
Combat profile
- Blunt
- Normal
- Chop
- Ignore
- Fire
- Resistant
- Frost
- Normal
- Lightning
- Normal
Drops & crafting
Creature facts
- Base health
- 400
- Faction
- Undead
- Walk speed
- 3
- Run speed
- 9
- Swim speed
- 3
- Stagger threshold factor
- 0.3
- Growth minimum (seconds)
- 3000
Damage resistances
Aoe configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Monster AI configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Accepted taming food
Grows into
Grows from
Gameplay mechanics
Accepted food
Related achievements
Practical guidance
AOE damage at quality<=1 is the base vector; only higher quality adds world gear bonus and per-level damage. Setup may replace attack settings. Owner/faction/character/prop/dodge gates precede hits; objects deduplicate per hit-list reset. Distance scaling uses the authored curve, skill adds a separate random factor. Boss-specific status wins before player-specific status. Trigger-enter-only flag actually suppresses enter callbacks when true; stay callbacks remain eligible.
Creature food matching uses shared item names. Consumption searches on its interval, moves within consume range, turns within twenty degrees and removes one item before callbacks. A satiated tame creature skips the new search. Pheromone flee effects match the target creature shared name. Sleep checks separate configured wake range, sleep delay, pursuit and noise. Animals flee sensed targets, can avoid fire and clear danger after their safety timer. Structure priority/random-target flags are distinct AI inputs. HavePath requires a complete native navmesh path; ordinary GetPath may accept partial paths unless their endpoints are under terrain.
Drops
Selection mode: character drop. Entry weights are relative weights, not percentages. Min/max are authored bounds; level and resource modifiers have separate rules.

