FFR Community Resources

Enemizer FAQ

Created by onefineday

So, what the flip is this "Enemizer" business, anyway?

Enemizer is split into two major features: Enemy generation, and Formation generation. Enemy generation does exactly what you'd think it does - it creates a whole new set of random enemies for you to fight, with abilities and perks that are procedurally generated. Boss enemies remain (mostly) the same, but everything else is different. Formation generation creates new formations of enemies procedurally, using any valid combination of palettes and remaining within the constraints of the original game's programming. If Enemy Generation is on, then Formation Generation is automatically turned on since it will be necessary to create new formations. You can, however, turn on Formation Generation without Enemy Generation, if you like the original enemy set just fine but would rather see some new battles.

I've heard this causes the game to break. What precautions do you take against that?

There have been some bugs in alpha testing, which have led me to make a few decisions. Certain randomizer features will be disabled if Enemizer is on. These features are:

  • Formation Shuffle (this is superfluous anyway since Formation Generation is effectively an inter-zone shuffle)
  • Trap Tile Shuffle (technically this could be something useful, but there are multiple steps I would need to take to make this compatible, or I would need to write a competing function, and I would rather have some consensus on this before I start writing a bunch of branching paths in the Trap Tile Shuffle function)
  • Fun% Enemy Names and Fun% Palette Swap (Enemy Generation uses the added space that is also used in Fun% names, and Enemy Generation also generates new palettes. Since palettes are necessary to the functioning on Formation Generation, I'd rather not mess with them)

If there are other issues that arise, please let me know and I'll see what is causing the issue. I believe I have resolved most of the obvious problems but there may be new ones that crop up from time to time.

So is there any method to how enemies are generated?

Enemies are generated on top of the original monster list (or the monster list provided by the ROM). For most enemies, the stats of the monster are based on (A) the monster image chosen for that monster (all 52 images will provide different stats, and some monster types are just flat out stronger than others), (B) the level of the monster, based usually on where it is encountered in the vanilla game, and (C) bonuses applied to each monster, which are randomly determined (with a few traits, like Deathtouch and Stonetouch, being limited to the monster that has those traits in the base game). The stats of Boss monsters and fiends are left completely unchanged, assuming your ROM has those monsters in the slot they would occupy in the vanilla ROM.

What are the bonuses an enemy may roll?

HP, Experience, Gold, and MDef base values will be whatever the enemy in that slot had originally. Their strength, absorb, accuracy, and evasion are based on the enemy class primarily, and also the number of hits is determined by enemy class.

There are global bonuses that will only occur for one enemy in every seed. These are:

  • Crawl multi-hit stun attack
  • Sorceror Deathtouch
  • Coctrice Stonetouch
  • Mancat Resistances + Low MDef
  • Nitemare Resistances

Secondly, there are type bonuses which can roll once per monster group, that will be noted in the monster's name. These are:

  • Frost (denoted by "Fr"), Ice resistance and Fire weakness
  • Red (denoted by "R."), Fire resistance and Ice weakness
  • Sea (denoted by "Sea"), Lightning weakness and Fire/Earth resistance, plus Aquatic type monster flag is set
  • Zombie (denoted by "Z."), monster gains all the resistances and weaknesses of an undead and the Undead type monster flag is set, and also gains stuntouch
  • Were (denoted by "Wr"), monster becomes a Were type and will automatically acquire poisontouch
  • Wizard (denoted by "Wz"), monster is guaranteed to have a spell list

Thirdly, there are minor perks (and penalties) which can roll, which affect the monster's XP reward. These are:

  • Gain/Lose 10% from HP, Strength, or Absorb rating
  • Gain low resistance (or cancel a weakness). Low resistances are Earth, Lightning, Ice, and Fire.
  • Gain low weakness (or cancel a resistance), the inverse of the above
  • Gain high resistance. High resistances are Status, Poison, Time, and Death.
  • Gain high weaknesses, again same as the above. High weakness/resist is slightly less valued than low weakness/resist in XP effects.
  • Plus one hit, adds a melee hit
  • Poisontouch
  • Mutetouch
  • Stuntouch or Sleeptouch

These minor effects roll quite frequently, but not all type bonuses or minor bonuses/penalties are available to all monster classes. Undead monster types, for example, will never gain or lose a weakness. Any monster that gets a type bonus ("Fr" etc.) will not roll any minor perks/weaknesses. All monsters can receive the perk of stat increase/decreas.

