| | Re: Monster (General Information & Moderation Details) | |
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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Monster (General Information & Moderation Details) 21st October 2017, 3:22 am | |
| - Stat Match-ups:
F = Weakest E = Weak D = Average C = Strong B = Stronger A = Strongest outside of Deity Level S = Weakest inside of Deity Level X = Demi-God Level Y = God Level Z = Great God Level
Then you have + & - - is Inferior + is Superior Meaning between each Rank it goes Base to Base+ to 1-rank Above- to 1-rank Above. In regards to attacking, defending and evasion stats play a part but more than that equipment, skills & actions ICly do as well.
Strength & Magic Function in a similar way: Damage goes by Increments depending on Rank which determines how much an attack deals, this is modified by skills which either add bonus modifiers or set base damage inflicted. Ranged techniques (which aren't magic based or require thrown weaponry) have a different modifier placed on them as while they hit longer ranges they aren't as powerful as melee attacks. F - 2 (- = 1, + = 3) - If Ranged -2 E - 5 (- = 4, + = 6) - If Ranged -2 D - 9 (- = 7, + = 11) - If Ranged -1 C - 14 (- = 12, + = 16) - If Ranged -1 B - 20 (- = 17, + = 23) - If Ranged -0 A - 27 (- = 24, + = 30) - If Ranged -0 ---------------------------------------------- (??? or ??? Only) S - 35 (- = 31, + = 39) - If Ranged = +1 ========================== (Dungeon Bosses Only) X - 44 (- = 40, + = 48) - If Ranged = +1 Y = 54 (- 49, + 59) - If Ranged = +2 Z = 65 (-60, + 70) - If Ranged = +2 *Note: Unguarded attacks, namely those which target an unaware or relaxed opponent only have half of the defender's Resilience modifier reduced from the damage sustained verses what would of been reduced if they actually blocked.
Resilience & Dexterity Function in a similar way : Defending results in set values being removed from damage before it is applied which is based on set Increments determined by Rank. Evasion functions in the same vein, and as a result before damage can be completely avoided one must have a vast gulf between them and their attacker. Defending while avoiding does have the benefit of further reducing damage taken but doing so completely foregoes ones ability to counter-attack. F - 1 (- = 0, + = 2) - If Dodging while Blocking add 0 E - 4 (- = 3, + = 5) - If Dodging while Blocking add 0 D - 8 (- = 6, + = 10) - If Dodging while Blocking add 1 C - 13 (- = 11, + = 15) - If Dodging while Blocking add 1 B - 19 (- = 16, + = 21) - If Dodging while Blocking add 2 A - 26 (- = 23, + = 29) - If Dodging while Blocking add 2 ---------------------------------------------- (??? OR ??? Only) S = 34 (- = 30, + = 38) - If Dodging while Blocking add 3 ========================== (Dungeon Bosses Only) X - 43 (- = 39, + = 47) - If Dodging while Blocking add 3 Y = 53 (- 48, + 58) - If Dodging while Blocking add 4 Z = 64 (-59, + 69) - If Dodging while Blocking add 4 *Note: Unless Tolerance or Resistances are acquired Magic does not take Resilience into account for it's damage reduction, however Dexterity (Only when dodging) is calculated just like normal.
In addition depending on one's weapon proficiency, the damage calculation can be affected: Basic - 1 Novice - 2 Adept - 3 Expert - 5 Master - 7 *Note: This applies to damage dealt if striking, as well as damage reduced if blocking while parrying reduces half as much damage as a full block would.
Furthermore depending on what is hit, also has a factor to how damage is calculated: Non-Vital Area = +0 Extra Damage Vulnerable Area (Joints, Neck, Spine, Belly) = Extra Damage (F = +1, E = +2, D = +3, C = +4, B = +5, A = +6, S = +7, X = +8, Y = +9, Z = +10) Delicate Area (Sensory Organs &/or Reproductive Organs) = Extra Damage (F = +2, E = +4, D = +6, C = +8, B = +10, A = +12, S = +14, X = +16, Y = +18, Z = +20) Vital Area (Internal Organs or Orbs) = Extra Damage (F = +3, E = +5, D = +7, C = +11, B = +13, A = +17, S = +19, X = +23, Y = +29, Z = +31)
Thus depending on one's attack versus another's defense then the attack deals damage which is reduced by the value set by the defenders Resilience (Blocking) &/or Dexterity (Dodging). Thus those completely superior (2 +'s above) can avoid damage from attacks completely lower than them assuming however that a non-vital area is targeted. Whereas a completely unguarded strike which targets a vital organ can potentially fell those with superior defenses.
