Elin:Bestiary/Overview: Difference between revisions

m
Mirroring info from JP side. Gene Engineering monsters do not split. Added explanations for decapitation and monster materials.
m (→‎Special Monsters: Effects of good/evil feat)
m (Mirroring info from JP side. Gene Engineering monsters do not split. Added explanations for decapitation and monster materials.)
 
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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, 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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* '''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).
* '''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).
==Monsters with Elements and Enchantments==
 
 
==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> bare-handed combat</u> and element resistance +20 (immunity) for the corresponding element.
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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*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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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, and can also be used for techniques such as gene acquisition.
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