There are many monsters in DarkRO Force. Each have many details worthy of note. And if you see a monster you will also see the percentage of their HP. Following are explanations of the
various features of the main Monster list.
1. Name: The name of the monster. There are some suffixes with specific meanings:
2. Level: The Level of the monster. In general, the higher the level of the monster, the greater it's hit and flee values. It may also have some bearing on affecting a monster with a status effect from a spell (eg. Frozen from Frost Driver).
3. Size: The size of the monster.The size of a monster can be Small, Medium or Great. Depending on size,certain weapons will do less damage than normal. A chart of these size modifiers may be found in the game mechanics section.
4. Family: The Family or Monster Type. There are many cards which increase damage to monsters of a particular Family.
5. Property: The Elemental Property of a monster. These properties govern the effectiveness of various elements against the monster. They also come in a number of levels.
6. Base EXP: The Base Experience which is credited to your characters base experience levels when you solo the monster. BXP rewards for a group kill and even share in parties will be explained in the game mechanics section.
7. Job EXP: The Job Experience which is credited to your characters job experience levels when you solo the monster. JXP rewards for a group kill and even share in parties will be explained in the game mechanics section.
8. Hit Points [HP]: The number of Hit Points a monster has and therefore, how much damage you must do to kill it.
9. Attack [ATK]: The Attack value of a monster. This value is used to determine how much damage a monster will do to you, when it hits you. This Attack value gives a random value between the two numbers shown and is reduced by a percentage based on your DEF from armor and then by a whole number equal to your VIT*0.8 score to come up with a final damage.
10. Defense [DEF]: The Defense value of a monster. This value reduces the damage taken by a monster from a "physical" attack. It is a percentage reduction. (eg. 10 will reduce damage by 10%).
11. Vitality [VIT]: The Vitality of the monster. This value reduces the damage taken by a monster from a "physical" attack. It is a straight reduction. (eg. 15 will reduce the damage taken by 15%)
12. Magical Defense [MDEF]: The Magic Defense of a monster. This value reduces the damage taken by a monster from a "magical" attack. It is a percentage reduction. eg. 10 will reduce damage by 10%
13. Intelligence [INT]: The intelligence of the monster. This value reduces the damage taken by a monster from a "magical" attack. It is a straight reduction. (eg. 15 will reduce the damage taken by 15%)
14. Agility [AGI]: The agility of the monster. From this and the monsters level, the required hit for 100% hits can be derived. Agility is halved when a monster is affected by Quagmire. (100% Hit = Agi + Lvl + 20)
15. Dexterity [DEX]: The dexterity of the monster. From this and the monsters level, the required flee for 95% dodge can be derived. Dexterity is halved when a monster is affected by Quagmire. (95% Dodge = Dex + Lvl + 75)
16. Luck [LUK]: The luck of the monster. The monsters Luk will reduce the number of criticals you can cause to it by Luk/5.
17. Special: I reserved this section for special information about the monster. Following are explanations of some designations used:
- MvP: spawns 1 hour after the last time it died, gives an MVP award. It also has Minions.
- Rare: Basically a flag to let you know that there aren't many of this monster in the game. For example, the so-called "mini-bosses" have no more than 3 spawn points in the entire game and only respawn once every 30 minutes at each of those points.
18. Minions:Minions teleport with any monster that has been summoned by the leader. They don't also go with MvPs but also with other mini-bosses such as Yoyos, Chepets, Angelings, Devilings and many others.
19. AI: The elements of artificial intelligence that guide a particular monsters behavior.
20. Skills: The skills that a monster can use. The usage of these skills depend on chance, the range to the target, damage taken, who is attacking it, and other factors.
21. Drops: The items dropped by a monster. All monsters have a maximum of 8 different drops. Boss monsters (MVPs) have a few additional items that may be awarded to the player.
22. Percentage of the monster HP: The hp of the monster will decrease when you start attacking them. You will know how much hp is left when fighting.
Monsters are categorized into many different categories, such as:
1.Size Monsters maybe small, medium and large.
2.Element Monsters maybe Fire, Water, Earth, Wind, Undead, Poison, Ghost,or Neutral elemental.
3.Race Monsters include Demi-human, Brute, Formless etc.
To be able to defeat a certain monster you should have an idea about its race and element. For example, you can't kill a Skeggiold with Holy elemental weapons or ammunition because they are holy property. For maximum damage use shadow property weapons. Neutral property can also deal them reasonable amount of damage.