Mob Taxonomy

Design reference for all hostile and neutral NPC ships in the game.

Every mob in the game has three identity layers: what it is (faction and lore context), how it fights (combat style and abilities), and what it costs to kill or avoid killing it (standing impact, drops). This document covers all three.


Classification System

Rank

Rank Health Count in sector Loot Special
Normal Standard Numerous Common materials No abilities
Elite 3–5× normal Sparse, named spawn zones Uncommon materials, chance at complete items 1–2 abilities, enhanced stats
Boss 10–20× normal 1 per sector (fixed spawn, respawns on timer) Guaranteed uncommon/rare, chance at rare complete items Boss phases, multiple abilities, invuln windows, may summon adds

Combat Style (maps to DB combat_style field)

Style Behavior Who uses it
default Chase player, hold engagement distance Basic unaffiliated mobs
brawler Charge close, strafe in melee range Keth Praxar assault, Vael shock troops
kiter Maintain preferred range, constant lateral strafe Varath Navy corvettes, Ashvein light raiders
sniper Hold max range, retreat when player closes Vigil Seekers, Stratum automated emplacements
tank Slow advance, hold position, never backs up Bastion Vanguards, Ancient Guardians
ambusher Fast close, brief burst, disengage, repeat Praxar Wraiths, Ashvein privateers
swarm Coordinate with nearby same-group mobs, share targets Void Drifters, Scav Raiders, Vrael Probes

Faction Affiliation

Killing a mob that belongs to a faction decreases standing with that faction and gives minor gains to rival factions. Unaffiliated mobs (Scavengers, Void Drifters, Ancient Constructs, Vrael) have no standing impact.

faction_id = 0 in the DB means unaffiliated.


Aesthetic Principles by Origin

Varath Mobs

Heavy, modular, industrial. Navy plating on the hull. Running lights in house colors (Bastion: gunmetal and red; Navy: navy blue and white; Stratum: orange and grey). Look like ships designed by committee. Damaged ones have visible hull ruptures, sparking panels, exposed wiring. Names are bureaucratic and functional - unit designations, ranks, job titles.

Keth Mobs

Aggressive, angular, forward-thrust profiles. Crimson and black. Weapons worn externally. Minimal hull protection traded for maximum speed and firepower. Praxar ships look like blades. Vael Cohort ships look lived-in - functional modifications, battle-worn paint, earned markings. Names evoke rank, function, and the Keth concept of earned worth.

Meridian Mobs

Organic geometry - grown rather than welded. Teal and silver. Move differently from Varath or Keth ships - smoother acceleration curves, drift at angles that feel slightly wrong. Vigil ships are the fastest thing in their OL range. Names reference perception, memory, and the void.

Unaffiliated / Scavengers

Cobbled together - salvaged hulls, mismatched components, obvious jury-rigs. Rust colors, missing panels, asymmetric weapon mounts. They look like ships that survived by being patched rather than maintained. Names are crude and often self-given (Rat King, Gnaw, the Maw).

Ancient Constructs

Not ships - they have no cockpit, no running lights, nothing recognizably manufactured. Geometric shapes (prisms, spheres, latticed frames) that move as if the concept of thrust is merely one option among several. Colors shift depending on activation state: dormant is dark with faint amber traces; active is white-blue. Names reference their function, not their personality.

Vrael

Not from here. Asymmetric and wrong in a way that's hard to describe - not like they were built badly but like they were built under different physical assumptions. Black-crystalline hulls with internal light sources that pulse independent of any visible energy system. When they fire, the weapon does not visually originate from a visible mount. Names are transliterated fragments from Meridian attempts to phonetically render Vrael probe transponder codes.


