Difference between revisions of "Damage"

From SpiralKnights

Jump to: navigation, search
m (Damage types correction)
(rewrote lede; will edit other sections later)
 
(84 intermediate revisions by 27 users not shown)
Line 1: Line 1:
'''Damage''' in Spiral Knights is dealt out by players, monsters or physical structures such as spikes or brambles and decreases health.  
+
'''Damage''' is inflicted by knights on monsters (and on other knights, in player-vs-player contests). It is inflicted on knights by [[monster]]s and [[exploration|physical structures]] such as spikes and brambles.
 +
 
 +
Whenever damage hits a target, the damage is reduced by the target's armor. The net damage is then subtracted from the target's health. When the target reaches zero health, it dies.
  
 
== Taking and Dealing Damage ==
 
== Taking and Dealing Damage ==
[[Image:Damage-damage_bars.png|right|thumb|Taking normal damage from a mini jelly cube (left) and taking both normal and elemental damage from a Blight Knight (right).]][[Image:Damage-damage_numbers.png|right|thumb|Dealing a smaller amount of damage (left), a normal amount of damage (middle), and dealing damage monsters are weak against (right).]]
+
{| style = "background: #e2e2eb"
When taking damage of the various types, a knight will see a visual indicator of colorful damage bars coming out of their knight.  Each damage bar represents 1/4 of a health bar worth of damage.  The color of the damage bar depends on the type of damage taken: red for normal, yellow for piercing, green for elemental, and purple for shadow.
+
|- valign="top"
 +
||[[Image:Damage-damage_bars.png|right|thumb|250px|Taking normal damage from a mini jelly cube (left) and taking both normal and elemental damage from a Poison Knight (right).]]
 +
||[[Image:Damage-damage_colors.png|right|thumb|250px|'''Damage Colors:''' Dealing little damage is in gray (left), a normal amount of damage is in blue (middle), and dealing much more damage is in golden stars (right).]]
 +
||[[Image:Damage-damage_numbers.png|right|thumb|250px|'''Damage Numbers:''' Dealing little damage is in small gray numbers (left), a normal amount of damage is in normal sized blue outlined numbers (middle), and dealing much more damage is in large brown outlined numbers (right).]]
 +
|}
 +
When taking damage, a knight will see a visual indicator of colorful damage bars coming out of their knight.  Each damage bar represents 1/4 of a health bar worth of damage, rounded up. However, this is not the minimum damage a knight can receive: Each health bar represents 40 points of damage, rounded. There are four types of damage a knight can take when facing monsters.  The color of the damage bar indicates the type of damage taken: red for normal, yellow for piercing, green for elemental, and purple for shadow.
  
When dealing damage by attacking monsters with weapons, each individual knight will see what damage they are doing in the form of negative numbers coming from the monster(s) that has been hit.  The size of the numbers depend on the amount of damage done to monsters. If monsters are weak against a certain type of damage, then the numbers will appear bigger. Alternatively, if monsters are strongly resistant to a certain type of damage, the numbers will appear smaller and grayed out.
+
In some circumstances, a knight with at least 1.5 bars of health may survive an otherwise fatal attack with 1 bar of health remaining. Which hazards and players can be hit by and still survive using this method has remained largely untested, although different armors (not necissarily better ones, however) tend to do this to different degrees. For instance, knights wearing most 1 and 2 star armors can very reliably walk over spike traps of any tier and survive if they have 1.5 bars of health, however a player wearing Ancient Plate Mail cannot.
 +
 
 +
When dealing damage by attacking monsters with weapons, each individual knight will see what damage they are doing in the form of colors coming from the monster(s) that has been hit.  The color depends on the amount of damage done to monsters. If a monster is resistant to a damage type, the hit will appear gray. If the monster has an average resistance to a damage type, the hit will appear blue. If the monster is weak against a damage type, then the hit will be golden with stars popping out.
 +
 
 +
There is a "Show Attack Damage" checkbox in your [[options]] if you wish to see numbers for your damage being dealt.  The color and size of the numbers depends on the amount of damage done to monsters.  If a monster is resistant to a damage type compared to baseline, the numbers will appear small and gray. If the damage dealt is around the baseline, the numbers will appear normal-sized and blue. If the damage dealt is much higher than the baseline, then the numbers will appear large-sized and brown.  This will be in addition to the color indicators described above.
 +
 