Finally, every enemy (except boss enemies) will have a small variance in hp, exp, gold, and strength rating. Additionally, any enemy with multiple hits will have their damage rating reduced by 1/15 per extra hit (with the effect per hit rounded down, so an enemy with 29 damage rating will only lose 1 strength per extra hit). This effect on multi-hit enemies is intended to keep the attack strength of multihitters reasonable enough to account for their extra damage output.

Any enemy with a script (excepting bosses) is automatically assigned the Mage flag, since all script enemies are spellcasters now.

How do you ensure enemies have a spell list?

They will be assigned the spell list of an enemy appropriate to that monster's level.

What happens to spell/skill lists?

Enemizer will also generate new spell lists. Enemy skills are not altered (my preference would be to keep enemies limited to one or two skills, since the threat of the enemy pounding you repeatedly with blizzard is part of what makes skills an interesting mechanic, rather than mixing in something useless like GAZE or SNORTING with a strong skill).

When generating spell lists, every spell is rated on a tier of 0-5, with 0 being a spell that will never be selected (all spells which are useless in battle or useless to the enemy at least), and 5 being reserved for FADE and NUKE. Spells will only be replaced with a spell from the same tier, and all of the AoE spells are tier 3 or higher. This will mean, however, that many enemies will utilize spells that no enemy would use in vanilla, like ALIT or TMPR.

Because many enemies are guaranteed a spell list, you can expect to see a lot more magic, and generally more dangerous magic, than you would see in a standard script shuffle randomizer. For this reason, I strongly recommend against using script shuffle when playing with Enemy Generator, but there is no reason why you can't do it if you really want to.

What does formation generation do?

Formation generation, as the name suggests, creates new formations within the constraints of the game's programming. Therefore, enemies in a formation must share the same pattern table, there can only be two palettes for enemies in a formation, and each formation has an A-Side (which can have up to 4 unique enemies) and a B-side (which can only contain the first two selected enemies). Aside from that, anything goes; however, to maintain some balance to the game, each formation is assigned a zone that corresponds to an experience level requirement, so early game formations tend to give low experience while late game formations can give much more.

When rolling formations, the generator prioritizes placing enemies that haven't been placed yet, while trying to pick enemies that correspond to zones which need to be filled. The result of this is that, generally, there is a reasonable distribution of enemy formations for all areas of the game, though there are usually only 3-4 encounters for each individual domain (and some domains are reproduced, for example the world map domains).

What about boss formations?

There are a number of formations which are set aside as special exemptions, which have special rules on how they are drawn. These formations are drawn before the general formations. The special formations are:

  • Imp/Bum formation, which generates the designated noodle fight that appears in the area around Coneria. The other side of this formation is a regular encounter. This formation is never unrunnable and has a low surprise rating.
  • Wizard, Eye and Zombie D formations. The B-Side of these formations is a group of a single enemy selected for a particular zone, while the A-side is a generic encounter. These formations are always unrunnable, and the B-Sides are placed on the appropriate trap tile (and are available as random encounters, too).
  • Phantom, Garland, Astos, Warmech, Vampire, and Pirates. The A-Side of these formation is always the boss battle, which appears in a fixed quantity (1 usually, 9 for the pirates). The boss is placed in the third slot for enemies in the formation. The B-Side of the formation contains two enemies that are compatible with the pattern table and the boss' palette, and appears as a random encounter somewhere in the world. With the exception of the Pirates (which must be a 9-small), these formations are always 2 large-6 small formations.
  • Fiends and Chaos, which are simply ignored by the formation generator altogether. There are multiple assurances made so that these monsters do not appear in any encounter outside of the ones they belong in, in addition to any designated boss monster.
Is Garland supposed to be a dragon?

