Small Monsters Monsters - Store & Retrieve Data AnywhereThis section provides data for each of the...

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72 73 This section provides data for each of the monsters found in Low-rank and their carves in High- and G-rank. Use this information to prepare for a Quest by bringing the most damaging weapon against a given type of monster. You can also learn how to find the necessary pieces to create new, more powerful weapons and armor. How to Use this Data Damage Chart: How much damage a monster incurs from a weapon. The numbers are separated by type of damage and as a percentage of a weapon’s attack power. Multiple numbers in a cell indicate that a monster’s defense changes when it is enraged. As an example, Arzuros’s body has an Impact defense rating of 50/30, which means that he suffers 50% of a Hammer attack’s damage on his body, but only 30% when he’s enraged. Habitats: Which areas a monster may travel to in a particular map. If the number is not listed, the monster will not travel to that area. The area marked with “(Start)” is where the monster spawns in once a quest begins, but it will probably move out of that area before you can reach it. The area labeled “(Rest)” is where the monster goes to sleep after it suffers significant damage. If no (Rest) area is indicated, then the monster will sleep in the area labeled (Start). Sizes: The sizes required to earn the indicated crown for each particular large monster. This information is useful for earning the Miniature, Large, and King’s Crown Awards on your Guild Card. Anger Effects: The boosts (or penalties) a monster gains when it enters raged state. The more “+” marks, the more that stat is enhanced. Likewise with “–” marks. If “=” is listed, then the stat remains the same during rage state. Tolerances: How vulnerable to abnormal status effects a monster is. Duration indicates how long an effect lasts, Initial Tolerance indicates how easy or difficult it is to inflict a status element on a monster, Tolerance Increase indicates how much their Tolerance increases after being inflicted with a status element, and Damage indicates how much damage the status element deals. Poison, Sleep, and Paralyze are self-explanatory. Dizzy indicates their susceptibility to being stunned by Impact weapons, Fatigue indicates how much they suffer during fatigue state, and Explosives indicates how much damage is suffered from Bomb attacks. Part Durability: Indicates the Durability of each vulnerable area on a monster, as well as the effect when the Durability is decreased to zero. In some cases, this is accompanied by a visual effect of a part visibly breaking, but this is not always the case. If an effect is indicated as Alternating, it means the effect changes after each time the Durability is decreased to zero, starting with the first listed effect. Breakable Parts: Which areas on a monster are breakable. In many cases, this means decreasing the Durability of a part to zero; ocassionally multiple times. Otherwise, this requires dealing damage of a certain type, either Impact or Cut. The requirement to break a part is listed for each part. Carves: What items you can get whenever you Carve a defeated monster. The number of times you can carve a monster is listed by each part. Break Part Rewards: When a monster part is broken often, you’ll receive additional rewards at the end of a quest. Tears: What items you can get from picking up monster tears and how to cause a monster to produce these tears. Monsters have a limited number of tears they can produce; this amount is listed by each Tear chart. If a % chance is listed by a Tear, it indicates how likely it is a monster will produce Tears when the specified action is performed. Free Hunt: The rewards earned for hunting a monster outside of a quest’s objectives. Free Hunt monsters differ depending on the quest and are listed in each quest’s description. Small Monsters Monsters Small Monsters Altaroth LOCATION CUT IMPACT BULLET FIRE WATER ICE THUNDER DRAGON DIZZY BODY 100 100 100 100 100 100 100 100 100 LOW-RANK CHANCE HIGH-RANK CHANCE G-RANK CHANCE ALTAROTH STOMACH 50% QUALITY SAC 60% QUALITY SAC 10% ALTAROTH JAW 25% ALTAROTH JAW 15% PRIZED STOMACH 60% MONSTER FLUID 25% MONSTER BROTH 15% MONSTER ESSENCE 15% ALTAROTH STOMACH 10% ALTAROTH JAW 15% LOW-RANK CHANCE HIGH-RANK CHANCE G-RANK CHANCE RIPENED MUSHROOM 90% RIPENED MUSHROOM 90% RIPENED MUSHROOM 90% MONSTER FLUID 10% MONSTER BROTH 10% MONSTER ESSENCE 10% LOW-RANK CHANCE HIGH-RANK CHANCE G-RANK CHANCE NULBERRY 90% NULBERRY 90% NULBERRY 90% MONSTER FLUID 10% MONSTER BROTH 10% MONSTER ESSENCE 10% LOW-RANK CHANCE HIGH-RANK CHANCE G-RANK CHANCE HONEY 90% HONEY 90% HONEY 90% MONSTER FLUID 10% MONSTER BROTH 10% MONSTER ESSENCE 10% LOW-RANK CHANCE HIGH-RANK CHANCE G-RANK CHANCE FINE STOMACH 75% FINE STOMACH 75% FINE STOMACH 75% LUMINOUS STOMACH 25% LUMINOUS STOMACH 25% LUMINOUS STOMACH 25% LOW-RANK CHANCE HIGH-RANK CHANCE G-RANK CHANCE INSECT HUSK 48% INSECT HUSK 48% INSECT HUSK 48% ALTAROTH STOMACH 32% ALTAROTH STOMACH 32% QUALITY SAC 32% MONSTER FLUID 20% MONSTER FLUID 20% MONSTER ESSENCE 20% LOW-RANK CHANCE HIGH-RANK CHANCE G-RANK CHANCE ANTEKA ANTLER 35% PRIZED PELT 50% HIGH-QUALITY PELT 30% ANTEKA ANTLER 30% WARM PELT 15% RAW MEAT 10% RAW MEAT 10% WHITE LIVER 10% WHITE LIVER 10% LOW-RANK CHANCE HIGH-RANK CHANCE G-RANK CHANCE ANTEKA ANTLER 100% ANTEKA ANTLER 100% DAMAGE CHART BODY CARVES—BODY INTACT THROUGH POISON DAMAGE OR LUCK TEARS—KILLED WHEN BELLY IS BLUE TEARS—KILLED WHEN BELLY IS GREEN TEARS—KILLED WHEN BELLY IS YELLOW TEARS—KILLED WHEN BELLY IS GOLD TEARS—KILLED WHEN BELLY IS GRAY BODY CARVES—1 TIME KNOCKDOWN AND DIZZY CARVES—1 TIME Altaroth Belly changes color when it eats at a gathering spot. The color it’s belly turns to depends mostly on what type of gathering point it eats at: Blue—Altaroth eats at a Mushroom spot Green—Altaroth eats at a Fruit spot Yellow—Altaroth eats at a Honey spot Gray—Altaroth eats anywhere else Gold—12.6% chance that the Altaroth will eat somewhere then turn Gold Anteka DAMAGE CHART LOCATION CUT IMPACT BULLET FIRE WATER ICE THUNDER DRAGON DIZZY BODY 100 90 90 100 50 5 80 10 100 ©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. ©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved.

