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<metadesc>Dark and Darker Wiki Enemies Guide to Stats, Health, Damage, Loot Tables, Locations, Descriptions</metadesc>
<metadesc>Dark and Darker Wiki Enemies Guide to Stats, Health, Damage, Loot Tables, Locations, Descriptions</metadesc>
{{UpdateStatus|Monster Data|Monsters}}


==Difficulty Grades==
==Difficulty Grades==
There are currently 3 types of grades for monsters:
There are currently 3 types of grades for monsters:
*Common  
*Common  
*Elite (red features)
*<span class="colorrarityElite">Elite</span> (red features)
*Nightmare (dark grey features)
*<span class="colorrarityNightmare"">Nightmare</span> (dark grey features)


Damage, health, movement speed, action speed all increase with each grade bump, these changes are separated with a "/" in the tables below. Meanwhile, loot table odds will be increased for high rarity items and decreased for low tier items.


Elite monsters have 10% additional action speed and Nightmare monsters have 20% additional action speed.


Damage, health and movement speed all increase with each grade bump, these changes are separated with a "/" in the tables below. Meanwhile, loot table odds will be increased for high rarity items and decreased for low tier items.  
Furthermore, monsters inherit special attacks or properties on Nightmare grade.


Only normal monsters can spawn at Nightmare tier.
== General Information ==
 
Furthermore, monsters inherit special attacks or properties on Nightmare grade.


== General Information ==
Flying type monsters can travel through the air and over terrain, while floating type units do not, they basically act as grounded units.
Flying type monsters can travel through the air and over terrain, while floating type units do not, they basically act as grounded units.


Line 22: Line 23:
Unlike player characters, monsters' shields are always active, even during their attack animations.
Unlike player characters, monsters' shields are always active, even during their attack animations.


Monsters have the ability to destroy doors with either melee attacks, arrows or fireballs.  
Monsters have the ability to destroy doors with either melee attacks, arrows or fireballs.
 
==Dummy==
 
<div style="display:flex;align-items: center;">
<div>
[[File:Dummy.png|link=|x150px]]
</div>
<div>-22% Physical Resistance<br> 5% Magic Resistance <br>0% Projectile Resistance</div>
<div>
[[File:Armor Dummy.png|link=|x150px]]
</div>
<div>238% Physical Resistance<br> 0% Magic Resistance <br>0% Projectile Resistance</div>
 
</div>
 
==Monsters==
 
{{#vardefine:suppress_color|&#35;1A91C4}}
 
===Legend===
 
Information is listed in the order Normal/<span class="colorrarityElite">Elite</span>/<span class="colorrarityNightmare">Nightmare</span>. <span style="color:{{#var:suppress_color}};">Blue</span> indicates that each difficulty grade shares the same information.


Content that is underlined under <span class="tooltip"><u>Damage Reductions</u><span class="tooltiptext-right">Like this</span></span> or <span class="tooltip"><u>Statuses' Effects</u><span class="tooltiptext-right">Or this</span></span> can be hovered over for additional information. 




To learn more about boss move sets or any other specific monster, please check their individual pages.
Examples:


<span style="color:{{#var:suppress_color}};">12 Physical</span> + <span class="colorrarityNightmare">Poison Dmg</span>


==Movement Speeds==
All three difficulties deal 12 Physical damage for this attack, but only the Nightmare applies the Poison Dmg status.
(*) Movements speeds of the enemies only show their speed difference between their own difficulty grades.


For example, Common Skeleton Archer has "1.0" movement speed and Nightmare Skeleton Archer has "1.12", that means that Nightmare Skeleton Archer is 12% faster.