Yes, that is intended. It gives the player information about which enemy types will NOT appear elsewhere in the seed, and I think that isn't too bad. I could force Garland, WarMECH, etc. into their proper appearance, but it's kind of fun to guess what they will look like today.

Enemy Type List
IMP
# of hits1-3
Critrate1-5
DamageAverage
AccuracyAverage
AbsorbAbove Average
AgilityBelow Average
Attack ailmentsNone by default
Monster TypeGiant
ResistancesNone by default
WeaknessesNone by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch, Stun/Sleeptouch, Mutetouch
SAUR
# of hits1-3
Critrate1-5
DamageAverage
AccuracyAbove Average
AbsorbAbove Average
AgilityLow
Attack ailmentsNone by default
Monster TypeDragon
ResistancesNone by default
WeaknessesNone by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch, Stun/Sleeptouch, Mutetouch
WOLF
# of hits1
Critrate1-5
DamageAverage
AccuracyAbove Average
Absorb0
AgilityHigh
Attack ailmentsNone by default
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit
GIANT:
# of hits1
Critrate1-5
DamageHigh
AccuracyHigh
AbsorbBelow Average
AgilityAverage
Attack ailmentsNone by default
Monster TypeGiant
ResistancesNone by default
WeaknessesNone by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness
SAHAG:
# of hits1
Critrate1
DamageAverage
AccuracyLow
AbsorbBelow Average
Agility72 + exp / 40, max 100
Attack ailmentsNone by default
Monster TypeAquatic
ResistancesEarth, Fire
WeaknessesLightning
Eligible perksHigh Resist, High Weakness, Plus 1 Hit, Poisontouch, Stun/Sleeptouch, Mutetouch
SHARK:
# of hits1
Critrate1
DamageHigh
AccuracyAbove Average
Absorb0-8
Agility72 + exp / 40, max 100
Attack ailmentsNone by default
Monster TypeAquatic
ResistancesEarth, Fire
WeaknessesLightning
Eligible perksHigh Resist, High Weakness, Plus 1 Hit, Poisontouch
BRUTE:
# of hits1-2
Critrate1-5
DamageAverage
AccuracyAverage
AbsorbAverage
AgilityAverage
Attack ailmentsNone by default
Monster TypeNone
ResistancesEarth
WeaknessesNone
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch, Stun/Sleeptouch, Mutetouch
EYES:
# of hits1-4
Critrate1
DamageLow
AccuracyAbove Average
AbsorbLow
AgilityAverage if exp > 400, Very High otherwise
Attack ailmentsNone by default
Monster TypeAquatic
ResistancesEarth, Fire
WeaknessesLightning
Eligible perksHigh Resist, High Weakness, Plus 1 Hit, Poisontouch, Stun/Sleeptouch, Mutetouch
BONE:
# of hits1
Critrate1-2
DamageAbove Average
AccuracyAverage
AbsorbLow
AgilityAverage
Attack ailmentsNone by default
Monster TypeUndead
ResistancesIce, Death, Poison, Status
WeaknessesFire
Eligible perksNone
DOG:
# of hits1-2
Critrate1-3
DamageAverage
AccuracyAverage
Absorb0-12
AgilityAbove Average
Attack ailmentsNone by default
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch, Stun/Sleeptouch, Mutetouch
CRAWL:
# of hits1
Critrate1
DamageHigh
AccuracyAverage
AbsorbAverage
AgilityAverage
Attack ailmentsNone by default
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Poisontouch, Stun/Sleeptouch, Mutetouch
OGRE:
# of hits1
Critrate1-5
DamageAbove Average
AccuracyAverage
AbsorbAverage
AgilityAverage
Attack ailmentsNone by default
Monster TypeGiant
ResistancesNone by default
