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
| Species | Danger | Behaviour | Hits | Str/Dex/Int | Skill | Armour | Attack | Aggro | Respawn | Leaves |
|---|---|---|---|---|---|---|---|---|---|---|
| deer | 1 | prey | 30 | 40/70/10 | 30 | 8 | hooves 2–6 @ 6 | 0 | 2 min | meat, hide, bones |
| giant rat | 1 | pack | 14 | 30/50/10 | 35 | 4 | teeth 2–5 @ 4 | 5 | 1.5 min | meat, hide |
| wild boar | 1 | hunter | 28 | 50/45/10 | 45 | 14 | tusks 3–9 @ 6 | 3 | 2 min | meat, hide, boar tusks |
| grey wolf | 1 | pack | 45 | 60/75/10 | 60 | 12 | bite 4–10 @ 5 | 7 | 2.5 min | meat, fur, bones |
| mongbat | 1 | pack | 12 | 20/80/10 | 40 | 4 | bite 1–5 @ 4 | 6 | 1.5 min | bat wings |
| brown bear | 2 | hunter | 90 | 100/50/10 | 70 | 24 | claws 8–20 @ 8 | 4 | 4 min | meat, fur, bones |
| frost wolf | 2 | pack | 65 | 80/85/15 | 75 | 18 | bite 6–14 @ 5 | 8 | 3 min | meat, fur, bones |
| giant spider | 2 | hunter | 70 | 80/80/20 | 65 | 16 | fangs 5–13 @ 5 | 6 | 3 min | spider's silk, amber (4 %) |
| harpy | 2 | hunter | 55 | 70/90/30 | 60 | 12 | talons 5–12 @ 5 | 8 | 3 min | feathers, meat |
Orcs (Felucca's natives)
| Species | Danger | Behaviour | Hits | Str/Dex/Int | Skill | Magery | Armour | Attack | Spells | Aggro | Respawn | Leaves |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| orc | 2 | brute | 60 | 100/60/30 | 60 | – | 30 | club 6–16 @ 7 | – | 8 | 4 min | bones, meat, orcish idol (3 %); mace, leather tunic and cap, buckler |
| orc archer | 2 | archer | 50 | 80/85/30 | 60 | – | 20 | bow 6–18 @ 9, range 8 | – | 9 | 4 min | feathers, bones; bow, leather sleeves and leggings |
| orc raider | 2 | raider | 65 | 105/70/30 | 65 | – | 26 | axe 7–17 @ 7 | – | 9 | 5 min | bones, idol (5 %); longsword, leather tunic, gloves, boots |
| orc shaman | 3 | caster | 55 | 60/60/90 | 45 | 75 | 12 | staff 4–12 @ 9 | magic arrow, heal, fireball | 9 | 5 min | bat wings, grave dust, idol (15 %); quarterstaff, robe |
| orc captain | 3 | raider | 120 | 130/70/40 | 85 | – | 45 | axe 10–26 @ 8 | – | 9 | 7 min | idol (40 %), amber; halberd, chainmail, plate helm, leather leggings |
Undead
| Species | Danger | Behaviour | Hits | Str/Dex/Int | Skill | Magery | Armour | Attack | Spells | Aggro | Respawn | Leaves |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| skeleton | 2 | brute | 40 | 60/60/10 | 55 | – | 30 | rusty blade 5–13 @ 6 | – | 8 | 3 min | bones, grave dust; dagger, buckler |
| zombie | 2 | brute | 55 | 70/30/10 | 45 | – | 16 | claws 4–12 @ 8 | – | 6 | 3 min | bones, grave dust; shirt, long pants |
| ghoul | 3 | hunter | 80 | 90/70/20 | 70 | – | 22 | claws 7–17 @ 6 | – | 8 | 4 min | bones, grave dust |
| wraith | 4 | caster | 90 | 60/80/110 | 65 | 85 | 20 | chill touch 6–14 @ 6 | magic arrow, lightning | 9 | 6 min | ectoplasm, grave dust, sapphire (8 %) |
| lich | 5 | caster | 180 | 80/70/200 | 70 | 100 | 40 | bone staff 8–18 @ 8 | magic arrow, heal, fireball, lightning, explosion | 10 | 20 min | grave dust, ectoplasm, sapphire, ruby; wizard's hat, robe, gold ring |
Giants
| Species | Danger | Behaviour | Hits | Str/Dex/Int | Skill | Armour | Attack | Aggro | Respawn | Leaves |
|---|---|---|---|---|---|---|---|---|---|---|
| troll | 3 | brute | 140 | 180/50/30 | 70 | 30 | fists 12–24 @ 9 | 7 | 7 min | troll fat, bones, amber |
| ogre | 3 | brute | 170 | 200/45/30 | 65 | 32 | club 14–28 @ 10 | 7 | 7 min | bones, meat, amber; mace |
| ettin (two heads) | 4 | brute | 230 | 230/50/30 | 75 | 36 | club 16–32 @ 10 | 8 | 10 min | bones, sapphire, amber |
| frost giant | 5 | brute | 320 | 280/55/50 | 85 | 44 | ice maul 20–38 @ 11 | 8 | 15 min | giant's tooth, fur, sapphire, diamond (8 %) |
Reptiles
| Species | Danger | Behaviour | Hits | Str/Dex/Int | Skill | Magery | Armour | Attack | Spells | Aggro | Respawn | Leaves |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| lizardman | 2 | brute | 65 | 90/70/30 | 65 | – | 26 | spear 6–16 @ 7 | – | 8 | 4 min | lizard scales, meat; buckler, leather tunic |
| drake | 4 | monster | 220 | 220/70/90 | 80 | 70 | 40 | bite 14–28 @ 8 | fireball (breath) | 9 | 10 min | drake scales, meat, ruby |
| wyvern | 4 | hunter | 210 | 210/90/40 | 80 | – | 36 | venom sting 10–22 @ 7 | – | 10 | 10 min | drake scales, meat, sapphire |
| ancient dragon | 5 | monster | 800 | 400/90/200 | 100 | 100 | 60 | jaws 24–44 @ 8 | fireball, lightning, explosion | 11 | 1 h | dragon scales, dragon's blood, rubies, diamonds, sapphires |
Fey and elementals
| Species | Danger | Behaviour | Hits | Str/Dex/Int | Skill | Magery | Armour | Attack | Spells | Aggro | Respawn | Leaves |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wisp (glows) | 3 | caster | 80 | 40/110/120 | 70 | 80 | 30 | shock 5–12 @ 5 | magic arrow, lightning | 8 | 5 min | wisp essence, sapphire |
| bog hag | 3 | caster | 90 | 50/60/130 | 50 | 85 | 14 | claws 5–12 @ 7 | magic arrow, heal, fireball, wall of stone | 8 | 7 min | grave dust, bat wings, amber; robe, gold necklace |
| wrathful treant | 4 | brute | 300 | 220/30/60 | 75 | – | 50 | branches 18–36 @ 11 | – | 5 | 10 min | treant bark, logs, amber |
| fire elemental (glows) | 4 | monster | 160 | 120/90/100 | 75 | 80 | 36 | burning touch 10–22 @ 7 | fireball | 8 | 8 min | fire 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):
| Encounter | Group |
|---|---|
| wolves | 2–4 grey wolves |
| bears | 1–2 brown bears |
| frost wolves | 3–4 frost wolves |
| giant spiders | 2–3 giant spiders |
| mongbats | 3–5 mongbats |
| harpies | 2–3 harpies |
| orcs, war band | 2–3 orcs, 1–2 archers; a shaman and a captain from 3 |
| undead | 2–3 skeletons, 1–2 zombies; a ghoul from 3, a wraith from 4 |
| wraiths | 1–2 wraiths, 2 skeletons; a lich from 5 |
| wisps | 1–3 wisps |
| treants | a treant; a wisp from 3 |
| fey hunt | 2 wisps; a treant from 4 |
| trolls / ogres | 1–2 of them |
| ettins | an ettin; an ogre from 4 |
| frost giants | a frost giant and 2 frost wolves |
| lizardfolk | 3–4 lizardmen |
| bog hag | a hag and 2–3 giant rats |
| fire elementals | 1–2 fire elementals |
| drakes | 1–2 drakes |
| wyvern / dragon | one |
| brigands, deserters, pirates | 2–3 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):
| Name | AI | Str/Dex/Int | Skills | Gear |
|---|---|---|---|---|
| Cutpurse | brute | 50/90/30 | Melee, Anatomy | dagger, leather leggings and cap |
| Halberdier | brute | 90/50/30 (camp) | Melee, Anatomy | halberd (reach 2), chainmail, plate helm |
| Poacher | archer | 60/80/30 (camp) | Archery, Anatomy | bow, leather tunic |
| Hedge Mage | caster | 45/40/90 | Magery 70, Melee 40 | quarterstaff, 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.