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Sakumashiki (talk | contribs) m (→『Evolved』: Brightness of Life is not selected for random spell.) |
Sakumashiki (talk | contribs) m (Mirroring info from JP side. Gene Engineering monsters do not split. Added explanations for decapitation and monster materials.) |
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===『Elite』=== | ===『Elite』=== | ||
Elite monsters are stronger monsters that have『』around their names and are surrounded by a yellow aura. | Elite monsters are stronger monsters that have『』around their names and are surrounded by a yellow aura. | ||
A player with [[Elin:Karma|Evil feat]] is more likely to encounter elite monsters. | |||
Elite monsters can found in Nefia, occasionally on overworld tires, and can also be spawned by the Shrine of Strife. | Elite monsters can found in Nefia, occasionally on overworld tires, and can also be spawned by the Shrine of Strife. | ||
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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. | 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 in'''[[Elin:Requests|war requests]]'''. | A player with [[Elin:Karma|Good feat]] is more likely to encounter evolved monsters. | ||
In addition to appearing randomly, evolved monsters appear with a high probability as enemy generals in '''[[Elin:Requests|war requests]]'''. | |||
* It is generated in a neutral state regardless of the original animosity. | * It is generated in a neutral state regardless of the original animosity. | ||
** 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, Brightness of Life | ** Ether, cut, acid, and impact element spells and abilities, sword spells, meteor, earthquake, healing of “Eris”, “Odina”, and “Jure”, resurrection, phoenix, wish, Brightness of Life, Spear of The Moonlit Night, Call Ally | ||
* 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''']]. | ||
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* Multi-size characters can attack without regard to height differences. | * Multi-size characters can attack without regard to height differences. | ||
==Monsters with Elements and Enchantments== | |||
== 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). | |||
==Monster Traits== | |||
=== Equipment === | |||
Humanoid monsters equip weapons and armor. Equipment presence is determined by monster race; armor is randomly assigned, while weapons correspond to the monster's class. | |||
Equipment quality references the monster's level, with elite monsters and unique NPCs spawning with higher-quality gear. | |||
*Thieves, Archers, and Gunners carry corresponding ranged weapons.*Regardless of class, Brawler monsters wield martial weapons, and monsters with shield graphics carry shields. | |||
=== Monsters with Elements and Enchantments === | |||
Some monsters have elements or enchantments. | Some monsters have elements or enchantments. | ||
For details, see [[Elin:Elements|'''Elements''']] and [[Elin:Equipment/Enchantments|'''Enchantments''']]. | For details, see [[Elin:Elements|'''Elements''']] and [[Elin:Equipment/Enchantments|'''Enchantments''']]. | ||
===Elements=== | ===Elements=== | ||
Monsters with elements have<u> | Monsters with elements have<u> elemental martial attack</u> 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. | 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. | ||
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Some abilities, such as Suicide Bomb and bubble breath, refer to the monster's element and deal elemental 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 | *If a weapon other than martial weapons is equipped, elemental combat is disabled. | ||
*The effect of [[Elin:Ether Disease|'''Ether Disease''']]'s Ether hands and the effect of intonation take precedence over elemental | *The effect of [[Elin:Ether Disease|'''Ether Disease''']]'s Ether hands and the effect of intonation take precedence over elemental combat. | ||
*Elements are never included in the contents of a monster's genes. | *Elements are never included in the contents of a monster's genes. | ||
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*Enchantments are not included in the contents of the gene. | *Enchantments are not included in the contents of the gene. | ||
=== Neck hunting === | |||
Monsters such as the [[Elin:Bestiary/Rabbit/Vorpal Bunny|Vorpal Bunny]], Killer Mantis etc. may activate Neck hunting during '''unarmed combat''' (including shield combat). | |||
The power of Neck hunting is fixed and does not vary based on skills or attribute. | |||
* Neck hunting does not appear in the Enchantment list and is not included in gene content. | |||
=== Materials === | |||
Some monsters, such as Machines, Golems, and Metals, are composed of non-raw materials. | |||
The drop items from these monsters (eggs, corpses/ore/stones, etc.) correspond to their material type. | |||
Monsters made of non-raw materials will display that material next to their Height and Weight on their Character Sheet. You can check the Character Sheets of allies and residents using a stethoscope. | |||
* Monster materials are determined by race, though some, like Failure, have individually set materials. | |||
* Material effects (such as resistance) do not affect to monsters. | |||
* Monster materials are not included in the contents of genes. | |||
== Monster Combat AI == | == Monster Combat AI == | ||
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* Spell/Ability range usage is included in the gene content. | * 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. | ** Example: Mummy's “Bane” gene is used on a single target, but handmaiden of Lolth's “Bane” gene is used on a range. | ||
==Blessing of the Abyss== | |||
Enemies above level 1000 gain a speed bonus called “Blessing of the Abyss.” | |||
The bonus increases proportionally, with +10% at level 1000, +110% at level 2000, +210% at level 3000, and so on, until it reaches 500% at level 5900, at which point the increase slows down. | |||
The Blessing of the Abyss is multiplied by the final speed, so even a slight positive adjustment will have a significant effect. Therefore, enemies who worship Lulwy or Kizuami become a major threat in the deeper levels. | |||
*It can be negated by the World Law “Enemies do not receive the protection of the Abyss.” | |||
== Splitting Monsters == | == Splitting Monsters == | ||
Monsters with the “splitter” feat will split when they take damage. | 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 | This is a nasty trait, but conditions can be met to prevent them from splitting. | ||
===== Splitting Creature Specifications ===== | ===== Splitting Creature Specifications ===== | ||
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* Status abnormalities (burning, chills, frozen, confusion, poison, dim, paralysis, miasma) | * Status abnormalities (burning, chills, frozen, confusion, poison, dim, paralysis, miasma) | ||
* One or more ether diseases | * One or more ether diseases | ||
* Has a gene implanted (can be nullified by [[Elin:Difficulty|World Law]] setting) | |||
* All two squares around the character are filled with walls or other characters | * All two squares around the character are filled with walls or other characters | ||
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* Attributes (including those grown through Gene Engineering) | * Attributes (including those grown through Gene Engineering) | ||
* Skills | * Skills | ||
* Faith | |||
* Feats (including those learned through Gene Engineering) | * Feats (including those learned through Gene Engineering) | ||
* Mutations (including those learned through Gene Engineering) | * Mutations (including those learned through Gene Engineering) | ||
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* Inventory items | * Inventory items | ||
* Abilities and spells (learned through Gene Engineering) | * Abilities and spells (learned through Gene Engineering) | ||
* '''Abilities and spells''' (acquired through Gene Engineering) | |||
* Body parts (acquired through Gene Engineering) | * Body parts (acquired through Gene Engineering) | ||
* Ether disease | * Ether disease{{DISPLAYTITLE:{{SUBPAGENAME}}}} | ||
[[Category:Elin Bestiary]] | [[Category:Elin Bestiary]] | ||
[[Category:EN]] | [[Category:EN]] | ||