 +
In certain conditions, the color of the damage numbers(grey/blue/golden) will incorrectly represent the amount of relative damage that was done. This is most noticeable against the [[Royal Mini]]s in the [[Royal Jelly Palace]].
 +
 
 +
== Damage bonus ==
 +
{{main|Abilities}}
 +
Damage bonuses are [[abilities]] that can be found inherently on some equipment, such as the bonus versus Fiends on [[Radiant Sun Shards]], or in the form of [[unique variant]]s. Damage bonuses can be either global, effective versus all enemies, or specific, as is the case with Radiant Sun Shards. Damage bonuses are cumulative in additive fashion, and each level grants approximately a 7% bonus.
  
 
== Damage Types ==
 
== Damage Types ==
Line 12: Line 29:
 
Attacks may have a dual damage type. This is basically treated as two attacks happening simultaneously. For example, a fiery sword may output 25 normal damage and 25 elemental damage with each strike.
 
Attacks may have a dual damage type. This is basically treated as two attacks happening simultaneously. For example, a fiery sword may output 25 normal damage and 25 elemental damage with each strike.
  
=== Normal Damage ===
+
===Normal Damage===
 
[[Image:Attack_normal_icon.png|left|40px]]
 
[[Image:Attack_normal_icon.png|left|40px]]
Normal damage is the most common damage type encountered, and is the baseline, in a sense. Most weapons deal normal damage, and most armor provides, if nothing else, defense against normal damage.
+
Normal damage is the most common damage type encountered, and is the baseline, in a sense. Most weapons deal normal damage, and most armor provides, if nothing else, defense against normal damage. Enemy attacks that deal normal damage are telegraphed by a '''red''' circle and lines at the enemy's feet as it prepares the attack.
{{clearleft}}
+
{{clear}}
=== Piercing Damage ===
+
{{showhide|Sources of Normal Damage|width=300px|content=
 +
'''All monsters deal only Normal damage in Tier 1, and a portion of Normal damage in Tier 2.'''
 +
*[[Exploration#Brambles|Brambles]]
 +
*[[Jelly#Blast Cube|Blast Cube]] series
 +
*All [[Devilite]]s '''except''' Pit Bosses and Yes-men
 +
*[[Ghostmane Stalker]]s
 +
*All [[Kat]]s
 +
*Any non-status inflicting [[Lichen]]
 +
*All [[Lumber]]s
 +
*All [[Mecha Knight]]s
 +
*[[Mortafire]]s
 +
*All [[Retrode]]s
 +
*[[Royal Mini]]s and [[Jelly Green Mini]]s
 +
*All [[Scuttlebot]]s
 +
*[[Slag Guard]]s
 +
*[[Exploration#Spiked Wheels|Spiked Wheels]]
 +
*[[Thwacker]]s
 +
*[[Trojan]]s
 +
*All [[Zombie]]s
 +
}}
 +
 
 +
Players can inflict pure Normal Damage by utilizing these weapons
 +
{{showhide|Player Sources of Normal Damage|width=300px|content=
 +
Swords
 +
*[[Beast Basher]] and upgrade
 +
*[[Hatchet]] and upgrade
 +
*[[Robo Wrecker]] and upgrade
 +
*[[Proto Sword]]
 +
*[[Slime Slasher]] and upgrade
 +
*[[Heavy Hatchet]]
 +
*[[Thwack Hammer]]
 +
*[[Brandish]] and [[Cautery Sword]] upgrade
 +
*[[Calibur]] and all upgrades
 +
*[[Troika]] and all upgrades
 +
*[[Cutter]] and all upgrades
 +
*[[Wrench Wand]]
 +
*[[Sealed Sword]]
 +
*[[Spur]] and upgrades
 +
Bombs
 +
*[[Proto Bomb]]
 +
*[[Cold Snap]]
 +
*[[Firecracker]]
 +
*[[Static Flash]]
 +
*[[Blast Bomb]] and all upgrades
 +
*[[Shard Bomb]] and upgrades
 +
Handguns
 +
*[[Proto Gun]]
 +
*[[Punch Gun]]
 +
*[[Stun Gun]]
 +
*[[Frost Gun]]
 +
*[[Pummel Gun]]
 +
*[[Super Stun Gun]]
 +
*[[Zapper]]
 +
*[[Autogun]] and [[Pepperbox]] upgrades
 +
*[[Blaster]] and upgrades
 +
*[[Catalyzer]] and [[Industrial Catalyzer]] upgrades
 +
*[[Pulsar]] and [[Heavy Pulsar]] upgrades
 +
*The [[Iron Slug]] upgrade
 +
}}
 +
 