==Bosses==
15(4)/<span class="colorrarityElite">25(4)</span>/<span class="colorrarityNightmare">35(4)</span> <span style="color:{{#var:suppress_color}};">Magical Radius</span> + <span style="color:{{#var:suppress_color}};">Attack Dmg AoE</span>
(The table presents the tiers in the sequence of Common/Elite/Nightmare.)
<table cellspacing="0" class="wikitable sortable jquery-tablesorter" style="width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
    <tr>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:13%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Name </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Damage </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Health </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Movement Speed </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Race </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:30%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Description</th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Location </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Experience</th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Adventure Points</th>
    </tr>


    <tr>
All three difficulties have the Magical Radius attack, but each deal different damage, all happen to have the same [[Impact Power]]. All three difficulties also apply the Attack Dmg AoE status.
        <td> {{Iconbox|Lich|image=Lich.png|size=120px|rarity=-1}} </td>
        <td> 40/60 </td>
        <td> ??/?? </td>
        <td> 2.8/3.6 [[Monsters#Movement_Speeds|(!)]] </td>
        <td> [[Undead]] </td>
        <td> Summons an army of skeletons to his aid, curses players with different damage dealing debuffs and shoots homing projectiles. </td>
        <td> [[Dungeon#Inferno|Inferno]] </td>
        <td> 50/125</td>
        <td> 50/125</td>
    </tr>
    <tr>
        <td> {{Iconbox|Ghost King|image=Ghost King.png|size=120px|rarity=-1}} </td>
        <td> Teleport = 20<br>Scream = 10<br>Melee = 30<br>Earthquake = 1500 </td>
        <td> ??/?? </td>
        <td> 3.5/4.6 [[Monsters#Movement_Speeds|(!)]]  </td>
        <td> [[Undead]] </td>
        <td> Does melee attacks, teleports on the player, applies a stacking debuff, does a slam attack, can summon 3 Death Skulls, performs a far reaching scream attack that hits anything in the direction that he's facing. </td>
        <td> [[Dungeon#Inferno|Inferno]] </td>
        <td> 50/125</td>
        <td> 50/125</td>
    </tr>


</table>


==Mini Bosses==
(The table presents the tiers in the sequence of Common/Elite/Nightmare.)
<table cellspacing="0" class="wikitable sortable jquery-tablesorter" style="width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
    <tr>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:13%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Name </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Damage </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Health </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Movement Speed </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Race </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:30%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Description</th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Location </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Experience</th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Adventure Points</th>
    </tr>


    <tr>
===Bosses===
        <td> {{Iconbox|Wraith|image=Wraith.png|size=120px|rarity=-1}} </td>
{{RegularMonsterTable|
        <td> 20/30 </td>
{{GenerateMonsterRows|bosses}}
        <td> 800/?? </td>
}}
        <td> 1.6/1.9 [[Monsters#Movement_Speeds|(!)]] </td>
<br>
        <td> [[Undead]] </td>
 
        <td> Floating type, high health and fast movement speed. Has 2 different melee attacks, a diagonal slash and a dash attack. </td>
===Minibosses===
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
{{RegularMonsterTable|
        <td> 10/25</td>
{{GenerateMonsterRows|minibosses}}
        <td> 10/25</td>
}}
    </tr>
<br>
    <tr>
        <td> {{Iconbox|Skeleton Champion|image=Skeleton Champion.png|size=120px|rarity=-1}} </td>
        <td> 28/40 </td>
        <td> 800/?? </td>
        <td> 1.65/1.95 [[Monsters#Movement_Speeds|(!)]] </td>
        <td> [[Undead]] </td>
        <td> High health and moderate movement speed, protects himself with his shield. Does either a 1 or a 3 string melee attack combo when close.</td>
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
        <td> 8/20</td>
        <td> 8/20</td>
    </tr>
        <tr>
        <td> {{Iconbox|Demon Centaur|image=Demon_Centaur.png|size=150px|rarity=-1}} </td>
        <td> 28/42 </td>
        <td> ??/?? </td>
        <td> 1.8/2.1 [[Monsters#Movement_Speeds|(!)]] </td>
        <td> [[Demon]] </td>
        <td> High health and very fast movement speed. Has 2 types of damage dealing attacks, a diagonal slash and a horizontal slash attack.  </td>
        <td> [[Dungeon#Inferno|Inferno]] </td>
        <td> 15/30</td>
        <td> 15/30</td>
    </tr>
        <tr>
        <td> {{Iconbox|Cavetroll|image=Cavetroll.png|size=150px|rarity=-1}} </td>
        <td> ??/?? </td>
        <td> ??/?? </td>
        <td> ??/?? </td>
        <td> ?? </td>
        <td> New boss/mini-boss that was announced for Playtest #4  </td>
        <td> ?? </td>
        <td> ?? </td>
        <td> ?? </td>
    </tr>


