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New creatures and the undead
Sixteen new beasts and fifteen undead, from the archive's bestiary. Creatures follow the archive's size classes (tiny, small, medium, large, huge, gargantuan, colossal) both in how big they are drawn and in body size, which also sets their health, food and whether they can be ridden.
Dozens of new beasts and fifteen undead from the archive's bestiary, sized by the archive's classes. Every creature has signature arts of its own; the undead are always hostile and rise at night from day 15.
Beasts
Ember cockatrice: spits fire.
Blizzard bear: its roar freezes prey.
Stone-gaze basilisk: its gaze stiffens and slows.
Sand kraken: tentacles burst out of the dunes.
Frost hydra: five freezing heads and a stunning bellow.
Jungle griffon: fierce, and a loyal mount once tamed.
Jet couatl: a feathered serpent that calls lightning.
Megalo centipede: burning venom.
Profane crocodile: festering bites.
Gorecupine: anything that strikes it bleeds.
Ram-horned mammoth: a strong pack beast that can be shorn and ridden.
Crescent elk: herds in the northern forests.
Hoarfrost fox: an eager little hunter once tamed.
Shocker lizard: harmless alone, dangerous in a nest.
Flying swamp jellyfish: drifting stinging tentacles.
Shadestriker: a man-sized hawk diving out of dark mist.
The dangerous ones also turn up in monster incursions. Basilisks and centipedes guard tombs, and the jet couatl guards shrines.
The undead
Apparition, nightwraith banshee, sivian banshee, ghast, ghoul, lacedon, green grave hag, sea hag, skeleton warrior, and the zombies: common, brain-eating, flesh-eating, giant, juju and talking.
Undead can't be tamed, are always hostile and leave no meat or leather. Skeletons shrug off blades but break under blunt blows. They guard tombs (banshees and apparitions guard shrines). Seals that work against the undead and salt bombs both work on them.
The restless dead
A night-time event from day 15: late at night (9 pm to 3 am), undead rise at the edge of the map and attack.
The second wave: forty more animals
Forty more creatures from the archive, each with a job in a colony. Every one is on the creatures page with its roles and biomes.
- Mounts and pack animals: Halbeisen warhorse, dune strider, hippogriff, giant bumblebee steed, titanothere.
- Farm animals: stench kow and Amalthean ram (milk), great woolback (wool), bandy-tailed fighting cock (eggs), giant hog, snow boar and giant rabbit (meat).
- Game: Pleistocene deer, giant stag, jackalope, giant beaver, great pangolin, dire armadillo, giant hedgehog, plains kangaroo.
- Predators: winter wolf and magma wrath wolf (breath attacks), sabre-tooth cat, cave lion, cave bear, giant komodo, giant constrictor, giant and hell scorpions, manticore, chupacabra, deadly preying mantis, giant trapdoor spider, giant snapping turtle, muskhorn, leucrotta. Many of them also turn up in monster incursions.
- Legendary beasts: phoenix, kirin (rideable), thunder behemoth, frost roc. The kirin, phoenix and frost roc guard shrines; the hell scorpion, trapdoor spider, manticore and thunder behemoth guard tombs.
Forty new plants came with them: herbs, poisons, alchemy ingredients, crops, dyes, flowers and trees. See the plants page.
Storm birds, feathered serpents and land sharks
- Ziz: a huge storm bird of wind and lightning, rare and hard to tame. A flying mount.
Couatls: beside the jet couatl, the rainbow-feathered
couatl (mends the worst wound of a friend nearby), the
primal couatl (its gaze stuns) and the
radiant couatl (a cursing bite). All four couatls, the jet couatl included, are rideable flying mounts.
Pied viper: a small winged serpent with a toxic bite. Too small to ride.
Bulettes: burrowing land sharks that dig under the ground and burst up next to their prey, stunning it: the common bulette, the hammerhead (a stunning ram) and the xenarth (burning acid ichor). Rideable, but they don't fly.
Creature arts
Every creature, summon and undead has one to three signature arts that ninja don't have: breath cones, spit and volleys, webs, pounces and dives, trampling charges, burrow ambushes, rakes and draining bites, coils, tail sweeps and stomps, element pulses, roars, wails and howls, healing songs, shell guards and dazing gazes. Each creature's arts, with their numbers, are on the creatures page under "Creature arts".
- Wild animals only use them in a fight: predators on a hunt, manhunters, animals that are attacked and faction beasts.
- Tamed creatures get a button per art when selected, plus an Auto arts switch.
- Damaging area arts hit everyone in the area, but a creature never uses one on its own if it would catch a friend; heals, roars and howls only touch the side they're meant for.
- Damage grows with body size; cooldowns are 10 to 50 seconds. The Creature arts setting turns them off.
How creatures move
- Flyers hover and bob with a shadow below them; the main flyers flap their wings.
- Long bodies slither: couatls and Kishinryuu ripple from head to tail, coiled snakes sway, the centipede ripples and the slugs creep. World of Naruto's snakes slither too.
- Big beasts breathe while standing; spirits drift and flicker. Magical creatures carry an element aura and flash an element effect when they attack.
- Settings: Creature idle motion, Creature auras, Creature attack flashes and Serpent movement.