Elin:Bestiary/Overview: Difference between revisions

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m (Mirroring info from JP side. Multi-tile size monsters, splitting monsters (Translated by machine. Please make appropriate corrections.))
m (→‎『Evolved』: Brightness of Life is not selected for random spell.)
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** However, enemy generals in war requests are generated in an hostile state.
** However, enemy generals in war requests are generated in an hostile state.
* Random spells/abilities and feats are learned, except the following:  
* Random spells/abilities and feats are learned, except the following:  
** Ether, cut, acid, and impact element spells and abilities, sword spells, meteor, earthquake, healing of “Eris”, “Odina”, and “Jure”, resurrection, phoenix
** Ether, cut, acid, and impact element spells and abilities, sword spells, meteor, earthquake, healing of “Eris”, “Odina”, and “Jure”, resurrection, phoenix, Brightness of Life
* It cannot be captured with a monster ball.
* It cannot be captured with a monster ball.
* It may be generated as a bounty target for the [[Elin:Guilds|'''Fighter's Guild''']].
* It may be generated as a bounty target for the [[Elin:Guilds|'''Fighter's Guild''']].

Revision as of 13:27, 2 May 2025

This Page explains the specifications of monsters in general.

Special Monsters

『Elite』

Elite monsters are stronger monsters that have『』around their names and are surrounded by a yellow aura.

Elite monsters can found in Nefia, occasionally on overworld tires, and can also be spawned by the Shrine of Strife.

  • It cannot be captured with a monster ball.
  • When hostile to a player, they will come at you, destroying walls and impassable objects.
  • It may be generated as a bounty target for the Fighter's Guild.
  • When you defeat them, they will always drop a corpse, a tomb, and one piece of equipment they have.
    • If they do not have equipment to drop, they may drop a random equipment or a small medal.
    • The drop rate of figures and cards is higher than normal monsters, and they always drop the first time they are defeated.

『Evolved』

A『Evolved』Monster that is covered in a purple spiral effect.

It has been strengthened in the same way as elite monsters but are much stronger than elite monsters and it also has additional abilities and feats added at random.

In addition to appearing randomly, evolved monsters appear with a high probability as enemy generals inwar requests.

  • It is generated in a neutral state regardless of the original animosity.
    • However, enemy generals in war requests are generated in an hostile state.
  • Random spells/abilities and feats are learned, except the following:
    • Ether, cut, acid, and impact element spells and abilities, sword spells, meteor, earthquake, healing of “Eris”, “Odina”, and “Jure”, resurrection, phoenix, Brightness of Life
  • It cannot be captured with a monster ball.
  • It may be generated as a bounty target for the Fighter's Guild.
  • Defeating itl will always result in at least one gene dropping.
    • The gene may include randomly added abilities and feats.

《Named》

《Named》 monsters have unique name, appearance and yellow aura, and have powerful abilities like unique monsters with 『』. However, they are treated like normal monsters.

Unlike Unique Boss Monsters with『』, they can reproduce using fertile eggs, and even if they are defeated or made into a party member, the same individual will reappear.

  • Sometimes they appear as evolved monsters.
    • For example, if the fallen angel 《Isca》 is generated as an evolved monster, it becomes the 《Evolved Iska》.

Multi-size monsters

Some boss monsters have huge bodies that span 2x2 multiple tiles.

  • Ranged attacks (bolt, ball, etc.) on multi-size characters will hit and damage the tiles they hit, but will do 1/2 the damage per hit.
  • Multi-size characters can attack without regard to height differences.

Monsters with Elements and Enchantments

Some monsters have elements or enchantments.

For details, see Elements and Enchantments.

Elements

Monsters with elements have bare-handed combat and element resistance +20 (immunity) for the corresponding element.

In addition, some elements have a -10 weakness to their counterparts, such as a fire monster is weak to cold and a cold monster is weak to fire.

Opposing elements

The elements that are not currently paired are: Mind, Sound, Nerve, Chaos, Cut, and Acid.

  • Fire ↔ Cold
  • Lightning ↔ Darkness
  • Nether ↔ Holy
  • Ether ↔ Impact
  • Magic ↔ Void(≒ Physical damage)

Some abilities, such as Suicide Bomb and bubble breath, refer to the monster's element and deal elemental damage.

  • If a weapon is equipped, elemental bare-handed combat is disabled.
  • The effect of Ether Disease's Ether hands and the effect of intonation take precedence over elemental bare-handed combat.
  • Elements are never included in the contents of a monster's genes.

Enchantments

Some monsters have enchantments such as Shockwave and Vorpal.

  • Enchantments are activated regardless of whether or not the weapon is equipped.
  • Enchantments are not included in the contents of the gene.

Monster Combat AI

Each monster has its own battle type (AI), and the appropriate distance and movement probability are set individually.

For details, see Combat.

Using spells and abilities on the party

Some monsters use spells and abilities on multiple targets.

  • Buff spells are used on friendly NPCs within range, while debuff spells are used on hostile NPCs within range.
  • Spell/Ability range usage is included in the gene content.
    • Example: Mummy's “Bane” gene is used on a single target, but handmaiden of Lolth's “Bane” gene is used on a range.

Splitting Monsters

Monsters with the “splitter” feat will split when they take damage.

This is a nasty trait, but conditions can be met to prevent them from splitting, and can also be used for techniques such as gene acquisition.

Splitting Creature Specifications
  • When it takes damage, a splinter is created in one of the two surrounding tiles
  • The splinter is created with the status information of the splitting source inherited


Splitter Characteristics
  • Created in hostile state[1]
  • Instant death by Exterminate scrolls
  • Reduced item drop rate (corpses, genes, etc.)
  • Does not drop corpses by slaughter
  • Cannot recruit by brush


To prevent splitting
  • Status abnormalities (burning, chills, frozen, confusion, poison, dim, paralysis, miasma)
  • One or more ether diseases
  • All two squares around the character are filled with walls or other characters


Contents to be transferred to the splitted monsters
  • Types of monsters
  • Level
  • HP, MP, Stamina
  • Attributes (including those grown through Gene Engineering)
  • Skills
  • Feats (including those learned through Gene Engineering)
  • Mutations (including those learned through Gene Engineering)


Contents not transferred to the splitted monsters
  • Inventory items
  • Abilities and spells (learned through Gene Engineering)
  • Body parts (acquired through Gene Engineering)
  • Ether disease

Animosity

The relationship with player and monster.

Monsters spawned by Shrines of Strife, or found on World Map ambushes are always hostile, regardless of their original animosity.

  • Hostile Monsters that are always hostile.
    • Exceptions include monsters that exist in certain maps and monsters that have become friendly due to effects such as faith bonuses.
  • Neutral Monsters will not become hostile unless you attack them first. Killing them will not lower your karma.
  • Friendly Monsters that are will not attack you unless you attack them first. If you kill them, your karma will decrease (-5). Also, kicking them will decrease your karma slightly (-1).
  1. Strictly a character's default relationship. All Splitter are hostile, so described this way.