Nearby players scale combat stats. XP sharing group size affects Kill XP separately.
Values reflect the selected level, player count, and difficulty. Individual attacks can apply additional damage modifiers.
An already active creature can retain a higher player-count scale after nearby players leave.
| Damage type | Damage taken | Effect |
|---|---|---|
| Fire | 1.3x | Vulnerable |
| Shroud | 1.3x | Vulnerable |
| Ice | 0.7x | Resistant |
| Item | Quantity | Chance |
|---|---|---|
| 2 | Guaranteed | |
| 1 | Weighted pool | |
| 1 | Weighted pool |
Timers depend on the animal meeting its care conditions. A reproduction check does not guarantee a birth.
100% per eligible reproduction check.
Checks occur every 1800 to 1810 seconds. Chance falls as the world population approaches 128. The mate must also have completed its reproduction cooldown. This is a chance per check, not a guaranteed birth timer.
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Production pauses while the animal is unhappy. This estimate starts with a fresh refill timer, assumes the animal stays alive and loaded, and stops adding products at its storage capacity. Collect products to make room for later cycles.
A refill cycle restarts even when storage is full. Actual completion can shift with update timing.
| Item | Yield | Production time | Capacity |
|---|---|---|---|
| 1 per cycle | 30 minutes | 4 |
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