Bestiary/Overview

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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.

A player with 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.

  • 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.

A player with 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 war 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, wish, Brightness of Life, Spear of The Moonlit Night, Call Ally
  • 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.

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.

For details, see Elements and Enchantments.

Elements

Monsters with elements have elemental martial attack 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 other than martial weapons is equipped, elemental combat is disabled.
  • The effect of 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.

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.

Neck hunting

Monsters such as the 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

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.

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

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.

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
  • Has a gene implanted (can be nullified by World Law setting)
  • 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
  • Faith
  • 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)
  • Abilities and spells (acquired through Gene Engineering)
  • Body parts (acquired through Gene Engineering)
  • Ether disease
  1. Strictly a character's default relationship. All Splitter are hostile, so described this way.