Faunlore Legend
 

This page provides a quick overview of the information you can find on this site's pages. Included in this section is a legend for the attack type information, and explanations of many of the individual statistics you can find here. If some section of the creature descriptions is dependent on class of the creature, this is specified.

A Few Notes on This Guide

As research has continued into the histories and evolution of the animals of Rubi-Ka, it has been determined that it is scientifically and logically contradictory for the author to classify some animals using the Linnean classification system, and also conclude that said animals are actually native to Rubi-Ka. In order to have a logically consistent classification, animal classifications have been reorganized to better reflect the important information about animals. Therefore, there are five new classifications: the Terraformers, the Humanoids, the Natives, the Xenomorphs, and the Guardians, which are explained below.

1.) Class and Name
This section includes the classification of the animal and the animal name. Faunlore uses five major classifications for most creatures. These are described below:

  • Terraformers: these are creatures whose ecological role in terraforming of planets can be well established by Omni-Tek records and ecological reconstruction.
     
  • Humanoids: these are creatures who bear a modest resemblance to humans, but are either actually human, constructed by humans or mutants of human origin.
     
  • Natives: these are creatures that do not exist in any Omni-Tek database prior to the settlement of Rubi-Ka and whose ecological reconstruction fits the profile of organisms on pre-settlement Rubi-Ka.
     
  • Xenomorphs: these are creatures that do not exist in any Omni-Tek database prior to the settlement of Rubi-Ka and whose ecological reconstruction does not fit the profile of organisms on pre-settlement Rubi-Ka. These animals are considered, despite Omni-Tek's partyline, alien.
     
  • Guardians: these are special creatures that have somehow come to lead major communities on Rubi-Ka, including those that reside in deep lairs scattered across the globe, or are extraordinarily powerful and valuable. They may or may not be exceptionally powerful specimens of the general classes.

2.) Photos
This section includes an action shot of animals in their environments around Rubi-Ka. In some instances, some creatures appear different at different stages of growth. These creatures will have multiple sub-pages to show each of the major stages, and can be recognized by multiple numbered entries in the class menus.

3.) Fact Sheet
This section includes major general statistics about the creatures that lie beyond the critical attack data, which is featured more prominently in section 4. In this section, general creatures have five characteristics described:

  • Organization: this is an assessment of the general number of creatures you can expect in close proximity to each other. This ranges from Individuals to Small Groups to Large Groups. Some specialized groups include Flocks and Schools, applicable mainly to birds and fish respectively. Unique specifies a Guardian..
     
  • Behavior: this measures the aggressiveness of creatures. Creatures that are never aggressive are termed Docile. Creatures that are aggressive up to a certain level of expertise on the settler's part are termed Aggressive. Creatures who are unceasingly hostile no matter the level are termed Very Aggressive. There are also other types of aggressiveness. These include Political, Omni-Sided, Neutral-Sided, Clan-Sided, Pet, and Gender Specific. Pet applies to those that can be created, not charmed, as pets by the pet classes. Gender Specific applies solely to the Medusae. They are aggressive to all males, docile to all females.
     
  • Frequency: this measures the likelihood that an average settler would have of ever encountering this creature in the course of normal business. This ranges from Common to Extremely Rare. Generally, the lower level a creature, and the more localities it is found in, the less rare it is. Unique specifies a Guardian, and Event Only is a creature that is shown on the Event Only Encounters page, on the Features section of the site.
     
  • Size: this measures the approximate size of the creature qualitatively, using the human scale as the jumping off point. Small creatures are significantly smaller than a man. Moderate creatures are man-sized. Large creatures are larger than a man, but out of common experience (think of an ancient elephant). Very Large creatures are similar in size to the larger dinosaurs of ancient Earth, and Extremely Large creatures rival any form of life ever encountered or produced by man.
     
  • Individual Species/Ranks (General only): this is a simple listing of the various named species or ranks you may encounter in the field. If this list of names is longer than a single page can fit, there is a menu of sub-pages to view other names. In general, names proceed from lowest level to highest level.

