Open Atlas → Enemies (or choose Enemy in Build mode) and choose Create Enemy.
Describe the enemy ("a pack of dire wolves that roam the mountain passes") and choose Generate. The AI fills
in everything except where it appears. On the free plan this uses a daily AI action.
Or fill in the form yourself.
The list has Active and Archived tabs. Enemies with variants show how many they have.
Identity
Name
Description: characters only ever hear the first sentence, when the topic of local dangers comes up. Lead
with what locals would know ("Dire wolves hunt the mountain passes in winter").
Appearance: for your reference. It doesn't change the portrait.
Image Prompt: the portrait. Saving a new enemy paints it (costs image credits). It's cut out against the battle
backdrop. Regenerate Portrait paints a new one, and the gallery button reuses any image you already have.
Combat Stats
HP, ATK, DEF, SPD and level. Each is kept within a sensible range when you save.
The level is a minimum: the enemy grows with you as you out-level it. See Encounters.
Danger Level
Common, Uncommon, Rare, Elite or Boss. Danger level:
sets the bounty reward for hunting it
is how characters describe the threat
decides whether it can stun (Elite and Boss only)
It doesn't change its stats or how often it appears.
Where & when
Biomes: where it roams in the wilderness.
Areas: add a region, settlement or district. This is the only way to put enemies inside towns. An enemy with
areas but no biomes stays within its areas.
Active: Any time, Day or Night.
On-hit effects
Up to two effects its attacks can inflict, each with a chance per hit, for example Burning at 25%. Bracing blocks
them. See Status effects.
Weaknesses and resistances
Up to two of each. A weakness makes an effect land twice as often and last twice as long. A resistance stops
it completely. They matter when you fight with an enchanted weapon.
Loot Drops
Each row is an item, money, or both, with:
a drop %: the chance per kill. 0% never drops.
a quantity
the item's type and stat (attack, defense or healing), which it keeps in your inventory
Leave the item empty for a money-only drop.
Variants
+ Variant makes another version of this enemy, with a different look, stats or effects, that sometimes appears in
its place.
A variant starts as a copy, using the original's portrait. After saving, Regenerate gives it its own.
Variants show as tabs on the enemy's profile.
A variant never roams alone. It appears where and when the original does, sometimes in its place, at the Chance
to replace the original you set.
Archive and delete
Archive stops an enemy (and its variants) appearing anywhere. Restore brings it back.
Delete Enemy removes it and its variants for good.
What characters know
Characters in an area know about the enemies that roam it, and mention them when the conversation turns to danger.