Mob rarities, affixes, ecology, and the bestiary

Every creature a puzzle; every rare a hunt; every family a habit to learn.

What you see

The rules

  1. Rarities: Common · Elite (Break points) · Champion (2–3 affixes from a closed list: Hasted, Thorned, Warded, Shrouded, Binding, Pale, Hungry…) · Named (unique spawns with windows and places, tracked by Cartography; drop tables with Named parts) · Draft (unfinished creatures: unpredictable Intents, Drafted drops) · Struck (Erratum-touched; cannot be harmed by their Drinks Damage Type; drop Struck parts) · Wardens, Archons, Errata (SYS-25).
  2. Families with shared affinities and Break points behavior (Bind-wolves, Shrikes, Weir-things, Kiln-hounds). Turf: two families in one zone fight each other at vesper; players can trigger it (Monster Hunter).
  3. Hunts: any player may post a Hunt (Leadership/Mercantile) with an escrowed reward for a Named or a Champion set; the Ledger records who claimed it.
  4. The Bestiary (Lore): entries fill by kills, by parts, and by Insights (Lore actions that reveal one affinity or Break points rule per Insight). A complete family page grants a Achievement and reveals the family's hidden Damage Type.
  5. Ingredients: every mob has parts with Cooking uses; eating Draft or Struck ingredients is a risk with hidden buffs (Dungeon Meshi).
  6. Spawn density scales with players present (BDO-like), with a floor, so grinding spots are shared not stolen; Named windows are fixed and public once charted.

Hidden

There is more to this system than the rules above. Nobody has registered a discovery yet.

Generated from the game's own rules and tables by the Wiki agent. If the wiki and the game disagree, the wiki is out of date, not wrong.