Varath-Affiliated Mobs

Bastion Arms Security

Faction: Bastion Arms | Space: Cinderhold, Ashfall, The Forge | OL Range: 25–50

Standing impact: Killing Bastion mobs → −Bastion standing, +minor Praxar/Ashveld

Bastion security is professional, disciplined, and heavily armed. These are not corporate guards - Bastion Arms sells military hardware, and their security forces are equipped with it. They fly Vanguard-class hulls in gunmetal and deep red, and they are authorized to use lethal force on any ship in their patrol zones that doesn't respond to challenge.

Name Rank OL Combat Style Key Abilities Design Notes
Bastion Enforcer Normal 25–32 kiter - Standard security patrol. 2-ship wing
Bastion Heavy Normal 28–35 tank - Slow approach, high shields, difficult to burst
Bastion Interceptor Normal 30–38 ambusher - Fast, low hull, punishes low attention
Bastion Vanguard Elite 35–45 tank Shield Overcharge Named spawn near Bastion installations
Bastion Commander Boss 40–50 brawler Shield Overcharge, EMP Burst "Commander Ralleck" - patrols the Cinderhold perimeter. Phase 2: summons 2 Interceptors

Varath Federal Navy

Faction: Varath Federal Navy | Space: Cinderhold, Ashfall | OL Range: 25–45

Standing impact: Killing Navy mobs → −Navy standing, minor +Praxar/Ashveld

The Navy patrols the Varath core sectors. Their ships are heavier and better-maintained than Bastion security equivalents. Navy pilots follow rules of engagement more carefully - they challenge before firing, and they will break off pursuit at sector boundary. This makes them predictable, which makes them farmable, which the Navy brass consider an ongoing embarrassment.

Name Rank OL Combat Style Key Abilities Design Notes
Navy Patrol Frigate Normal 25–32 kiter - 3-ship patrol wing, flies formation
Navy Corvette Normal 30–38 kiter - Slightly faster, more aggressive
Navy Destroyer Elite 35–42 tank Missile Barrage Escort for high-value Navy convoys
Navy Captain Boss 40–45 brawler Missile Barrage, Repair Drone "Captain Veyne Dural" - flies a custom Vanguard. Phase 2: calls for Navy reinforcements

Stratum Corp Extraction Security

Faction: Stratum Corp | Space: The Forge, The Wreck Field, The Crucible (fronts), The Shattered Expanse | OL Range: 30–65

Standing impact: Killing Stratum mobs → −Stratum standing, +minor Beacon Network/Deepveil

Stratum Corp security is less disciplined than the Navy and less professional than Bastion - they're hired contractors working dangerous sites. They are aggressive and will attack without warning near active extraction zones. In The Shattered Expanse, they have been operating in proximity to Vrael-adjacent Ancient structures long enough that some Stratum units exhibit... anomalous behavior.

Name Rank OL Combat Style Key Abilities Design Notes
Stratum Drone Guard Normal 30–40 default - Automated, patrol programmed routes
Stratum Extractor Normal 33–42 sniper - Keeps distance, calls reinforcements if attacked
Stratum Site Guard Normal 35–45 brawler - More aggressive near active dig sites
Stratum Overseer Elite 40–52 sniper Tractor Beam Pins players while calling for backup
Stratum Heavy Platform Elite 45–58 tank Area Denial Fixed-position emplacement variant. Can't be pulled out of position
Site Director Maren Boss 55–65 sniper Tractor Beam, EMP Burst, Summon Adds "Site Director Maren" - Stratum's most senior field commander. Phase 2: EMP disables player shields briefly; Phase 3: calls extraction convoy (2 Heavy Platforms + 4 Drone Guards)

Nexus Transport Security

Faction: Nexus Industries | Space: Waygate Station environs, Confluence approaches | OL Range: 5–20

Standing impact: Killing Nexus mobs → −Nexus standing, minor +Bastion Arms

Nexus security is the weakest of the Varath corporate factions by design - Nexus ships look like cargo carriers with afterthought weapon mounts, because that's mostly what they are. They are primarily encountered as convoy escorts. Attacking them is easy. The standing loss is rarely worth it.

