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| = Comprehensive Bestiary and Database = | | = Combat Mechanics, Leveling Dynamics, and Discrete Math = |
| The table below catalogs all standard and boss enemies currently documented in the game. This data outlines combat stats, location parameters, defensive vulnerabilities, and drop tables. | | The combat architecture operates on calculated mathematical systems that govern experience distribution, server-side hit resolution, and damage mitigation. |
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| == Bestiary Table == | | == Experience Distribution == |
| {| class="wikitable sortable"
| | Characters accumulate combat experience dynamically during battle, splitting the earned XP at a strict 75% to 25% ratio. The larger share (75%) goes directly to the active stance skill (such as Attack, Archery, Block, Evasion, or Warding), while the remaining 25% is funnelled into the passive Health pool. Each level gained in Health grants a flat +10 HP increase to the character's base life pool. |
| ! Enemy Name !! Level !! HP !! Location !! Combat Stats !! Damage Profile !! Primary Weakness !! Defences (Pierce / Slash) !! Key Loot & Rates
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| | Combat experience is generated as a function of damage dealt, scaled by a linear Combat Multiplier that increases based on the monster's level: |
| | [[Goblin]] || 1 || 50 || [[Broken Village]] || Atk 1, Def 1, Eva 1, Ward 1 || Quick: 10 || Pierce / Slash || Pierce: 0, Slash: 0 || Coins (1-10) 100%, Copper Ring 17%
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| | <math>\text{TotalXP} = \text{Damage} \times \text{CombatMultiplier}</math> |
| | [[Goblin Berserker]] || 9 || 250 || [[Broken Village]] || Atk 6, Def 6, Eva 1, Ward 1 || Quick: 40, Heavy: 40 || Slash / Pierce || Pierce: 20, Slash: 15 || Goblin Axe (33%), Coins (10-30) 100%
| | <math>\text{TrainingXP} = \text{TotalXP} \times 0.75</math> |
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| | [[Skeleton]] || 6 || 75 || Graveyard || Atk 6, Def 6, Eva 1, Ward 1 || Quick: 30 || Slash || Pierce: 5, Slash: 0 || Coins (5) 50%, Skeleton Helmet (7.7%), Skeleton Shield (7.7%), Copper Ring (7.7%)
| | The Combat Multiplier scales with the target's level to ensure that high-tier combat encounters remain rewarding: |
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| | <math>\text{CombatMultiplier} = 1 + (\text{MonsterLevel} \times 0.01)</math> |
| | [[Bandit]] || 10 || 120 || [[Forest Alcove]] || Atk 10, Def 10, Eva 1, Ward 1 || Quick: 35 || Slash || Pierce: 50, Slash: 20 || Coins (2-23) 100%, Gold Ring (6.2%)
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| | For example, fighting a level 50 monster yields a multiplier of 1.50 (a 50% experience bonus). This formula allows players to accurately project experience rates by using the monster's maximum HP as the damage value. |
| | [[Skeleton Miner]] || 13 || 125 || [[Town Mine]] / Graveyard || Atk 13, Def 13, Eva 1, Ward 1 || Quick: 25 || Pierce || Pierce: 10, Slash: 50 || Mining Boots (8.3%), Tin/Copper/Iron Ore (50%), Bronze Pickaxe (5%)
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| | == Hit Resolution == |
| | [[Goblin Villager]] || 15 || 200 || Goblin Village || Atk 13, Def 13, Eva 1, Ward 1 || Quick: 50 || Pierce || Pierce: 30, Slash: 70 || Berserker Gloves (5%), Iron Bar (28%), Steel Bar (10%), Coins (15) 25%
| | To resolve physical hits, the backend engine compares two independent, uniform random integer rolls: |
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| | [[Bandit Leader]] || 25 || 500 || [[Forest Alcove]] || Atk 15, Def 15, Eva 1, Ward 1 || Quick 50, Heavy 65, Mystical 80 || Slash || Pierce: 45, Slash: 25 || Bandit Spear (13%), Coins (10-100) 100%
| | <math>\text{AccuracyRoll} \in [0, A]</math> |
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| | <math>\text{DefenceRoll} \in [0, D]</math> |
| | [[Skeleton Knight (Level 26)]] || 26 || 350 || [[West Mine]] || Atk 20, Def 20, Eva 1, Ward 1 || Heavy: 80 || Slash || Pierce: 50, Slash: 15 || Skeleton Greatsword (2%), Titanium Ring (2%), Coins (1-22) 100%
