Bestiary

The page presented is a comprehensive list of all monster NPC currently identified in-game, the headings provide the link to the monster NPC respective page, which reveals more detailed information regarding the monster type, variations, and drop tables.

## Beast

### Rats

Large, mutated rats, which constantly make squeaking sounds. They are generally easy to kill, but often show up in large numbers. They can be seen at night without a flashlight by their glowing eyes, especially when they stand up on their hind legs. Rats can be found in C2-5, 6, and 7, and at the Cemetery. Rats can inflict poison and fatigue, or at least the ones in Minayev's mine.

It drops rat meat, spoiled rat meat, damaged rat skin, rat tails, and lead.

A level 2 rat has 130 health.

#### Big Rats

Found in the field south of Solar city, big rats have slightly more health and drop rat skin instead of damaged rat skin when killed.

#### Giant White Rat

Found around D2-2 near the tree line. Has much more health than a normal rat.

It drops the fur required for the quest *Fur for Toboggans,* rat eyes, and lead.

### Stray Dogs

Found in C3-1 in what appears to be a small town, nicknamed *noobtown* because low level players often go there. Stray dogs have black fur and bark occasionally, especially when about to attack. Stray dogs can cause bleeding upon attacking the player. A player cannot outrun a stray dog unless they make it to a safe zone.

### Boars

Boars can be found northeast of the cemetery. It is necessary to bring a powerful weapon suitable to your class, as these boars can sneak up on you from behind. Boars attack by a fast charge which cannot be dodged and can spot you from much further away than other beasts. Taking damage from a boar's charge can be decreased by moving away from it.

Boars near the cemetery have 360 health.

#### Elder Boar

Elder boars can be found in the forestry area and guard the E6-1 teleport. They are similar to boars except they have higher health, appear to be larger than regular boars, and their attacks often cause wounding and can fling you away and upwards, also dealing fall damage.

### Small Watchers

Watchers can be found in the MTE. Watchers are very dangerous in that they will only move towards you when you are not looking at them, unless they have not seen you. Watchers that have spotted you and are moving to ambush you will disappear when you look at them, being replaced by a piece of vibrating ground. Shooting this section of ground will force the watcher above ground, where they stall for a small period of time before they will bum-rush the player, dealing 40-50 damage per hit without armor, and often inflicting bleeding. It is highly recommended to bring healing items, as the chance of a watcher giving you bleeding does not noticeably vary once you unlock armor that negates watcher damage completely.

## Anomaly

It is unknown how these creatures came to be, although some of these subjects were once human beings that have been experimented on by government entities or underground agencies, while others have been created with the intention to be used as weapons of war. While their behavior hasn't been studied extensively, they are known to be extremely aggressive towards humans.

## Environmental Anomaly

### Whirlwind Anomaly

This anomaly has been speculated to have existed prior to the Catastrophe as an environmental anomaly due to the presence of NDP radiation, although it hasn't been extensively studied as the anomaly appeared no different than the weather phenomenon. Subjects that wander within close proximity of the anomaly will be struck with highly pressurized air, launching the subject either vertically or laterally, often to extreme distances that may result in death. The ability to detect organisms that wander too close brings up the question of sentience among the anomaly, as it does not seem to exhibit the same effects on foliage or man-made structures. The anomaly is capable of movement along an irregular path, but there are indications of an upper bounds to where it is able to move. Approaching the whirlwind anomaly, it will emit a sound resembling that of a strong gust of wind.

### Radio Anomaly

   The origins of this anomaly are unknown, although it has been theorized that the emergence as a consequence of NDP teleportation technology malfunctioning or the effect of NDP radiation interfering with radio signals after the Catastrophe. Jumping into the anomaly permits the player character to warp through the fabric of space and end up in another location, sometimes relatively close by and other times can go up to a kilometer away from the origin. For the most part, these anomalies can aid the player character in reducing the travel distance when venturing out or just teleport the player character close by. However, certain anomalies can teleport the player to areas filled with hostile monster NPC, in front of other hostile anomalies, or kill the player character by dropping them from great heights. The physical appearance of the anomaly resembles some type of distortion in reality, or to that of television or radio static interference, hence the name given to this unknown phenomenon. The anomaly does not appear to have any capacity for movement, and thus is restricted to a static location, when approached, the anomaly emits a sound resembling interference with radio waves.

### Toxic Anomaly

Another anomaly of unknown origin, although like many of the other anomalies present in this reality, it has been theorized that its appearance was a consequence of NDP radiation affecting sites where chemical or biohazardous waste have been handled after the Catastrophe. The anomaly does not seem to present a symbiotic relationship with its environment, and inhaling vapors results in adverse effects on the player character such as poisoning and the buildup of toxins on the respiratory system. However, a player character can pass by relatively unharmed by holding their breath as they pass through the anomaly or by utilizing a functioning gas mask. The physical appearance of the anomaly resembles that of hazardous waste suspended in the air while being propelled by some unknown force, however the extent of movement that the anomaly exhibits is restricted to a static location. When approached the anomaly does emit an eerie sound.

### Gravity Anomaly

Not much is known about this anomaly, although it has been observed that the anomaly emerged after the events of the Catastrophe inside the Exclusion Zone where areas of heavy NDP activity and research took place and where the remnants of the laboratories reside. Interestingly this phenomenon has not been observed outside the Exclusion Zone, and what makes it unique is that there is no physical manifestation that visually indicates its presence, with most of its victims being unsuspecting adventurers. When the player character gets within close proximity, the player character will be sucked into a field, where they would be crushed by a gravitation force that is many magnitudes times greater than that of the environment. To detect this anomaly, some emit a low-frequency hum that alerts player characters of their presence, however, not all Gravity Anomalies exhibit this auditory cue, so an alternative would be the utilization of metal nuts, which can be tossed in a direction suspected to contain a Gravity Anomaly.

## Non Hostile Beasts

These creatures have existed long before and after the crisis and near extinction of mankind. Whether they have been tainted by the radiation of NDP technology or detonation of nuclear arms is unknown, although one thing for certain is that they don't act hostile towards mankind, but rather choose to flee when confronted.