4.) Vital Stats, Attack Data, Immunities, and Special Attacks
This section includes all of the major statistics for a creature. For this section, there are no special attacks or immunities to speak of, so they are not included here. An explanation of each section follows:

  • HP Range: this is the calculated HP range over encountered levels.
     
  • NP Range: this is the calculated NP range over encountered levels.
     
  • Level Range: this is the estimated range of levels given the level ranges encountered in the field. This covers ALL the named species in section 3.
     
  • Speed: this is the speed of attacks made by the creature in terms of attack speed/recharge. A value of "2.35s/2.35s" each means that for each attack type shown below, the attack speed is 2.35s and the recharge time is 2.35s. If this is different for different attacks, it is noted in respective order (first one listed corresponds to first attack type read from the left).
     
  • Range: this is the range in meters of attacks made by the creature. If this is different for different attacks, it is noted in respective order (first one listed corresponds to first attack type read from the left).
     
  • Attack Type: this is the type or types of attacks a creature will use. The icons are representative of the damage type the creature attack will cause, and the xn value is the number of attacks causing this damage type a creature has. For general creatures with no specials or immunities, there are eight damage types. Please note that each icon will have a tooltip to explain its meaning if the mouse pointer is left to hover over the image for a second. The eight damage types are:
     
    Melee
     
    Projectile Energy Chemical
    Poison Radiation Fire Cold
     
  • Location (General only): this is the set of zones a creature can be found in. For the sake of space some zones have been compressed into logical super-zones. These include:
    • Upper Stret East Bank, Stret East Bank, Stret West Bank, Hole in the Wall and 4 Holes are now The Stret River.
    • Central Artery Valley, Southeast Artery Valley, Southern Artery Valley, and Deep Artery Valley are now The Artery Valley.
    • Eastern Fouls Plains and Southern Fouls Hills are now The Fouls Plains.
    • Newland City and Newland Desert are now Newland.
       
  • Immunities: this section describes any immunities a creature may have. It includes the strain of nanos that the creature is immune to, the percentage immunity (up to 100%, full immunity), and a link to the strain listings in the attack registry. This is reflective only of those nano lines with known immunity.
     

    Calms Charms Snares Roots Blindness
     
    Divest & Plunder
     
    NanoSkill Debuff Off/Def Debuff Initiative Debuff Soothes
  • Special Attacks: this section describes the general effects of any special attacks a creature may have. These have a wide range of effects, and are typically most dangerous on the Guardians. Also included is the name of the special attack, with a link to its description in the attack registry, and the percentage chance this attack has of successfully hitting the settler, when applicable.

Negative Effects on Settler:
 

Melee
Damage
Projectile
Damage
Energy
Damage
Chemical
Damage
Poison
Damage
Radiation
Damage
Fire
Damage
Cold
Damage
 
Melee (Area) Projectile (Area) Energy (Area) Chemical (Area) Poison (Area) Radiation (Area)
 
Fire
(Area)
Cold
(Area)
AC Debuff
 
Blindness Calm Charm Divest & Plunder Damage over Time
 
Fear Initiative Debuff
NanoSkill Debuff
 
NanoInit Debuff
 
Nano Chain Nano Siphon Nano
Crush
NCU Collapse Off/Def Debuff Reflect Debuff
       
Root Snare Soothe
 
Stun      

Positive Effects on Creature/Guardian:
 

Absorb Damage
 
AC Buff Agg/Def
Modifier
Damage Modifier Heal over Time Nano
Chain
Reflect Modifier Scale
             
Summon              

5.) Description
This section is a description of the animal in its ecological role as can best be determined from ecological reconstruction and the author's own research. Please note that these descriptions are not official Omni-Tek descriptions, as they are not sanctioned by Omni-Tek and no descriptions have otherwise been forthcoming.

6.) Item List (Guardian Only)
This section is a description of the animal in its ecological role as can best be determined from ecological reconstruction and the author's own research.

7.) Geographical Location (Guardian Only)
This section contains a map of the location of the Guardian in question. If the Guardian is an outboss, it shows the zone map and location, with coordinates of the Guardian. If it is a dungeon boss, the dungeon map is shown, along with location in the dungeon and the zone the dungeon is located in.