Intelligent Creatures
Mystery Eggs, Real Childhoods, and Hunt-Fuelled Companions
Intelligent Creatures (ICs) have been completely redesigned in Mir Vengeance.
Rather than acting as another pet that requires constant feeding and maintenance, Intelligent Creatures are now collectible companions with their own lifespan, personality, purpose, and progression.
Every creature begins life as an egg. Some hatch into common companions, while others may reveal rare and highly desirable creatures. Once hatched, each creature receives its own unique childhood lifespan and extension potential, meaning no two companions are exactly alike.
Unlike mounts, Intelligent Creatures do not require food, hunger management, loyalty systems, or upkeep slots. Instead, they thrive through adventure and accompany players on their journeys across the world.
Mystery Eggs
Most Intelligent Creatures begin as Mystery Eggs.
Players can purchase eggs from different rarity tiers and incubate them before hatching. Each egg takes between 1 and 24 hours to hatch, using real server time rather than play time.
When the incubation period ends, the egg can be used again to reveal the creature inside.
Common eggs contain beginner companions such as Baby Pigs and Chicks, while higher-tier eggs can hatch some of the rarest and most valuable Intelligent Creatures in the game.
Of course, rumours persist that certain activities may influence hatch quality, lifespan, or future potential. As with many things in Mir, players continue to debate exactly what affects a hatch and what is simply luck.
Every Creature Is Different
When a creature hatches, several attributes are rolled automatically.
These include:
- Childhood lifespan
- Extension potential
- Future growth limits
- Long-term value
A creature may hatch with a relatively short childhood and limited extension opportunities, while another may remain active for months with multiple extension slots available.
This means that even two creatures of the same type may have very different long-term value.
Some Intelligent Creatures will be common companions.
Others may become prized possessions worth holding onto for a very long time.
Hunt-Fuelled Activity
One of the biggest changes in Intelligent Creatures is the removal of traditional feeding systems.
Creatures no longer require nuts, fish, wonder pills, or other consumables simply to remain active.
Instead, Intelligent Creatures gain activity through hunting.
While summoned, creatures build and maintain their activity by accompanying players on adventures and monster hunts. Stronger creatures require more effort to maintain, while beginner creatures are easier to keep active.
This keeps the system focused on gameplay rather than repetitive maintenance.
Players who are actively exploring, levelling, hunting bosses, fishing, crafting, or taking part in events will naturally keep their companions active.
Growing Up
Unlike previous systems, creatures do not simply disappear when their natural lifespan expires.
Instead, they eventually grow up.
A grown-up creature becomes dormant and can no longer be used until its stay is extended.
This creates a much more natural progression and avoids the frustration of permanently losing a favourite companion.
Players remain free to keep their collection, reactivate valuable creatures, or release them if they choose.
Creature Time Tokens
Creature Time Tokens allow players to extend the stay of particularly valuable companions.
Every creature receives a limited number of extension opportunities when it hatches. Some may only accept a single extension, while others may accept several throughout their lifetime.
This creates meaningful choices.
Do you use your tokens on an average companion?
Or save them for a rare creature with exceptional lifespan and long-term potential?
As a result, not all creatures are valued equally, even when they are the same type.
Fifteen Unique Companion Types
Intelligent Creatures specialise in different forms of item collection and assistance.
Mystery eggs incubate for 1–24 real hours (server time — not play-time only). Common → Pig/Chick · Fine → mid-tier pool · Rare → dragon/skeleton tier. Hunt with a pet summoned while the egg is in your bag for a small lifespan bonus at hatch.
