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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.


== 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
 
|-
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%
 
|-
<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>
|-
 
| [[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:
|-
<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%)
 
|-
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%)
 
|-
== 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:
|-
 
| [[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>
|-
<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%
 
|-
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%
 
|-
<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%
 
|-
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%
 
|-
<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 \\
|-
\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>
|-
 
| [[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:
|-
 
| [[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}
|-
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
|-
\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%
 
|}
== 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:
 
<math>\text{damage\_reduction\_score} = L_{\text{defence}} \times \text{EquipmentStat} \times \text{PotionEffects}</math>
 
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.