</table>
===Normal===
{{RegularMonsterTable|
{{GenerateMonsterRows|normal}}
}}
<br>
Frost Skeleton Guardsman and Frost Skeleton Footman are missing Elite and Nightmare information, but do exist.


==Monsters==
===Mimics===
(The table presents the tiers in the sequence of Common/Elite/Nightmare.)
{{RegularMonsterTable|
{{GenerateMonsterRows|mimics}}
}}
<br>
<br>
<table cellspacing="0" class="wikitable sortable jquery-tablesorter" style="width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
    <tr>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:13%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Name </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Damage </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Health </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Movement Speed </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Race </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:30%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Description</th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Location </th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Experience</th>
        <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Adventure Points</th>
    </tr>


    <tr>
 
        <td> {{Iconbox|Death Skull|image=Death Skull.png|size=170px|rarity=-1}} </td>
===Additional properties===
        <td> 10/15/20 </td>
 
        <td> 50/??/?? </td>
(Note that these descriptions are WIP and still being researched)
        <td> 0.92/0.95/0.98 [[Monsters#Movement_Speeds|(!)]] </td>
Unless otherwise specified, status effects have the following properties:
        <td> [[Undead]] </td>
* Unremovable (via [[Cleric]]'s Cleanse / [[Warlock]]'s Spell Predation)
        <td> Flying type, flies close to the player until he's in range to charge a dash attack
* Infinite duration while a condition is met (i.e. Cave Troll Regeneration is unconditional so it lasts forever, Skeleton Mage Fire pools are conditional on standing in them)
Nightmare: Executes 2 dashes instead of 1.
* Max Stacks of 1
</td>
* Tick interval of 1 second (see below for definition)
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
* Duration is only refreshed if at max stacks of 1 when receiving a new stack
        <td> 2/4/8 </td>
 
        <td> 2/4/8</td>
 
    </tr>
If a status has properties that are not the default, you can hover over for additional information.
    <tr>
The following are additional properties that statuses may have:
        <td> {{Iconbox|Giant Dragonfly|image=Giant Dragonfly.png|size=120px|rarity=-1}} </td>
* Removable (Rmv): Can be removed (via [[Cleric]]'s Cleanse / [[Warlock]]'s Spell Predation) - Note that Cleanse seems to be bugged in that it still can't remove Lich curses or Ghost health drain
        <td> 10/10/10
* Stacking Type (AgT): Stack count is aggregated by target
Poison Damage: 15/25/35
* Maximum Stacks (1x,2x,3x,etc): Maximum stacks the status can go to
</td>
* Expiration (Exp): Upon expiring, instead of losing all stacks, it removes a single stack and refreshes the duration
        <td> 50/??/?? </td>
* Tick Interval (0.1, 0.2, 0.5, etc): The tick interval in seconds. For example 20 damage over 2s results in 10 damage every 1s (+ scaling comes in here), with a .1s interval length, this will become 1 damage every .1s. Similarly, if this were for a Zombie Poison Cloud, the player would take damage every .1s of remaining inside the cloud. The total damage remains the same but is dealt in often quicker increments and lower amounts.
        <td> 0.91/0.94/0.97 [[Monsters#Movement_Speeds|(!)]] </td>
* Refresh (Ref): When getting more stacks, the duration is refreshed
        <td> [[Beast]] </td>
* bExecutePeriodicEffectOnApplication (Tmp): Description and name WIP
        <td> Flying type, spits 6 poisons globs in a fan-like motion that inflict poison upon direct impact.
* Duration (Inf): Duration lasts infinitely until some other condition is met
Nightmare: Now spits 10 projectiles.
 