Accuracy: Accuracy applies to Ranged attacks, whether thrown weapons, projectiles from weapons such as bows, slings etc and ranged skills from melee weapons. All of them are affected by a combination of Dexterity and Proficiency in the weapon being thrown or used to launch the ranged attack. F - 1 - If Basic Weapon Proficiency add 1 E - 2 - If Adept Weapon Proficiency add 2 D - 3 - If Expert Weapon Proficiency add 3 C - 4 - If Master Weapon Proficiency add 4 B - 5 A - 6 ------------------------------ (Dodge Negate Chance) S - 7 ================= (Dodge & Block Negate Chance) X - 8 Y - 9 Z - 10 *Note: Only at Master are ranged weapons able to be completely accurate just like how Melee attacks are, however when that happens simply calculate damage using the above system. Higher stats (S +) are home to ranged attacks which are unable to be dodged, with them only being able to be dealt with by either blocking (S) or Parrying (X +) them in kind.
- Magic:
Magic costs MP which is affected by: Affinity Type = Magic comes in many forms each being none as Affinities, there are almost as many Magic affinities as there are gods and as a result they are separated in unofficial groupings depending on the complexity of an affinity. Affinity Strength = Magic is keyed to the body of a Monster by their Affinity, this represents progression in the power of ones Magic and also serves to unlock higher Tiers of Magic Skills. Furthermore depending on the strength of ones Magic Affinity it becomes easier to use low level Magic Skills. Magic Type = Magic is separated into types which have more of a cost depending on what the purpose of the Skill is, the easiest to cast is Offensive while the hardest to cast is Supplementary while Defensive is in the middle of the two. However the casting refers mainly towards how much mana a specific type of spell consumes as it is much easier on ones mana pool to use offensive spells than it is to heal other monsters. Tier of Magic = Magic Skills are divided into Tiers, ranging from I to V, each Tier of Magic denotes an increased complexity of a spell in addition to the increased power of one, however certain spells have a certain amount of chanting time before they can be used. Those in Tier V represent the strongest types of magic available to mortals and thus are the most scarce which is saying much seeing as being able to use Magic is rare as it is.
Affinities - Base Mana Cost - Dmg Boost Ambient - 1 - 0 Primary - 2 - 1 Superior Primary - 3 - 2 Dual-Elemental - 4 (7 if Superior Dual-Elemental) - 3 (5) Perfect Primary - 5 - 4 Tri-Elemental - 6 (9 if Perfected Tri-Elemental) - 6 (8) Complex - 10 - 7 Great God Aligned - 15 - 10
Affinity Strength - Magic Tier Affected Basic (Ambient & Great God Aligned Only) - I Lesser - I (Halves MP Cost) Base - II (Halves MP Cost), I (Thirds MP Cost) Greater - III (Halves MP Cost), II (Thirds MP Cost), I (Quarters MP Cost) *Note: Magic cost modifiers have a minimum MP price equal to the Base Cost of the Magic, meaning powerful affinities only lower the added costs to use Magic.
