| Animal | Use | |--------|-----| | (Alpha variant) | Same as vanilla but more chemfuel per day. | | Clambeast | High meat + shell defense. Slow. | | Nox Slug | Releases sleep gas on death – nonlethal downing. Risky near your own pawns. | | Bouldermit | Digs overhead mountain (great for mining). Eats rock. Slow. | | Pack Bruiser | High carry weight, decent melee guard. Wildness moderate. |
: Disguises itself as a human wanderer. High maintenance once it reveals its true monster form.
They are vicious, fast, and high-damage melee attackers. They lack the durability of Ironhusk Beetles but are better at rapidly closing distance to devastate ranged threats. 3. Mantrap Role: Passive Defense.
: Fast, rideable mounts. They double your caravan speed and offer decent early-game combat support.
: Shoots webs that stun and slow down raiders. Perfect for killboxes.
These creatures completely alter your colony's economy or defense capabilities. They are high-priority tames.
: The ultimate endgame powerhouse. It possesses massive health pools and a devastating ranged boulder attack.
These animals are powerful in the right circumstances but may have drawbacks like high filth or difficult diets. Arcturan Sky Eel
This tier list ranks animals based on their utility, combat prowess, handling requirements, and breeding potential.
: Keep dangerous ranged creatures like the Feralisk or Gallatross zoned away from your main hallways to prevent accidental friendly fire.
: Good for freezing environments, but provides very little utility outside of cold biomes.
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