</td>
Unless otherwise specified [[Physical_Damage_Reduction|Physical]] and [[Stats#Magical_Damage_Reduction|Magical]] reductions are composed entirely from [[Stats#Physical_Damage_Reduction|Armor Rating]] and [[Stats#Magic Resistance|Magic Resist]].
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
        <td> 3/5/10 </td>
        <td> 3/5/10</td>
    </tr>
    <tr>
        <td> {{Iconbox|Mimic|image=Mimic.png|size=120px|rarity=-1}} </td>
        <td> Depends on the chest </td>
        <td> Depends on the chest </td>
        <td> Depends on the chest </td>
        <td> Unknown </td>
        <td> Chests have a 5% chance to be a Mimic. Closes it's mouth when low on health to act like a normal chest again. </td>
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
        <td> 3/5/10 </td>
        <td> 3/5/10 </td>
    </tr>
    <tr>
        <td> {{Iconbox|Mummy|image=Mummy.png|size=120px|rarity=-1}} </td>
        <td> 20/30/40 </td>
        <td> 250/???/??? </td>
        <td> 1.12/1.18/1.24 [[Monsters#Movement_Speeds|(!)]] </td>
        <td> [[Undead]] </td>
        <td> Emerges from the ground, slow movement speed, slow attacks. Silent foot steps, but does a lot of noise when hit.  
Nightmare: Applies a debuff that roots the player in place for 1s.
</td>
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
        <td> 2/5/10 </td>
        <td> 2/5/10 </td>
    </tr>
    <tr>
        <td> {{Iconbox|Skeleton Archer|image=Skeleton Archer.png|size=120px|rarity=-1}} </td>
        <td> 10/15/20 </td>
        <td> 100/200/??? </td>
        <td> 1/1.05/1.12 [[Monsters#Movement_Speeds|(!)]] </td>
        <td> [[Undead]] </td>
        <td> Shoots arrows at the player once in range. Will alternate between fire arrows, regular arrows and occasionally shoot two arrows in arow. Always patrolling.
Nightmare: Will also alternate between shooting 3 times in a row.
</td>
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
        <td> 3/5/10 </td>
        <td> 3/5/10 </td>
    </tr>
    <tr>
        <td> {{Iconbox|Skeleton Footman|image=Skeleton Footman.png|size=120px|rarity=-1}} </td>
        <td> 22/30/38 </td>
        <td> 200/300/??? </td>
        <td> 1.06/1.15/1.22 [[Monsters#Movement_Speeds|(!)]] </td>
        <td> [[Undead]] </td>
        <td> Assembles from his bone pile. Has a vertical slash and diagonal slash attack.
Nightmare: When he performs the horizontal slash attack, he can follow it up with the horizontal attack.
</td>
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
        <td> 3/5/10 </td>
        <td> 3/5/10 </td>
    </tr>
    <tr>
        <td> {{Iconbox|Skeleton Guardsman|image=Skeleton Guardsman.png|size=120px|rarity=-1}} </td>
        <td> 22/30/38 </td>
        <td> 150/250/??? </td>
        <td> 1.05/1.13/1.12 [[Monsters#Movement_Speeds|(!)]] </td>
        <td> [[Undead]] </td>
        <td> Assembles from his bone pile. Has a vertical slash and diagonal slash attack.
Nightmare: Hitting his electrified shield will damage you.
</td>
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
        <td> 4/8/12 </td>
        <td> 4/8/12 </td>
    </tr>
    <tr>
        <td> {{Iconbox|Skeleton Mage|image=Skeleton Mage.png|size=120px|rarity=-1}} </td>
        <td> Fireball: ??/??/??
AOE Fire DPS:
1/2/3 </td>
        <td> 200/300/??? </td>
        <td> 1.05/1.15/1.25 [[Monsters#Movement_Speeds|(!)]] </td>
        <td> [[Undead]] </td>
