Bestiary and NPCs
Complements 17 (combat), 22 (alchemy), 04 (day cycle) and 20 (place names). Chapter 1 (25) covers Vale de Lumen (Lumen Valley) (level 1–10), Bosque Alto (High Forest) (5–15), Costa das Marés (Tide Coast) (10–20) and Mina Velha (Old Mine) (contested zone, 8–14). The bestiary below is a proposal for the team to cut and adjust.
1. Bestiary rules
- Roles: weak (one-on-one, no parry), horde (groups of 10–30, no parry,
17), elite (directional parry, telegraphed strike with a ground area), boss (phases, weak point, group mechanic). Gatherable and passive creatures don't attack. - Time and weather follow
04: the 2 h 50 min day has early morning ~25 min, dawn ~17, day ~60, dusk ~17 and night ~51. Each creature has a window; outside it, it either doesn't appear or appears weaker. A night enemy disappears at dawn (dissolves into light or returns to its den), without "clearing" the map in the player's face. - Individual loot (
03). Every enemy drops gold and common material; items with affixes only from elite up. Nothing here is NFT. - Alchemy (
22§9): launch has 8 essences: Life, Heat, Cold, Light, Mind, Body, Earth, Water. Each ingredient below lists essence and intensity (1–5). Items marked † have an essence outside the subset (Air, Shadow, Poison, Chaos): they drop as crafting material and stay dormant as an ingredient until the update that opens the essence. - Origin marks (
22§1): several ingredients change with full moon, rain or early morning; the "when" column serves for that as well. - Tameable follows
24§7/10: companion of limited power, never replaces a player; only creatures without an elite role. - Scaling (
20): applies only to PvE; the creature's level adjusts to the region.
2. Chapter 1 bestiary (36 creatures)
Vale de Lumen
| # | Creature | Where | When | Behavior | Role | Loot and ingredients | Tameable |
|---|---|---|---|---|---|---|---|
| 1 | Barn Rat | Barns, mills | Always | Flees, bites in small packs | Weak | Tooth, grain (Life 1) | No |
| 2 | Clover Rabbit | Fields | Dawn, day | Passive, flees in zigzag | Gatherable | Lucky clover (Life 1), meat | Yes |
| 3 | Scarecrow Crow | Crops | Dawn, day | Flock that dives, steals seed | Horde | Black feather †, seed | No |
| 4 | Valley Wolf | Forest edges | Dusk, night | Pack surrounds from the sides; warns with a howl | Horde | Pelt, wolf meat (Body 2) | Cub yes |
| 5 | Stubble Boar | Pastures | Dawn | Charges in a line; whoever leaves the line takes no damage | Weak | Tusk (Body 2), hide | Yes |
| 6 | Road Bandit | Roads, camps | Day, dusk | Surrounds caravan; flees at 20% health | Weak/horde | Gold, hideout map | No |
| 7 | Gang Captain | Bandit camp | Day, dusk | Shout calls reinforcements; telegraphed high strike | Elite | Weapon with affix, chest key | No |
| 8 | Living Scarecrow | Fields, Valley | Night, rain or full moon | Rises where the player moves away from the lantern; drags | Elite | Life-straw (Life 2, Earth 1), affix | No |
| 9 | Lantern Moth | Villages, roads | Dusk, night | Goes to the strongest light (the player chooses: lantern or bait) | Weak | Moth dust (Light 1, Mind 1) | No |
| 10 | Marsh Toad | Shore of the Lago de Lumen (Lumen Lake) | Rain, night | Leaps, tongue holds for 1 s | Weak | Slime (Water 2), leg | No |
| 11 | Wandering Bone | Around the Catacombs | Night, fog | Rises in a circle from the ground; slow, no parry | Horde | Bone dust (Earth 2, Cold 1) | No |
| 12 | Meadow Firefly | Prado dos Vaga-lumes (Firefly Meadow) | Nightfall, summer, no rain | Flees strong light; more numerous at new moon | Gatherable | Firefly in a jar (Light 3) | No |
Bosque Alto
| # | Creature | Where | When | Behavior | Role | Loot and ingredients | Tameable |
|---|---|---|---|---|---|---|---|
| 13 | Glider Squirrel | Canopies (level 2–3) | Day | Glides between branches; takes small items from the ground | Passive | Tail, nut (Body 1) | Yes |
| 14 | Canopy Spider | Bridges, ropes | Day, night | Descends on a thread, attacks from behind; disappears if the rope is cut | Horde | Silk, silk gland (Mind 1) | No |
| 15 | Weaver Spider | Bridges, hollow trees | Night | Weaves web on bridges (slowing); a shove brings it down | Elite | Thick silk, affix | No |