Transcript of Small Monsters Monsters - Store & Retrieve Data AnywhereThis section provides data for each of the...

Page 1: Small Monsters Monsters - Store & Retrieve Data AnywhereThis section provides data for each of the monsters found in Low-rank and their carves in High- and G-rank. Use this information

72 73

This section provides data for each of the monsters found in Low-rank and their carves in High- and G-rank. Use this

information to prepare for a Quest by bringing the most damaging weapon against a given type of monster. You can also learn how to find the necessary pieces to create new, more powerful weapons and armor.

How to Use this DataDamage Chart: How much damage a monster incurs from a

weapon. The numbers are separated by type of damage and as a percentage of a weapon’s attack power. Multiple numbers in a cell indicate

that a monster’s defense changes when it is enraged. As an example, Arzuros’s body has an Impact defense rating of 50/30, which means that he suffers 50% of a Hammer attack’s damage on his body, but only 30% when

he’s enraged.

Habitats: Which areas a monster may travel to in a particular map. If the number is not listed, the monster will not travel to that area. The area

marked with “(Start)” is where the monster spawns in once a quest begins, but it will probably move out of that area before you can reach it. The area labeled “(Rest)” is where

the monster goes to sleep after it suffers significant damage. If no (Rest) area is indicated, then the monster will sleep in the area labeled (Start).

Sizes: The sizes required to earn the indicated crown for each particular large monster. This information is useful for earning the Miniature, Large, and King’s Crown Awards on your Guild Card.

Anger Effects: The boosts (or penalties) a monster gains when it enters raged state. The more “+” marks, the more that stat is enhanced. Likewise with “–” marks. If “=” is listed, then the stat remains the same during rage state.