Type of Magic - MP Cost Modifier Offensive - Plus 1 Defensive - Plus 2 Supplementary (Hamper) - Plus 3 Supplementary (Benefit Self) - Plus 4 Supplementary (Benefit Others) - Plus 5
Tier of Magic - MP Cost Modifier - Dmg Boost 0 - 1x - 1x I - 1x - 1.5x II - 1.5x - 2x III - 2x - 2.5x IV - 2.5x - 3x V - 3x - 4x
Magic Type Advantages Magic can be more effective or less effective when used against other Magic, it follows the affinity magic
Last edited by Aurielle on 21st August 2020, 5:27 pm; edited 90 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Re: Monster (General Information & Moderation Details) 21st November 2017, 8:58 pm | |
| - Stats:
Strength = Physical Attack Power & Speed, Includes Thrown Weapon Power & Speed. Endurance = HP, Infection Bar & Status Mitigation if a Status Resistance is acquired. Resilience = Physical Defense, Poison Resistance & Magic Defense if Blessings Confer Elemental Resistances. Dexterity = Evasion, Accuracy, Food Location & Fleeing success chance. Includes Ranged Weapon Power & Speed if available. Magic = Magical Damage, Minor Effect on Rank-Ups, Additional Modifier when using Enchanted Weaponry & includes Curse Mitigation (Magical Statuses are Curses) Intelligence = MP, Mental Status Mitigation, Crafting success chance & Leadership benefits (when interacting with npc's). Luck = Critical Chance, Ability Acquisition, Rank-Up Variants and Item Finding
Endurance & Intelligence Endurance & Intelligence are pretty important stats mainly because they determine the value of a monsters Health Pool and Mana Pool respectively. Every + in Endurance gives you +10 HP Every + in Intelligence gives you +5 MP Depending on ones size they have set increases to HP: Tiny = .25x Small = .5x Humanoid = 1x Medium S = 1.5x Medium M = 2x Medium L = 2.5x Medium XL = 3x Large S = 3.5x Large M = 4x Large L = 4.5x Large XL = 5x Colossus = 5.5x Titanic = 6x
Depending on the number of Orbs one possesses they have set increases to MP: 0 = 1x 1 = 1.5x 2 = 1.75x 3 = 2x 4 = 2.5x 5 = 2.75x 6 = 3x 7 = 3.5x 8 = 3.75x 9 = 4x 10 = 3.5x 11 = 3.75x 12 = 4x 13 = 4.5x 14 = 4.75x 15 = 5x
Luck Luck is a tricky stat, as it determines a lot of things but mainly affects Critical Chance (Encounter Roll), Ability Acquisition (Success Chance), Rank-Up Variants (Monsters Roll) & Item Finding (Success Chance). These all can swing things in your characters favor, however while Luck can be an amazing thing it to is limited. However the commonality of them is that Luck can only be factored in the first time something is triggered and then it has a cool-down based on Rank-Ups.
Critical Chance = Every 5 Levels Ability Acquisition = Every 50 Levels Rank-Up Variants = Every 100 Levels Item Finding = Every 25 Levels
Critical Chance Every + Value in it (Meaning F & Up) gives .25 meaning at A+ Luck one will have a +5 to the Critical Chance meaning any value from 95 to 100 will be a Critical, which deals 3x as much damage as a normal strike.
Ability Acquisition Every Value (F, E, D, B, A) results in a +1 to the modifier, meaning at A it is +5 however this is still affected by the deductible if an ability has already been learned recently.
Rank-Up Variants Luck can result in random Rank-Up Variants, and while they will be a possibility in regards to being within the same species, they can be...odd. Each + Value in it (Meaning F & Up) gives +1 meaning at A+ Luck will give a +17. The Command Skill has a unique affect on the Luck Factor in Rank-Ups: Lesser Command = Up to 1 Bonus Option (Re-Roll) Command = Up to 2 Bonus Options (Re-Roll 2 times) Greater Command = Up to 3 Bonus Options (Re-Roll 3 times) Ruler Command = Up to 4 Bonus Options (Re-Roll 4 times)
The values to determine what Rank-Ups are as follows: 1-25 = No Change, with predetermined Rank-Up choice proceeding as planned. 26-30 = Inferior Species Rank-Up Choice Available 31-35 = Additional Normal Species Rank-Up Choice Available 36-40 = Sub-Species Rank-Up Choice Available 41-43 = Variant Species Rank-Up Choice Available 44-46 = Uncommon Species Rank-Up Choice Available 47-49 = Superior Species Rank-Up Choice Available 50 = Rare Species Rank-Up Choice Available. *Note: In regards to Rank-Ups no mention of what type of Rank-Up should be mentioned only the name of the rank-up in question.
Item Finding Every Value (F, E, D, B, A) results in a +1 to the modifier, meaning at A it is +5. Item finding goes by this chart: 1-3 = No Item Found 4-6 = Specified Item Found (Meaning what they are looking for) 7-8 = Raw Material Found (Such as Ore, Plants etc) 9 = Food 10 = Equipment (Based on Level, Mod's Decision)
Dexterity Dexterity also has another important use namely when Fleeing. This has two modifiers to it, with a third one being only if certain skills are used: Every Value above F (E, D, B, A) results in a +1 to the modifier, meaning at A it is +4. Every Size above Small (Humanoid, Medium & Large) results in a -1 to the modifier, meaning a Large creature has a fleeing chance of -3. Fleeing uses this Chart: 1-3 = Fleeing Unsuccessful 4-6 = Fleeing Successful (Can be tracked by Adept Track or similar Skills/Magic) 7-9 = Fleeing Successful (Can be tracked by Expert Track or similar Skills/Magic) 10 = Fleeing Successful (Can be tracked by Master Track or similar Skills/Magic)
Last edited by Aurielle on 26th November 2020, 8:17 pm; edited 32 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Re: Monster (General Information & Moderation Details) 21st November 2017, 8:59 pm | |
| - Leveling Up:
Normally Exp is split among participants when hunting, the only time this isn't the case is when either: -Other participant(s) are dead -It is a Boss -It is within The Dungeon.
Character Exp This is the exp which goes towards your character levels (Job Levels in the case of Human) and can be awarded in various ways: *Killing: -Tier Below = 1 (1x), 2 (.75x), 3 (.50x), 4 (.25x) -Same Tier = 1-5 Lvl Difference (500 Exp), 6-15 Lvl Difference (750 Exp), 16-30 Lvl Difference (1000 Exp), 31-55 Lvl Difference (1500 Exp), 56-75 Lvl Difference (2000 Exp), 76-99 Lvl Difference (3000 Exp) -Tier Above = 1 (2x), 2 (3x), 3 (4x), 4 (5x) -Hero = Young (1.5x), Hero (2x), Skilled (2.5x), Great (3x), Legendary (3.5x) -Blessing of = Demigod (2.5), God (3x), Great God (3.5x) -Divine Protection of = Demigod (3.5x), God (4x), Great God (4.5x)
*Fleeing: -Tier Below = 1 (.50x), 2 (.25x), 3 (.05x), 4 (0x) -Same Tier = 1-5 Lvl Difference (100 Exp), 6-20 Lvl Difference (250 Exp), 21-40 Lvl Difference (500 Exp), 41-60 Lvl Difference (750 Exp), 61-80 Lvl Difference (1000 Exp), 81-99 Lvl Difference (2000 Exp) -Tier Above = 1 (1.5x), 2 (2x), 3 (2.5x), 4 (3x) -Hero = Young (1.5x), Hero (2x), Skilled (2.5x), Great (3x), Legendary (3.5x) -Blessing of = Demigod (2.5), God (3x), Great God (3.5x) -Divine Protection of = Demigod (3.5x), God (4x), Great God (4.5x)
*Sparring -Tier Below = 1 (.50x), 2 (.25x), 3 (.05x), 4 (0x) -Same Tier = 1-5 Lvl Difference (50 Exp), 6-20 Lvl Difference (125 Exp), 21-40 Lvl Difference (250 Exp), 41-60 Lvl Difference (500 Exp), 61-80 Lvl Difference (750 Exp), 81-99 Lvl Difference (1000 Exp) -Tier Above = 1 (1.5x), 2 (2x), 3 (2.5x), 4 (3x) -Hero = Young (1.5x), Hero (2x), Skilled (2.5x), Great (3x), Legendary (3.5x) -Blessing of = Demigod (2.5), God (3x), Great God (3.5x) -Divine Protection of = Demigod (3.5x), God (4x), Great God (4.5x)
*Skill Gaining: -If a Job Skill is obtained it nets 100 Exp (Non-Humans Only) -If a Skill is obtained it nets 200 Exp -If a Magic Skill is obtained it nets 300 Exp -If a Skill is Ranked-Up it nets 300 Exp -If Skills are Merged it nets either 200 Exp (Max & Not Maxed) or 300 Exp (Maxed)
*Time Passage -Tier 0 Monster = +5 Levels Gained Each Day -Tier I Monster = +4 Levels Gained Each Day -Tier II Monster = +3 Levels Gained Each Day -Tier III Monster = +2 Levels Gained Each Day -Tier IV Monster = +1 Level Gained Each Day -Tier V Monster = +1 Level gain Per Year -Civilized Races = Level gain Per Year Dwarf = +1 Level Elf = +1 Level Beastman = +2 Levels Oni = +2 Levels
Skill Exp This is the exp which goes towards your skill levels (Including Proficiency Racial Skills & Magic) and can be awarded in various ways: *Proficiency: -Using it properly it nets 100 Exp -Killing/Healing/Sexing things with it nets 200 Exp -All the Above Scales with the Monster Tier Multipliers
*Skills: -Successfully Using it nets 200 Exp -Killing/Healing/Sexing things with it nets 300 Exp -All the Above Scales with Monster Tier Multipliers
*Job Skills (Civilized Races or Mix-Bloods Only): -Successfully Using it nets 300 Exp -Killing/Healing/Sexing things with it nets 400 Exp -All the Above Scales with Monster Tier Multipliers