| 16 | Bell Jay | Canopies | Dawn | Alerts neighbors when it sees the player (stealth) | Weak | Blue feather †, egg | No |
| 17 | Root Bear | Root floor | Dawn, day | Standing attack (frontal area), parry opens the flank | Elite | Bear meat (Body 3), thick hide, claw | No |
| 18 | Moss Deer | Clearings | Early morning, fog | Passive; the moss on its back glows | Gatherable | Dew moss (Life 3), doe milk (Body 1) | Yes (future mount) |
| 19 | Walking Fungus | Mushroom Forest | Night | Walks slowly in a group, releases blinding spores | Horde | Trunk mushroom (Earth 2), spores (Mind 2) | No |
| 20 | Pond Wisp | Banks and marshes | Night | Light that lures into the marsh; goes out if the player doesn't chase | Weak | Marsh spark (Light 2, Water 1) | No |
| 21 | Lantern Owl | High branches | Night | Dives at the lantern; whoever puts out the light isn't attacked | Elite | Golden feather (Light 2), eye | No |
| 22 | Living Root | Raízes Ocas (Hollow Roots) | Always (dungeon) | Sprouts from the ground in a group; low sweeping strike (jump) | Horde | Sap (Life 2, Earth 1) | No |
| 23 | Root Mother | Raízes Ocas | Always | Boss: see doc 29 |
Boss | Mother sap (Life 5), set | No |
Costa das Marés
| # | Creature | Where | When | Behavior | Role | Loot and ingredients | Tameable |
|---|---|---|---|---|---|---|---|
| 24 | Tide Crab | Beaches | Low tide, day | Comes out of the sand in masses; heavy shell, a heavy blow wins | Horde | Claw, shell salt (Earth 1, Water 1) | No |
| 25 | Thief Gull | Docks, cliffs | Day | Steals gold from the pocket (a little); recovered by killing it | Weak | Feather, egg | No |
| 26 | Light Jellyfish | Tide pools, shallow sea | Night, high tide | Glows; touching it paralyzes; gathered with a jar | Passive/gatherable | Light jelly (Light 2, Water 2) | No |
| 27 | Shell Turtle | Southern beaches | Dusk, full moon | Passive; lays eggs at full moon | Passive | Turtle egg (Life 3), shell | Yes |
| 28 | Drowned One | Coast, Mina Afogada (Drowned Mine) | Night, fog | Comes out of the water in a line, slow, drags toward the sea | Horde | Black seaweed (Water 2, Cold 1), old coin | No |
| 29 | Cave Octopus | Caves opened by the tide | Low tide, night | Holds with tentacles; a strike on the tips frees | Elite | Ink (Mind 2), sucker | No |
| 30 | Salt Claw | Cliffs | Day, storm | Giant crab; breaks shield; weak points in the eyes | Elite | Salt shell (Earth 3, Water 1), affix | No |
| 31 | Bell Gull | Lighthouses | Early morning, fog | Cry guides boats; vanishes in strong sun | Passive | Pale feather (Light 1) | No |
| 32 | Drowned Captain | Mina Afogada | Always (dungeon) | Boss: see doc 29 |
Boss | Salt anchor, set | No |
Mina Velha (contested zone)
| # | Creature | Where | When | Behavior | Role | Loot and ingredients | Tameable |
|---|---|---|---|---|---|---|---|
| 33 | Mine Bat | Galleries | Always | Flies in a cloud, flees light; heard before seen | Horde | Wing, guano (Earth 2, Heat 1) | No |
| 34 | Stone Worm | Veins | Always | Comes out of the ground in a line; trembles first (warning) | Elite | Crystal dust (Light 2, Earth 1) | No |
| 35 | Rubble Golem | Collapsed hall | Always; stronger in a PvP window | Rock falls from the ceiling; turns 180° slowly, invites flanking | Elite | Mine stone, common ore | No |
| 36 | Stone Foreman | Mine entrance | Early morning (roaming boss) | Appears in the early mornings; calls the golem; no shield | Elite/roaming boss | Unique pickaxe (cosmetic), blue crystal (Light 3) | No |
World bosses (3) are in 29: the Boar of a Thousand Winters, the Antler King Stag and the Great Salt Octopus. Also only in 29 (and 27): the dungeon bosses Faceless Bellringer and Matriarch Octopus, and the Pale Guardian (Act 4 instance).
3. Other chapters (highlights only)
- Ch. 2 (Bosque Antigo, Cordilheira, Cratera, Profundezas): Guardian Tree (elite), Stone Troll, Crystal Griffin, Cave Worm, Arcane Elemental (first raid,
20). - Ch. 3 (Esmeralda, Brumas): Emerald Jaguar, Golden Frog (Poison †), Reef Shark, Corrupted Mermaid, Ghost of the Ship.
- Ch. 4 (Planícies, Lamento, Brasa, Cânions): Wild Horse (tameable), Ghoul of Corvária, Lava Salamander, Sand Scorpion, Ember Dragon (raid).
- Ch. 5 (Hrim, Taiga): White Wolf, Polar Bear, Ice Giant, Wendigo, Tamed Mammoth.
