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Sakumashiki (talk | contribs) m (→Special Monsters: Effects of good/evil feat) |
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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** 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> | 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 | 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 | ||