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Felucca Online

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Bestiary

Every hostile thing that exists in the game today, and a list of ideas for the monsters still to come. The rules behind them (spawning, AI, loot, duels) live in docs/creatures.md (#124); this page is the roster. Numbers are first values from crates/uo-proto/src/creatures.rs and crates/uo-combat/src/demo.rs, before the balance pass (task creature-balance).

All creatures are drawn as coloured capsules until they get models.

Creatures (31 species)

Columns: danger 1–5; behaviour (the AI it fights with); hits; Str / Dex / Int; attack skill and damage skill in UO points; armour; attack as damage @ AP per strike (1 AP = 250 ms), reach in tiles; spells; aggro = how far it notices you (0 = only when attacked); respawn time.

Animals

SpeciesDangerBehaviourHitsStr/Dex/IntSkillArmourAttackAggroRespawnLeaves
deer1prey3040/70/10308hooves 2–6 @ 602 minmeat, hide, bones
giant rat1pack1430/50/10354teeth 2–5 @ 451.5 minmeat, hide
wild boar1hunter2850/45/104514tusks 3–9 @ 632 minmeat, hide, boar tusks
grey wolf1pack4560/75/106012bite 4–10 @ 572.5 minmeat, fur, bones
mongbat1pack1220/80/10404bite 1–5 @ 461.5 minbat wings
brown bear2hunter90100/50/107024claws 8–20 @ 844 minmeat, fur, bones
frost wolf2pack6580/85/157518bite 6–14 @ 583 minmeat, fur, bones
giant spider2hunter7080/80/206516fangs 5–13 @ 563 minspider's silk, amber (4 %)
harpy2hunter5570/90/306012talons 5–12 @ 583 minfeathers, meat

Orcs (Felucca's natives)

SpeciesDangerBehaviourHitsStr/Dex/IntSkillMageryArmourAttackSpellsAggroRespawnLeaves
orc2brute60100/60/3060–30club 6–16 @ 7–84 minbones, meat, orcish idol (3 %); mace, leather tunic and cap, buckler
orc archer2archer5080/85/3060–20bow 6–18 @ 9, range 8–94 minfeathers, bones; bow, leather sleeves and leggings
orc raider2raider65105/70/3065–26axe 7–17 @ 7–95 minbones, idol (5 %); longsword, leather tunic, gloves, boots
orc shaman3caster5560/60/90457512staff 4–12 @ 9magic arrow, heal, fireball95 minbat wings, grave dust, idol (15 %); quarterstaff, robe
orc captain3raider120130/70/4085–45axe 10–26 @ 8–97 minidol (40 %), amber; halberd, chainmail, plate helm, leather leggings

Undead

SpeciesDangerBehaviourHitsStr/Dex/IntSkillMageryArmourAttackSpellsAggroRespawnLeaves
skeleton2brute4060/60/1055–30rusty blade 5–13 @ 6–83 minbones, grave dust; dagger, buckler
zombie2brute5570/30/1045–16claws 4–12 @ 8–63 minbones, grave dust; shirt, long pants
ghoul3hunter8090/70/2070–22claws 7–17 @ 6–84 minbones, grave dust
wraith4caster9060/80/110658520chill touch 6–14 @ 6magic arrow, lightning96 minectoplasm, grave dust, sapphire (8 %)
lich5caster18080/70/2007010040bone staff 8–18 @ 8magic arrow, heal, fireball, lightning, explosion1020 mingrave dust, ectoplasm, sapphire, ruby; wizard's hat, robe, gold ring

Giants

SpeciesDangerBehaviourHitsStr/Dex/IntSkillArmourAttackAggroRespawnLeaves
troll3brute140180/50/307030fists 12–24 @ 977 mintroll fat, bones, amber
ogre3brute170200/45/306532club 14–28 @ 1077 minbones, meat, amber; mace
ettin (two heads)4brute230230/50/307536club 16–32 @ 10810 minbones, sapphire, amber
frost giant5brute320280/55/508544ice maul 20–38 @ 11815 mingiant's tooth, fur, sapphire, diamond (8 %)

Reptiles

SpeciesDangerBehaviourHitsStr/Dex/IntSkillMageryArmourAttackSpellsAggroRespawnLeaves
lizardman2brute6590/70/3065–26spear 6–16 @ 7–84 minlizard scales, meat; buckler, leather tunic
drake4monster220220/70/90807040bite 14–28 @ 8fireball (breath)910 mindrake scales, meat, ruby
wyvern4hunter210210/90/4080–36venom sting 10–22 @ 7–1010 mindrake scales, meat, sapphire
ancient dragon5monster800400/90/20010010060jaws 24–44 @ 8fireball, lightning, explosion111 hdragon scales, dragon's blood, rubies, diamonds, sapphires

