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Defeat The EvilOnline
Bestiary

What lives out there

The farther from the Crystal, the harder — and harder does not just mean more health: it means a creature that demands an answer you did not have yet. And each one warns you before it strikes, in its own way.

The plains

The first ring, around the Crystal. There is no PvP and no building there, and nearly everything is wildlife — but wildlife that teaches.

Passive

Horned Hare

Brute · Neutral · Small

Level
2
Where
Open fields, up to 4 km from the Crystal
Horn Charge

A short lunge that hurts like a bite and a half. Once wounded, it flees in a zigzag.

Warning sign: The wind-up bar — the first one you see in the game, on a creature that cannot kill you.

Drops: Hare pelt and horn

Passive

Willow

Plant · Earth · Small

Level
3
Where
In the woods, up to 7 km from the Crystal
Take Root

Once wounded, it digs into the ground and heals while standing still. Fire tears it out of the earth — and deals double damage.

Warning sign: The soil churns at its feet when it digs in, and a green light rises with every heal.

Drops: Wood and red herb — it is where the first axe comes from, and the axe is what cuts down trees

Aggressive

Tusked Boar

Brute · Neutral · Large

Level
3 to 6
Where
Grassland and forest edges, 3 to 8 km out
Charge

Bolts in a straight line, hits for double and knocks you back. If it slams into a tree or rock on the way, it is stunned. Wounded, it flies into a rage.

Warning sign: It paws the ground for a second, and a line appears on the ground: that is its path. Get off it.

Drops: Hide and tusk

Aggressive

Giant Mole

Brute · Earth · Medium

Level
4 to 7
Where
Hills and soft soil, 4 to 9 km out
Burrow

Vanishes underground, where nothing can hit it, and comes back up in a strike from below that stuns. It cannot dig into hard ground: it pops out at the edge, dazed.

Warning sign: A trail of dirt shows where it is going, and a circle shakes under whoever is standing still.

Drops: Pelt and claw

Aggressive

Carrion Hawk

Brute · Wind · Medium

Level
5 to 8
Where
Open fields, 5 to 11 km out — and it sees from far away
High Flight and Dive

Up high, only arrows and magic can reach it. It comes down in a dive that hits for double and then stays landed — and then it is anyone’s.

Warning sign: Its shadow on the ground, closing in before the dive.

Drops: Feathers and beak

Aggressive

Armored Armadillo

Brute · Earth · Medium

Level
7 to 10
Where
Rocky ground at the edge of the first ring, 8 to 14 km out — and it only comes at whoever gets close
Curl Up

Becomes a ball: slashing and piercing barely get through, only blunt weapons and magic land in full. And its tail sweep punishes anyone crowding around it.

Warning sign: An area marked on the ground around it, just before the sweep.

Drops: Shell plate and hide

Underground and in the forest

In the caves, in any ring near the center, and in the forest, the second ring.

Aggressive

Rat

Brute · element of the region · Small

Level
5
Where
Only in caves, up to 13 km from the Crystal
Venomous Bite

Bites small and often, and the bite leaves you bleeding. Every so often it winds up a bite that poisons.

Warning sign: The two-second wind-up of the venomous bite.

Drops: Filthy fur and tooth

Aggressive

Wolf

Brute · element of the region · Medium

Level
15
Where
The forest, 13 to 28 km from the Crystal
Still being designed

The Wolf is the hunter of the forest, but its own signature move is still being designed.

Drops: Fur and fang

The four lords

In the fortresses of Hell, the last ring. Each one demands a different answer — and none of them is just hitting harder.

Boss · Level 85
The Walking Grove

Yggdrasil

Never moves. Its Hungry Roots trap everyone within 12 m — and only fire breaks them.

Drops: The Heartwood of Yggdrasil, which grows in your backpack

Boss · Level 90
The Necropolis

The Pharaoh

Raises the dead: the Legion of the Fallen, which only truly takes damage from silver.

Drops: The Pharaoh’s Treasure — cursed

Boss · Level 95
The Crimson Court

The Count

Silences whoever he hits — only a Mage can give their voice back — and steals 12% of your gold with every blow. Whoever brings him down gets the stolen gold back.

Drops: The gold he stole

Boss · Level 99
The Gate

Satan

The only one who leaves his fortress: he marches on the Crystal. Only Provoke holds him back.

Drops: Satan’s Horn

The bosses awaken when someone approaches their fortress — the whole map hears about it — and return half an hour after they fall.

How to read it

Race, element and size

  • Element decides which spell hurts most. Wind takes extra from earth, earth from fire, fire from water and water from wind. Some elements shrug off a hit entirely — and some are even healed by it.
  • Size decides which weapon cuts best. Daggers do well on small creatures; spears and axes on large ones. Magic ignores size.
  • Passive creatures only fight whoever hurts them. Not every creature is an enemy — it is the first thing the game teaches you.
  • Every monster has a soul. It drops once in a thousand kills (a boss soul, once in ten thousand), anyone can fuse it into an item with a soul slot, and it stays there forever.

What is still coming

The evil plant, the undead, the vampire and the demon already roam the taken lands, but still with placeholder bodies. Against them, silver weapons deal 60% more.

Each ring, from the second to the tenth, will get its own wildlife — always with a new move, never just more health.