*Magic: -Successfully Using it nets 50 Exp -Killing/Healing/Sexing things with it nets 100 Exp -All the Above Scales with Monster Tier Multipliers
*Concerning Civilized Races: -The Level of their Race is not counted unless they've Ranked-Up which has it's own modifier separate from ranked-up Jobs. -Each Job is treated to a separate exp calculation, meaning each job levels give it's own share of exp. -All Heroes are subject to Boss Exp Calculation, namely that Hero Exp is not split between monsters but instead shared with all of those who participated.
*Level Milestones -Successfully Reaching Level 25 gives 5 Skill Lvls to all gained Skills -Successfully Reaching Level 50 gives 10 Skill Lvls to all gained Skills -Successfully Reaching Level 75 gives 20 Skill Lvls to all gained Skills -Successfully Reaching Level 100 allows you to Rank-Up OR Forfeit Ranking up to gain 40 Skill Lvls to all gained Skills requiring you to gain enough experience to reach Level 50 to gain the opportunity to Rank-Up again or Forfeit Ranking up a final time to gain 80 Skill Lvls to all gained skills.
Last edited by Aurielle on 14th May 2020, 12:00 pm; edited 68 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Re: Monster (General Information & Moderation Details) 9th January 2018, 12:57 pm | |
| - Skills:
Skills are divided into the following: Magic Skills (Includes Command) Weapon Skills (Includes Elemental Weapon) Racial Skills Job Skills (Included Elemental Job)
These are all gained Icly and revolve around the use of a Success Chance Roll to determine whether one gains a skill or not.
10 = Magic Skill Gain (Special Skill Gain) 9 = Job Skill Gain (Elemental Racial Skill Gain) 8-7 = Racial Skill Gain (Elemental Weapon Skill Gain) 6-4 = Weapon Skill Gain 3-1 = No Skill Gain
Likewise depending on ones Tier & Level after gaining a new Skill one suffers from a decrease in gaining more until after a set amount of posts. This is only reset after the duration is lost or if the Monster Ranks up and those who are higher level will find that it is more difficult to rapidly gain new skills in comparison to their less leveled counterparts. Furthermore it is easier to gain more skills the lower ones tier is, due to ones potential having not yet been reached, on the other hand the higher the tier one is the harder it is to gain more due to ones potential being realized. Tier - Subtraction Modifier - Lvl - Duration of Penalty (Tier Modifier) 0 - 1 - 1-20 - 10 P.T (I = 1x) I - 1 - 21-40 - 15 P.T (II = 1.5x) II - 2 - 41-60 - 20 P.T (III = 2x) III - 2 - 61-80 - 25 P.T (IV = 2.5x) IV - 3 - 81-99 - 30 P.T (V = 3x) V - 3
One will however find that skills are easier to obtain when fighting against higher threats. This is due to the life or death situation spurring one to become stronger in response to the threat. Type of Monster (Race)- Bonus to Roll Prey (Non-Combat Job Holder) - +1 Predator (Noble, Combat Job Holder) - +2 Apex Predator (Young Hero, Special Job Holder/Racial Rank-Up) - +3 Blessing of the Demi-God (Hero, Racial Rank-Up) - +4 Blessing of the God (Great Hero. Floor Boss) - +5 Blessing of the Supreme God (Legendary Hero, Dungeon Boss) - +6
They are also easier to obtain when they are taught, however Job Skills are unable to be taught to Monsters without Jobs, while Job Skills are only able to be taught to individuals with the same Job as the teacher or the same Job as the skill their teacher obtained said skill from. Taught Skill = Bonus Modifier Weapon Skill = +5 Elemental Weapon Skill = +4 Racial Skill = +3 Elemental Racial Skill = +2 Job Skill = +1 Magic Skill = 0 Command Skill = -1
Last edited by Aurielle on 14th May 2020, 12:00 pm; edited 44 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Re: Monster (General Information & Moderation Details) 29th April 2020, 12:38 pm | |
| Combat InformationIn combat each character has a set amount of moves each turn, but in general they are known as the following: Free Action Action Bonus Action - Free Action:
Every character has a Free Action each turn, these actions include Language Skills, Sensory Skills & things which are done without using a skill, such as specifying where attacks are targeting, normal movement etc. Free actions have less to do with mechanics than all other actions and more to do with flavor or fluff.