WeaknessesNone by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch
ASP:
# of hits1
Critrate1-31
DamageAverage
AccuracyAverage
AbsorbBelow Average
AgilityAbove Average
Attack ailmentsNone by default
Monster TypeDragon
ResistancesNone by default
WeaknessesNone by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Poisontouch, Stun/Sleeptouch, Mutetouch
BULL:
# of hits2
Critrate1-3
DamageAverage
AccuracyAbove Average
AbsorbAverage
AgilityAbove Average
Attack ailmentsNone by default
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch, Stun/Sleeptouch, Mutetouch
CRAB:
# of hits2-4
Critrate1
DamageAbove Average
AccuracyBelow Average
AbsorbAverage
AgilityHigh
Attack ailmentsNone by default
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch
TROLL:
# of hits3
Critrate1
DamageAverage
AccuracyAverage
AbsorbAverage
AgilityAverage
Attack ailmentsNone by default
Monster TypeRegenerative
ResistancesNone by default
WeaknessesNone by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch, Stun/Sleeptouch, Mutetouch
GHOST:
# of hits1
Critrate1
DamageHigh
AccuracyBelow Average
Absorb20% chance of Average, otherwise 0-8
Attack ailmentsDarkness if exp < 150, Paralysis otherwise (Status Element)
Monster TypeUndead, Special
ResistancesEarth, Ice, Death, Poison, Status
WeaknessesFire
Eligible perksNone
WORM:
# of hits1
Critrate1
DamageAbove Average
AccuracyVery High
Absorb0-10 if exp < 100, 10-20 if exp between 101-1200, 10-40 otherwise
Agility0-60
Attack ailmentsNone by default
Monster TypeNone
ResistancesEarth
Weaknesses None by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch, Stun/Sleeptouch, Mutetouch
WIGHT:
# of hits20% chance of 1, 3 otherwise, exp < 100 100% chance of 1
Critrate1
damageLow if 3 hits, Average if 1
AccuracyLow
AbsorbLow
AgilityAbove Average
Attack ailmentParalysis if exp > 80 (Status element)
Monster TypeUndead
ResistancesIce, Death, Poison, Status
WeaknessesFire
Eligible perksNone
EYE:
# of hits1
Critrate1
DamageAverage
AccuracyAverage
AbsorbHigh
AgilityLow
Attack ailmentNone by default
Monster TypeMage
ResistancesEarth
WeaknessesNone by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch, Stun/Sleeptouch, Mutetouch. Guaranteed a spell script
LAMIA:
# of hits50% chance of 1 hit, 6-10 hits otherwise
Critrate1-5
DamageBelow Average if multi-hit, Average if single hit
AccuracyLow
AbsorbLow
AgilityAbove Average
Attack AilmentParalysis (Status element)
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible perksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit
PEDE:
# of hits1
Critrate1
DamageVery High
AccuracyAbove Average
AbsorbAbove Average
AgilityAverage
Attack ailmentNone by deafult
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible perksLow Resist, Low Weakness, High Weakness, Poisontouch
CAT:
# of hits2-3
Critrate1-2
DamageAbove Average
AccuracyAverage
AbsorbAverage
AgilityAbove Average
Attack ailmentPoison (Poison element)
Monster TypeWere
ResistancesNone by default
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weakness
TIGER:
# of hits2
Critrate20-100
DamageAverage
AccuracyAverage
Absorb8
AgilityAbove Average
Attack ailmentNone by default
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weakness, Poisontouch, Stun/Sleeptouch, Mutetouch
VAMP:
# of hits1
Critrate1-5
DamageHigh
AccuracyAverage
AbsorbAbove Average
AgilityHigh
Attack ailmentParalysis (Status element)
Monster TypeRegenerative, Undead, Special
ResistancesEarth, Ice, Death, Poison, Status
WeaknessesFire
Eligible PerksNone
EARTH (large elemental):
# of hits1
Critrate1
DamageVery High
AccuracyVery High
AbsorbAbove Average
AgilityLow
Attack ailmentNone
Monster TypeSpecial
ResistancesEarth, Lightning, Ice, Death, Poison, Status
WeaknessesFire
Eligible PerksNone
STORM (large elemental):
# of hits1
Critrate20
DamageAbove Average
AccuracyAbove Average
AbsorbLow
AgilityHigh
Attack ailmentSleep (Lightning-elemental)
Monster TypeSpecial
ResistancesEarth, Lightning, Fire, Death, Status
WeaknessesTime, Poison
Eligible PerksNone
ICE (large elemental):
# of hits1
Critrate1
DamageAbove Average
AccuracyVery High
AbsorbHigh
AgilityLow
Attack ailmentSleep (Ice-elemental)
Monster TypeSpecial
ResistancesEarth, Lightning, Ice, Death, Poison, Status
WeaknessesFire
Eligible PerksNone
FIRE (large elemental):
# of hits1
Critrate1
DamageHigh
AccuracyVery High
AbsorbAbove Average
AgilityLow
Attack ailmentNone
Monster TypeSpecial
ResistancesEarth, Lightning, Fire, Death, Poison, Status
WeaknessesIce
Eligible PerksNone
DEATH (large elemental):
# of hits2
Critrate1
DamageVery High
AccuracyAverage
AbsorbAverage
AgilityAverage
Attack ailmentDarkness (Death-elemental)
Monster TypeUndead, Special
ResistancesEarth, Ice, Death, Poison, Status
WeaknessesFire
Eligible PerksNone
CRONO (large elemental):
# of hits4-6
Critrate1
DamageAverage
AccuracyAverage
AbsorbAverage
AgilityAbove Average
Attack ailmentParalysis (Time-elemental)
Monster TypeSpecial
ResistancesEarth, Death, Time, Poison, Status
WeaknessesLightning, Ice, Fire
Eligible PerksNone
VENOM (large elemental):
# of hits1
Critrate1
DamageHigh
AccuracyVery High
AbsorbLow
AgilityHigh
Attack ailmentPoison (Poison-elemental)
Monster TypeRegenerative, Special
ResistancesEarth, Death, Poison, Status
WeaknessesNone
Eligible PerksNone
DJINN (large elemental):
# of hits1
Critrate3
DamageAverage
AccuracyVery High
AbsorbAbove Average
AgilityAbove Average
Attack ailmentMute (Status-elemental)
Monster TypeSpecial
ResistancesEarth, Lightning, Ice, Fire, Death, Poison, Status
WeaknessesNone
Eligible PerksNone
Guaranteed a spell script
FORCE (large elemental):
# of hits1
Critrate1
DamageAbove Average
AccuracyAbove Average
AbsorbAbove Average
AgilityLow
Attack ailmentNone
Monster TypeSpecial
ResistancesEarth, Lightning, Ice, Fire, Death, Poison, Status
WeaknessesNone
Eligible PerksNone
GOYLE:
# of hits4
Critrate1
DamageBelow Average
AccuracyBelow Average
AbsorbAverage
AgilityAbove Average
Attack ailmentNone by default
Monster TypeSpecial
ResistancesEarth
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch, Stun/sleeptouch, Mutetouch
EARTH D:
# of hits1
Critrate1
DamageHigh
AccuracyAverage
AbsorbVery High
AgilityVery Low
Attack ailmentNone
Monster TypeDragon
ResistancesEarth, Lightning, Ice
WeaknessesPoison
Eligible PerksNone
ELEC D:
# of hits1
Critrate5
DamageVery High
AccuracyHigh
AbsorbBelow Average
AgilityHigh
Attack ailmentNone
Monster TypeDragon
