void-creatures

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void-creatures [2026/05/23 23:56] – created - external edit 127.0.0.1void-creatures [2026/10/10 11:21] (current) – Plain punctuation instead of dashes www-data
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 Beyond each stage's own loot, all Void Creatures share two chain-wide drops: Beyond each stage's own loot, all Void Creatures share two chain-wide drops:
  
-  * **Void Essence**: drops at ''0.02 * (Stage + 3)'' from Stage 1 onward — 8% at Stage 1, 10% at Stage 2, 12% at Stage 3.+  * **Void Essence**: drops at ''0.02 * (Stage + 3)'' from Stage 1 onward: 8% at Stage 1, 10% at Stage 2, 12% at Stage 3.
   * **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's spawn configuration. Hue for Stage 1-3 is ''2071'' unless noted. All Void Creatures are always murderers. All values are taken from each stage's spawn configuration. Hue for Stage 1-3 is ''2071'' unless noted. All Void Creatures are always murderers.
  
-==== 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 — only the timer (30-120 minutes from spawn) and whichever trigger condition is met.+  * **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.