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m (Wording change)
(Update dummy stats (not sure about the armored one))
 
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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}}
Page is currently up to date for: {{:TODO|Monsters}}
{{EnemiesBar}}
 
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==Difficulty Grades==
==Difficulty Grades==
There are currently 3 types of grades for monsters:
There are currently 3 types of grades for monsters:
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Furthermore, monsters inherit special attacks or properties on Nightmare grade.
Furthermore, monsters inherit special attacks or properties on Nightmare grade.
-->


== General Information ==
== General Information ==
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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.


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.
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. Rarely, monsters can have non-standard hit location modifiers e.g. [[Wendigo]].


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==
==Dummy==


<div style="display:flex;align-items: center;">
<div style="display:flex;align-items: center;">
<div>
<div>{{Iconbox|Dummy|caption=no|top=Lobby Dummy|size=x150px}}</div>
[[File:Dummy.png|link=|x150px]]
<div>-22% Physical Resistance<br> -20% Magic Resistance <br>0% Projectile Resistance</div>
</div>
<div style="margin-left:50px">{{Iconbox|Dummy|caption=no|top=Dungeon Dummy|size=x150px}}</div>
<div>-12% Physical Resistance<br> 0% Magic Resistance <br>0% Projectile Resistance</div>
<div>-12% Physical Resistance<br> -20% Magic Resistance <br>0% Projectile Resistance</div>
<div>
<!--<div style="margin-left:50px">{{Iconbox|Dummy|caption=no|top=(Armored) Ruins Dummy|size=x150px}}</div>
[[File:Armor Dummy.png|link=|x150px]]
<div>238% Physical Resistance<br> -25% Magic Resistance <br>0% Projectile Resistance</div>--></div>
</div>
<div>238% Physical Resistance<br> 0% Magic Resistance <br>0% Projectile Resistance</div>
 
</div>


==Monsters==
==Monsters==
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{{#vardefine:suppress_color|&#35;1A91C4}}
{{#vardefine:suppress_color|&#35;1A91C4}}


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===Legend===
===Legend===


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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.
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===
===Bosses===
{{RegularMonsterTable|
See [[Boss#Bosses|Bosses]]
{{GenerateMonsterRows|bosses}}
<br><br>
}}
<br>


===Minibosses===
===Minibosses===
{{RegularMonsterTable|
See [[Miniboss#Minibosses|Minibosses]]
{{GenerateMonsterRows|minibosses}}
<br><br>
}}
<br>


===Normal===
===Monsters===
{{RegularMonsterTable|
See [[Normal Monster#Normal Monsters|Normal Monsters]]
{{GenerateMonsterRows|normal}}
<br><br>
}}
<br>
Frost Skeleton Guardsman and Frost Skeleton Footman are missing Elite and Nightmare information, but do exist.


===Mimics===
===Mimics===
{{RegularMonsterTable|
See [[Mimic#Mimics|Mimics]]
{{GenerateMonsterRows|mimics}}
<br><br>
}}
<br>
 
 
===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:
===Status Policies===
* Removable (Rmv): Can be removed (via [[Cleric]]'s Cleanse / [[Warlock]]'s Spell Predation)
What do the abbreviated properties like [Rmv] mean? Hover over them to see what they are abbreviations for, and see [[Statuses#Policies|Status Policies]] to see what they mean.
* 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_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]].
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]].
-->

Latest revision as of 01:39, 21 October 2024

Information is up to date! Hover for more details.Monster Data last updated on: Patch:6.6#Hotfix 69-2.
Dark and Darker is currently on update: Patch:6.6#Hotfix 69-2.

Monsters Subbosses Bosses Mimics

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. Rarely, monsters can have non-standard hit location modifiers e.g. Wendigo.

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
Lobby Dummy
-22% Physical Resistance
-20% Magic Resistance
0% Projectile Resistance
Dummy
Dungeon Dummy
-12% Physical Resistance
-20% Magic Resistance
0% Projectile Resistance

Monsters

Bosses

See Bosses

Minibosses

See Minibosses

Monsters

See Normal Monsters

Mimics

See Mimics