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NPCs and Creatures - Version 1 vs Version 2
Aug 6, 2026, 10:15 PM
Initial version (2026-08-07)
Aug 16, 2026, 04:29 PM
Added sinew drops and camp relocation notes
11The world of Calligo is populated by creatures and hostile humans that exist independently of the war between the three empires. They can be hunted for trophies and resources, some can be tamed, and several of them are the targets of bounties. All of them use a basic roaming behaviour that lets them move around the world on their own.2233They fall into two behaviour groups: aggressive, which attack players on sight, and passive, which flee unless the player is doing something specific.4455Aggression Rules6677A land-based aggressive creature that spots a player locks on, turns to face them, waits briefly, and then charges. That delay is the window to escape: leaving the creature's aggro range before the charge makes it disengage. Attacking a creature during the delay skips it entirely and it strikes back immediately.8899Two exceptions matter. Air-based aggressive creatures such as the Dire Raven fly straight at their target with no delay at all, so there is no window to back out. And with the exception of those airborne attackers, staying on roads avoids aggression altogether, which makes road networks a safety feature as much as a travel one.10101111Aggressive Creatures12121313CreatureHealthDamageAttacksHarvest HitsTrap TimeBoar35202 to 632 minutesBat40252 to 42Not applicableReaver Highwayman (Ranged)20015 to 301Not applicable10 secondsWolf225302 to 643 minutesReaver Highwayman (Melee)275223 to 12Not applicable10 secondsDire Raven300351 to 43Not applicableWolf (Cave)375303 to 683 minutesBear425454 to 8730 secondsReaver Bandit4753510Not applicable10 secondsStonwulfe1000605 to 8125 secondsMánadýr300030 to 753 to 8142 seconds1414Health runs across two orders of magnitude. A Boar at 35 health is a first-day target with a flint weapon; the Mánadýr at 3000 health and up to 75 damage per hit is an organised-group fight. The Reaver family are hostile humans found at camps and forts rather than wildlife, which is why they drop cloth and insignia instead of meat and hide.15151616Passive Creatures17171818CreatureHealthHarvest HitsNotesChicken101Can be domesticated with the appropriate feedRabbit101Hunted for resources onlyHorse Foal30Not applicableDomesticated with equine feed and raised into a HorseDeer352Hunted for resources onlyDonkey80Not applicablePack animalDonkey Foal80Not applicableDomesticated with equine feedHorse160Not applicableMount and the fastest overland travel available1919Foals and chickens are led rather than fought. Holding the right feed lets a player walk a foal home, where it can be raised into a working animal. Horses and donkeys are the backbone of overland movement and hauling, which makes a stable a supply-chain asset rather than a decoration.20202121Trophies and Rewards222223-Most aggressive creatures drop a trophy item used to complete a bounty. The pattern is one trophy type per creature: tusks from Boars, antlers from Deer, teeth from Wolves, claws from Bears, wings from Bats and Dire Ravens, a heart from the Stonwulfe, and a barb from the Mánadýr. Reavers drop cloaks and marks instead. The rarest two trophies pay the most, with the Mánadýr contract paying more than three times any other single hunt.23+Most aggressive creatures drop a trophy item used to complete a bounty. The pattern is one trophy type per creature: tusks from Boars, antlers from Deer, teeth from Wolves, claws from Bears, wings from Bats and Dire Ravens, a heart from the Stonwulfe, and a barb from the Mánadýr. Reavers drop cloaks and marks instead. Wolves also drop Strong Sinew and Bears drop two apiece, which feeds bowstring production. The rarest two trophies pay the most, with the Mánadýr contract paying more than three times any other single hunt.24242525Where They Appear262627-Surface wilds: Boars, Deer, Rabbits, Wolves, Bears, and roaming Horses and Donkeys.Deadwood trees: Dire Ravens circle above them, which makes the trees a visible warning marker.Reaver camps and forts: Highwaymen garrison the camps and Bandits hold the forts.The Mánadýr is described as elusive and wandering the wilds at dusk rather than tied to a fixed site.27+Surface wilds: Boars, Deer, Rabbits, Wolves, Bears, and roaming Horses and Donkeys.Deadwood trees: Dire Ravens circle above them, which makes the trees a visible warning marker.Reaver camps and forts: Highwaymen garrison the camps and Bandits hold the forts. Camp and fort locations were repositioned for the reworked map, and bandits respawn faster than they used to.The Mánadýr is described as elusive and wandering the wilds at dusk rather than tied to a fixed site.28282929Related Pages30303131BountiesCalligoUnderworldCombatCrafting and Resources