Mob Respawn Timers
Overworld respawn delays decide how much of the world is standing at any moment. Today most common species return in three to five minutes, which is short enough that a single clearing can be farmed in place. This proposal lengthens every timer, weighting the increase by how common and how valuable each encounter is.
Mob Respawn Timers
Proposed overworld mob respawn delays in Fractara, compared against the timers currently shipping in the server catalog.
The Current column is the respawn_time_ms value
each species ships with in the server mob catalog. The
Proposed column is the target. Ordinary fodder stays quick
enough to keep encounters flowing; anything rare, valuable, or already scarce
moves onto a much longer clock.
| Mob | Current | Proposed | Change | Notes |
|---|---|---|---|---|
| Goblin goblin | 4 min | 10 min | ×2.5 | Keeps Goblin Vengeance achievable |
| Goblin Archer goblin_archer | 4 min | 10 min | ×2.5 | Matches ordinary Goblins |
| Gyront gyront | 5 min | 15 min | ×3 | Common aquatic encounter |
| Crawler crawler | 4 min | 15 min | ×3.75 | Frequent ordinary hostile |
| Giant Crab crab | 5 min | 15 min | ×3 | Common aquatic encounter |
| Wolf wolf | 5 min | 30 min | ×6 | Packs contain 3–5 Wolves |
| Elk elk | 3 min | 30 min | ×10 | Avoids becoming the default farm |
| Frost Bat frost_bat | 3 min | 30 min | ×10 | Cold-biome packs contain 3–6 |
| Nautiloid nautiloid | 7 min | 30 min | ×4.3 | Less-common aquatic encounter |
| Boar boar | 5 min | 45 min | ×9 | Scarce without overly depleting hunting areas |
| Shard-Hulk shard_hulk | 12 min | 1 hour | ×5 | Rare guardian / Cairn encounter |
| Basilisk basilisk | 30 min | 5–7 hours | ×12 | Six-hour average with jitter |
| Jotunn jotunn | 30 min | 5–7 hours | ×12 | Extremely rare cold-biome encounter |
| Phase Skitterer phase_skitterer | 10 min | 5–7 hours | ×36 | Valuable, trackable rare encounter |
| Dragon dragon | 1 hour | 5–7 hours | ×6 | No active overworld placement currently |
How the tiers were drawn
Ten to fifteen minutes — common fodder
Goblins, Crawlers, Gyronts and Giant Crabs are the encounters a player is expected to meet constantly. They stay on the shortest clock so that travelling through a populated region still produces fights. Goblins in particular are held at ten minutes because Goblin Vengeance depends on a camp being repopulated within a session.
Thirty to forty-five minutes — packs and game animals
Wolves and Frost Bats arrive several at a time, so each respawn returns three to six bodies rather than one. Elk and Boar are the hunting supply, and at three to five minutes they were the cheapest route to sustained income. Half an hour makes a hunting ground something to move between rather than stand in, while forty-five minutes for Boar keeps them meaningfully scarcer than Elk without stripping a region bare.
One hour — guardians
The Shard-Hulk guards Cairns and other fixed points. An hour makes clearing one a decision about route and timing instead of a loop.
Five to seven hours — rare encounters
Basilisk, Jotunn, Phase Skitterer and Dragon are meant to be found, not farmed. A window averaging six hours means a given spawn point yields roughly two kills a day, and the jitter stops the return time from being memorised down to the minute. The Phase Skitterer takes the largest jump because it is both valuable and trackable — at ten minutes, a known spawn is effectively an income tap.
Implementation notes
The catalog stores a single fixed respawn_time_ms per species,
and the zone lifecycle schedules a respawn at exactly
death + delay. The four five-to-seven-hour entries therefore need a randomised window added to the respawn scheduler before they can ship as written; without it they would land as a flat six hours.
Everything else in the table is a data-only change to the mob catalog. Respawn delay resolves per species at runtime and falls back to five minutes when a species does not author one, so a species omitted from the change keeps its current behaviour.
The proposal covers overworld spawns. Dungeon population is governed separately and is unaffected.
Sources
Current values are read from the server mob catalog at
server/internal/world/mobs/catalog/data/catalog.json, field
respawn_time_ms. Pack sizes are the min_pack_size
and max_pack_size fields from the same records. Respawn
scheduling lives in server/internal/world/zone/mob_lifecycle.go.