Monster Abilities

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Some monsters have special abilities beyond mêlée attacks and basic offensive spells. Caution may have to be taken if you come across monsters with such abilities:

Hypnotise

If a monster (or a Ranger) hypnotises you, your chance of landing a successful hit is reduced by 10%. At first this is not something to be worried about, although if the monster perseveres, you could find your whole party becoming very unreliable.

Hypnotise is functionally similar to the Ranger's version, and can be cleared with Cleanse or Dispell.

Poison

This is an automatic ability that triggers whenever it attacks or casts a spell upon a player. When a player becomes poisoned, they will receive damage every 30 seconds until it wears off or is cleared with a potion or the Cleanse spell.

The strength of the poison depends on the monster - most poisons only hurt you for 1 damage, which is an annoyance more than anything as it can cause a Cleric to waste their heal spell on you, although some poisons hurt you for much more than this, in which case it becomes an abject priority to administer an antidote.

Self-Healing

Some monsters are able to regenerate their health periodically, usually about 10% of their total health every 30 seconds. This forces players to use large, strong parties and effectively prohibits strategic fallback, for the monster may have regenerated to full health by the time you return.

Vision

Functions slightly differently to the Vision spell used by Clerics. A monster's vision reveals a single camouflaged crit, exposing them to a follow-up attack.