Name Rank OL Combat Style Key Abilities Design Notes
Nexus Transport Guard Normal 5–15 kiter - Rarely attacks first; defends Nexus cargo convoys
Nexus Cargo Escort Normal 10–20 kiter - Slightly more competent version
Nexus Regional Supervisor Elite 15–22 brawler Shield Overcharge Only appears when a convoy has been attacked multiple times

Keth-Affiliated Mobs

Praxar Military Forces

Faction: The Praxar | Space: Duskhollow, Redwatch, Thornveil Deep; contested presence in The Threshold | OL Range: 18–65

Standing impact: Killing Praxar mobs → −Praxar standing, +Ashveld (minor)

The Praxar are the most dangerous conventional military force in the game through the mid-game. They fight with Keth aggression and Praxar discipline - no hesitation, no disengagement unless ordered. Their ships are crimson and black, blade-profile, built for speed and forward firepower. They are not numerous - Keth military doctrine favors elite small units over mass engagement.

Name Rank OL Combat Style Key Abilities Design Notes
Praxar Warhead Normal 18–28 brawler - Fast charge, high DPS, low hull - punishes slow players
Praxar Blade Normal 22–32 brawler - Slightly more durable version
Praxar Wraith Scout Normal 28–40 ambusher - Appears suddenly, fires burst, disengage; harder to keep targeted
Praxar Veteran Normal 32–45 brawler - Enhanced HP and DPS; shows up near high-value targets
Praxar Vanguard Elite 35–50 brawler Shield Overcharge, Missile Barrage Named spawn zones in Duskhollow and Thornveil
Praxar Wraith Breacher Elite 40–55 ambusher Cloak, EMP Burst Cloaked approach, EMP on arrival, immediate disengage after hit
Lieutenant Veth Boss 45–58 brawler Shield Overcharge, Missile Barrage, Tractor Beam Named boss from mission-design.md. Phase 2 at 50% HP: enrages, double speed, calls 2 Praxar Veterans
Praxar Warlord Boss 58–68 brawler All 3 standard Praxar abilities + Summon Adds The senior Praxar field commander in Thornveil Deep. Phase 2: spawns a Wraith Breacher wing; Phase 3: invulnerability while a core structure is destroyed

The Vael Cohort

Faction: The Vael Cohort | Space: The Threshold, The Crucible, contested zones | OL Range: 15–55

Standing impact: Killing Cohort mobs → −Cohort standing, no race gain. Attacking Cohort-hired ships grants standing loss with the hiring faction.

The Vael Cohort takes contracts from everyone, which means they show up in unexpected places. Their ships look lived-in - functional modifications, salvaged components, battle-worn paint. Their pilots are experienced and fight without hesitation or emotional investment. They follow contract terms exactly, including engagement rules. If the contract says "escort", they fight; if it says "patrol and warn", they warn first.

The Cohort's mobs represent the Cohort on contract - not their full strength, but a deployment. Context matters: a Cohort escort in Varath space is a different encounter than a Cohort strike team in contested territory.

Name Rank OL Combat Style Key Abilities Design Notes
Cohort Mercenary Normal 15–30 default - Competent generalists. Fight well but no specialization
Cohort Veteran Normal 25–40 kiter - More experienced, better situational awareness
Cohort Specialist Elite 35–48 ambusher EMP Burst Contract operative - carries specific mission equipment
Cohort Wraith Elite 40–55 ambusher Cloak, EMP Burst High-end Cohort deployment; rarely seen
Cohort Captain Sivan Boss 45–55 brawler Shield Overcharge, Tractor Beam Named boss - encountered when a high-value contract is disrupted. No phase transitions; instead, fights at full intensity throughout

Meridian-Affiliated Mobs

The Stillwater Vigil

Faction: Stillwater Vigil | Space: Stellar Reach, Riftmark, Abyss Gate, The Throat (deep approaches), The Nexus | OL Range: 32–80

Standing impact: Killing Vigil mobs → −Vigil standing, −Conclave standing (minor), +Praxar (minor), +Stratum (minor)

The Vigil is the fastest, most maneuverable force in its OL range. Their ships move like no Varath or Keth ship moves - smooth curves, drift angles, acceleration patterns that feel like they're reading the fight rather than reacting to it. They are not the toughest opponent in the game, but they are the most difficult to target consistently and the most unpredictable to fight.

