Where to Find Creatures
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Where do you go to find a given monster? This page maps the overworld (above-ground)
spawns by region — what roams the countryside around each town, what lives in which terrain,
and the tougher creatures of the Lost Lands. It’s built from the shard’s own
Spawns/felucca.xml (Trammel mirrors the same overworld spawns). For dungeon spawns and
their bosses, see Dungeons.
Around the towns (good for newcomers)
Section titled “Around the towns (good for newcomers)”Step outside a town and you mostly meet harmless wildlife — boars, sheep, cows, chickens, crows, eagles, rabbits — ideal first targets while you learn to fight. A few towns have a signature threat just outside, though:
- Trinsic & Minoc — ettins roam the nearby hills; a real (but beatable) early fight.
- Serpent’s Hold — alligators along its marshy island shores.
- Cove — acid (toxic) elementals nearby — bring cure.
- Wind — corpsers and air elementals around the mountain pass.
- Moonglow — mostly boars, but the odd lich or spectre wanders the island.
- Yew & Skara Brae — pastoral: sheep, boar, the occasional skeleton.
So a fresh character can grind animals right outside any town, then graduate to the ettins near Trinsic/Minoc.
The open wilderness, by terrain
Section titled “The open wilderness, by terrain”Out in the countryside between towns, what spawns tracks the terrain:
- Plains & farmland — boars, sheep, cows, great harts, and other game (the most common overworld spawn by far).
- Coastline & water — sea serpents off the coasts, with alligators in shallows and swamps.
- Forests — great harts, brown/black bears, timber wolves, and harpies on the edges.
- Swamps & bogs — alligators, corpsers, and slimes.
- The snowy north — polar bears and cold-themed wildlife.
- Mountains & passes — ettins, harpies, air elementals, and the occasional troll.
- Wandering everywhere in smaller numbers: mongbats, giant spiders, harpies, and at night, undead like skeletons and spectres near graveyards.
If you just want a fight on the road, the mainland wilderness is thick with boar, ettin, sea serpent (near water), air elemental, and corpser spawns.
The Lost Lands (step up the danger)
Section titled “The Lost Lands (step up the danger)”The Lost Lands (reached through dungeon passages and certain moongates, east of the main map) is a tougher overworld. Alongside hinds, brown bears, rats and crows you’ll meet gazers, giant ice serpents, imps, alligators, and — dangerously — roaming ophidian matriarchs. It’s the natural next zone once town-edge animals and mainland ettins are too easy, and it surrounds several Lost Lands dungeons (Fire, Ice, Terathan Keep, Khaldun).
Dungeons
Section titled “Dungeons”The real concentrations of dangerous, valuable monsters are underground. Each dungeon has its own themed spawn (and often a champion spawn) — Shame’s elementals, Destard’s dragons, Deceit’s undead, and so on. Those are documented per-dungeon, with the exact creature lists, on the Dungeons page.
See also
Section titled “See also”- Dungeons — per-dungeon spawn lists and champions
- Bestiary — stats, resistances, and loot for every creature here
- The world overview & map — towns, terrain, and how to travel between them
- Champion Spawns · Paragons — the boosted-monster events