Faerals
Species data
Each species is defined in a data file (assets/data/species/). No species data is hardcoded.
| Field | Description |
|---|---|
species_id | Unique identifier |
name | Display name |
attributes | List of elemental attributes |
preferred_biomes | Biomes where the species naturally spawns |
temperature_range | Min/max comfortable temperature |
humidity_range | Min/max comfortable humidity |
predators | Species IDs that hunt this one |
preys | Species IDs this one hunts |
nomadism | Float 0–1: how willing the species is to leave its current zone (0 = fully sedentary, 1 = highly nomadic) |
base_spawn_modifier | Base multiplier applied to spawn score |
mutation_rate | Probability of a mutation occurring on capture |
Elemental attributes
Fire, Water, Ice, Air, Earth, Light, Shadow, Electric, Nature, Sound.
Faerals can have 1 or 2 attributes. Attribute combinations affect ability compatibility, ecosystem interactions, and type matchups in combat.
Climate interactions (examples):
- Temperature > 35°C → Ice/Water attributes weakened, Fire/Light strengthened
- During storms → Electric strengthened, Fire weakened
- Winter → Ice strengthened, Nature/Fire weakened
Abilities
Generic abilities
- One set per attribute type
- Learned automatically by leveling up
- Available to all species with the matching attribute
Special abilities
- Unique to one or a small number of species
- Learned by meeting undisclosed conditions
- Conditions are logged in the Codex on first trigger
- Same ability may have different trigger conditions per species
Example — Solar Erupt (Fire / Light)
A Faeral of the Embralynx species at its final evolution stage must win a fight when the temperature exceeds 35°C, OR between 12:00 and 13:00. The player is never told this.
Capacity library
- Unlimited size — a Faeral never forgets a learned ability
- Player equips exactly 4 active abilities
- Active abilities cannot be changed during a battle
- Meaningful choice is always which 4 to equip, not managing a limited library
Mutations
Mutations are rare and minor. They add variety without breaking balance.
Examples:
- +4% speed
- Cold resistance
- Increased aggression
- Rare pigmentation
- Bioluminescence
Mutations are inherited through breeding and logged in the Faeral's individual record.
Breeding
Unlocked at the Sanctuary of Genesis.
- Compatible species can produce offspring
- Offspring inherit traits from both parents (attributes, mutations, partial move library)
- Hybrid viability is validated server-side (Phase 3+) to prevent exploits
- PvP limitations on hybrid builds TBD during balance phase
Combat roles
| Role | Description |
|---|---|
| Tank | High HP, damage mitigation, draws enemy focus |
| Support | Buffs allies, debuffs enemies, healing |
| DPS (single) | High single-target damage |
| DPS (AoE) | Area damage, hits multiple enemies |
| Control | Status effects, crowd control |
| Disrupt | Interrupts enemy actions, cancels buffs |
| Summon | Calls additional Faerals or effects |
| Counter | Specialised in parrying/countering specific attack types |
| Ramping DPS | Builds damage over time, punishes long fights |