ResistancesEarth, Lightning
WeaknessesFire
Eligible PerksNone
ICE D:
# of hits1
Critrate1
DamageAbove Average
AccuracyHigh
AbsorbLow
AgilityVery High
Attack ailmentNone
Monster TypeDragon
ResistancesEarth, Ice, Poison
WeaknessesLightning, Fire
Eligible PerksNone
FIRE D:
# of hits1
Critrate1
DamageVery High
AccuracyVery High
AbsorbAbove Average
AgilityHigh
Attack ailmentNone
Monster TypeDragon
ResistancesEarth, Fire
WeaknessesIce, Poison
Eligible PerksNone
DEATH D:
# of hits1
Critrate1
DamageHigh
AccuracyHigh
AbsorbHigh
AgilityBelow Average
Attack ailmentParalysis (Death-elemental)
Monster TypeUndead, Dragon
ResistancesEarth, Ice, Death, Poison, Status
WeaknessesFire
Eligible PerksNone
TIME D:
# of hits1
Critrate12
DamageHigh
AccuracyVery High
AbsorbHigh
AgilityHigh
Attack ailmentSleep (Time-elemental)
Monster TypeDragon, Special
ResistancesEarth, Death, Time, Poison, Status
WeaknessesLightning, Ice, Fire
Eligible PerksNone
GAS D:
# of hits1
Critrate1
DamageHigh
AccuracyAbove Average
AbsorbLow
AgilityHigh
Attack ailmentNone
Monster TypeDragon
ResistancesEarth
WeaknessesIce
Eligible PerksNone
MAGIC D:
# of hits1
Critrate3
DamageAverage
AccuracyAbove Average
AbsorbAbove Average
AgilityAbove Average
Attack ailmentMute (Status-elemental)
Monster TypeDragon, Special
ResistancesLightning, Ice, Fire, Status
WeaknessesNone
Eligible PerksGuaranteed a spell script
DRAKE/DRAGON:
# of hits1
Critrate1
DamageHigh
AccuracyHigh
AbsorbHigh
AgilityHigh
Attack ailmentNone
Monster TypeDragon
ResistancesNone
WeaknessesNone
Eligible PerksNone
FLAN:
# of hits1
Critrate1
DamageHigh
AccuracyLow
Absorb33% chance of 0-12, 255 otherwise
AgilityVery Low
Attack ailmentNone by default
Monster TypeSpecial
ResistancesResist all except Time and Weaknesses
WeaknessesGuaranteed vulnerability to one of the following: Lightning, Ice, Fire, Fire+Ice, Fire+Lightning, Ice+Lightning
Eligible PerksNone
MANT:
# of hits2-3
Critrate1-3
DamageAverage
AccuracyAbove Average
AbsorbLow
AgilityVery High
Attack ailmentNone by default
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch, Stun/sleeptouch, Mutetouch
BUG:
# of hits1
Critrate1
DamageBelow Average
AccuracyAverage
AbsorbAverage
AgilityAverage
Attack ailmentRandomly chosen, can be anything except Confusion, Stone, or Death (Status-element)
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit
ANK:
# of hits1
Critrate1-3
DamageVery High
AccuracyHigh
AbsorbVery High
AgilityAverage
Attack ailmentNone by default
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible PerksNone
MUMMY:
# of hits1
Critrate1-3
DamageBelow Average
AccuracyAverage
AbsorbAbove Average
AgilityBelow Average
Attack ailmentSleep (Status-element)
Monster TypeUndead
ResistancesIce, Death, Poison, Status
WeaknessesFire
Eligible PerksNone
WYRM:
# of hits1
Critrate1
DamageAbove Average
AccuracyHigh
AbsorbAverage
Agility72 + exp / 40, max 100
Attack ailmentNone by default
Monster TypeDragon
ResistancesEarth
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch
BIRD:
# of hits1
Critrate1
DamageBelow Average
AccuracyBelow Average
Absorb0-8
Agility72
Attack ailmentNone by default
Monster TypeNone
ResistancesEarth
