Monsters
From DarkRO
[edit] Monster Characteristics
There are many monsters in DarkRO Force. Each have many details worthy of note. And if you see a monster you will also see the percentage of their HP. Following are explanations of the
various features of the main Monster list.
1. Name: The name of the monster. There are some suffixes with specific meanings:
2. Level: The Level of the monster. In general, the higher the level of the monster, the greater it's hit and flee values. It may also have some bearing on affecting a monster with
a status effect from a spell (eg. Frozen from Frost Driver).
3. Size: The size of the monster.The size of a monster can be Small, Medium or Great. Depending on size,certain weapons will do less damage than normal. A chart of these size modifiers may be found in the game mechanics section.
4. Family: The Family or Monster Type. There are many cards which increase damage to monsters of a particular Family.
5. Property: The Elemental Property of a monster. These properties govern the effectiveness of various elements against the monster. They also come in a number of levels.
6. Base EXP: The Base Experience which is credited to your characters base experience levels when you solo the monster. BXP rewards for a group kill and even share in parties will be explained in the game mechanics section.
7. Job EXP: The Job Experience which is credited to your characters job experience levels when you solo the monster. JXP rewards for a group kill and even share in parties will be explained in the game mechanics section.
8. Hit Points [HP]: The number of Hit Points a monster has and therefore, how much damage you must do to kill it.
9. Attack [ATK]: The Attack value of a monster. This value is used to determine how much damage a monster will do to you, when it hits you. This Attack value gives a random value between the two numbers shown and is reduced by a percentage based on your DEF from armor and then by a whole number equal to your VIT*0.8 score to come up with a final damage.
10. Defense [DEF]: The Defense value of a monster. This value reduces the damage taken by a monster from a "physical" attack. It is a percentage reduction. (eg. 10 will reduce damage by 10%).
11. Vitality [VIT]: The Vitality of the monster. This value reduces the damage taken by a monster from a "physical" attack. It is a straight reduction. (eg. 15 will reduce the damage taken by 15%)
12. Magical Defense [MDEF]: The Magic Defense of a monster. This value reduces the damage taken by a monster from a "magical" attack. It is a percentage reduction. eg. 10 will reduce damage by 10%
13. Intelligence [INT]: The intelligence of the monster. This value reduces the damage taken by a monster from a "magical" attack. It is a straight reduction. (eg. 15 will reduce the damage taken by 15%)
14. Agility [AGI]: The agility of the monster. From this and the monsters level, the required hit for 100% hits can be derived. Agility is halved when a monster is affected by Quagmire. (100% Hit = Agi + Lvl + 20)
15. Dexterity [DEX]: The dexterity of the monster. From this and the monsters level, the required flee for 95% dodge can be derived. Dexterity is halved when a monster is affected by Quagmire. (95% Dodge = Dex + Lvl + 75)
16. Luck [LUK]: The luck of the monster. The monsters Luk will reduce the number of criticals you can cause to it by Luk/5.
17. Special: I reserved this section for special information about the monster. Following are explanations of some designations used:
- MvP: spawns 1 hour after the last time it died, gives an MVP award. It also has Minions.
- Rare: Basically a flag to let you know that there aren't many of this monster in the game. For example, the so-called "mini-bosses" have no more than 3 spawn points in the entire game and only respawn once every 30 minutes at each of those points.
18. Minions:Minions teleport with any monster that has been summoned by the leader. They don't also go with MvPs but also with other mini-bosses such as Yoyos, Chepets, Angelings, Devilings and many others.
19. AI: The elements of artificial intelligence that guide a particular monsters behavior.
20. Skills: The skills that a monster can use. The usage of these skills depend on chance, the range to the target, damage taken, who is attacking it, and other factors.
21. Drops: The items dropped by a monster. All monsters have a maximum of 8 different drops. Boss monsters (MVPs) have a few additional items that may be awarded to the player.
22. Percentage of the monster HP: The hp of the monster will decrease when you start attacking them. You will know how much hp is left when fighting.
[edit] Monster Categories
Monsters are categorized into many different categories, such as:
1.Size Monsters maybe small, medium and large.
2.Element Monsters maybe Fire, Water, Earth, Wind, Undead, Poison, Ghost,or Neutral elemental.
3.Race Monsters include Demi-human, Brute, Formless etc.
To be able to defeat a certain monster you should have an idea about its race and element. For example, you can't kill a Skeggiold with Holy elemental weapons or ammunition because they are holy property. For maximum damage use shadow property weapons. Neutral property can also deal them reasonable amount of damage.