Fey and elementals

SpeciesDangerBehaviourHitsStr/Dex/IntSkillMageryArmourAttackSpellsAggroRespawnLeaves
wisp (glows)3caster8040/110/120708030shock 5–12 @ 5magic arrow, lightning85 minwisp essence, sapphire
bog hag3caster9050/60/130508514claws 5–12 @ 7magic arrow, heal, fireball, wall of stone87 mingrave dust, bat wings, amber; robe, gold necklace
wrathful treant4brute300220/30/6075–50branches 18–36 @ 11–510 mintreant bark, logs, amber
fire elemental (glows)4monster160120/90/100758036burning touch 10–22 @ 7fireball88 minfire essence, ruby

Humanoids (orcs, undead with gear, hags, liches) also roll each piece of their gear at 25 %, as salvage: its material at the tier of their danger, never the piece itself (#148). Danger scaling and elite packs: docs/creatures.md › Danger, elites and loot. Mobs never drop coin (#121).

Groups in the wild

What an atlas encounter turns into (PARTIES in crates/uo-world/src/creatures.rs; "from N" = only where the danger is at least N):

EncounterGroup
wolves2–4 grey wolves
bears1–2 brown bears
frost wolves3–4 frost wolves
giant spiders2–3 giant spiders
mongbats3–5 mongbats
harpies2–3 harpies
orcs, war band2–3 orcs, 1–2 archers; a shaman and a captain from 3
undead2–3 skeletons, 1–2 zombies; a ghoul from 3, a wraith from 4
wraiths1–2 wraiths, 2 skeletons; a lich from 5
wisps1–3 wisps
treantsa treant; a wisp from 3
fey hunt2 wisps; a treant from 4
trolls / ogres1–2 of them
ettinsan ettin; an ogre from 4
frost giantsa frost giant and 2 frost wolves
lizardfolk3–4 lizardmen
bog haga hag and 2–3 giant rats
fire elementals1–2 fire elementals
drakes1–2 drakes
wyvern / dragonone
brigands, deserters, pirates2–3 bandits from the camp roster

On top of that: wildlife herds per region by terrain (deer, boars, rats, wolves on snow) and orc road patrols (2–3 raiders, a captain from danger 3) in a third of the regions from danger 2.

People who fight you

Bandits (the bandit camps at every atlas bandit camp, orc camp and lair, and roaming brigands; uo_combat::demo::roster):

NameAIStr/Dex/IntSkillsGear
Cutpursebrute50/90/30Melee, Anatomydagger, leather leggings and cap
Halberdierbrute90/50/30 (camp)Melee, Anatomyhalberd (reach 2), chainmail, plate helm
Poacherarcher60/80/30 (camp)Archery, Anatomybow, leather tunic
Hedge Magecaster45/40/90Magery 70, Melee 40quarterstaff, robe, wizard's hat

The forest cabin scene adds the Firebug (sapper: plants powder kegs on doors) and the Reaver (a second halberdier); its melee bandits hit 1.6× harder.

Town guards (branch feat/npcs-onboarding, being merged): they keep the peace in guard zones and hunt anyone who is not innocent (grey players, murderers).


Ideas for more monsters

Built around what makes Felucca different: a world players build and destroy (#77), cover and destructible walls (#66, #68), physical loot and plunder (#121), the orc land, the regions of the atlas (#97). Each line names the hook, not just the beast.

Orcs: a whole society, not one monster

  • Orc sapper: carries a keg of the isles' sulfurous ash and blows doors and palisades, like the bandit Firebug. Makes town walls matter.
  • Orc wolf rider: fast raider on a dire wolf; dismounted, both fight on.
  • Orc warchief: a rare boss with a war banner that keeps its band from fleeing; killing it scatters the band.
  • Orc drummer: no attack, speeds up the band's swings while alive; the first target.
  • Orc slaver: binds a downed colonist instead of killing them; friends can free them from the camp.
  • Orc siege crew with a ram or a catapult: a real orc raid on a players' town, the PvE side of the siege pillar.
  • Goblin scavenger: small, fast, steals an item from a corpse or a pack and runs.

