Monster: Difference between revisions
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'''Monsters''' are the primary enemies encountered by the player. Killed monsters may grant [[experience]] and drop [[item]]s and [[gold]]. | '''Monsters''' are the primary enemies encountered by the player. Killed monsters may grant [[experience]] and drop [[item]]s and [[gold]]. | ||
Monsters can belong to four rarity types: | Monsters can belong to four rarity types: | ||
* {{c|normal|[[rarity#Normal| | * {{c|normal|[[rarity#Normal|Normal]]}}: This is the weakest and most common rarity of monsters, but such enemies appear in larger numbers, often forming 'monster packs'. They can have some innate abilities but do not have any modifiers by default (though they can have properties granted to them by nearby {{c|rare|rare}} monsters). | ||
* {{c|magic|[[rarity#Magic| | * {{c|magic|[[rarity#Magic|Magic]]}}: These monsters are more powerful and less common. They will randomly generate with one or two modifiers that empower them and improve their drops. | ||
* {{c|rare|[[rarity#Rare| | * {{c|rare|[[rarity#Rare|Rare]]}}: These are the least common and most powerful type of randomly generated monsters. They can have multiple modifiers which can significantly increase their difficulty. Certain monster types have different base abilities and stats when they appear as rare monsters, beyond the random modifiers affecting them. Some of the modifiers that can affect a rare monster can take the form of auras or other buffs that empower other nearby monsters, and the combination of modifiers that affect any specific rare monster can make it more dangerous than a similarly levelled unique monster. | ||
* {{c|unique|[[rarity#Unique| | * {{c|unique|[[rarity#Unique|Unique]]}}: These monsters are not randomly generated. Specific unique monsters are guaranteed to appear in specific campaign areas and [[maps]] when they are inhabited by a boss, as well as certain Atlas [[encounter]]s such as [[rogue exile]]s. These monsters have carefully constructed abilities and move sets to provide a challenging and rewarding fight, and many in the campaign are required to be killed to complete [[Quests]]. Many bosses are capable of using deadly attacks that ignore [[block]] and [[evasion]], indicated by the boss flashing red before unleashing the attack. | ||
==Boss== | ==Boss== | ||
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==Version history== | ==Version history== | ||
{{Version history table header}} | {{Version history table header}} | ||
{{Version history table row|0.3.0| | |||
* Monsters have 30% more [[Stun]] Buildup against players who have their [[Raise Shield|Shield Raised]], and ~12% more Stun Buildup vs players who are [[Parry]]ing. | |||
* Lowered the growth on Monster Evasion Rating with level. This results in level 80 monsters having 30% less Evasion Rating than before. | |||
* Incrementally improved Monster behaviour. | |||
}} | |||
{{Version history table row|0.2.0g| | |||
* Except for a few Unique Bosses at the start of Act 1, all Unique Monsters will always drop a Rare item. | |||
* In campaign, you only get the guaranteed Rare item the first time you kill each boss. In maps you always get it. | |||
}} | |||
{{Version history table row|0.2.0f| | |||
* Moderately reduced the capacity for monsters to Light Stun you especially towards Cruel and Endgame by lowering the amount of Stun-Damage they deal, and increasing the minimum they must deal to Light Stun you. Additionally, Elemental, Chaos and Ranged stun-damage has been penalised even further so you're less likely to get stunned by random stray projectiles and other things of the sort. These changes don't affect Light Stuns dealt by players. | |||
* Some Endgame Monsters can no longer interrupt their attacks if you move too far out of range during the attack to relentlessly chase you. | |||
}} | |||
{{Version history table row|0.2.0e| | {{Version history table row|0.2.0e| | ||
* Many human monsters including the Cultists in Freythorn, the Faridun and the Tribal Humans in Act Three have behaviour where they can interrupt their melee attacks if the player moves too far out of range during the attack, especially for attacks that have multiple hits like a swipe left into swipe right. These interrupt events have been primarily removed especially on things that were attacking very fast as it caused the monsters to be relentlessly able to pursue and attack you giving you no time to engage or use skills between their attacks. | * Many human monsters including the Cultists in Freythorn, the Faridun and the Tribal Humans in Act Three have behaviour where they can interrupt their melee attacks if the player moves too far out of range during the attack, especially for attacks that have multiple hits like a swipe left into swipe right. These interrupt events have been primarily removed especially on things that were attacking very fast as it caused the monsters to be relentlessly able to pursue and attack you giving you no time to engage or use skills between their attacks. |
Latest revision as of 05:36, 29 August 2025
Monsters are the primary enemies encountered by the player. Killed monsters may grant experience and drop items and gold. Monsters can belong to four rarity types:
- Normal: This is the weakest and most common rarity of monsters, but such enemies appear in larger numbers, often forming 'monster packs'. They can have some innate abilities but do not have any modifiers by default (though they can have properties granted to them by nearby rare monsters).
- Magic: These monsters are more powerful and less common. They will randomly generate with one or two modifiers that empower them and improve their drops.
- Rare: These are the least common and most powerful type of randomly generated monsters. They can have multiple modifiers which can significantly increase their difficulty. Certain monster types have different base abilities and stats when they appear as rare monsters, beyond the random modifiers affecting them. Some of the modifiers that can affect a rare monster can take the form of auras or other buffs that empower other nearby monsters, and the combination of modifiers that affect any specific rare monster can make it more dangerous than a similarly levelled unique monster.
- Unique: These monsters are not randomly generated. Specific unique monsters are guaranteed to appear in specific campaign areas and maps when they are inhabited by a boss, as well as certain Atlas encounters such as rogue exiles. These monsters have carefully constructed abilities and move sets to provide a challenging and rewarding fight, and many in the campaign are required to be killed to complete Quests. Many bosses are capable of using deadly attacks that ignore block and evasion, indicated by the boss flashing red before unleashing the attack.
Boss
Bosses are unique monsters typically encountered in boss arenas. Boss arenas are usually preceded by checkpoints. Dying against a boss will reset the encounter.
Version history
Version | Changes |
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0.3.0 |
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0.2.0g |
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0.2.0f |
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0.2.0e |
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0.2.0b |
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0.2.0 |
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0.1.0e |
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0.1.0 |
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