Name Rank OL Combat Style Key Abilities Design Notes
Vigil Warden Normal 32–42 kiter - Constant lateral movement; harder to track than equivalent OL enemies
Vigil Seeker Normal 40–52 kiter - Faster version; range-oriented
Vigil Sentinel Elite 48–62 sniper Repair Drone Holds position at max range, repairs itself during fight
Vigil Arbiter Elite 55–68 ambusher Cloak Appears near Ancient structures when disturbed; closes, fires, repositions
Vigil Custodian Boss 60–75 kiter Repair Drone, Tractor Beam, Missile Barrage "Custodian Vael Ishari" - guards the approaches to Meridian deep space. Phase 2 at 40%: activates a psionic field (area denial zone over the entry point). Phase 3 at 20%: calls 2 Vigil Sentinels

Unaffiliated Mobs

Void Drifters

Faction: None (faction_id = 0) | Space: Waygate Station vicinity, The Drift, low OL open space | OL Range: 1–12

Void Drifters are the ambient hostile encounter of entry-level space. They are scavengers without organization - individuals and small groups in salvaged ships looking for easy prey. They are not affiliated with the Ashvein Syndicate, which resents the comparison. The Syndicate operates; Void Drifters just drift.

They exist to give new players something to fight before they understand the faction standing system. Killing them costs nothing.

Name Rank OL Combat Style Key Abilities Design Notes
Void Drifter Normal 1–6 swarm - The tutorial mob. Comes in packs of 3–5. Dies fast.
Drifter Raider Normal 4–10 swarm - Slightly more organized, slightly more dangerous
Drifter Pack Leader Elite 8–12 default Shield Overcharge First elite a player encounters. Guards the Drifter spawn zone
Gnaw Boss 10–15 brawler Shield Overcharge, Summon Adds Named boss in The Drift - "Gnaw's Claim" area. A heavily armored solo Drifter who has survived long enough to become legendary. Phase 2: calls pack.

Scavengers

Faction: None (faction_id = 0) | Space: The Wreck Field, The Threshold, The Crucible | OL Range: 12–35

Scavengers are the mid-tier unaffiliated hostile force. They operate from debris fields and wrecked stations, and they have the advantage of knowing their terrain better than anyone passing through. Their ships are cobbled together from salvage - they lack the raw stats of faction equivalents at the same OL but they make up for it in numbers and terrain control (ambush positions in debris, cover behind wrecks).

Name Rank OL Combat Style Key Abilities Design Notes
Scav Raider Normal 12–20 swarm - Pack hunters; 4–8 spawn together
Scav Heavy Normal 16–25 brawler - Slower but harder to kill
Scav Sniper Normal 18–28 sniper - Hides behind debris; engages from very long range
Scav Commander Elite 22–32 default EMP Burst Directs nearby Scav pack. Kill it and the pack disbands
Scav Dreadnought Elite 28–35 tank Area Denial, Summon Adds Massive salvaged hulk; a mobile base that spawns additional Scavs
The Rat King Boss 30–38 brawler EMP Burst, Summon Adds Named boss in The Wreck Field - "The Throne of Salvage" zone. Phase 2: the Dreadnought-class hull that serves as his flagship detaches additional combat wings

Ashvein Syndicate Privateers

Faction: Ashvein Syndicate | Space: The Wreck Field (heavy), The Threshold (border), The Throat (Syndicate contacts) | OL Range: 20–55

Standing impact: Killing Syndicate mobs → −Ashvein Syndicate standing, minor +Varath Navy/Concordat

The Syndicate is professional crime. Their privateers don't look like pirates - their ships are well-maintained, their engagement tactics are calculated, and they disengage when the math stops working in their favor. They are the one unaffiliated faction with an active standing system because they are the one unaffiliated faction that the player might want a relationship with.