The March (contested lands)

  • Deserter knight: a fallen soldier of either realm in heavy plate; drops faction gear.
  • War hound: trained dog packs that track a target through forest.
  • Carrion crows: weak flocks over battlefields; their arrival marks a fresh fight nearby.
  • Bone collector: harmless scavenger loading a cart with the battlefield dead; leave it, or the dead rise.

The cold north (Karrak plateau, the wilds, snow peaks)

  • Yeti: ambusher that hides under snow and throws boulders.
  • Ice troll: regenerates unless burnt (fire spells, fire bombs).
  • Snow leopard: solitary, pounces from rocks, very fast.
  • Mammoth: peaceful giant herd; a stampede destroys fences and camps when attacked.
  • Dwarf of the deep (renegade miner): guards rich ore veins in the mountains; the ore scarcity (#97) gets defenders.
  • Frost wyrm: a danger-5 boss in a glacier cave, ice breath that freezes the ground.

The south (Aelwyn forests, the Elderwood, fens)

  • Dryad: charms a player for a few seconds, hides inside a tree (protecting it from axes).
  • Elder stag: a white, rare prey animal; killing it angers the forest (treants wake up).
  • Thornling: small plant creature, pack, roots players in place.
  • Will-o'-the-wisp lure: a fake light that pulls players into the bog.
  • Bog lurker / mire crocodile: hides in swamp water; drags a target into the water.
  • Giant leech: drains hits and stamina; salt or fire removes it.
  • Moss golem: armour grows back in the rain.

The isles (lawless archipelagos, the richest land)

  • Pirate crew: captain, gunner with a hand bombard, deckhands; they raid the shore and carry plunder (a tempting target).
  • Sea serpent: attacks boats and the docks; breaks piers (water is a terrain type, docks are objects).
  • Giant crab: low-danger shore animal with hard shell armour; meat and shell for crafting.
  • Siren: song pulls players towards her across the water.
  • Kraken: an event boss rising in a straight; tentacles break ships and harbours.
  • Island cannibal tribe: humans gone native, poison darts from the jungle.

The fire isles (the volcano)

  • Magma hound: leaves burning tiles behind it.
  • Salamander: lives in lava (lava is not walkable); spits fire across it.
  • Obsidian golem: very high armour, slow; breaks into obsidian shards (a crafting input).
  • Ash wraith: hidden in ash clouds, only visible up close.
  • Phoenix: rare, rises again from its ash once unless the ash is scattered.

Ruins and dungeons (the Old Empire capital, 170 dungeons of 11 kinds)

  • Animated armour: an Old Empire legionnaire's empty plate; drops ancient armour pieces.
  • Gargoyle: a statue until approached (looks like a normal static object).
  • Mimic: a chest that bites (a loot chest in the room you cannot trust).
  • Bone golem: built from many skeletons; splits into skeletons when broken.
  • Shadow: lives only in the dark: dies or flees in torchlight (the GI lights, #120, become a weapon).
  • Ratmen: a sewer people with their own warrens under big towns.
  • Imperial lich-king: the boss of the Old Empire capital.
  • Cave bats in swarms: thousands of tiny ones as one cloud; scared off by fire.

Things that use destruction and building

  • Termite swarm / woodworm: eats wooden walls and doors over time; a pest that player towns have to keep away.
  • Burrower (giant worm): digs under walls and comes out inside a palisade.
  • Rock wyrm: breaks stone walls by charging; the reason to build thick.
  • Undead siege tower: a slow structure walking towards a town, full of skeletons.
  • Earth elemental: throws rocks; can pull up a wall of stone in the fight.
  • Storm elemental: lightning that sets thatch roofs and wood on fire.

Economy hooks

  • Treasure goblin: runs from players carrying stolen coin; whoever catches it keeps the coin (the only creature with coin, since it stole it from someone).
  • Pack mule bandits: robbers who rob player caravans and stash the goods in a hideout, which you can raid.
  • Rat plague: rats in a town's granary eat its food stock.
  • Ore golem: forms from a rich vein when it is mined too hard; a reason not to strip one mine.

Night and weather

  • Night creatures: werewolves (a human by day, a wolf by night), vampire bats, ghosts that appear only after dusk (the night look, #95).
  • Fog beasts: show up only in fog; invisible at range.
  • Storm crows: fly in before a storm.

Tamable and useful

  • Horse, pack llama, ox: tame for riding, carrying weight (coin is heavy, #121) or pulling ploughs.
  • Hunting hawk: spots hidden enemies and creatures.
  • Guard dog: guards a house on a plot (#129).