The Ughs

The Ughs

Once, colour flowed from the Guhs outward — unbroken, warm, and entire.

When that flow was first interrupted — by neglect, by unresolved corruption, by care abandoned mid-gesture — something else found the silence. Those half-formed patterns, the colour the Guhs should have worn, curdled into wandering patrols. These are the Ughs: pale echoes of Guhs, shaped by what was withheld rather than what was given.

Ughs are not Guhs. They do not summon, they do not breed, and they do not persist. A defeated Ugh dissolves back into mist — though scholars at the Emporium whisper that every defeat feeds a little warmth back into the world’s colour.

Sending Your Party

Any party of 1 to 6 Guhs can be dispatched on an Ugh expedition. The battles resolve automatically:

  • Initiative is ordered by SPD each round.
  • Each living fighter strikes the weakest opposing target.
  • Damage is roughly STR − DEF ÷ 2, with a small variance.
  • The fight ends when one side is fully routed.

Expeditions are persistent rather than one-and-done:

  • the first battle happens about 1 minute after you send the party out
  • later battles happen about every 10 minutes
  • the expedition continues until you recall the party or the whole team is reduced to 0 HP

Your Guhs’ effective stats and current levels are used for combat. Care has direct consequences here: low needs reduce combat performance, while good care keeps VITALITY, damage output, and survivability healthy.

Dark Guhs use altered effective stats in battle: they hit much harder and move sooner, but trade away defence to do it. If a Dark Guh goes rogue, it refuses expeditions until you calm it with repeated Play actions in the party screen.

Rewards and Growth

Victorious patrols convert Ugh mist into rewards. Depending on the fight, your report can include:

  • Guhp
  • Dark Guhp
  • care supplies
  • ingredients
  • boosters
  • XP for the Guhs who took part

HP damage carries over between fights, so an expedition becomes riskier the longer it stays out. When your party rests at home, lost HP gradually recovers.

For the full explanation of care, training, VITALITY, XP, and levelling, read Party Care, Training, and Combat.

Weekly Calamity

Some Ughs do not stay small.

Once per cycle, one swells into a towering Weekly Calamity. Every player attacks the same boss, all damage contributes to the same shared HP bar, and rewards are paid out from your share of the damage dealt.

Calamity fights are part of the same progression loop as expeditions: they award rewards, cost HP, and grant XP to your participating Guhs.

Dark Guh rogue state matters here too. Rogue Dark Guhs will not join the raid until they are appeased.

Ugh Archetypes

  • Voidling — fragile, fast, shrill. Strikes first, falls first.
  • Husk — bulky, slow. Soaks damage meant for its patrol-mates.
  • Warden — armoured by its own bitterness. High DEF, low SPD.
  • Echo — half-heard, half-here. Balanced and unpredictable.
  • Maw — all appetite. Huge STR, brittle defence.
  • Thorn — every step a cut. Consistent pressure.

Lore Note

The older players say the first Ugh was born on the day the first Guh went unfed. Whether that is true or a cautionary tale from the Void Emporium’s storefront chatter, the moral stands: keep your party fed, watered, and amused. The creatures you fight in the field are not strangers — they are what your Guhs could have become.