Creatures & Bestiary

📜

Implemented and playtested. Every creature below is in the current build and has been fought in play. Each picture is rendered from the creature's own in-game model in its idle pose, holding its weapons the way the game puts them in its hands. Monsters only being tested, and not yet living anywhere, are left off until they are.

Who lives where

Each region of the world has its own creatures. A monster's body is picked by where it lives and stays fixed: the same monster keeps the same body every time its area wakes up. Underneath, its name, health, damage and loot are still decided the usual way, and any of them can roll as a champion.

The Rolling Grasslands

One of four looks per monster, fixed so it keeps the same body every time its area wakes. Ranged enemies keep their old bodies. On top of them all, the Giant Chicken.

Barbarian

Barbarian

1 in 4

Fights with swords.

Brute

Brute

1 in 4

Fights with axes. Named raider leaders wear this body.

Dark Mage

Dark Mage

1 in 4

Unarmed; fights with his fists.

Villain

Villain

1 in 4

Unarmed brawler.

Giant Chicken

Giant Chicken

extra: one for every two others

Half size, all attitude, and he pecks. His five-times-bigger self, the Furious Giant Chicken, can guard the boss room of a Biome Random Dungeon, still in development.

Ashreach Desert

Every melee spawn is a skeleton, a third each.

Skeleton Warrior

Skeleton Warrior

a third

A bone club and a big overhead swing.

Skeleton Archer

Skeleton Archer

a third

A bow: shoots from up to 300 units, bashes up close.

Skeleton Caster

Skeleton Caster

a third

A crystal staff: magic bolts from range that burst on impact, a staff smash up close.

The Ember Wastes

Every melee spawn here is the Lava Spawn.

Lava Spawn

Lava Spawn

all

From up to 600 units his swipe locks the ground where you stood and blasts it a moment later, so keep moving. Up close, the swipe hits directly.

The Craglands

Half the melee spawns are Hill Giants, half Mountain Trolls.

Hill Giant

Hill Giant

half

Swings a mossy broken log two-handed. Spots you from 400 units.

Mountain Troll

Mountain Troll

half

Quick alternating punches, and a leap that lands on you from up to 300 units away. Hits 1.5x harder than his old body.

Murkmire

Two in five are the Bogfen Shambler, the rest the Moss Raptor.

Bogfen Shambler

Bogfen Shambler

40%

Throws mud from up to 400 units; it splashes 80 units wide. Swipes up close.

Moss Raptor

Moss Raptor

60%

A sprinter with a lunging bite.

The Frostmarch

Half Ice Golems, half Frost Yetis. Both spot you from 600 units and chase a long way.

Ice Golem

Ice Golem

half

A two-fisted overhead smash.

Frost Yeti

Frost Yeti

half

Big, wide swipes.

The Emerald Forest

Half Forest Spiders, half Venom Spitters.

Forest Spider

Forest Spider

half

Rears up and strikes down with his front legs and fangs.

Venom Spitter

Venom Spitter

half

Spits acid from up to 400 units; it leaves a pool that burns for 2 seconds. Bites up close.

Threat tiers

Every creature carries a threat tier so you can read what you are looking at before committing to the fight. The nameplate colour is the tell:

TierNameplate readsColour
Normal“Enemy”Grey
Ranged“Ranged Enemy”Green
Champion“Champion” + its real nameOrange
Boss“Boss” + its real name, on a larger plateRed
WorldBoss“World Boss” + name, larger platePurple
CitizenIts name only — no threat categoryFriendly blue

WorldBoss is planned — the tier exists and is styled, but the source describes it as reserved for later.

Reading a nameplate

Ordinary enemies show a category only. Champion and above earn a real name, and bosses get a physically larger plate so they register from across the screen. Citizens are the inverse: a name, no threat line.

How enemies are built

Creatures are role-based, not species classes. A creature's look is a model and a name attached to a generic enemy; a tougher one is a champion. Quest and clear logic keys off an encounter assignment rather than what a monster looks like.

Creatures also belong to a universe: 0 means omniversal (bosses and citizens exist everywhere), while a higher number means that creature belongs to one universe's population.

Category: BestiaryCategory: Combat

Source & verification

Source status: generated from the current BONKERS repository on November 8, 2026. Every figure on this page was read out of the files below at generation time — nothing is estimated, remembered or predicted.

Verification: Implemented and playtested. Every share, range and region above was read from the files at generation time; every behaviour stated is asserted against the source. WorldBoss is declared but reserved, per source comment.

  • Code/Enemy/ThreatTier.cs
  • Code/World/WorldZoneManager.cs — which region gets which creatures
  • Code/World/EnemySpawner.cs — how a spawn picks its body
  • Code/Enemy/*Body.cs — each creature's model, shares, sizes and ranges
  • assets/img/bestiary/ — rendered from the game's Assets/models/enemies and models/weapons by tools/render_bestiary.py, finished by tools/finish_bestiary.py

Regenerate with python tools/make_wiki_articles.py after the code changes, then python build.py.

Generated from
BONKERS repository — Code/Enemy/ThreatTier.cs, Code/World/WorldZoneManager.cs, Code/World/EnemySpawner.cs, Code/Enemy/*Body.cs
Verified
Generator
tools/make_wiki_articles.py
Status
playtested — Implemented and playtested