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* {{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|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|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|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|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]] | * {{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]]. | ||
==Boss== | ==Boss== | ||
'''Bosses''' are {{c|unique|[[rarity#Unique|unique]]}} monsters typically encountered in '''boss arenas'''. Boss arenas are usually preceded by [[checkpoint]]s. [[Dying]] against a boss will reset the encounter. | '''Bosses''' are {{c|unique|[[rarity#Unique|unique]]}} monsters typically encountered in '''boss arenas'''. Boss arenas are usually preceded by [[checkpoint]]s. [[Dying]] against a boss will reset the encounter. | ||
===Mechanics=== | |||
;Unblockable attacks | |||
Many bosses are capable of using deadly attacks that ignore [[block]] and [[evasion]], indicated by the boss flashing red and giving a sound cue before unleashing the attack. | |||
;Anti-burst damage | |||
Bosses take less damage when they first spawn in. This damage reduction gradually tapers away over time, and tapers off faster while the boss is moving. Bosses which cannot or barely move have a shorter damage reduction period. | |||
==Version history== | ==Version history== | ||
{{Version history table header}} | {{Version history table header}} | ||
{{Version history table row|0.4.0| | |||
*Bosses now have an Anti-Burst damage mechanic: Once a boss has finished it's emerge or becomes aggro the damage reduction period starts counting down. The damage reduction tapers down from full effect to no effect over the course of this duration. For every unit the boss moves from it's starting location the damage reduction will fall off even faster. Bosses which cannot or barely move have a shorter damage reduction period. | |||
}} | |||
{{Version history table row|0.3.0| | {{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. | * 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. | ||
Latest revision as of 15:16, 5 December 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.
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.
Mechanics
- Unblockable attacks
Many bosses are capable of using deadly attacks that ignore block and evasion, indicated by the boss flashing red and giving a sound cue before unleashing the attack.
- Anti-burst damage
Bosses take less damage when they first spawn in. This damage reduction gradually tapers away over time, and tapers off faster while the boss is moving. Bosses which cannot or barely move have a shorter damage reduction period.
Version history
| Version | Changes |
|---|---|
| 0.4.0 |
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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 |
|
| 0.1.0e |
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| 0.1.0 |
|