| Creature | Preview | Pickup role | How it loots | Childhood (days) | Keeps active | Follow speed |
|---|---|---|---|---|---|---|
| BabyPig |
|
Gold only | Auto loot (6 tiles) · Semi-auto (6 tiles) | 21–45 | Easy — ~1 min active per kill | Slow |
| Chick |
|
Gold only | Auto loot (8 tiles) · Semi-auto (8 tiles) | 21–45 | Easy — ~1 min active per kill | Average |
| Kitten |
|
Items (Common grade) | Auto loot (6 tiles) · Semi-auto (6 tiles) | 30–60 | Standard — refuel while hunting | Slow |
| BabySkeleton |
|
Items (Rare grade) | Auto loot (7 tiles) · Semi-auto (7 tiles) | 45–90 | Advanced — big kills refuel more (no EXP cost) | Average |
| Baekdon |
|
Weapons | Auto loot (7 tiles) · Semi-auto (7 tiles) | 45–90 | Standard — refuel while hunting | Average |
| Wimaen |
|
Armour set (armour, helm, boots, belt) | Auto loot (7 tiles) · Semi-auto (7 tiles) | 45–90 | Standard — refuel while hunting | Average |
| BlackKitten |
|
Jewellery / accessories | Auto loot (7 tiles) · Semi-auto (7 tiles) | 45–90 | Standard — refuel while hunting | Average |
| BabyDragon |
|
Items (Legendary+ grades) | Auto loot (8 tiles) · Semi-auto (8 tiles) · Mouse target (9 tiles) | 60–120 | Advanced — steady hunting refuels (no EXP cost) | Average |
| OlympicFlame |
|
All item categories | Auto loot (10 tiles) · Semi-auto (10 tiles) · Mouse target (10 tiles) | 60–120 | Advanced — steady hunting refuels (no EXP cost) | Average |
| BabySnowMan |
|
Gold + misc | Auto loot (8 tiles) · Semi-auto (8 tiles) · Mouse target (8 tiles) | 30–60 | Standard — refuel while hunting | Slow |
| Frog |
|
Misc / other drops | Auto loot (8 tiles) · Semi-auto (8 tiles) | 30–60 | Standard — refuel while hunting | Average |
| BabyMonkey |
|
All item categories | Semi-auto (10 tiles) · Mouse target (12 tiles) | 60–120 | Advanced — steady hunting refuels (no EXP cost) | Fast |
| AngryBird |
|
Weapons + jewellery | Auto loot (9 tiles) · Semi-auto (9 tiles) · Mouse target (9 tiles) | 45–90 | Advanced — big kills refuel more (no EXP cost) | Fast |
| Foxey |
|
All item categories | Auto loot (9 tiles) · Semi-auto (9 tiles) · Mouse target (9 tiles) | 60–120 | Advanced — steady hunting refuels (no EXP cost) | Fast |
| MedicalRat |
|
All item categories | Auto loot (11 tiles) · Semi-auto (11 tiles) · Mouse target (11 tiles) | 60–120 | Advanced — steady hunting refuels (no EXP cost) | Average |
Egg timers use real server UTC. While summoned, pets need kills to stay active (5 min grace when you first call them out). You never lose EXP — kills only refuel how long the pet can run. At max age pets become dormant — use Creature Time Tokens to extend or Release to free the slot. How it loots: Auto = pet loots on its own while out. Semi-auto = you press your loot key and it grabs nearby. Mouse target = you point at a drop and it runs there. Follow speed is how quickly the pet keeps up on foot — Fast pets stay closer while you run around.
Designed Around Adventure
The goal of Intelligent Creatures is simple.
Players should spend their time playing the game rather than maintaining another collection of timers, feeding schedules, and consumables.
The new system creates:
- Long-term collection goals
- Rare companion hunting
- Valuable hatch outcomes
- Meaningful progression
- Trading opportunities
- Community discussion and rumours
Most importantly, it creates stories.
The excitement of hatching a rare companion, discovering a long-lived creature, or finding a perfect companion worth extending for months is far more memorable than simply feeding another pet every few hours.
Intelligent Creatures V2 transforms companions from a maintenance system into a collection and adventure system, while remaining true to the spirit of classic Legend of Mir gameplay.
