Differences
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| void-creatures [2026/05/23 23:56] – created - external edit 127.0.0.1 | void-creatures [2026/10/10 11:21] (current) – Plain punctuation instead of dashes www-data | ||
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| Beyond each stage' | Beyond each stage' | ||
| - | * **Void Essence**: drops at '' | + | * **Void Essence**: drops at '' |
| * **Void Core**: 12% chance, Stage 3 only. | * **Void Core**: 12% chance, Stage 3 only. | ||
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| All values are taken from each stage' | All values are taken from each stage' | ||
| - | ==== Stage 0 — Korpre ==== | + | ==== Stage 0: Korpre ==== |
| Melee AI, perception 10, range 1, speed 0.2/0.4. Body 51, hue 2071. | Melee AI, perception 10, range 1, speed 0.2/0.4. Body 51, hue 2071. | ||
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| * **Chains lock at Stage 1.** Once a Korpre takes its first mutation, the resulting Stage 1 creature is committed to its chain. Further mutations follow that chain regardless of which trigger fires. | * **Chains lock at Stage 1.** Once a Korpre takes its first mutation, the resulting Stage 1 creature is committed to its chain. Further mutations follow that chain regardless of which trigger fires. | ||
| * **Killing trigger fires on any kill.** The Killing branch is triggered whenever the void creature lands a killing blow on a player or any other creature. This makes Killing the easiest branch to enter when the void creature is actively in combat. | * **Killing trigger fires on any kill.** The Killing branch is triggered whenever the void creature lands a killing blow on a player or any other creature. This makes Killing the easiest branch to enter when the void creature is actively in combat. | ||
| - | * **No XP, no kill count, no cost.** Mutation is a one-shot transition. There is no leveling buffer, kill counter, or item requirement | + | * **No XP, no kill count, no cost.** Mutation is a one-shot transition. There is no leveling buffer, kill counter, or item requirement, only the timer (30-120 minutes from spawn) and whichever trigger condition is met. |
| * **Some resistance values stack.** Betballem ends up with Fire resistance 100, and Anzuanord ends up with Physical resistance 100, because of repeated resistance assignments in their spawn templates. These appear to be unintended carry-overs from earlier versions of the templates. | * **Some resistance values stack.** Betballem ends up with Fire resistance 100, and Anzuanord ends up with Physical resistance 100, because of repeated resistance assignments in their spawn templates. These appear to be unintended carry-overs from earlier versions of the templates. | ||
| * **Two Ortanord rolls per mutation.** Each mutation rolls 5% twice, giving a combined ~9.75% chance per mutation, and it is possible (though rare) to spawn two Ortanords at once. | * **Two Ortanord rolls per mutation.** Each mutation rolls 5% twice, giving a combined ~9.75% chance per mutation, and it is possible (though rare) to spawn two Ortanords at once. | ||