        <td> Slow movement speed. Casts a fireball as it's primary attack that will leave a lingering AOE fire on impact location. Can periodically shield itself or nearby monsters. Always patrolling.
Nightmare: Fireball explosion radius and AOE fire is 50% larger.
</td>
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
        <td> 4/8/12 </td>
        <td> 4/8/12 </td>
    </tr>
    <tr>
        <td> {{Iconbox|Spider Mummy|image=Spider_Mummy.png|size=120px|rarity=-1}} </td>
        <td> 11/14/19 </td>
        <td> 40/???/??? </td>
        <td> 0.93/0.98/1.05 [[Monsters#Movement_Speeds|(!)]] </td>
        <td> [[Undead]] </td>
        <td> Spider Mummies spawn from [[Spider Jars]], only 3 spiders can be active per jar. [[Spider Jars]] spawn an infinite amount of spiders until they are shattered.
Nightmare: Applies a stacking debuff (5max) that reduces Utility Effectiveness by -150 for 7s. Note that Utility Effectiveness is not yet implemented in the game.
</td>
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
        <td> 0 </td>
        <td> 0 </td>
    </tr>
    <tr>
        <td> {{Iconbox|Zombie|image=Zombie.png|size=100px|rarity=-1}} </td>
        <td> 27/35/43
Gas Cloud DPS:
2/3/4 </td>
        <td> 300/400/??? </td>
        <td> 1.14/1.25/1.35 [[Monsters#Movement_Speeds|(!)]] </td>
        <td> [[Undead]] </td>
        <td> Get's close to charge up a Poison Cloud that deals a high amount of damage while standing in it. After that, they try to get into melee range to use vertical slash attack. If there is a dead spider or mosquito on the ground, it will start eating it, becoming unaware of it's surroundings.  
Nightmare: Secretes 2 poisonous gas clouds instead of 1.
</td>
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
        <td> 3/5/10 </td>
        <td> 3/5/10 </td>
    </tr>
    <tr>
        <td> {{Iconbox|Demon Bat|image=Demon Bat.png|size=200px|rarity=-1}} </td>
        <td> 18/24/36 </td>
        <td> ???/???/??? </td>
        <td> 1.07/1.12/1.18 [[Monsters#Movement_Speeds|(!)]] </td>
        <td> [[Demon]] </td>
        <td> Flying unit, does a kick attack that inflicts a high amount of knockback.
Nightmare: Applies a debuff that reduces Utility Effectiveness by -400 for 4s. Note that Utility Effectiveness is not yet implemented in the game.
</td>
        <td> [[Dungeon#Inferno|Inferno]] </td>
        <td> 5/10/15 </td>
        <td> 5/10/15 </td>
    </tr>
    <tr>
        <td> {{Iconbox|Demon Dog|image=Demon Dog.png|size=100px|rarity=-1}} </td>
        <td> 16/22/28 </td>
        <td> ???/???/??? </td>
        <td> 1.06/1.11/1.17 [[Monsters#Movement_Speeds|(!)]] </td>
        <td> [[Demon]] </td>
        <td> Fast movement speed, does a jumping bite attack that can hit players even on elevated positions
Nightmare: Hitting it's electrified nape will damage you.
</td>
        <td> [[Dungeon#Inferno|Inferno]] </td>
        <td> 5/10/15 </td>
        <td> 5/10/15 </td>
    </tr>
    <tr>
        <td> {{Iconbox|Death Beetle|image=Death Beetle.png|size=100px|rarity=-1}} </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/???
</td>
        <td> [[Dungeon#Goblin Cave|Goblin Cave]] </td>
        <td> 2/4/8 </td>
        <td> 2/4/8 </td>
    </tr>
    <tr>
        <td> {{Iconbox|Goblin Warrior|image=Goblin Warrior.png|size=100px|rarity=-1}} </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> They attack you with a poisoned dagger and poison you
</td>
        <td> [[Dungeon#Goblin Cave|Goblin Cave]] </td>
        <td> 3 </td>
        <td> 3 </td>
    </tr>
   