- Ch. 6 (Ilhas Celestes): Wind Bird, Cloud Serpent, Guardian of Celéstia.
4. NPCs
4.1 Routine by hour
Named NPCs (about 15 in Lumen, 6–8 per village) follow a routine by time (04), with few variations so they stay cheap to implement:
| Time | Typical routine |
|---|---|
| Early morning | Sleeping; only the watchman, baker and sleepless old man move around; shops closed |
| Dawn | Baker lights the oven, farmer heads out, market sets up stalls |
| Day | Work at their post: shop, forge, field, temple; market full |
| Dusk | Light the lanterns, guard changes shift, shop closes, night quest board updates |
| Night | Tavern full, musician plays, street NPCs vanish to their homes, only the tavern and temple sell |
Each NPC is a schedule of 5 slots (where they are, what they do, what they sell, what they say). Someone away from their post can be found elsewhere (the blacksmith drinking in the tavern at night), which rewards observing.
4.2 Affinity and reputation
- Personal affinity (0–100) per NPC: rises with quests, gifts matching the NPC's taste (e.g., the witch likes lavender) and conversation; drops with witnessed crime, aggression and discovered lies.
- Reputation per settlement (Lumen, Espelho, Galho-Velho, Ramalta, Porto Sal): sum of help and crimes in the town; opens titles and access (merchant's cellar, secret trail). It is separate from the faction reputation of
27(which belongs to the account, with a weekly cap) and never gives power. - Bands: hostile, cold, neutral, friendly, trusted. Effects: price (±10%), extra quests, ingredient tips and secrets (
20§2.6), refusal of service. - Karma (
23) rules over everything: red = guards attack, cities close, NPC shops charge more or don't sell. - Persuading, bribing, intimidating (
24§7) is post-launch; at launch, only dialogue choices with Luck and Mind as a requirement. - A common NPC can be killed only outside the city, with karma; it disappears for a while and the village turns cold (
24§7).
4.3 Dialogue style
- First person: the NPC looks at the player; there is no full screen that blocks the view (VR comfort,
03). The text appears as short speech in a bubble near the face, on PC, and as a paper card in the player's hand, in VR. - Choices: 2 to 4 options per node, of three types: information, request (quest) and attitude (Mind or Luck for light persuasion). Short nodes (≤ 25 words), no long tree.
- Ambient barks: short phrases by hour and weather ("Full moon, I'm not going out today"), say when something is happening (dynamic event) without needing a HUD.
- Alchemy tips and recipes come in the speech of an old NPC (
22§5).
4.4 With voice or without
- PoC (zero cost): no recorded voice. Text with short "mumbling" sounds (Animal Crossing style) by NPC type and emotion, plus gesture and gaze. Synthesized voice (free local TTS) only to test the rhythm, not as a product. No NPC depends on audio to be understood.
- Launch: human voice only for key NPCs (about 10) and event announcements; the rest stay in mumbling. Player voice (proximity chat) is another matter and stays 18+ (
24§5). - All text in a table file (id, hour, affinity, line) for future translation.
4.5 Types
- Merchants: sell for gold (
08/14); NPC raw material is bound to the account (E2), so it doesn't become a market shortcut. Fixed stock per village plus one rotating item per game day. They buy at 30–40% of the price (sink). No NPC sells power above the tier cap. - Guards: patrol by schedule, with a shift change at dusk. They attack red players, stop fights in cities (the blow doesn't even land,
23), respond to shop alarms. Road guards in the Valley and Bosque Alto; no guards on the open sea. - Trainers: (1) weapon: master of sword, axe, bow, lantern (teaches techniques by mastery,
17); (2) magic: Arcane Academy in Lumen, druids in Galho-Velho (Old Branch) (Nature), fire and water master on the Coast; (3) profession: forge, alchemy (Mira da Estufa (Mira of the Greenhouse) in Espelho (Mirror) is an example), fishing in Porto Sal (Salt Port), cooking and shipwrighting. Each trainer has a minimum affinity band for the next level, which creates a reason to help the village. - Quest-givers: quest of 1 to 3 steps, no long text; the reward shows gold and reputation.
4.6 A few example names (for the proof of concept)
Lantern Master Orvalho (Lumen, trains Warden), Mira da Estufa (alchemist of Espelho), Tavern Keeper Brás (Lumen, at night), Guard Teles (Lumen gate), Old Joana (Galho-Velho, ingredient tips), Captain Sal (Porto Sal, ferry).
What is left for later
- Full persuasion, bribery and intimidation; killing an NPC with permanent memory.
- Human voice for all NPCs and translation with dubbing.
- NPCs with a truly dynamic agenda (generative dialogue AI), out of scope today due to cost and moderation.
- Detailed bestiary of chapters 2–6 (only highlights above) and creatures of Shadow, Poison, Air and Chaos, which depend on essences still closed (
18§9,22§9). - Taming with lineage and sale (
10) beyond the few cubs listed.