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| | A hit is registered strictly if <math>\text{AccuracyRoll} > \text{DefenceRoll}</math>. The upper limits for these ranges (<math>A</math> and <math>D</math>) scale dynamically based on active combat skills and equipped item stats: |
| | [[Highwayman]] || 28 || 300 || Path at [[West Mine]] || Atk 23, Def 23, Eva 23, Ward 23 || Quick: 60 || Slash || Pierce: 50, Slash: 25 || Parry Shield (2%), Coins (3-26) 100%
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| | <math>A = (L_{\text{attack}} + 8) \times (\text{EquippedAccuracy} + 32)</math> |
| | [[Bandit Mercenary]] || 30 || 300 || Mercenary Camp || Atk 25, Def 25, Eva 1, Ward 1 || Quick: 60 || Slash || Pierce: 50, Slash: 25 || Berserker Boots (2%), Coins (1-20) 100%
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| | To analyze DPS probabilities and calculate expected values, the continuous approximation of the hit chance is structured as follows: |
| | [[Elf]] || 37 || 400 || [[Elven Haven]] || Atk 30, Def 30, Eva 1, Ward 1 || Quick: 85 || Pierce || Pierce: 10, Slash: 50 || Elven Ring (1%), Coins (14-74) 100%
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| | <math>\text{HitChance} = \begin{cases} |
| | [[Elf Scholar]] || 37 || 400 || [[Elven Haven]] || Atk 30, Def 30, Eva 1, Ward 1 || Mystical: 85 || Pierce || Pierce: 0, Slash: 10 || Artisan Gloves (1%), Coins (14-74) 100%
| | 1 - \frac{D}{2A} & \text{if } A \geq D \\ |
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| | \frac{A}{2D} & \text{if } D > A |
| | [[Goblin Chieftain]] || 40 || 1000 || Goblin Village || Atk 18, Def 18, Eva 1, Ward 1 || Quick 60, Heavy 80, Mystical 100 || Pierce || Pierce: 15, Slash: 45 || Dwarven Hammer (12%), Steel Bar (61%), Iron Bar (75%), Coins 25%
| | \end{cases}</math> |
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| | [[Skeleton Knight (Level 67)]] || 67 || 1000 || [[Darklands]] || Atk 50, Def 40, Eva 25, Ward 25 || Heavy: 125 || Slash || Pierce: 100, Slash: 35 || Gold Dust (15%), Weak/Strong HP/Shield Potions (2-23%), Gold Bar (1%)
| | For discrete probability models requiring strict server-side accuracy, the exact roll-based hit chance probability is modeled as: |
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| | [[Bandit Mercenary Boss]] || 74 || 2000 || Mercenary Camp || Atk 27, Def 27, Eva 1, Ward 1 || Quick 60, Heavy 75, Mystical 120 || Pierce || Pierce: 30, Slash: 50 || Dwarven Pickaxe (5%), Coins (98-312) 100%
| | <math>\text{HitChance} = \begin{cases} |
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| | 1 - \frac{D + 2}{2(A + 1)} & \text{if } A > D \\ |
| | [[Skeleton Pioneer]] || 90 || 2500 || [[West Mine]] || Atk 28, Def 28, Eva 30, Ward 30 || Quick 120, Heavy 100, Mystical 120 || Slash || Pierce: 70, Slash: 40 || Skeleton Rapier (2%), Coins (106-500) 100%
| | \frac{A}{2D + 1} & \text{if } D \geq A |
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| | \end{cases}</math> |
| | [[Elf Warden]] || 120 || 3500 || [[Elven Haven]] || Atk 35, Def 35, Eva 35, Ward 35 || Quick 120, Heavy 150, Mystical 150 || Pierce || Pierce: 20, Slash: 80 || Elven Greatsword (1%), Coins (102-800) 100%
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| |}
| | == Damage Mitigation & Shields == |
| | Damage calculations are further balanced by comparing the attacker's penetration rating against the defender's damage reduction score. The damage reduction score is computed as: |
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| | <math>\text{damage\_reduction\_score} = L_{\text{defence}} \times \text{EquipmentStat} \times \text{PotionEffects}</math> |
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| | These calculations make matching shield types essential during combat. Standard shields are divided into three categories to counter specific enemy attack colors: |
| | * '''Block Shields''' (Red Damage) counter heavy physical attacks. |
| | * '''Parry Shields''' (Green Damage) deflect quick, agile attacks. |
| | * '''Warding Shields''' (Blue Damage) mitigate mystical or arcane attacks. |