Tolerances: How vulnerable to abnormal status effects a monster is. Duration indicates how long an effect lasts, Initial Tolerance indicates how easy or difficult it is to inflict a status element on a monster, Tolerance Increase indicates how much their Tolerance increases after being inflicted with a status element, and Damage indicates how much damage the status element deals. Poison, Sleep, and Paralyze are self-explanatory. Dizzy indicates their susceptibility to being stunned by Impact weapons, Fatigue indicates how much they suffer during fatigue state, and Explosives indicates how much damage is suffered from Bomb attacks.

Part Durability: Indicates the Durability of each vulnerable area on a monster, as well as the effect when the Durability is decreased to zero. In some cases, this is accompanied by a visual effect of a part visibly breaking, but this is not always the case. If an effect is indicated as Alternating, it means the effect changes after each time the Durability is decreased to zero, starting with the first listed effect.

Breakable Parts: Which areas on a monster are breakable. In many cases, this means decreasing the Durability of a part to zero; ocassionally multiple times. Otherwise, this requires dealing damage of a certain type, either Impact or Cut. The requirement to break a part is listed for each part.

Carves: What items you can get whenever you Carve a defeated monster. The number of times you can carve a monster is listed by each part.

Break Part Rewards: When a monster part is broken often, you’ll receive additional rewards at the end of a quest.

Tears: What items you can get from picking up monster tears and how to cause a monster to produce these tears. Monsters have a limited number of tears they can produce; this amount is listed by each Tear chart. If a % chance is listed by a Tear, it indicates how likely it is a monster will produce Tears when the specified action is performed.

Free Hunt: The rewards earned for hunting a monster outside of a quest’s objectives. Free Hunt monsters differ depending on the quest and are listed in each quest’s description.

Small Monsters

MonstersSmall Monsters

Altaroth

Location cut impact BuLLet Fire Water ice thunder dragon dizzyBody 100 100 100 100 100 100 100 100 100

LoW-rank chance high-rank chance g-rank chanceAltAroth StomAch 50% QuAlity SAc 60% QuAlity SAc 10%

AltAroth JAw 25% AltAroth JAw 15% Prized StomAch 60%

monSter Fluid 25% monSter Broth 15% monSter eSSence 15%

— — AltAroth StomAch 10% AltAroth JAw 15%

LoW-rank chance high-rank chance g-rank chance

riPened muShroom 90% riPened muShroom 90% riPened muShroom 90%

monSter Fluid 10% monSter Broth 10% monSter eSSence 10%

LoW-rank chance high-rank chance g-rank chancenulBerry 90% nulBerry 90% nulBerry 90%

monSter Fluid 10% monSter Broth 10% monSter eSSence 10%

LoW-rank chance high-rank chance g-rank chancehoney 90% honey 90% honey 90%

monSter Fluid 10% monSter Broth 10% monSter eSSence 10%

LoW-rank chance high-rank chance g-rank chanceFine StomAch 75% Fine StomAch 75% Fine StomAch 75%

luminouS StomAch 25% luminouS StomAch 25% luminouS StomAch 25%

LoW-rank chance high-rank chance g-rank chanceinSect huSk 48% inSect huSk 48% inSect huSk 48%

AltAroth StomAch 32% AltAroth StomAch 32% QuAlity SAc 32%

monSter Fluid 20% monSter Fluid 20% monSter eSSence 20%

LoW-rank chance high-rank chance g-rank chance— — AntekA Antler 35% Prized Pelt 50%

— — high-QuAlity Pelt 30% AntekA Antler 30%

— — wArm Pelt 15% rAw meAt 10%— — rAw meAt 10% white liver 10%— — white liver 10% — —

LoW-rank chance high-rank chance g-rank chance

— — AntekA Antler 100% AntekA Antler 100%

dAmAge chArt

Body cArveS—Body intAct through PoiSon dAmAge or luck

teArS—killed when Belly iS Blue

teArS—killed when Belly iS green

teArS—killed when Belly iS yellow

teArS—killed when Belly iS gold

teArS—killed when Belly iS grAy

Body cArveS—1 time

knockdown And dizzy cArveS—1 time

Altaroth Belly changes color when it eats at a gathering spot. The color it’s belly turns to depends mostly on what type of gathering point it eats at:

Blue—Altaroth eats at a mushroom spotgreen—Altaroth eats at a Fruit spotyellow—Altaroth eats at a honey spotgray—Altaroth eats anywhere elsegold— 12.6% chance that the Altaroth will eat somewhere then

turn gold

Anteka

dAmAge chArtLocation cut impact BuLLet Fire Water ice thunder dragon dizzy

Body 100 90 90 100 50 5 80 10 100

©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. ©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved.