Name Rank OL Combat Style Key Abilities Design Notes
Syndicate Runner Normal 20–30 ambusher - Fast, small-profile; intercepts trade routes
Syndicate Enforcer Normal 25–38 kiter - More heavily armed; guards Syndicate-claimed territory
Syndicate Broker Guard Normal 30–40 default - Defensive spawn; only attacks if player attacks first
Syndicate Privateer Captain Elite 35–48 ambusher Cloak, EMP Burst Coordinated ambush; appears cloaked, opens with EMP
Syndicate Black Anchor Elite 42–55 tank Tractor Beam, Area Denial Heavy enforcement ship; pins targets for lighter Syndicate ships
"The Factor" Boss 50–58 ambusher Cloak, EMP Burst, Missile Barrage Unnamed in normal encounters ("The Factor"). Part of the mission chain exposing Syndicate operations in The Wreck Field. Phase 2: drops cloak permanently but calls a full Syndicate wing

Null Wraiths

Faction: None (faction_id = 0) | Space: The Drift, The Nursery (outer belt), Abyss Gate (event only) | OL Range: 8–25

Null Wraiths are energy phenomena that have taken on a semi-stable shape - not constructed ships, not biological in any conventional sense, but not natural void phenomena either. They are drawn to power sources: reactors, station cores, Ancient structures. The Meridian Conclave has been studying them for a long time and has not published their findings.

Aesthetically: translucent forms that phase in and out of visibility. Not crystalline (that's Vrael). More like a heat-shimmer that has learned to chase things.

Name Rank OL Combat Style Key Abilities Design Notes
Null Wraith Normal 8–18 swarm - Phases briefly when taking damage (no actual invuln; just a VFX tell)
Null Wraith Elder Elite 15–22 kiter Drain Energy First mob that drains energy; introduces players to that mechanic
The Stillpoint Boss 20–28 tank Drain Energy, Area Denial Event-spawn boss in The Drift. Named in sector local story "What They're Feeding On." A Null Wraith that has anchored itself to a derelict power core and grown much larger than its kind usually reach.

Ancient Constructs

Faction: None (faction_id = 0) | Space: The Nursery, Stellar Reach, Riftmark, Abyss Gate, The Sanctum, The Nexus | OL Range: 20–85

Ancient Constructs are automated defense systems built by whoever built the gates. They are not hostile by default - they respond to threats to the structures they protect. A player who enters an Ancient site zone without triggering alarms may pass through without incident. Most players trigger alarms.

Ancient Constructs do not drop standard materials. They drop Ancient Fragments - rare components used in endgame crafting and required for the Meridian race arc quest chain.

Aesthetically: geometric solids, no visible engine plume (they use something else for propulsion), white-blue when active, dormant amber. Silent in combat - no weapon sounds beyond the impact on the player's hull.

Name Rank OL Combat Style Key Abilities Design Notes
Sentry Array Normal 20–35 sniper - Ranged automated defense; does not pursue out of zone
Recall Spire Normal 25–40 kiter - More mobile; re-enters formation after combat
Archive Guardian Elite 35–55 tank Area Denial, Shield Overcharge Positioned at the entrance to major Ancient structures; very high HP
Resonance Anchor Elite 48–65 sniper Tractor Beam, Area Denial Anchors a field around the structure; tractor beam prevents retreat while area denial punishes stationary targets
The Obelisk Guardian Boss 22–30 tank Area Denial, Summon Adds Sector boss for The Nursery. From mission "What the Obelisk Remembers." Dormant until activated by the mission chain. Phase 2: awakens two Sentry Arrays as adds. Phase 3 at 20%: floods the area with a slow-decay area denial zone - a test of whether you can kill it fast enough
The Sanctum Keeper Boss 80–88 tank All Ancient abilities + unique: Stasis Field (roots player for 4s) The endgame Ancient boss in The Sanctum. Gatekeeper to the seal-restoration content. Phase structure: 4 phases, each corresponding to a gate of the original Ancient network

