Canon Details
Marine/freshwater wildlife for rivers, coasts, and deep-sea; distinct from sentient aquatic factions.
Identity
- Age: Unspecified
- Origin: TBD
- Species: Aquatic Fauna (aquatic fauna)
- Occupation/Role: Creature / wildlife
- Height/Weight: Not recorded
- Bloodline/Elements: Water-leaning; tide/reactive sensing
- Learned: Migration routes tied to tides and anomaly states
- Role (Main/Side/Antagonist): Encounter / ambient
- Faction: Unaffiliated / TBD
- Classification: Creature
- Tag: aquatic fauna
- Source: docbase/creatures.txt (Creatures section)
- Biome/Region: Rivers, coasts, deep-sea corridors
Gameplay Data
Baseline
- Level / XP: 1 / 1
- HP max / MP max: 10 / 5
- Core stats: STR 3, DEF 1, AGI 2, INT 2, LUCK 1
- Combat skills: Unarmed 1, Armed 1, Ranged 1, Finesse 1, Stealth 1
- Elemental power/def: Fire 0/0, Water 0/0, Earth 0/0, Wind 0/0, Light 0/0, Dark 0/0, Thunder 0/0, Gaea 0/0, Time-Space 0/0
- Elemental absorption: HP absorb: all listed elements; MP absorb: none
Innate Abilities
- Innate passives: TBD (pending canonical content).
- Elemental traits: TBD.
Latent Abilities
- Unlocks/conditional: TBD.
Behavior & Notes
- Highly sensitive to tides and rifts; migration paths change after anomalies or eclipsed tides.
- Some species resonate with artifacts (sound/light), creating ambient tells for hidden relics.
- Neutral to players unless nets/boats damage schools; deep-sea variants may circle wrecks defensively.
- Use as worldbuilding signals: shifting currents and absent schools hint at time/space instability.
Open questions / conflicts
- Which species should become “anomaly barometers” (glow/swarm) vs. standard fish?
- Define artifact resonance effects: harmless attraction vs. aggressive guarding behaviors.