Hostile Fauna & Elites
Most of what tries to kill you off-ship is scaled to where you found it. The same ruin template is close to empty in the Neutral Zone and full of teeth in the Lawless Zone, and the loot inside scales with it. Above that sit two deliberate ceilings: purpose-built apex beasts you hunt on contract, and a handful of legacy arenas where genuine megafauna still live. Knowing which tier you have walked into is most of the survival.
Ruin garrisons
Every ruin that carries a loot cache also carries guards, and both are decided the moment the ruin loads, based on the overmap zone it surfaced in.
| Zone | Guards per spawn point |
|---|---|
| Neutral | 0–1 |
| Contested | 1–2 |
| Lawless | 2–3 |
The roster itself changes with the zone, not just the count. A pirate wreck in green space holds a couple of grey-tide thugs; the same wreck in red holds Silverscale and Interdyne gunmen with a faction captain in the vault. Spider nests go from nurses to hunters and tarantulas, robot sites from ordinary hivebots to rapid and mechanic variants, cult sites from proteon constructs to juggernauts, undead sites from skeletons to templars and plasma miners.
Every ruin with a rare cache also carries a setpiece guard: one hand-picked enemy standing on the prize. In green that is a lieutenant; in red it is the real thing, a faction warlord, a spider midwife, or a lavaland elite (broodmother, herald, legionnaire, pandora).
Elites are the design ceiling for ruin guards: harder versions of normal mobs, not megafauna. A standalone elite fights as an ordinary NPC and drops nothing special. The cache it is standing on is the reward.
Read the zone before you dock
A ruin you cleared easily last round can be a wipe this round if it surfaced two bands deeper. Check where you are before you open the airlock.
Named apex beasts
The Big Game Hunt contract is the deliberate step above elites. The mission gives you a lure, sends you to a specific planet type, and you stake the lure on the surface to draw out a named apex beast with an entourage of local fauna. Kill it, cut the trophy off it, and carry the trophy home.
Every planet type has its own quarry:
| Planet | Beast | Trophy |
|---|---|---|
| Lava | An ancient goliath, guarded by watchers and brimdemons | Tendril-crowned skull |
| Frozen | The Hoarfrost Matriarch, guarded by wolves and ice whelps | Hoarfrost crown |
| Jungle | A mega arachnid, guarded by gorillas | Razored chelicera |
| Beach | A mega carp, guarded by its school | Scarred jawbone |
| Wasteland | An armoured ancient goliath, with wolves and tarantulas | Armor-plated scalp |
The beast is named at random from a list per planet (the Widow Beneath, Old Scarhide, Rustmaw, the Silk Duchess, Old Undertow) so the contract reads as a specific animal with a reputation.
The Hoarfrost Matriarch
The frozen-world quarry is the first purpose-built boss in this tier, with a kit of its own rather than scaled-up stats. She is a huge white predator with 800 health, roughly twice the size of a bear, who fights in two phases. Past a health threshold her ability set upgrades. She is deliberately slow: every attack has a learnable dodge and you can always break contact and reset. She smashes ordinary walls, so a door will not save you, but she cannot tear reinforced walls. She takes extra damage from fire.
She drops better loot than anything else in the tier:
- Hoarfrost hide (guaranteed) crafts into the rimeward cloak: cold immunity, including immunity to her own frost.
- The Matriarch's Heart (jackpot) puts her signature killing-cold field in your hand. It is impartial: whoever deploys it stands in the safe circle like everyone else or freezes like everyone else.
- Rimebreath horn (jackpot) is her freezing cone, scaled to something a person can carry.
- Rime fang is the crusher trophy.
Megafauna
True megafauna: blood-drunk miners, the hierophant, the wendigo, the last ash drake, the demonic frost miner, the clockwork defender, legion, The Thing, exist, but only in the fourteen arenas built to host them. Outpost 31, the hierophant's arena, the wendigo's cave, the blood-drunk shrines and their kin. Those ruins exist for that fight and nothing else.
They will never turn up as generic loot guards, they are banned from the zone garrison tables outright, and no planet mission will roll one. If you meet one, you walked into its house on purpose.
The Verdigris
An hour and a half into a shift, if there are enough people alive to field a raid party, a necrotic signal surfaces in Contested or Lawless space and the galaxy is told about it. Inside is Ilthuun, the Verdigris Lich. There is one per round.
From the moment he arrives he is working. Every four minutes his potency climbs by one (capped at seven) and one ritual fires somewhere in the galaxy. The ramp is real and it does not stop on its own:
- Early: the dead become visible to the living; loose objects grow barbs when thrown; bones rain through a compartment.
- Middle: the crew of one ship are shuffled between each other's bodies; animals aboard a ship multiply in waves; corpses rise as skeletons.
- Late: everyone alive is dressed in grave goods that will not come off; the deck of a ship turns to burning grave-dirt; every language in the galaxy is replaced with a garbled one; everyone's name acquires an RPG title; every object in the galaxy gets a fantastical name and a quality roll.
Low-potency rituals pick one crewed ship to torment. High-potency ones stop pretending the galaxy is not his and hit everybody. Parking in the safe zone does not opt you out, the rituals ignore zone bands entirely.
The only off switch is a boarding party.
The lair
Four sealed layers stand between the docking breach and the ritual chamber: the Atrium, the Ossuary, the Warrens, and the Sanctum. Each layer is held shut by a ward (a green crystal grown through a knot of bones) and the ward only guts out and rolls the doors back when everything hostile in its hall is dead. There is no console, no hack, no welder. Clearing the layer is the key.
Teleportation does not work anywhere inside, for you or for him. Ilthuun does not leave his sanctum, and he fights in three phases, one per school of his art. He conjures undead, but the summons are hard-capped and vanish when he dies.
The lair does not reset
Every other ruin wipes itself clean when the last person leaves. This one does not. Boss health, dead guards, spent ammunition and opened wards all persist for the rest of the round. Wipe on layer three and you can come back to a lair that is still three-quarters cleared, but everything you burned getting there is still burned.
Kill him and the ritual clock stops for good. What he leaves on the sanctum floor: his robe and horned crown (both of which cast), the staff he was leaning on, the spent husk of the phylactery that stopped saving him, a bridle that takes someone else's body off them briefly, and three codices in his own hand. The site stays put afterward as a lootable husk, so you can strip it and fly home.
Bring a real party. Four layers of undead is not a two-person job, and the fight at the bottom is on the same tier as the Matriarch.