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.