Vrael

Faction: None (faction_id = 0, no standing impact) | Space: The Throat (probes), The Nexus (incursion), Void's Edge (full presence), The Shattered Expanse (fringe) | OL Range: 62–90

The Vrael are not invaders in any conventional sense - they don't hold territory, don't build bases, don't have a command structure that can be targeted. They are probes and anchors - automated systems sent ahead of something larger to scan, test, and, if conditions are right, hold a position open.

The Meridian Conclave knows what Vrael probe transponder codes mean. They have not shared this knowledge in full. The partial information they have given to the Wayfarer Council uses the word "precursor."

Vrael ships do not use projectiles. They use a form of energy transfer that passes through standard shields at a reduced but non-zero rate. Fighting Vrael requires either extraordinary hull strength, exceptional mobility, or the Meridian class abilities that were, it is now apparent, specifically designed for this.

Vrael drop Vrael Transmission Fragments - encrypted data packets. These are the primary currency of the seal-restoration chain and can be turned in to the Deepveil or the Conclave for lore unlocks.

Name Rank OL Combat Style Key Abilities Design Notes
Vrael Probe Normal 62–72 swarm - Scouts. Appear in small clusters of 3–5. Individually fragile but attacks hit through shields.
Vrael Scout Normal 65–75 kiter Drain Energy More capable; begins the shield-bypass + energy drain combination
Vrael Node Elite 68–80 sniper Drain Energy, EMP Burst Stationary-preference variant; long range, hard to reach. Destroying it stops summoning nearby Probes
Vrael Anchor Elite 72–84 tank Area Denial, Tractor Beam Heavy. Pin target, apply area denial around the pin. Very high HP; the first truly threatening solo encounter
Vrael Convergence Boss 78–88 sniper Drain Energy, Tractor Beam, Area Denial, Summon Adds First full Vrael boss encounter in The Throat. Phase 2 at 60%: summons 4 Vrael Scouts. Phase 3 at 30%: a second Vrael Anchor breaches from The Throat's edge. Designed to teach players that Vrael cannot be soloed by pure DPS - you need to manage the field
Vrael Harbinger Boss 85–90 tank All Vrael abilities + unique: Gate Pulse (AoE through all shields, cannot be reduced) The endgame boss encounter in Void's Edge. Named in the Meridian arc as "the thing the first seal was built to keep from coming through." Phase structure: 4 phases. Does not summon adds - it IS the add problem. If the player allows Vrael Probes to survive long enough, the Harbinger heals.

Sector Mob Assignment

This table specifies which mob types appear in each sector. The admin tool should populate mob_template assignments to sectors matching these groups.

Sector OL Primary Mobs Elite Spawns Boss Notes
Waygate Station 1–10 Void Drifter, Drifter Raider - - Combat-optional; mobs in outer belt only
The Drift 3–12 Void Drifter, Drifter Raider, Null Wraith Drifter Pack Leader, Null Wraith Elder Gnaw / The Stillpoint Two boss options; one pirate, one phenomenon
The Threshold 8–18 Scav Raider, Cohort Mercenary (hired) Scav Commander, Cohort Veteran - Vael Cohort appear as hired escorts for both sides of smuggling missions
The Wreck Field 12–25 Scav Raider, Scav Heavy, Syndicate Runner Scav Commander, Syndicate Privateer Captain The Rat King Crime-heavy sector; Syndicate presence significant
The Nursery 15–28 Sentry Array, Null Wraith Archive Guardian The Obelisk Guardian Ancient constructs trigger only in Ancient site zone; Null Wraiths in outer belt
Confluence Station 15–25 Scav Raider (outer belt only) - - Station hub; minimal combat
The Crucible 18–30 Scav Heavy, Cohort Veteran Scav Dreadnought, Cohort Specialist - Pure combat sector; designed for grinding. Dense mob populations.
Cinderhold 25–35 Bastion Enforcer, Bastion Heavy Bastion Vanguard Bastion Commander (Ralleck) Entry to Varath space; Bastion Arms territory
Ashfall 28–38 Navy Patrol Frigate, Bastion Interceptor Navy Destroyer, Bastion Vanguard Navy Captain (Veyne Dural) Navy and Bastion both present; distinct territories within sector
The Forge 35–48 Stratum Drone Guard, Stratum Site Guard Stratum Overseer, Stratum Heavy Platform Site Director Maren Deep Varath industrial zone; Stratum Corp dominant
Duskhollow 30–42 Praxar Warhead, Praxar Blade Praxar Vanguard Lieutenant Veth Entry to Keth space
Redwatch 38–50 Praxar Veteran, Praxar Wraith Scout Praxar Wraith Breacher - Aggressive; no boss - the sector is the threat
Thornveil Deep 45–58 Praxar Veteran, Praxar Wraith Scout Praxar Vanguard, Praxar Wraith Breacher Praxar Warlord Keth arc climax; densest Praxar presence
Stellar Reach 32–44 Vigil Warden, Sentry Array Vigil Sentinel - Entry to Meridian space; lighter mob density
Riftmark 44–56 Vigil Warden, Vigil Seeker, Recall Spire Vigil Sentinel, Archive Guardian - Ancient structures become active in mission chain
Abyss Gate 50–62 Vigil Seeker, Recall Spire, Null Wraith Vigil Arbiter, Resonance Anchor Vigil Custodian (Vael Ishari) Meridian arc climax; Ancient + Vigil both present
The Throat 60–75 Vrael Probe, Vrael Scout, Vigil Warden Vrael Node, Vigil Arbiter Vrael Convergence Sector transition: Vigil defending, Vrael probing. Faction tension visible in mob placement
The Nexus 75–85 Vrael Scout, Vrael Node, Vigil Sentinel Vrael Anchor, Vigil Custodian - No boss yet - serves as approach to Void's Edge
Void's Edge 78–90 Vrael Scout, Vrael Anchor Vrael Convergence, Vigil Sentinel Vrael Harbinger Final combat sector; Vrael at full strength
The Shattered Expanse 80–90 Stratum Heavy Platform (aberrant), Vrael Probe Resonance Anchor, Vrael Node - Stratum Corp still here but their units are "wrong" - damaged by proximity to Vrael-adjacent Ancient structures
Conflict Zone Any Mixed faction mobs per daily rotation - Rotates PvP sector; mob type varies with event
The Sanctum 80–88 Archive Guardian, Recall Spire Resonance Anchor The Sanctum Keeper Hidden sector; Ancient construct only. No pirate or faction presence

Boss Design Principles

Named Bosses vs. Generic Bosses

Named bosses (Gnaw, Lieutenant Veth, Site Director Maren, etc.) are tied to mission chains. Players encounter them first in the context of a story, which means the boss fight has meaning beyond the loot. Generic bosses (unnamed Elite+ encounters) are for players who have completed or skipped the story content and just want a challenge.

Every sector should have at least one named boss tied to its local story chain.

Phase Design Philosophy

  • Phase 1: Introduction - let the player understand the boss's base behavior
  • Phase 2 (at ~50% HP): Complication - add a mechanic the player has to adapt to (adds, enrage, ability unlock)
  • Phase 3 (at ~20% HP): Pressure - something that forces urgency (area denial, heal loop, very high DPS)

Not every boss needs three phases. Simple bosses (Gnaw, The Rat King) can have one complication phase and no phase 3. Complex bosses (Sanctum Keeper, Vrael Harbinger) earn their complexity by appearing late in the progression.

Boss Invulnerability Windows

Phase transitions should use a brief invulnerability window (2–4s) with visible VFX (energy burst, phase-change indicator). This is a breather, not a wall. It lets the player understand what just changed before the next phase begins.


Mob Naming Conventions

Varath

Pattern: [House] + [Rank/Function]

  • House prefix: Bastion, Navy, Stratum, Nexus
  • Rank/Function: Enforcer, Heavy, Interceptor, Vanguard, Patrol (Navy), Drone Guard
  • Named bosses: Full human names with rank prefix ("Commander Ralleck", "Captain Veyne Dural", "Site Director Maren")
  • Avoid: fantasy monster names, numerical designations, anything that doesn't sound like a military job title

Keth

Pattern: [Faction] + [Combat Identity] or single evocative combat word

  • Praxar: Praxar + Warhead/Blade/Wraith/Vanguard/Veteran
  • Vael Cohort: Cohort + Mercenary/Veteran/Specialist/Wraith
  • Named bosses: Given name only, or rank + given name ("Lieutenant Veth", "Cohort Captain Sivan")
  • Avoid: anything corporate or bureaucratic; avoid generic "soldier/trooper/guard"

Meridian

Pattern: [Faction] + [Abstract Function]

  • Vigil: Vigil + Warden/Seeker/Sentinel/Arbiter/Custodian
  • Avoid: anything aggressive or combat-centric in the name itself; Meridian ship names sound like they're describing a role, not a threat
  • Named bosses: Formal given name + clan marker ("Vael Ishari")

Unaffiliated / Scavengers

Pattern: Single evocative words, crude, often animal-coded

  • Void Drifter, Scav Raider/Heavy/Commander
  • Named bosses: Self-given names, slightly ominous ("Gnaw", "The Rat King", "The Factor")
  • Avoid: anything that sounds organized or professional

Ancient Constructs

Pattern: Functional description - what it does, not what it is

  • Sentry Array, Recall Spire, Archive Guardian, Resonance Anchor, The Sanctum Keeper
  • No given names; Ancients didn't name their automated systems for a pilot's convenience
  • Named bosses get evocative titles, not names

Vrael

Pattern: Transliterated from Meridian phonetic approximations of probe transponder codes

  • Vrael Probe, Vrael Scout, Vrael Node, Vrael Anchor, Vrael Convergence, Vrael Harbinger
  • Named bosses: "The Harbinger", "The Convergence" - functional titles the Meridian assigned, not Vrael self-designations
  • Avoid: giving them names that imply personality or culture

DB Field Reference

When creating mob templates in the admin tool, use these values:

Field Options Notes
rank normal / elite / boss Drives loot and difficulty modifiers
combat_style default / brawler / kiter / sniper / tank / swarm / ambusher See system implementation in mob_ai.rs
faction_id See factions table 0 = unaffiliated (no standing impact on kill)
hostile true / false false = neutral until attacked (use for Nexus escorts, patrol-only units)
scan_range Float (units) How far mob will detect and aggro players. Elite: 250–400u. Normal: 150–250u. Sniper types: up to 500u.
attack_range Float (units) Engagement range. Sniper: 300–500u. Brawler: 50–80u. Default: 150–200u.
preferred_range Float (units) Kiter/sniper preferred engagement distance - they maneuver to maintain this
flee_threshold Float (0.0–1.0) Hull % at which mob flees. Scavengers: 0.25. Cohort: 0.15. Praxar: 0.0 (never flee)
enrage_secs Integer Seconds before enrage activates. Boss only. 0 = no enrage.
help_radius Float (units) Radius within which mob calls for help from idle allies. 0 = no calls.
boss_title String Displayed name for boss variants (e.g. "Commander Ralleck")

Last updated: 2026-04-14

Last updated 2026-04-19 21:16 · History