Elin:Bestiary/Overview: Difference between revisions

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Mirroring info from JP side. Gene Engineering monsters do not split. Added explanations for decapitation and monster materials.
m (→‎『Evolved』: Brightness of Life is not selected for random spell.)
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> 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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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 bare-handed combat is disabled.
*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 bare-handed combat.
*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, 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  


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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}}}}
 
==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).{{DISPLAYTITLE:{{SUBPAGENAME}}}}
[[Category:Elin Bestiary]]
[[Category:Elin Bestiary]]
[[Category:EN]]
[[Category:EN]]