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit, Poisontouch, Stun/sleeptouch, Mutetouch
TYRO:
# of hits1
Critrate20-40
DamageVery High
AccuracyVery High
AbsorbLow
AgilityHigh
Attack ailmentNone
Monster TypeDragon
ResistancesNone by default
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weakness
FISH:
# of hits1
Critrate1
DamageAverage
AccuracyAverage
AbsorbLow
Agility72
Attack ailmentNone by default
Monster TypeAquatic
ResistancesEarth, Fire
WeaknessesLightning
Eligible PerksLow Resist, High Resist, High Weakness, Plus 1 Hit, Poisontouch, Stun/sleeptouch
OCHO:
# of hits3
Critrate1
DamageAverage
AccuracyHigh
AbsorbAbove Average
AgilityAverage
Attack ailmentPoison (Poison-elemental)
Monster TypeAquatic
ResistancesEarth, Fire
WeaknessesLightning
Eligible PerksLow Resist, High Resist, High Weakness, Plus 1 Hit, Poisontouch, Stun/sleeptouch, Mutetouch
GATOR:
# of hits2
Critrate1
DamageHigh
AccuracyAbove Average
AbsorbAverage
Agility48
Attack ailmentNone by default
Monster TypeAquatic, Dragon
ResistancesEarth, Fire
WeaknessesLightning
Eligible PerksHigh Resist, High Weakness, Plus 1 Hit, Poisontouch, Stun/sleeptouch, Mutetouch
HYDRA:
# of hits4
Critrate1
DamageAverage
AccuracyAbove Average
AbsorbAverage
AgilityAbove Average
Attack ailmentNone by default
Monster TypeDragon
ResistancesNone by default
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weakness, Poisontouch, Stun/sleeptouch, Mutetouch
BOT:
# of hits1-2
Critrate1-5
DamageVery High if 1 hit, Above Average otherwise
AccuracyHigh
AbsorbVery High
AgilityHigh
Attack ailmentParalysis if 2 hits (Status-elemental), none otherwise
Monster TypeNone
ResistancesDeath, Poison, Status
WeaknessesLightning
Eligible PerksLow Resist, Low Weakness, Plus 1 Hit, Poisontouch, Stun/sleeptouch, Mutetouch
NAGA:
# of hits1
Critrate1
DamageVery Low
AccuracyVery High
AbsorbLow
AgilityHigh
Attack ailmentPoison (Poison-elemental)
Monster TypeMage
ResistancesNone by default
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weakness, Plus 1 Hit
Guaranteed a spell script
SHARD (small elemental):
# of hits1
Critrate1
DamageHigh
AccuracyVery High
AbsorbAbove Average
AgilityLow
Attack ailmentNone
Monster TypeSpecial
ResistancesEarth, Ice, Death, Poison, Status
WeaknessesLightning, Fire
Eligible PerksNone
WIND (small elemental):
# of hits1
Critrate10
DamageAbove Average
AccuracyAbove Average
AbsorbLow
AgilityHigh
Attack ailmentSleep (Lightning-elemental)
Monster TypeSpecial
ResistancesEarth, Lightning, Fire, Death, Status
WeaknessesTime, Status
Eligible PerksNone
WATER (small elemental):
# of hits1
Critrate1
DamageHigh
AccuracyHigh
AbsorbAverage
AgilityAbove Average
Attack ailmentNone
Monster TypeSpecial
ResistancesEarth, Fire, Death, Poison, Status
WeaknessesIce
Eligible PerksNone
FLARE (small elemental):
# of hits1
Critrate1
DamageAbove Average
AccuracyHish
AbsorbBelow Average
AgilityHigh
Attack ailmentNone
Monster TypeSpecial
ResistancesEarth, Fire, Death, Status
WeaknessesIce
Eligible PerksNone
DOOM (small elemental):
# of hits2
Critrate1
DamageVery High
AccuracyAverage
AbsorbAverage
AgilityAverage
Attack ailmentDarkness (Death-elemental)
Monster TypeUndead, Special
ResistancesEarth, Ice, Death, Poison, Status
WeaknessesFire