Tier - No. of Skills in a Free Action 0 - 1 I - 1 II - 2 III - 2 IV - 3 V - 3
- Action:
Every character has Two Actions each Turn, these actions include Combat based skills such as Racial, Magic & Job Skills while also factoring in their Modifiers. Modifiers include things like Weapon Proficiencies, and Weapon Styles, typically they are included in a single action as part of it whereas some have some restrictions when used with an action. Tier - No. of Modifiers Able to be Added to an Action 0 - 2 I - 3 II - 4 III - 5 IV - 6 V - 7
A Character can also Block or Dodge which count as one Action respectively, Blocks are used to defend against Melee & Ranged attacks while Dodge are used to defend against Ranged & Magic attacks. There are also special instances which revolve around their use: - Using Dodge as both actions is called a True Dodge which allows one to avoid damage completely, however this can only be done once per 2 Turns. - Using Block as both actions is called a True Block which allows one to reflect the blocked damage onto an opponent, however this can only be done once per 2 Turns. In addition one can Block & Dodge, which can be applied to all attacks done to the individual in a turn.
Special Cases: Command = Takes an Action if used for Opponents/Minions, Takes a Bonus Action if used for Companions/Mates Dual Wielding = Can only be used Once per Turn, Can be Parried by 1 Action & Can't be chained with Multi-Wielding. Rapid Projectile = Can only be used Once per Turn, Requires Ammo & Can Blocked by 1 Action (Can be Caught by 1 Action if the number of free hands equals the number of launched projectiles) Multi-Wielding = Can only be used Once per Turn, Requires Multiple Appendages capable of holding weapons & Can be Parried by 1 Action. Magic = Can only be used as long as one has MP. Shield Wielding = Can use Block & Dodge as 1 Action instead of 2 due to Dodge being used as a modifier for Block.
- Bonus Action:
Every character has One Bonus Action, these include Movement Skills as well as Buffing Skills as both are optional and yet serve to enhance the character's abilities. Movement skills work for positioning or concealment, Buffing skills work to enhance the user in some way. Concealment Skills also fall under this type of action however they are applied before combat, as such when done in such a manner other skills which would require a bonus action can not be used without it taking up an action. (For Example: Sneak is active, but one wants to use Calm then they can sneak-attack -1 Bonus Action- something with magic =1 Action- after applying calm =1 Action- but not sneak-attack something twice with magic & apply calm.)