    </table>

Revision as of 00:08, 4 July 2024


Information is up to date! Hover for more details.Monster Data last updated on: Patch:6.6#Hotfix 66.
Dark and Darker is currently on update: Patch:6.6#Hotfix 66.

Difficulty Grades

There are currently 3 types of grades for monsters:

  • Common
  • Elite (red features)
  • Nightmare (dark grey features)

Damage, health, movement speed, action speed all increase with each grade bump, these changes are separated with a "/" in the tables below. Meanwhile, loot table odds will be increased for high rarity items and decreased for low tier items.

Elite monsters have 10% additional action speed and Nightmare monsters have 20% additional action speed.

Furthermore, monsters inherit special attacks or properties on Nightmare grade.

General Information

Flying type monsters can travel through the air and over terrain, while floating type units do not, they basically act as grounded units.

Monsters are subject to the body part damage modifier system, so hitting them in the head does more damage, while hitting their limbs does less.

Unlike player characters, monsters' shields are always active, even during their attack animations.

Monsters have the ability to destroy doors with either melee attacks, arrows or fireballs.

Dummy

Dummy.png

-22% Physical Resistance
5% Magic Resistance
0% Projectile Resistance

Armor Dummy.png

238% Physical Resistance
0% Magic Resistance
0% Projectile Resistance

Monsters

Legend

Information is listed in the order Normal/Elite/Nightmare. Blue indicates that each difficulty grade shares the same information.

Content that is underlined under Damage ReductionsLike this or Statuses' EffectsOr this can be hovered over for additional information.


Examples:

12 Physical + Poison Dmg

All three difficulties deal 12 Physical damage for this attack, but only the Nightmare applies the Poison Dmg status.


15(4)/25(4)/35(4) Magical Radius + Attack Dmg AoE

All three difficulties have the Magical Radius attack, but each deal different damage, all happen to have the same Impact Power. All three difficulties also apply the Attack Dmg AoE status.


Bosses

Template:RegularMonsterTable

Minibosses

Template:RegularMonsterTable

Normal

Template:RegularMonsterTable
Frost Skeleton Guardsman and Frost Skeleton Footman are missing Elite and Nightmare information, but do exist.

Mimics

Template:RegularMonsterTable


Additional properties

(Note that these descriptions are WIP and still being researched) Unless otherwise specified, status effects have the following properties:

  • Unremovable (via Cleric's Cleanse / Warlock's Spell Predation)
  • Infinite duration while a condition is met (i.e. Cave Troll Regeneration is unconditional so it lasts forever, Skeleton Mage Fire pools are conditional on standing in them)
  • Max Stacks of 1
  • Tick interval of 1 second (see below for definition)
  • Duration is only refreshed if at max stacks of 1 when receiving a new stack


If a status has properties that are not the default, you can hover over for additional information. The following are additional properties that statuses may have:

  • Removable (Rmv): Can be removed (via Cleric's Cleanse / Warlock's Spell Predation) - Note that Cleanse seems to be bugged in that it still can't remove Lich curses or Ghost health drain
  • Stacking Type (AgT): Stack count is aggregated by target
  • Maximum Stacks (1x,2x,3x,etc): Maximum stacks the status can go to
  • Expiration (Exp): Upon expiring, instead of losing all stacks, it removes a single stack and refreshes the duration
  • Tick Interval (0.1, 0.2, 0.5, etc): The tick interval in seconds. For example 20 damage over 2s results in 10 damage every 1s (+ scaling comes in here), with a .1s interval length, this will become 1 damage every .1s. Similarly, if this were for a Zombie Poison Cloud, the player would take damage every .1s of remaining inside the cloud. The total damage remains the same but is dealt in often quicker increments and lower amounts.
  • Refresh (Ref): When getting more stacks, the duration is refreshed
  • bExecutePeriodicEffectOnApplication (Tmp): Description and name WIP
  • Duration (Inf): Duration lasts infinitely until some other condition is met

Unless otherwise specified Physical and Magical reductions are composed entirely from Armor Rating and Magic Resist.