 +
Or a mix of Normal and another Damage with the these weapons
 +
{{showhide|Player Sources of Mixed Normal Damage|width=300px|content=
 +
 
 +
Swords
 +
*[[Hot Edge]] and upgrade
 +
*[[Static Edge]] and upgrade
 +
*[[Avenger]] upgrades
 +
*[[Fang of Vog]]
 +
*[[Fireburst Brandish]] upgrades
 +
*[[Faust]] upgrades
 +
*[[Iceburst Brandish]] upgrades
 +
*[[Shockburst Brandish]] upgrades}}
 +
 
 +
===Piercing Damage===
 
[[Image:Attack_piercing_icon.png|left|40px]]
 
[[Image:Attack_piercing_icon.png|left|40px]]
Piercing damage originates from attacks designed to bypass armor.  Guns often deal piercing damage, as do floor spikes and some monster attacks.
+
Piercing damage originates from attacks designed to bypass armor.  Some weapons deal piercing damage, as do floor spikes and some monster attacks. Enemy attacks that deal piercing damage are telegraphed by a '''yellow''' circle and lines at the enemy's feet as it prepares the attack.
{{clearleft}}
+
{{clear}}
=== Elemental Damage ===
+
{{showhide|Sources of Piercing Damage|width=300px|content=
 +
*All [[Chromalisk]]s
 +
*[[Exploration#Floor Spikes|Floor Spikes]]
 +
*Any [[Jelly]] '''except''' Blast Cubes and Minis
 +
*Any [[Lichen]] '''except''' regular Lichens
 +
*All [[Polyp]]s
 +
*All [[Wolver]]s
 +
}}
 +
 
 +
Players can inflict pure Piercing Damage by utilizing these weapons:
 +
{{showhide|Player Sources of Piercing Damage|width=300px|content=
 +
Swords
 +
*[[Flourish]] and all upgrades
 +
*[[Snarble Barb]] and upgrades
 +
Bombs
 +
*[[Spine Cone]] and upgrades
 +
*[[Splinter Bomb]] and all upgrades
 +
Handguns
 +
*[[Antigua]]
 +
*[[Needle Shot]] upgrades
 +
*[[Magnus]] upgrades '''except''' [[Iron Slug]]
 +
*[[Toxic Needle]] upgrades
 +
}}
 +
 
 +
===Elemental Damage===
 
[[Image:Attack_elemental_icon.png|left|40px]]
 
[[Image:Attack_elemental_icon.png|left|40px]]
Elemental damage originates from magic or energy-based attacks. Damage dealt by the [[fire]] status condition is elemental damage, as are lasers and other such attacks without a physical component.
+
Elemental damage is generally caused by energy based attacks that are comprised of anything from photon-based laser fire to arcane energy manipulation. Enemy attacks that deal elemental damage are telegraphed by a '''green''' circle and lines at the enemy's feet as it prepares the attack.
{{clearleft}}
+
{{clear}}
=== Shadow Damage ===
+
{{showhide|Sources of Elemental Damage|width=300px|content=
 +
*[[Exploration#Elemental Grates|Elemental Grates]]
 +
*[[Exploration#Explosive Blocks|Explosive Blocks]]
 +
*[[Demo]]s
 +
*All [[Gun Puppy|Gun Puppies]]
 +
*[[Knocker]]s
 +
*All [[Lumber]]s
 +
*Any of the [[Mecha Knight]] series '''except''' regular Mecha Knights
 +
*All [[Retrode]]s
 +
*[[Scorcher]]s
 +
*[[Thwacker]]s
 +
*[[Exploration#Shadow Fire|Shadow Fire]]
 +
*Shocked [[Lichen#Quicksilver|Quicksilvers]]
 +
}}
 +
 
