Creatures

A **creature** is a non-playable entity which is susceptible to damage, not to be confused with NPCs. Creatures may be friendly, such as pigs or cows, or hostile like goblins and wolves. Some creatures are also be capable of executing skills with themselves or the player as a target.

## Regional monsters

Creatures have a pre-defined spawn location and an extra direct attacking radius. Creatures will never leave their spawn area unless they are directly attacking another entity. If a creature is attacks another entity but gets way too far away from its spawn location, it will be teleported back to within its region.

## Spawn waves

Creatures will spawn in set periods in response to the quantity of creatures already present. Every area has a specified creature to spawn, and the quantity they should spawn in. These waves will spawn every 5 seconds for most creatures; if there are too few creatures within a region then each wave will have enough creatures to replenish the deficit. For example, if 3 out of 5 creatures that spawn in a given region are killed, the next spawn wave will spawn 3 more.

Some mobs have a different spawn wave interval, for example, minibosses. Most minibosses will not spawn again right after they are killed in order to maintain their rarity. If a miniboss, or any creature, is configured to spawn every hour, it will spawn exactly one hour after it is *killed* rather than an hour after the last time it spawned.

## Rarities

Every creature has a specified rarity, just like items. This rarity will be displayed in the creature name in the form of a different color. The rarity does not directly affect the interval a creature could spawn in, nor does it always directly affect how much damage a creature deals. It does change what item the creature may drop upon being killed, as well as the amount of experience points dropped.

## Drops

### Experience drops

Almost every creature in the world drops experience points when killed, with the exception of protective creatures such as a city guard. The amount of experience given to the player(s) depends on how strong the mob is. A combination of the creature's max health, damage output, rarity, spawn interval and level difference is what dynamically determines the amount of experience dropped. This means that weak, easy-to-fight passive creatures such as friendly pigs will drop less experience than an aggressive creature.

Experience points are calculated using the creature's max health, damage output, rarity, spawn interval, and level difference. The rarity of a creature may increase the amount of experience dropped when killed, as a bonus. The experience bonuses are as follows:

* **Common:** 1.0x
* **Uncommon:** 1.5x
* **Rare:** 2.0x
* **Epic:** 2.5x
* **Legendary:** 3.0x
* **Mythical:** 3.5x

Experience points earned may also depend on the level difference between the player and the creature. For each level between the player and the creature killed, a 10% experience drop penalty is applied, up to a 100% penalty which will result in 0 experience earned. For example, if a level 2 creature that drops a maximum of 20 experience is killed by a level 2 player, then said player will be rewarded with the maximum reward of 20 experience points. However, when a level 3 player kills the same level 2 creature, they will receive a 10% experience drop penalty—a total of 18 experience points—due to the level difference.

### Item drops

The rarity of a creature also typically reflects the rarity of its potential item drops. This means that legendary creatures are much more likely to ever drop legendary items than a common creature, for example. The strength of the mob may also determine how likely you are to receive a useful item instead of junk. In the end, item drops can greatly vary per creature and may depend on various factors.

### Shared kills

In the case of shared kills, or when multiple players work together to kill a creature, the experience points and items are shared equally between the contributing players. In the case of item drops, the items will be given to the player who dealt the most damage. This prevents players from stealing others' kills and, consequently, the experience and items, at the last moment.