Monsters are grouped into 7 tiers of increasing difficulty. Start with Slimes and Skeletons (Tier 1), and work your way up to world bosses like Abaddon (Tier 7). Higher tiers drop better items but hit much harder!
Low-level creatures found near starting towns. Ideal for new adventurers learning the basics of combat.
| Monster | HP | EXP | Attack | Defense | Magic |
|---|---|---|---|---|---|
| Slime | 2 | 2 - 10 | 1d4 | 20 | None |
| Rabbit | 4 | 4 - 20 | 1d4 | 20 | None |
| Cat | 3 | 3 - 15 | 1d3 | 20 | None |
| Giant Ant | 3 | 3 - 15 | 1d4 | 25 | None |
| Amphis | 4 | 5 - 25 | 2d4 | 30 | None |
3d8 means roll three 8-sided dice (result: 3-24). 2d6+5 means roll two 6-sided dice and add 5 (result: 7-17).
Stronger monsters that require basic equipment and combat skills to defeat.
| Monster | HP | EXP | Attack | Defense | Magic |
|---|---|---|---|---|---|
| Orc | 4 | 10 - 50 | 2d6 | 75 | None |
| Zombie | 6 | 8 - 40 | 2d6 | 60 | None |
| Scorpion | 5 | 7 - 35 | 2d5 | 50 | None |
| Skeleton | 8 | 20 - 100 | 3d6 | 80 | None |
Mid-level creatures requiring solid gear and group tactics for efficient farming.
| Monster | HP | EXP | Attack | Defense | Magic |
|---|---|---|---|---|---|
| Stone Golem | 20 | 50 - 250 | 4d6 | 100 | None |
| Clay Golem | 25 | 60 - 300 | 4d8 | 110 | None |
| Hellbound | 30 | 70 - 350 | 5d6 | 120 | None |
| Cyclops | 60 | 110 - 550 | 6d8 | 100 | Lv5 |
| Troll | 35 | 80 - 400 | 5d8 | 130 | None |
Dangerous creatures found in deep dungeons. Well-equipped characters and party play recommended.
| Monster | HP | EXP | Attack | Defense | Magic |
|---|---|---|---|---|---|
| Beholder | 50 | 100 - 500 | 6d8 | 200 | Lv4 |
| Cannibal Plant | 45 | 90 - 450 | 6d6 | 180 | None |
| Ogre | 55 | 105 - 525 | 7d8 | 220 | None |
| Mountain Giant | 65 | 120 - 600 | 8d8 | 250 | None |
Boss-level monsters with high HP and dangerous attacks. Valuable drops make them prime hunting targets.
| Monster | HP | EXP | Attack | Defense | Magic |
|---|---|---|---|---|---|
| Liche | 650 | 210 - 1,050 | 8d6 | 300 | Lv6 |
| Stalker | 500 | 180 - 900 | 7d8 | 280 | Lv5 |
| WereWolf | 450 | 160 - 800 | 7d6 | 260 | None |
| Dark Elf | 550 | 200 - 1,000 | 8d8 | 300 | Lv6 |
Elite bosses that demand full parties and top-tier equipment. Among the most feared creatures in the world.
| Monster | HP | EXP | Attack | Defense | Magic |
|---|---|---|---|---|---|
| Demon | 1,700 | 660 - 3,300 | 10d10 | 450 | Lv7 |
| Unicorn | 1,700 | 660 - 3,300 | 10d10 | 450 | Lv8 |
| Gagoyle | 800 | 300 - 1,500 | 9d8 | 350 | Lv5 |
The ultimate challenges. These apex predators possess devastating attacks, massive health pools, and elemental affinities. Only the strongest guilds dare face them.
| Monster | HP | EXP | Attack | Defense | Magic | Element |
|---|---|---|---|---|---|---|
| Hellclaw | 5,000 | 1,400 - 7,000 | 15d14 | 800 | Lv7 | Fire |
| Tigerworm | 10,000 | 3,000 - 15,000 | 18d17 | 1,000 | Lv9 | Earth |
| Wyvern | 12,500 | 4,000 - 20,000 | 20d18 | 1,000 | Lv12 | Water |
| Fire Wyvern | 15,000 | 4,500 - 22,500 | 20d18 | 1,100 | Lv7 | Fire |
| Abaddon | 75,000 | 50,000 - 250,000 | 20d20 | 1,500 | Lv13 | Air |
Monsters follow predefined movement and attack patterns that determine how they navigate the world and engage in combat.
| Pattern | Description |
|---|---|
| Stationary | Stays in one place and does not move |
| Patrol Route | Follows a fixed patrol path |
| Random Patrol | Patrols between random points |
| Follow Owner | Follows its master (summoned creatures) |
| Wander in Area | Roams randomly within a defined area |
| Wander Freely | Roams randomly across the entire map |
| Guard Position | Guards a specific location and attacks intruders |
| Strategy | Description |
|---|---|
| Aggressive | Attacks continuously without retreating |
| Hit-and-Run | Attacks once then retreats before attacking again |
| Double Strike | Attacks twice then retreats before attacking again |
When you kill a monster, it rolls for drops. Each item in the monster's drop table has a base drop rate. The more you kill the same type of monster, the slightly better your drop rates become (kill bonus). Rarer items have much lower base rates.
Each boss has a unique drop table. Rarer and more powerful items have lower drop chances.
| Item | Drop Chance |
|---|---|
| RM10 | 10% |
| MS Shield | 10% |
| Ruby Ring | 10% |
| MS10 | 10% |
| DF10 | 10% |
| DM1 | 10% |
| Ring of Wizard | 10% |
| Ring of Mage | 8% |
| Suferent Neck | 10% |
| Emmy Ring | 2% |
| Light Protection | 1% |
| Air Elemental | 0.2% |
| Ring of Grand Mage | 1.3% |
| Ice Necklace | 0.03% |
| Ice Sword | 0.03% |
| Merien Shield | 0.03% |
| Item | Drop Chance |
|---|---|
| DF10 or DM | 50% |
| Various equipment | 30% |
| Flameberge+3 | 10% |
| Ring of Dragon | 6% |
| MS30 | 2.5% |
| Rare items | 0.5% |
| Excalibur | 0.3% |
11% chance to roll for rare drops, then:
| Item | Drop Chance |
|---|---|
| SB | 0.067% |
| Lightning Blade | 0.2% |
| Ice Sword | 0.067% |
| Ice Storm Scroll | 0.4% |
| Ice Necklace | 0.05% |
| Arcmage | 0.33% |
| Ice Protection | 0.077% |
| Grand Mage Ring | 0.5% |
| Wizard Ring | 2% |
Experience gained from a monster varies within a range shown in the tier tables. Some monsters with special abilities grant bonus EXP (up to +30% extra).
Some monsters possess special traits that affect combat and rewards: