orc tribe Ogre group Dragon (legendary)

Swamp

Time Common Uncommon Rare
Day Snake, Crocodile, Giant Insect Deathroll Croc, Zombie Basilisk, Hag
Night Ghost, Giant Spider Plague Zombie, Will-o-wisp Wraith, Razorscale
Any Lizardfolk patrol Goblin tribe Plague Goblin swarm

Desert

Time Common Uncommon Rare
Day Scorpion, Snake, Vulture Giant Scorpion, Ashviper Crystal Scorpion, Fire Elemental
Night Scorpion, Undead Giant Scorpion, Ghost Inferno Elemental
Any Nomad bandits Sand Elemental Void-Touched Human

Tundra

Time Common Uncommon Rare
Day Wolf, Bear, Mammoth Dire Wolf, Ice Elemental Spirit Bear, Frost Giant
Night Wolf, Ghost Phantom Wolf Wendigo, Frost Giant raid
Any Ice Elemental Frost Giant scout Frost Giant shaman

8. Domesticated Animals

These creatures are typically not hostile and are raised by settlements or can be tamed.

Horse

Attribute Value
Environment Settlements, Plains (wild herds)
Social Herd (domesticated: individual)
Aggression Passive (Defensive if cornered)
Intelligence Cunning
Magic None
Tameable Yes

Harvestable Parts (deceased)

Part Quality Range Uses
Horse Meat Common-Quality Cooking (regional), Pet food
Horse Hide Common-Fine Leatherworking (supple leather)
Horsehair Common-Quality Bowyer (bowstrings), Brushes, Tailoring
Horse Hooves Common Glue, Alchemy
Sinew Common-Quality Crafting

Living Products

Product Frequency Uses
Horsehair (groomed) Weekly Crafting (non-lethal)
Manure Daily Farming (fertilizer)

Magical Variant: Nightmare (Rare - not tameable)

Attribute Value
Rarity Rare
Distinguishing Black coat, flaming mane/hooves
Magic Innate (fire, planar travel)
Aggression Hostile

Additional Parts

Part Quality Range Uses
Nightmare Mane Fine-Legendary Alchemy (fire immunity), Enchanting
Hellfire Hooves Fine-Superior Smithing (fire weapons)
Planar Essence Superior-Legendary Enchanting (transportation)

Cattle (Cow/Bull)

Attribute Value
Environment Settlements, Plains (wild aurochs)
Social Herd
Aggression Passive (Bulls: Defensive)
Intelligence Beast
Magic None

Harvestable Parts (deceased)

Part Quality Range Uses
Beef Common-Fine Cooking (versatile meat)
Cattle Hide Common-Quality Leatherworking (standard leather)
Horns Common-Quality Crafting, Alchemy, Decoration
Bones Common Crafting, Alchemy
Tallow Common-Quality Candles, Alchemy, Cooking
Stomach Common Crafting (waterskins, containers)

Living Products

Product Frequency Uses
Milk Daily Cooking, Alchemy (bases)
Manure Daily Farming

Sheep

Attribute Value
Environment Settlements, Hills
Social Herd
Aggression Passive
Intelligence Beast
Magic None

Harvestable Parts (deceased)

Part Quality Range Uses
Mutton Common-Quality Cooking
Sheep Hide Common Leatherworking (soft leather)
Lanolin Common-Quality Alchemy (waterproofing), Skincare

Living Products

Product Frequency Uses
Wool Seasonal (shearing) Tailoring (primary fiber)
Milk Daily Cooking, Cheese

Magical Variant: Cloudwool Sheep (Uncommon - rare domestic breed)

Attribute Value
Rarity Uncommon
Distinguishing Extremely fluffy, wool has slight glow
Magic Innate (featherfall on self)

Additional Living Products

Product Quality Range Uses
Cloudwool Quality-Fine Tailoring (featherfall items, magical robes)

Chicken

Attribute Value
Environment Settlements
Social Herd (flock)
Aggression Passive
Intelligence Beast
Magic None

Harvestable Parts (deceased)

Part Quality Range Uses
Chicken Meat Common Cooking (versatile)
Feathers Common Fletching (bulk), Pillows
Bones Common Alchemy (divination)

Living Products

Product Frequency Uses
Eggs Daily Cooking, Alchemy (binding agent)
Feathers (molted) Occasional Crafting

Pig

Attribute Value
Environment Settlements
Social Herd (drove)
Aggression Passive
Intelligence Cunning
Magic None

Harvestable Parts (deceased)

Part Quality Range Uses
Pork Common-Fine Cooking (versatile)
Pig Skin Common-Quality Leatherworking (soft leather)
Pig Fat/Lard Common-Quality Cooking, Alchemy
Bristles Common Brushes
Bladder Common Containers, Balls

Living Uses

Use Application
Truffle hunting Locate rare mushrooms
Waste disposal Eat scraps

9. Legendary Creatures

These creatures are unique or extremely rare encounters, often serving as major challenges or quest objectives.

Dragon

Attribute Value
Environment Mountains, Volcanic, Hoards
Social Independent (fiercely territorial)
Aggression Territorial → Hostile
Intelligence Sapient (highly intelligent)
Magic Innate (breath weapon, spells)
Rarity Legendary

Dragon Types

Type Environment Breath Affinity
Fire Dragon Volcanic, Mountains Fire Destruction
Frost Dragon Tundra, High Mountains Ice Abjuration
Storm Dragon Coastal, Mountains Lightning Conjuration
Shadow Dragon Caves, Corrupted lands Necrotic Necromancy
Forest Dragon Ancient Forest Poison Nature

Abilities (Fire Dragon example)

Ability Effect
Fire Breath Cone fire damage
Flight Aerial combat
Fire Immunity Cannot be damaged by fire
Frightful Presence AoE fear
Ancient Magic Destruction, Abjuration spells
Legendary Resistance Can ignore status effects

Harvestable Parts

Part Quality Range Uses
Dragon Scales Superior-Legendary Armorcrafting (best armor)
Dragon Bones Superior-Legendary Weaponsmithing, Crafting
Dragon Heart Legendary Artificer (ultimate cores), Alchemy
Dragon Blood Fine-Legendary Alchemy (power potions), Enchanting
Dragon Fire Gland Legendary Smithing (dragon forge), Alchemy
Dragon Eye Superior-Legendary Enchanting (true seeing), Alchemy
Dragon Teeth Fine-Superior Weapons (daggers, arrow tips)
Dragon Hide Superior-Legendary Leatherworking (magical leather)

Phoenix

Attribute Value
Environment Volcanic, Sacred sites
Social Independent
Aggression Passive (Defensive of sacred sites)
Intelligence Sapient
Magic Innate (fire, resurrection)
Rarity Legendary

Abilities

Ability Effect
Resurrection Reborn from ashes when killed
Healing Flames Fire heals allies
Purifying Fire Burns corruption/undead
Flight Aerial
Fire Immunity Cannot be damaged by fire

Harvestable Parts (shed/gifted—killing is temporary)

Part Quality Range Uses
Phoenix Feather Legendary Alchemy (resurrection, healing), Enchanting
Phoenix Tears Legendary Alchemy (ultimate healing)
Phoenix Ash Superior-Legendary Alchemy (rebirth potions)
Eternal Flame (captured) Legendary Smithing (blessed forge), Alchemy

Hydra

Attribute Value
Environment Swamp, Coastal caves
Social Independent
Aggression Hostile
Intelligence Cunning
Magic Innate (regeneration, poison)
Rarity Legendary

Abilities

Ability Effect
Multiple Heads 5-9 heads, each attacks
Regeneration Rapidly heals, regrows heads
Poison Breath Each head can breathe poison
Head Severance Cut head = two grow back (if not cauterized)
Fire Vulnerability Fire prevents regeneration

Harvestable Parts

Part Quality Range Uses
Hydra Blood Fine-Legendary Alchemy (regeneration), Poisons (toxic)
Hydra Scales Superior-Legendary Armor (regenerating?)
Hydra Heart Legendary Alchemy (immortality adjacent)
Hydra Head Fine-Superior Trophy, Alchemy
Poison Glands (multiple) Fine-Legendary Alchemy (potent poisons)
Hydra Teeth Quality-Fine Alchemy (legendary: dragon teeth myth)

Behemoth

Attribute Value
Environment Remote wilderness, Ancient lands
Social Independent
Aggression Territorial
Intelligence Cunning
Magic Innate (earth, unstoppable force)
Rarity Legendary

Abilities

Ability Effect
Colossal Size Building-sized
Unstoppable Charge Destroys terrain
Earthquake Stomp Massive AoE
Impenetrable Hide Extreme damage resistance
Primordial Strength Can destroy structures

Harvestable Parts

Part Quality Range Uses
Behemoth Hide Legendary Armor (ultimate protection)
Behemoth Bones Superior-Legendary Construction, Weapons
Primordial Heart Legendary Artificer (titan golems)
Earth Blood Legendary Alchemy (earth mastery)
Behemoth Tusks Superior-Legendary Weapons, Construction

Kraken

Attribute Value
Environment Deep ocean
Social Independent
Aggression Aggressive
Intelligence Sapient
Magic Innate (water, storms, mind control)
Rarity Legendary

Abilities

Ability Effect
Massive Tentacles Multiple grappling attacks
Ink Cloud Blindness, escape
Storm Calling Creates storms at will
Ship Destroyer Can sink vessels
Mind Control Dominates weak-willed

Harvestable Parts

Part Quality Range Uses
Kraken Tentacle Superior-Legendary Weapons (whips), Alchemy
Kraken Ink Fine-Legendary Alchemy (blindness, shadow), Scribe
Kraken Eye Legendary Enchanting (far seeing, mind control)
Kraken Beak Superior-Legendary Weapons, Armor
Storm Gland Legendary Alchemy (weather control)

10. Harvest Skill Effects

Skill Level Quality Bonus Yield Bonus Rare Part Chance
None -1 tier -30% 1%
Apprentice 0 0% 5%
Journeyman +1 potential +15% 12%
Master +2 potential +30% 25%

Harvest Tool Requirements

Creature Type Required Tool Quality Effect
Beast (small) Skinning knife Higher = cleaner harvest
Beast (large) Skinning knife + saw Reduces time
Monster Specialized tools Required for exotic parts
Elemental Essence container Required to capture essences
Undead Blessed tools (optional) +quality for death essence
Magical creature Magic-treated tools Required for magical parts

11. Creature Summary Table

All Creatures Quick Reference

Creature Environment Social Aggression Magic Rarity
Deer Forest, Plains Herd Passive None Common
Moonlit Stag Forest (night) Herd Passive Innate Rare
Rabbit Forest, Plains Independent Passive None Common
Blink Hare Forest Independent Passive Innate Uncommon
Wild Boar Forest, Swamp Pack Defensive None Common
Ironhide Boar Forest Pack Territorial Innate Rare
Wolf Forest, Tundra Pack Aggressive None Common
Dire Wolf Forest, Tundra Pack/Indep Aggressive None Uncommon
Phantom Wolf Forest (night) Pack Hostile Innate Rare
Bear Forest, Mountains Independent Defensive None Common
Stonebear Mountains, Caves Independent Territorial Innate Rare
Spirit Bear Ancient Forest Independent Passive Innate Legendary
Mountain Lion Mountains, Forest Independent Aggressive None Common
Shadowcat Forest (night) Independent Aggressive Innate Rare
Snake All Independent Defensive None Common
Ashviper Volcanic, Desert Independent Defensive Innate Uncommon
Basilisk Swamp, Caves Independent Aggressive Innate Rare
Crocodile Swamp, Rivers Independent Aggressive None Common
Deathroll Croc Swamp Independent Aggressive Innate Uncommon
Eagle Mountains, Coastal Independent Defensive None Common
Thunderhawk Mountains, Storms Independent Defensive Innate Rare
Crow All Pack Passive None Common
Omen Raven All Independent Passive Innate Uncommon
Giant Spider Forest, Caves Independent Aggressive None Common
Phase Spider Caves, Ruins Independent Aggressive Innate Rare
Broodmother Caves Swarm Hostile Innate Legendary
Giant Scorpion Desert, Caves Independent Territorial None Common
Crystal Scorpion Desert, Caves Independent Territorial Innate Rare
Fire Elemental Volcanic Independent Territorial Innate Uncommon
Inferno Elemental Volcanic Independent Hostile Innate Rare
Zombie Graveyards, Ruins Swarm/Indep Hostile None Common
Plague Zombie Swamp, Ruins Swarm Hostile Innate Uncommon
Skeleton Dungeons, Ruins Pack Hostile None Common
Skeletal Mage Dungeons Independent Hostile Mana Uncommon
Ghost Ruins, Haunted Independent Territorial Innate Uncommon
Wraith Ruins Independent Hostile Innate Rare
Sprite Forest (magical) Swarm Territorial Innate Uncommon
Faerie Dragon Forest (magical) Independent Territorial Innate Rare
Treant Ancient Forest Independent Defensive Innate Rare
Hill Giant Hills, Plains Pack Aggressive None Uncommon
Stone Giant Mountains, Caves Pack Territorial Innate Uncommon
Frost Giant Tundra, Mountains Pack Hostile Innate+Tribal Rare
Imp Volcanic, Summoned Pack Aggressive Mana Common
Harpy Mountains, Coastal Pack Aggressive Mana Uncommon
Goblin Shaman With tribes Pack Aggressive Tribal Uncommon
Orc War Shaman With tribes Pack Aggressive Tribal Uncommon
Giant Crab Coastal Independent Defensive None Common
Shark Coastal, Ocean Independent Aggressive None Common
Storm Shark Ocean Independent Aggressive Innate Rare
Human Brute Corrupted areas Pack/Indep Hostile None/Innate Uncommon
Void-Touched Human Corrupted areas Independent Hostile Innate Rare
Blighted Elf Corrupted forest Pack Hostile Innate Rare
Stone Husk (Dwarf) Deep caves Independent Hostile Innate Rare
Razorscale (Lizardfolk) Corrupted swamp Pack Aggressive Innate Rare
Ravager (Gnoll) Corrupted wilds Pack Hostile Tribal Rare
Plague Goblin Corrupted areas Swarm Aggressive Tribal Uncommon
Doom Orc Corrupted areas Pack Hostile Tribal Rare
Tunnel Horror (Kobold) Corrupted warrens Swarm Territorial Innate Uncommon
Horse Settlements, Plains Herd Passive None Common
Nightmare Planar Independent Hostile Innate Rare
Cattle Settlements Herd Passive None Common
Sheep Settlements Herd Passive None Common
Cloudwool Sheep Settlements (rare) Herd Passive Innate Uncommon
Chicken Settlements Herd Passive None Common
Pig Settlements Herd Passive None Common
Dragon Mountains, Volcanic Independent Territorial Innate+Mana Legendary
Phoenix Volcanic, Sacred Independent Passive Innate Legendary
Hydra Swamp, Coastal Independent Hostile Innate Legendary
Behemoth Remote wilds Independent Territorial Innate Legendary
Kraken Deep ocean Independent Aggressive Innate Legendary

