Creatures
What every creature in the overworld can take, what it can do to you, and how both of those change with your level, your armour and its tier. The table runs the real arithmetic — set the fight and read it off.
Creatures
Every creature in Fractara's overworld — how hard it hits, how much it can take, how fast it comes back, and how all of that changes with your level and armour.
Nothing in the overworld has a fixed health bar. A creature’s toughness rises with its level and its tier, and what it hits you for depends just as much on you — your level, and whether your armour turns its damage aside. The table below runs that arithmetic live. Move the controls and the whole thing re-reads for the fight you are actually in.
Set the fight
A level 10 Normal creature meets a level 10 Claimant in neutral armour. Nothing on either side has the advantage.
| CrawlerAggressive · Steady | 56 | 2 | 1.5s | 13 | 35 m | 15 min | 1–2 |
|---|---|---|---|---|---|---|---|
| Frost BatAggressive · Fast | 56 | 2 | 1.4s | 14 | 25 m | 30 min | 3–6 |
| GoblinAggressive · Steady | 56 | 2 | 1.8s | 11 | 30 m | 10 min | 3–5 |
| Goblin ArcherAggressive · Steady | 56 | 3 | 2.4s | 13 | 75 m | 10 min | 1 |
| ImpAggressive · Quick | 56 | 2 | 1.4s | 14 | 6 m | 15 min | 2–4 |
| SilkwingPassive · Quick | 56 | 2 | 1.8s | 11 | 25 m | 15 min | 3–5 |
| Giant CrabTerritorial · Steady | 63 | 3 | 1.8s | 17 | 35 m | 15 min | 1–3 |
| Phase SkittererHarasser · Fast | 63 | 3 | 2s | 15 | 6 m | 5–7 hours | 1 |
| BoarTerritorial · Steady | 70 | 3 | 2.2s | 14 | 35 m | 45 min | 1–2 |
| Igniscale SalamanderAggressive · Quick | 70 | 3 | 2s | 15 | 9 m | 7 min | 1–2 |
| WolfAggressive · Fast | 70 | 2 | 2s | 10 | 35 m | 30 min | 3–5 |
| BasiliskAggressive · Steady | 77 | 3 | 1.5s | 20 | 35 m | 5–7 hours | 1 |
| ElkPassive · Steady | 77 | 3 | 2.5s | 12 | 25 m | 30 min | 2–4 |
| GyrontTerritorial · Slow | 84 | 4 | 3s | 13 | 35 m | 15 min | 1–2 |
| JotunnAggressive · Steady | 84 | 7 | 3.5s | 20 | 12 m | 5–7 hours | 1 |
| NautiloidAggressive · Slow | 84 | 4 | 2.4s | 17 | 35 m | 30 min | 1–2 |
| Shard-HulkPassive · Slow | 84 | 5 | 3s | 17 | 35 m | 1 hour | 1 |
How a hit lands
Every creature swings on its own rhythm. A Crawler comes at you every 1.5 seconds for very little; a Jotunn takes 3.5 seconds to wind up and makes it count. The Per 10s column exists because those two threats are hard to compare any other way — it is the damage a creature puts on you over ten seconds of standing still, and it is usually the number that decides whether a fight is survivable.
Four things move a hit up or down:
- Tier
A creature’s tier is the single biggest lever. Health climbs steeply — an Epic is five times the health of a Normal — while damage climbs gently, only thirty percent across the whole range. Tiers make fights longer far more than they make them deadlier.
- The level gap
Every level a creature has on you adds ten percent to its damage, and every level you have on it takes ten percent off. That stops at double damage in its favour and half damage in yours.
- Your defence
Levelling raises your defence, which divides everything coming at you. It rises by roughly eighty percent between level 1 and level 26, and then it stops — see the ceiling below.
- Armour matchup
Armour that resists what a creature deals takes a quarter off every hit. Armour it counters adds a quarter. Nothing else in the fight is that cheap to change.
When a creature is fifteen or more levels above you, the usual arithmetic stops applying and its hits land on a punishing minimum instead — between 60 and 100 damage depending on tier, whatever your armour says. This is deliberate. It is the game telling you that you have walked somewhere you are not meant to be yet, in the one language that cannot be misread.
What you will actually meet
Tier is not sprinkled evenly across the map. The overworld weights what it places against your progress, so the early world is mostly Timid and Normal creatures and the late world is mostly Vicious and Epic ones. This is why the same species feels like a different animal a hundred hours in.
| Your progress | Timid | Normal | Strong | Vicious | Epic |
|---|---|---|---|---|---|
| Levels 1–4 | 60% | 35% | 5% | — | — |
| Levels 5–9 | 20% | 55% | 20% | 5% | — |
| Levels 10–14 | — | 40% | 45% | 12% | 3% |
| Levels 15–19 | — | 15% | 45% | 30% | 10% |
| Levels 20–24 | — | — | 30% | 50% | 20% |
| Levels 25–26 | — | — | 10% | 55% | 35% |
Tier also caps how many can come at you at once. A pack of Timid or Normal creatures can run to five; Strong and Vicious top out at four; an Epic creature travels alone or in a pair. A five-Wolf pack and a two-Wolf pack are very different evenings.
Coming back
Ordinary creatures return quickly enough to keep a hunt moving. Anything rare or valuable sits on a much longer clock, so clearing one changes the map for the rest of a session rather than for the next few minutes.
Most creatures come back on a fixed delay — seven minutes for a Salamander, ten for Goblins, up to forty-five for Boar. The rare encounters are different: they carry an hour of drift on a six-hour clock, which is why they are listed as a 5–7 hour window. The exact moment inside that range is not predictable, and is not meant to be.
The three that break the rules
Three creatures in the overworld are tuned by hand for their own encounter rather than by the curve above, so they are deliberately absent from the table.
- Giant Mantis
A regional event rather than a wandering creature. It hits many times harder than anything of its size has a right to, watches for you from a long way off, and does not lose interest.
- Hobgoblin
A boss among the goblin lines. Roughly double the punch of an ordinary goblin on top of a much deeper health pool, on an hourly clock.
- Phoenix
A rare boss on the 5–7 hour clock. The reward for finding one is proportionate to how rarely you will.
Named in the world, not yet in it
Fractara has far more creatures written than it currently places. Most are waiting on a dungeon, an event, or a region to belong to. The one worth naming is the Dragon: it is fully defined, classed as a legend, and carries the same 5–7 hour clock as the rare encounters — but nothing in the overworld places one yet. If someone tells you they have seen one, they have not.
Everything on this page is what the servers are running right now. It is also openly provisional: the combat curve is a starting point that is being tuned against real play, and the defence progression in particular is still being staged. Expect these values to shift. When they do, this page moves with them.