universe — creature

Forest Fauna

Canon Details

Ambient forest wildlife (deer-like, boar-like, spirit-adjacent); supports atmosphere and ecology.

Identity

  • Age: Unspecified
  • Origin: TBD
  • Species: Forest Fauna (forest fauna)
  • Occupation/Role: Creature / wildlife
  • Height/Weight: Not recorded
  • Bloodline/Elements: Gaea-leaning; reacts to Fire/Wind spikes
  • Learned: Pattern avoidance, path memory through groves
  • Role (Main/Side/Antagonist): Encounter / ambient
  • Faction: Unaffiliated / TBD
  • Classification: Creature
  • Tag: forest fauna
  • Source: docbase/creatures.txt (Creatures section)
  • Biome/Region: Dense woodlands that buffer temporal spread

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

  • Blend into dense woods through strong camouflage; typically passive and flee before fighting.
  • React skittishly to elemental imbalance (wildfire, sudden frost, rift flares); may stampede away from the source.
  • Avoid heavily corrupted or time-touched patches, reinforcing forests as buffers against temporal spread.
  • Encounter notes: low threat unless cornered; great ambient cues for warning players about nearby anomalies.

Open questions / conflicts

  • Need species list (deer/boar/spirit-adjacent variants) per biome to tune drops and pelts.
  • Clarify how far “buffering” reaches: do they actively steer away from minor rifts or only major corruption?
  • Await elemental affinity call (likely light Gaea/Water); update bloodline/region once finalized.