Last edited by Aurielle on 8th September 2020, 2:36 pm; edited 3 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Re: Monster (General Information & Moderation Details) 14th May 2020, 12:31 pm | |
| NPCS- RE Goblin:
Gobukime (Lvl 17: 1 Craft Recipe) Gobuhaio (Lvl 10: Tier I Armor: Worn Plate Sleeve) Gobujack (Lvl 12: Tier 0 Weapon -Pierce-: Iron Pickaxe) Gobukim (Lvl 11) Gobusera (Lvl 4) Gobubunk (Lvl 4)
Older Generation HogaLex (F, Tier II: Lvl 5 - High Ogre = Sub-Species) OgaFen (M, Tier II: Lvl 5 - Ogre = Base Species) Impyin (F, Tier II: Lvl 5 - Imp = Inferior Species) Impyang (M, Tier II: Lvl 5 - Imp = Inferior Species) HgobuPlus (M, Tier I: 75 - High Goblin = Variant Species) HgobuMinus (M, Tier I: 75 - High Goblin = Variant Species) KoaDamz (Tier I: Lvl 75 - Koalith = Uncommon Species) BamriXiao (Tier I: Lvl 75 - Batri Mage = Sub-Species) HocuSly (Tier I: Lvl 50 - Hobgoblin Cleric = Sub-Species) HomuGeera (Tier I: Lvl 50 - Hobgoblin Mage = Sub-Species) HobuKir (Tier I: Lvl 23 - Hobgoblin = Base Species) Gomufire (Tier I: Lvl 5 - Goblin Mage = Inferior Species) Gomuburn (Tier I: Lvl 5 - Goblin Mage = Inferior Species) Gomuflame (Tier I: Lvl 5 - Goblin Mage = Inferior Species) Gomuraze (Tier I: Lvl 5 - Goblin Mage = Inferior Species)
------------------------------- Horuvix (Tier I: Lvl 75, Rider Sub-Class, Blessing of the Demigod of Ash) {Exiled}
Bugusam (Lvl 33) {Captured}
- RE Lizardfolk:
Newtrex (Tier I: Lvl 40) Zargeggy (Tier I: Lvl 35) Zarpbion (Tier I: Lvl 30) Zwardtenor (Tier I: Lvl 16) Zwardyaya (Tier I: Lvl 14) Zwardfae (Tier I: Lvl 13) Zarblash (Tier I: Lvl 5) Zarrgrowl (Tier I: Lvl 3) Zarywink (Tier I: Lvl 2)
Older Generation 4 Tier I, Sub 5 Tier I, I
SalaFang (F, Lvl 5: Tier II - Salamander = Superior Species) RaptRidley (M, Lvl 5: Tier II - Raptorkin = Base Species) Tortsnow (Lvl 1: Tier II - Tortle = Base Species) DinoClaw (M, Lvl 75: Tier I - Dinokin = Variant Species) DinoFin (F, Lvl 75: Tier I - Dinokin = Variant Species) BullyBeak (M, Lvl 50: Tier I - Bullywug = New Species) BullyTalon (M, Lvl 50: Tier I - Bullywug = New Species) BullyWing (M, Lvl 50: Tier I - Bullywug = New Species) ZordSparkle (F, Lvl 25: Tier I - Orange Lizardkin = Sub-Species) ZargCliff (M, Lvl 25: Tier I - Green Lizardkin = Sub-Species) ZarpRiver (F, Lvl 25: Tier I - Purple Lizardkin = Sub-Species) ZarpBrook (F, Lvl 25: Tier I - Purple Lizardkin = Sub-Species) ZwardOne (M, Lvl 5, Tier I - White Lizardkin = Inferior Species) ZwardTwo (M, Lvl 5, Tier I - White Lizardkin = Inferior Species) ZwardThree (M, Lvl 5, Tier I - White Lizardkin = Inferior Species) ZwardFour (M, Lvl 5, Tier I - White Lizardkin = Inferior Species)
Zardzeke (Lvl 78: Tier 0 - Base Species) {Captured}
- RE Kobold:
