Special Monsters

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Revision as of 06:11, 5 December 2006 by imported>DirkDiggler (Monsters that don't follow normal game mechanics)
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Most monsters in the Kingdom have set attributes that are, apart from a small variance, fixed. Dairy goats, for instance, all come with more or less the same attack, defense, hp, xp, and initiative; and those attributes completely define their behavior in combat and the consequent stat gains and rewards.

There are a few special monsters, however: either their stats or their combat behavior follow different mechanics.

Special Monsters
Monster Atk Def XP HP Initiative
Crimbo '05 Reindeer mo+ ? mu+ ? atk/5 hp+ ?
Crimbo '05 Elf mo+ ? mu+ ? atk/5 hp+ ?
Crimbo Past mo-5? mu-5? atk/5 hp+ ?
Crimbo Now mo+0? mu+0? atk/5 hp+ ?
Feast of Boris mo-5? mu-5? atk/5 hp+ ?
Baron von R mo+ ? mu+ ? atk/5 floor(hp*1.2)
The Guy made of Bees 100000 100000 40 100000 0%
Tower Monsters 100000 100000 40 100000 0%
Your Shadow ? ? 300 96 150%
NS #1 mo+5? mu+5? 0 clamp(200<hp<300) Infinity?
NS #2 mo+ ? mu+ ? 0 clamp(200<hp<300) Infinity?
NS #3 ? ? ? ?? ??
  • Your Shadow does char.maxhp/5 + (23 to 25) damage per turn.
  • Naughty Sorceress:
  • NS damage to character is capped to be at least
 clamp(4 < ceiling(char.maxhp/20))
  • NS damage to monster from weapons, skills and spells is capped to be at most
 floor(char.maxhp/3)
  • NS damage to monster from combat items and familiars are not capped.
  • NS halves your familiar weight, occasionally heals for 35 in battle, and relevels past -5 ML (first form) or -7 ML (second form).
  • Other than these modifications, mechanics proceed exactly as for a normal combat: monster hit chance, your hit chance, base damage, DA, DR, etc are as for any other monster at equivalent stats.