12. Ecology & Respawn

Population Dynamics

Creatures follow ecological rules that affect their presence in an area.

Factor Effect
Overhunting Reduces spawn rate, may eliminate locally
Predator removal Prey populations boom temporarily
Corruption spread Normal creatures flee, corrupted spawn
Seasonal migration Some herds move between regions
Breeding seasons Increased young, more territorial adults

Respawn Rates

Rarity Respawn Time Notes
Common 1-3 days Stable populations
Uncommon 3-7 days Slower recovery
Rare 1-4 weeks May require conditions
Legendary Unique/Never Quest triggers, world events

Extinction Risk

Warning Sign Effect
Sparse spawns Population stressed
No young Population declining
No spawns Locally extinct
Recovery Stop hunting, wait 2-4 weeks

Corrupted Area Mechanics

Stage Effect
Early corruption Normal creatures become aggressive
Spreading Magical variants appear, normals flee
Established Brutes spawn, normal creatures gone
Deep corruption Void creatures, elemental corruption

13. Taming & Capture

Tameable Creatures

Creature Difficulty Method Uses
Horse Moderate Break/Bond Mount, labor
Wolf Hard Raise from pup Combat companion
Bear Very Hard Raise from cub Combat, labor
Eagle Hard Falconry training Hunting, scouting
Dog (wolf descendant) Easy Domesticated Hunting, guarding
Cat Easy Semi-domesticated Pest control

Capture Methods

Method Creatures Requirements
Live trap Small creatures Trapping skill, bait
Net Medium creatures Net, Athletics
Lasso Large creatures Rope, skill
Cage Various Cage appropriate to size
Magical binding Magical creatures Enchanted restraints

Taming Skill Effects

Level Bonus New Abilities
None Cannot tame -
Apprentice Basic creatures Simple commands
Journeyman +20% success Combat commands
Master +40% success Magical creature attempt

14. Part Quality & Preservation

Quality Degradation

Condition Effect
Fresh (0-2 hours) Full quality
Recent (2-8 hours) -1 tier if organic
Old (8-24 hours) -2 tiers if organic
Spoiled (24+ hours) Unusable (organic)

Preservation Methods

Method Duration Extension Materials
Ice/cold +24 hours Ice, cold storage
Salt +1 week Salt
Smoking +2 weeks Smoke, time
Magical preservation Indefinite Preservation spell/scroll
Alchemy jar +1 month Alchemical container

Non-Organic Parts

Part Type Degradation
Bones None
Scales/Chitin None
Teeth/Claws None
Magical essence Slow (1 week to degrade)
Elemental cores Very slow (1 month)

15. Hunting Contracts & Bounties

Standard Contracts

Target Difficulty Typical Reward
Pest control (rats, etc.) Easy 5-15 silver
Predator (wolf, lion) Moderate 50-150 silver
Monster (giant spider, etc.) Hard 1-5 gold
Dangerous beast (bear, dire wolf) Hard 2-8 gold
Magical creature Very Hard 10-50 gold
Legendary Extreme 100+ gold, special rewards

Bounty Sources

Source Target Types
Settlements Local threats
Adventurer's Guild Monsters, dangerous beasts
Hunter's Guild Specific creatures, rare materials
Private contracts Special requests

Proof Requirements

Target Required Proof
Common beast Specific part (head, pelt)
Monster Head or identifying part
Corrupted Corruption node
Legendary Specific trophy + witnesses