Kobotia (Lvl 28, 2 Organic Barbs & Tier 0 Armor: Black Pup Pelt) *Alpha* Kobolala (Lvl 19, Tier 0 Weapon - Water Elemental- Aqua Barb) *Beta* Koboalpha (Lvl 21, Tier 0 Weapon -Slash- Kama Mantis Claw) *Hunter* Kobosnek (Lvl 16, Tier 1 Weapon -Slash- Sickle Mantis Claw) *Hunter* Kobodirk (Lvl 14 - Tier 0 Armor -Helmet- Horned Rabbit Skull) *Hunter* Koborou (Lvl 13) *Hunter* Kobovon (Lvl 13. Tier 0 Shield: Armored Tanuki Shell) *Hunter* Koboling (Lvl 11) *Hunter* Koboren (Lvl 7 Black Pup Pelt Tier 0 Small Torso Armor): 23 Durability) *Identifier* Kobotoxi (Lvl 41) *Forager Leader* Koboyan (Lvl 41) *Digger Leader* Kobodett (Lvl 36) *Digger* Kobored (Lvl 31) *Forager* Koboblu (Lvl 31) *Forager* Koboyell (Lvl 31) *Forager* Kobogre (Lvl 31) *Digger* Kobopink (Lvl 31) *Digger*
- RE Orc:
Orcalvaro (Lvl 17) Orcemi (Lvl 14) Orckite (Lvl 9)
Older Generation 1 Tier I, V 2 Tier I, N 3 Tier I, Sub 4 Tier I, I
TrolCrusha (M, Lvl 5: Tier II - Troll = Base Species) OrnNash (M, Lvl 75: Tier I- Orc Novice = Variant Species) SorcLooka (M, Lvl 50: Tier I - Swamp Orc = New Species) SorcWatcha (M, Lvl 50: Tier I - Swamp Orc = New Species) MorcsHitta (M, Lvl 25: Tier I - Mountain Orc Soldier = Sub-Species) MorcsFlaya (F, Lvl 25: Tier I - Mountain Orc Soldier = Sub-Species) MormDigga (M, Lvl 25: Tier I - Mountain Orc Miner = Sub-Species) Lorcgeyser (M, Lvl 17: Tier I - Grey Orc Leader = Superior Species) Morccutta (M, Lvl 16: Tier I - Mountain Orc = Base Species) Btorchorny (F, Lvl 14: Tier I - Boar Orc Trooper = New Sub-Species) Borcstaba (F, Lvl 12: Tier I - Boar Orc = New Species) HorcCrya (F, Lvl 5: Tier I - Hill Orc = Inferior Species) HorcBegga (F, Lvl 5: Tier I - Hill Orc = Inferior Species) HorcRunna (M, Lvl 5: Tier I - Hill Orc = Inferior Species) HorcGimme (F, Lvl 5: Tier I - Hill Orc = Inferior Species)
Captives ElfArwen (F, Lvl 46) Jobs: Rogue Lvl 50, Miner Lvl 50 ElfBeala (F, Lvl 44) Jobs: Appraiser Lvl 50 ElfElaria (F, Lvl 48) Jobs: Farmer Lvl 50 ElfGweyr (F, Lvl 40) Jobs: Cook Lvl 50 ElfIdril (F, Lvl 36) Jobs: Tailor Lvl 50
- RE Myconid:
Mushautumn (Lvl 13: Basic Ambient Mana) Kid (Lvl 2 Elf: Lvl 7 Farmer, Lvl 11 Cleric) Mushasta (Lvl 10: Basic Ambient Mana) Mushtoad (Lvl 10: Basic Ambient Mana)
- RE Boss Candidates:
Obsidian Epicyon Leader (IV: Divine Protection of the God of Shadow) = Roaming (WNSE) Ruby Elk (III: Blessing of the Demigod of Earth) = West Gold Backed Gorilla (III: Tier II Weapon Horse Bone-Chuks x2) = North Rainbow Vampire Bat (III:) = South Armored Badger (II:) = East
Mimicry Oblex (IV) = Roaming (NN/SS WNSE) Jade Falasie Eagle (III) = North North-West Cerulean Sabretooth Shark (III) = North North-East Blood Curdle Salamander (II) = South South-West Mutant King Balor (II) = South South-East
- RE Hero:
Racial Bosses Human (Tier II Job): Lvl 50 Vizier, Lvl 25 ???, Lvl 25 ???, Lvl 25 ???, Lvl 25 ??? :vl 50 Hill Dwarf (Tier I Race, Tier II Job): Lvl 25 Chef, Lvl 25 ???, Lvl 25 ???, Lvl 25 ??? Lvl 50 High Elf (Tier I Race, Tier II Job): Lvl 50 Tamer, Lvl 25 ???, Lvl 25 ??? Lvl 50 Apeman (Tier I Race, Tier II Job): Lvl 50 Strategist, Lvl 50 ??? Lvl 50 Oni (Tier II Race, II Job): Lvl 100 Arcanist
Heroic Band Locations ??? (III) = Roaming ??? (II) = WNW ??? (II) = WSW ??? (II) = ENE ??? (II) = ESE
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| Academy Field Trip | 28th November 2022, 4:02 pm by Xi | Road Trip
With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …
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