A (More or Less) Comprehensive
Guide to Pinefar Wildlife
Look past the list for an explanation of the layout. I make no claims as to the complete and utter accuracy of everything on this list, but it should all be pretty close. Anything marked with a * is probably something I couldn't find out, for one reason or another.
Olbin Pass/Northern Slopes area
Bear, Grizzly
Level: 38
AS: 252 (bite), 237 (charge), 277 (claw)
DS: 173
CS: n/a
TD: 133
Crittable: 2
Spells: n/a
Abilities: +25 AS (growling), bear tackling
Skinnable: Grizzly bear hide/250
Treasure: No
Location: Northern Slopes
Caribou
Level: 24
AS: 177 (kick), 192 (charge)
DS: 117
CS: n/a
TD: 84
Crittable: 1
Spells: n/a
Abilities: n/a
Skinnable: Set of caribou antlers/190
Treasure: No
Location: Northern Slopes
Coyote
Level: 31
AS: 224 (bite), 209 (charge)
DS: 145
CS: n/a
TD: 124
Crittable: 2
Spells: n/a
Abilities: Lunge attack which can make you drop weapons
Skinnable: Coyote tail/190
Treasure: No
Location: Northern Slopes
Wolverine, Arctic
Level: 33
AS: 232 (bite), 247 (claw)
DS: 153
CS: n/a
TD: 116 (vs spirit/elemental), 132 (vs sorc)
Crittable: 2
Spells: n/a
Abilities: Disease
Skinnable: Wolverine tail/250
Treasure: No
Location: Northern Slopes
Pinefar area
Bear, Polar
Level: 44
AS: 276 (bite), 261 (charge), 301 (claw)
DS: 197
CS: n/a
TD: 154 (vs spirit/elemental), 176 (vs sorc)
Crittable: 2
Spells: n/a
Abilities: Bear tackling
Skinnable: Polar bear skin/475
Treasure: No
Location: Pinefar
Corpse, Frozen
Level: 45U
AS: 272 (weapon)
DS: 209
CS: n/a
TD: 225
Crittable: 2
Spells: n/a
Abilities: n/a
Skinnable: Frozen scalp/250
Treasure: Y
Location: Pinefar
Glacei, Major
Level: 47
AS: 251 (ensnare), 266 (claw), 261 (spells)
DS: 198
CS: n/a
TD: 198 (vs spirit/elemental), 222 (vs sorc)
Crittable: N
Spells: Spirit Defense, Spirit Warding I, Major Cold, that slender blue wand spell
Abilities: Ice chunks, Cone of Cold
Skinnable: No
Treasure: No
Location: Pinefar
Glacei, Minor
Level: 42
AS: 226 (ensnare), 241 (claw), 256 (spells)
DS: 168
CS: n/a
TD: 168 (vs spirit/elemental), 189 (vs sorc)
Crittable: N
Spells: Spirit Defense, Spirit Warding I, Major Cold, that slender blue wand spell
Abilities: Ice chunks
Skinnable: No
Treasure: No
Location: Pinefar
Mammoth, Wooly
Level: 51
AS: 304 (stomp), 329 (tusk)
DS: 222
CS: n/a
TD: 179 (vs spirit/elemental)
Crittable: 2
Spells: n/a
Abilities: Stomp, +51 to AS by trumpeting
Skinnable: Mammoth tusk/425
Treasure: No
Location: Pinefar
Wraith, Ice
Level: 49U
AS: 257 (bite), 272 (claw), 292 (spells)
DS: 217
CS: 245
TD: 162 (vs spirit/elemental), 196 (vs sorc)
Crittable: N
Spells: Fear, Elemental Defense I, II, Wizard Shield, Elemental Bias, Blur, Boil Earth, Ewave, Major Cold
Abilities:
Skinnable: No
Treasure: Y
Location: Pinefar
Terms Explained
Critter Name
Level:
AS:
DS:
CS:
TD:
HP:
Crittable:
Spells:
Abilities:
Skinnable:
Treasure:
Location:
Critter Name: The underlined word is what the parser wants to see to attack the critter. For instance, to attack a giant fog beetle, you would attack beetle.
Level: The level of the critter, obviously. A 'U' indicates Undead.
Attack Strength: Some critters are smart, and stance dance just like we do. This represents the highest number I saw for a critter's attack. Keep in mind that some attack styles are worse than others. Ensnares do little damage in my experience, while a fist pound (often marked by 'pnd') tends to do lots of damage, and has a much higher AvD. And a spell AS will not be parryable with your blade.
Defensive Strength: This is a critter's DS against a blade, not necessarily against an aimed spell. It represents the lowest number I saw for a critter's defense, and does not usually take into account the use of a shield, especially where there is a variety of the critter that uses a two handed weapon. If the critter is carrying a shield, it will add +20. A turtled critter (one that is in full defensive stance) is likely to have a much higher defense.
Casting Strength: This is usually a critter's casting strength with warding spells. It represents the highest number I've seen for said critter.
Target Defense: This is a critter's normal defense against warding spells. It represents in most cases the lowest number I saw, not taking into account certain things that lower TD, like Dark Catalyst, Elemental Saturation, Curses, etc., and was probably tested with an elemental warding spell like E-strike, except where obviously listed.
Health Points: Not listed for most critters, as I only slowly but surely put them in. This is usually either a working range, or an approximation that is +/- 10 hp, unless an exact number is given (i.e., 18 hp for giant rats).
Crittable: Whether the critter can be killed by crit-wounds. A simple, made-it-myself scale of 1 - 3, where 1 means the critter is easy to crit, 2 is average, and 3 is difficult. Most crittable beasts will fall into the 2 range, and again, this is my opinion. N indicates that the critter cannot be killed by crit wounds, to my knowledge. Bear in mind, also, that how easily a critter is critted is affected highly by its armor. Animals will often always be easier to crit, as they rarely wear armor.
Spells: Anything a critter did that I could recognize as a particular spell, went here.
Abilities: This is kind of a catch-all for important info about a critter. Maneuver attacks, immunities, poison, breath weapons, etc., all fit here.
Skinnable: Kind of skin/approximate value, or No.
Treasure: Yes means normal kind of treasure (silvers, gems, items, boxes, etc), Yes(R) means treasure can only be gotten by repelling the critter, and No means absolutely no treasure, besides possibly skins. Anything else will have an explanation.
Location: General area where the critters can be found.
Hope someone, somewhere, finds all this useful.
~Amerlise Vinsaile
Priestess of Andelas
andelas@mindspring.com