Eligible PerksNone
TIME (small elemental):
# of hits2-5
Critrate1
DamageAverage
AccuracyAverage
AbsorbAverage
AgilityAbove Average
Attack ailmentParalysis (Time-elemental)
Monster TypeSpecial
ResistancesEarth, Death, Time, Poison Status
WeaknessesLightning, Ice, Fire
Eligible PerksNone
BANE (small elemental):
# of hits1
Critrate1
DamageHigh
AccuracyVery High
AbsorbLow
AgilityHigh
Attack ailmentPoison (Poison-elemental)
Monster TypeRegenerative, Special
ResistancesEarth, Death, Poison, Status
WeaknessesTime
Eligible PerksNone
MAGIC (small elemental):
# of hits2
Critrate3
DamageAverage
AccuracyAverage
AbsorbAverage
AgilityAverage
Attack ailmentMute (Status-elemental)
Monster TypeSpecial
ResistancesEarth, Lightning, Ice, Fire, Death, Poison, Status
WeaknessesNone
Eligible PerksNone
AIR (small elemental):
# of hits1
Critrate1
DamageAbove Average
AccuracyHigh
AbsorbLow
AgilityVery High
Attack ailmentNone
Monster TypeSpecial
ResistancesEarth, Death, Poison, Status
WeaknessesNone
Eligible PerksNone
BEAST:
# of hits4
Critrate1-3
DamageAbove Average
AccurayHigh
AbsorbAverage
AgilityHigh
Attack ailmentNone by default
Monster TypeDragon
ResistancesEarth, Fire
WeaknessesIce
Eligible PerksLow Resist, High Resist, Low Weakness, High Weaknesss, Plus 1 Hit, Poisontouch, Stun/sleeptouch, Mutetouch
SQUID:
# of hits2-3
Critrate1
DamageAbove Average
AccuracyAverage
AbsorbAbove Average
AgilityHigh
Attack ailmentNone by default
Monster TypeNone
ResistancesIce, Fire, Poison, Status
WeaknessesNone
Eligible PerksNone
KNIGHT:
# of hits1
Critrate1-10
DamageAbove Average
AccuracyAbove Average
AbsorbAbove Average
AgilityAbove Average
Attack ailmentNone by default
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weaknesss, Plus 1 Hit, Poisontouch, Stun/sleeptouch, Mutetouch
GOLEM:
# of hits1
Critrate1
DamageHigh
AccuracyAverage
Absorb7-60, if exp > 4000 absorb = absorb * 2 + 30
AgilityAverage
Attack ailmentNone
Monster TypeNone
ResistancesLightning, Ice, Fire, Death, Poison Status. If Absorb > 30 (tier less than 3) or Absorb > 60 (tier greater than or equal to 3), remove one resist of Lightning, Ice, or Fire Weaknesses
Eligible PerksNone
RANGER:
# of hits1-2
Critrate1-5
DamageHigh
AccuracyHigh
AbsorbHigh
AgilityAverage
Attack ailmentNone by default
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weaknesss, Plus 1 Hit, Poisontouch, Stun/sleeptouch, Mutetouch
PONY:
# of hits2-4
Critrate1-3
DamageAbove Average
AccuracyAbove Average
AbsorbAverage
AgilityHigh
Attack ailmentNone
Monster TypeNone
ResistancesNone by default
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weakness
ELF:
# of hits1
Critrate1-5
DamageAverage
AccuracyAverage
AbsorbHigh
AgilityVery High
Attack ailmentNone by default
Monster TypeMage
ResistancesNone by default
WeaknessesNone by default
Eligible PerksLow Resist, High Resist, Low Weakness, High Weaknesss, Plus 1 Hit, Poisontouch, Stun/sleeptouch, Mutetouch. Guaranteed a spell script
MECH:
# of hits2
Critrate1
DamageVery High
AccuracyVery High
AbsorbVery High
AgilityAverage
Attack ailmentNone
Monster TypeRegenerative
ResistancesIce, Fire, Death, Poison, Status
WeaknessesLightning
Eligible PerksNone
+12.5% exp for enemies of this type