Page 2: Small Monsters Monsters - Store & Retrieve Data AnywhereThis section provides data for each of the monsters found in Low-rank and their carves in High- and G-rank. Use this information

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Equipment

EquipmentGreat Sword AttAck SpeciAl MAx

ShArpneSS SlOtS Affinity VillAge tAVern cOSt ingredientS rArity

iron Sword (Buy) 336 (ic50) yellow --- 0% 1 1 750 iron Ore x3 1

iron Sword+ 384 (ic50) yellow --- 0% 1 1 1500 iron Ore x5 1

Buster Sword 432 (ic120) yellow --- 0% 1 1 2000 Machalite Ore x1, iron Ore x8 1

Buster Sword+ 528 (ic150) yellow --- 0% 3 1 4000 pelagicite Ore x3, Machalite Ore x2, iron Ore x5 2

Buster Blade 624 (ic180) green O-- 0% 4 1 65000 isisium x5, pelagicite Ore x5, earth crystal x10 3

ravager Blade (Buy) 672 (ic210), def+12 green O-- 5% 5 2 15000 dragonite Ore x8, isisium x10, pelagicite Ore x20 3

ravager Blade 672 (ic210), def+12 green O-- 5% 4 2 10000 dragonite Ore x5, Machalite Ore x15, ice crystal x15 3

ravager Blade+ 768 (ic250), def+16 green O-- 10% 7 4 20000 dragonite Ore x10, gracium x3, diablos Marrow x1 4

65

5

5

114

4

4

103

3

92

2

8

1

1

1

7

Understanding the Equipment Tables1 NAME and IMAGE: Specific variety of great Sword.

2 ATTACK: Attack power of the weapon.

3 SPECIAL: Attribute of the weapon. if the attribute is listed in “( )” parentheses, then the attribute is given only when the Armor Skill “Awaken” is activated. if the attribute is listed in “[ ]” brackets, then the attribute is activated only when the Switch Axe is in Sword mode.

4 SHARPNESS: Maximum level of Sharpness the weapon can have. Max Sharpness can change if the Armor Skill “Sharpness +1” is activated.

5 SLOTS: how many Open Slots a Weapon has.

6 AFFINITY: damage and possibility a weapon has of activating a critical hit.

1 RELOAD SPEED: how quickly the Bowgun reloads ammo.

2 RECOIL: how much recoil the Bowgun experiences after each shot.

3 STEADINESS: direction a shot deviates, if at all, from its original trajectory after being fired.

4 DEFENSE: Additional defense provided by equipping the Bowgun.

5 CROUCH FIRE/RAPID FIRE: Which shot varieties and how many can be fired by the light Bowgun’s rapid fire or heavy Bowgun’s crouch fire modes.

1 SPCL: Special Attribute of the weapon. if the attribute is listed in “()” parentheses, then the attribute is given only when the Armor Skill “Awaken” is activated. fi = fire, Wa = Water, ic = ice, li = thunder, dr = dragon, Slp = Sleep, para = paralysis, pois = poison.

2 C1-C4: type of attack used in each level of charge attack; r = rapid, S = Spread, p = pierce.

3 Which coatings can be used with each Bow:

PWR: power coatingPOI: poison coatingPAR: para coatingSLP: Sleep coatingC.R.: c.range coatingPNT: paint coatingEXH.: exhaust coatingSLM: Slime coatingif O is listed, then the coating can be used.if + is listed, then the coating’s effect is increased.

4 ARC SHOT: type of shot fired during Arc Shot attack.

7 VILLAGE: how early this armor can be obtained in Village Quests. figure refers to number of stars.

8 TAVERN: how early this armor can be obtained in tavern Quests. figure refers to number of stars.

9 COST: Zenny to create the weapon.

10 INGREDIENTS: items required to create the weapon.

11 RARITY: Value of the weapon in terms of rarity.

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©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. ©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved.