Chapter 4.2 Monster Threats and Management


Monster Threats and Management - (Last updated on 11/22/25)
This chapter covers how to understand the threat management system, and what players can do to take control of their threats.

  • Types of Impending Threats

    • All impending threats will show en estimated time or specific time left of when a threat will appear

    • Specific times are used for summoned threats

    • Estimated times are used for approaching threats

      • Summoned Threat

        • Will summon a monster directly to a claim

        • Since the monster is appearing out of a magic circle at a location, there is a timer for when this will occur

      • Approaching Threat

        • Occur when a monster was undefeated has created a nest, and now will target a claim

        • Monster physically travels from the nest in the wild/dungeon it has created, and is now approaching a claim

  • Threat Modifiers

    • Constructions and altars can be created to modify monster threats

    • Uses resources to determine the needed amount of points for a modification to be successful

  • Threat Resources

    • Tinder

      • Tinder is used to burn resources. These offerings create a point value that allows players to change the experience of monster attacks. Tinder as a baseline is wood, coal, and other burnable resources, but in Spirit Relics, all crafts, equipment, and livestock have a tinder value (think of this as what items sell value, like gold, in classic games)

    • Spirit

      • Spirit are the traits that certain monsters are attracted to

      • Burning items with a spirit value towards the monster's needs gives bonuses to modifying threats, and times of approach

Modifying Threat Experiences
During an impending threat, players can use this time to do the following to manage their options. Below are some examples of what players can do to change their threat experience.

  • Prepare

    • Players can use this time to prepare for a fight, or set up offerings

  • Move Summoning Circle

    • Players can move summoning circles manually, or create constructions that summon monsters in specific areas

    • This allows players with land claims to create arenas, or fields, to strategize the safety of structures within a community

  • Slow Summon - Offerings

    • Burn enough tinder value to make the threat appear later

    • Constructions can allow players to slow down a threat based on how much tinder value is burned, or be told how much tinder is needed hit a time window

    • Constructions can allow players to queue up specific threats to be slowed down

  • Time Summons

    • Constructions can make cycles appear at certain times each time

  • Start Threat Early - Activate

    • Owners of a claim, and allowed players in group claims can, and start the threat early when they are ready

    • Players go to activate radius (around the perimeter of a summoning circle) and interact to activate

    • Animation shows as player lifting their weapon or tool, or hand to open the summoning circle

Before A Threat
When a threat is not impending, and is in a cooldown state. Players can burn tinder in constructions/altars to increase their time of peace. Some constructions will allow players to skip threat cycles if they meet a criteria to appease the monsters that are threatening them.

Where Summoning Circles Appear (Last corrected on 11/22/25)
Before a player or groups of players can build a monster summoning zone, monsters will summon naturally. They will select a random available area in the outer radius of a land claim. For mobile and self claim players, the summoning circle will move with them, with a summoning circle appearing below them, but the rift that the monster appears from can appear separately in the sky, ground, or water.

Mobile Summoning (Last corrected on 11/22/25)
When a self-claim player or vehicle/wildlife claim is in a land claim, the threat will pause until they are far enough away to activate. Unloading equipment/items when a threat has already been determined will not deter the threat. Players can flee a threat, and after some time, the monster will give up. It will be considered undefeated and will remain linked to player/claim and will create a nest in the wild if typical criteria is met and pause future threats until defeated, as usual. If it cannot create a nest, it will despawn via a summoning circle as usual.

Fleeing a Threat (Last corrected on 11/22/25)
If the monster is already summoned, and the target flees somewhere like another player's land claim, the monster will not attack the land claim, and will wait some time for them to leave. Claimed land will be seen as obstacles. After some time the monster is blocked from engaging with the target, it will be considered undefeated, and will leave to create a nest. They are linked to that claim and will try again later, and that player/claim will not summon another one until the current one is defeated.

Building a Summoning Circle
Players will need to build a summoning circle of required size for the threat, or else the threat will revert to selecting a location based on default logic.

Expressing Disfavor Towards a Monster
Players can also create constructions to burn resources to express disfavor towards a monster. Disfavor will make these monsters appear less frequently. They may stop altogether if other threat cycles are strategically used to replace them in threat cycles.

Further Pacifism
Covers and talismans are extensions of protection that can hide the spirit of items from monsters. The game will not count adequately hidden tinder and spirit values. The craft of covers and talismans has to increase in complexity based on how much spirit worth needs to be hidden. There is no limit to what players can hide in their claims. However, the continent or island will still have a general total spirit worth count, and GMs will be encouraged to create challenges or events that match player activity where possible.

Visuals of Impending Threats - Added on 11/22/25
The claim owners and self claim players will have subtitle dark mist or particles gently floating off of their character when a threat is impending.

Choose combat to defeat monsters or crafts to appease them.