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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>


==Enemies==
{{UpdateStatus|Monster Data|Monsters}}
All enemies has 3 variants:
*Normal
*Elite
*Nightmare


all variants give the same xp and adventure points.
==Difficulty Grades==
There are currently 3 types of grades for monsters:
*Common
*<span class="colorrarityElite">Elite</span> (red features)
*<span class="colorrarityNightmare"">Nightmare</span> (dark grey features)


However, their health, damage, and loot table changes.
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==
 
<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. 
 
 
Examples:
 
<span style="color:{{#var:suppress_color}};">12 Physical</span> + <span class="colorrarityNightmare">Poison Dmg</span>
 
All three difficulties deal 12 Physical damage for this attack, but only the Nightmare applies the Poison Dmg status.
 
 
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>
 
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.


These changes are seperated with "/".
==Bosses==
<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: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|Lich|image=Lich.png|rarity=-1}} </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> Summons an army of skeletons to its aid </td>
        <td> [[Dungeon#Inferno|Inferno]] </td>
        <td> 20 </td>
        <td> 20</td>
    </tr>
    <tr>
        <td> {{Iconbox|Ghost King|image=Ghost King.png|rarity=-1}} </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> Blinks on the player, teleports around, stacks debuffs, does slam attack </td>
        <td> [[Dungeon#Inferno|Inferno]] </td>
        <td> 20 </td>
        <td> 20</td>
    </tr>


</table>
===Bosses===
{{RegularMonsterTable|
{{GenerateMonsterRows|bosses}}
}}
<br>


===Minibosses===
{{RegularMonsterTable|
{{GenerateMonsterRows|minibosses}}
}}
<br>


==Mini Bosses==
===Normal===
{{RegularMonsterTable|
{{GenerateMonsterRows|normal}}
}}
<br>
<br>
<table cellspacing="0" class="wikitable sortable jquery-tablesorter" style="width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
Frost Skeleton Guardsman and Frost Skeleton Footman are missing Elite and Nightmare information, but do exist.
    <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: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>
===Mimics===
        <td> {{Iconbox|Wraith|image=Wraith.png|rarity=-1}} </td>
{{RegularMonsterTable|
        <td> ???/???/??? </td>
{{GenerateMonsterRows|mimics}}
        <td> ???/???/??? </td>
}}
        <td> ???/???/??? </td>
<br>
        <td> Float above air, rushes to the player, can do melee or dash attack. </td>
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
        <td> 7 </td>
        <td> 7</td>
    </tr>
    <tr>
        <td> {{Iconbox|Skeleton Champion|image=Skeleton Champion.png|rarity=-1}} </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> Rushes the player with his shield up, does 1 or 3 combo attacks when close.</td>
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </td>
        <td> 7 </td>
        <td> 7</td>
    </tr>


</table>


===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


==Enemies==
<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: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>
If a status has properties that are not the default, you can hover over for additional information.
        <td> {{Iconbox|Death Skull|image=Death Skull.png|rarity=-1}} </td>
The following are additional properties that statuses may have:
        <td> 50/???/??? </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> ???/???/??? </td>
* Stacking Type (AgT): Stack count is aggregated by target
        <td> ???/???/??? </td>
* Maximum Stacks (1x,2x,3x,etc): Maximum stacks the status can go to
        <td> Can fly, moves close to the player, before attacking stays still their eyes change colour then it does a dash attack. After eye colour change, player can move to sides to dodge the attack. </td>
* Expiration (Exp): Upon expiring, instead of losing all stacks, it removes a single stack and refreshes the duration
        <td> [[Dungeon#Crypt|Crypt]], [[Dungeon#Inferno|Inferno]] </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> 3 </td>
* Refresh (Ref): When getting more stacks, the duration is refreshed
        <td> 3</td>
* bExecutePeriodicEffectOnApplication (Tmp): Description and name WIP
    </tr>
* Duration (Inf): Duration lasts infinitely until some other condition is met
    <tr>
        <td> {{Iconbox|Giant Dragon Fly|image=Giant Dragon Fly.png|rarity=-1}} </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> Can fly, spits poisons  </td>
        <td> [[Dungeon#Crypt|Crypt]] </td>
        <td> ? </td>
        <td> ?</td>
    </tr>
    <tr>
        <td> {{Iconbox|Mummy|image=Mummy.png|rarity=-1}} </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> Merges from ground, slow movement speed, slow attacks </td>
        <td> [[Dungeon#Crypt|Crypt]] </td>
        <td> ? </td>
        <td> ?</td>
    </tr>
    <tr>
        <td> {{Iconbox|Skeleton Archer|image=Skeleton Archer.png|rarity=-1}} </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> When agroed will walk close to the player until in range and start shooting arrows to the players location. Will alternate between shooting fire arrow, regular arrows and occasionally shoot two arrows back to back. Always patrolling </td>
        <td> [[Dungeon#Crypt|Crypt]] </td>
        <td> ? </td>
        <td> ?</td>
    </tr>
    <tr>
        <td> {{Iconbox|Skeleton Footman|image=Skeleton Footman.png|rarity=-1}} </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> Footman will assemble from their bones when player walk in range. They have a vertical slash and diagonal slash attack. </td>
        <td> [[Dungeon#Crypt|Crypt]] </td>
        <td> ? </td>
        <td> ?</td>
    </tr>
    <tr>
        <td> {{Iconbox|Skeleton Guardsman|image=Skeleton Guardsman.png|rarity=-1}} </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> Guardsman will assemble from their bones when player walk in range. They have a vertical slash and diagonal slash attack. </td>
        <td> [[Dungeon#Crypt|Crypt]] </td>
        <td> ? </td>
        <td> ?</td>
    </tr>
    <tr>
        <td> {{Iconbox|Skeleton Mage|image=Skeleton Mage.png|rarity=-1}} </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> Skeleton Mage will use fireball attack at a player location that will also do AOE burn. When an ally or itself is low will shield the target. Always patrolling. </td>
        <td> [[Dungeon#Crypt|Crypt]] </td>
        <td> ? </td>
        <td> ?</td>
    </tr>
    <tr>
        <td> {{Iconbox|Spider|image=Spider.png|rarity=-1}} </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> Spawns up to a maximum of 3 spiders per [[Spider#Spider Jar|Spider Jar]] until its broken. </td>
        <td> [[Dungeon#Crypt|Crypt]] </td>
        <td> ? </td>
        <td> ?</td>
    </tr>
    <tr>
        <td> {{Iconbox|Zombie|image=Zombie.png|rarity=-1}} </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> ???/???/??? </td>
        <td> Zombies will get close to the player and start with Poison Cloud that will follow the player. They can also use vertical slash attack. If there is a dead spider or mosquito it will start eating it becoming unaware of surroundings. </td>
        <td> [[Dungeon#Crypt|Crypt]] </td>
        <td> ? </td>
        <td> ?</td>
    </tr>


</table>
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]].

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.