 +
Players can inflict pure Elemental Damage by utilizing these weapons
 +
{{showhide|Player Sources of Elemental Damage|width=300px|content=
 +
Sword
 +
*[[Prototype Rocket Hammer]] [[Stable Rocket Hammer|and]] [[Warmaster Rocket Hammer|upgrades]]
 +
Bombs
 +
*[[Crystal Bomb]] and upgrades
 +
*[[Electron Charge]] and upgrades
 +
*[[Fiery Vaporizer]] and upgrades
 +
*[[Freezing Vaporizer]] and upgrades
 +
*[[Haze Bomb]] and upgrades
 +
*[[Toxic Vaporizer]] and upgrades
 +
*[[Static Capacitor]] and upgrades
 +
Handguns
 +
*[[Cryotech Alchemer]] and upgrades
 +
*[[Firotech Alchemer]] and upgrades
 +
*[[Kilowatt Pulsar]] upgrades
 +
*[[Prismatech Alchemer]] and upgrades
 +
*[[Silversix]] upgrades
 +
*[[Voltech Alchemer]] and upgrades
 +
}}
 +
 
 +
By utilizing these weapons, however, players will inflict a mix of Elemental damage and another type of Damage
 +
{{showhide|Player Sources of Mixed Elemental Damage|width=300px|content=
 +
Swords
 +
*[[Avenger]] upgrades
 +
*[[Fang of Vog]]
 +
*[[Fireburst Brandish]] upgrades
 +
*[[Iceburst Brandish]] upgrades
 +
*[[Shockburst Brandish]] upgrades}}
 +
 
 +
===Shadow Damage===
 
[[Image:Attack_shadow_icon.png|left|40px]]
 
[[Image:Attack_shadow_icon.png|left|40px]]
Shadow damage originates from otherworldly sources, such as [[fiend|Fiends]] or [[Undead]].  Rarely, the player can deal shadow damage, but such weapons are often [[curse|cursed]].
+
Shadow damage is caused by concentration of negative energy and weapons forged from dark matter. Enemy attacks that deal shadow damage are telegraphed by a '''purple''' circle and lines at the enemy's feet as it prepares the attack.
{{clearleft}}
+
{{clear}}
 +
{{showhide|Sources of Shadow Damage|width=300px|content=
 +
*Any [[Devilite]] '''except''' Pit Bosses and Yesmen
 +
*All [[Greaver]]s
 +
*All [[Howlitzer]]s
 +
*All [[Kat]]s
 +
*[[Phantom]]s
 +
*[[Trojan]]s
 +
*All [[Zombie]]s
 +
}}
 +
 
 +
Players can inflict pure Shadow Damage by utilizing these weapons
 +
{{showhide|Player Sources of Shadow Damage|width=300px|content=
 +
Bomb
 +
*[[Dark Matter Bomb]] and all upgrades
 +
*[[Dark Reprisal]] [[Dark Reprisal Mk II|and]] [[Dark Retribution| upgrades]]
 +
*[[Graviton Charge]] and upgrades
 +
Handguns
 +
*[[Shadowtech Alchemer]] and upgrades
 +
*[[Toxic Catalyzer]] upgrades
 +
*[[Blackhawk]] upgrades
 +
}}
 +
 
 +
With the following weapons Players can inflict a mix of Shadow Damage and another Damage
 +
{{showhide|Player Sources of Mixed Shadow Damage|width=300px|content=
 +
Sword
 +
*[[Nightblade]] upgrades
 +
*[[Faust]] upgrades
 +
}}
 +
 
 +
=== Damage distribution ===
 +
 
 +
In tier 1, all monster attacks deal normal damage only, regardless of the telegraphed circle's color at the enemy's feet. (This rule does not apply on Elite Difficulty for tier 1.)
 +
 
 +
In tier 2, some monster attacks deal normal damage, and some deal a mixture of normal and another damage type.  All monster attacks deal at least partially normal damage.
 +
 
 +
In tier 3, some monster attacks deal normal damage, some deal a mixture of normal and another damage type, and some attacks deal pure damage of a non-normal type.
  
 
== Monster Resistances ==
 
== Monster Resistances ==
Line 34: Line 229:
 
{{:Damage/Monster resistances}}
 
{{:Damage/Monster resistances}}
  
== Healing "Attacks" ==
+
== Healing ==
[[Image:Damage-healing.png|thumb|right|A Silkwing healing a Jelly Cube for +25.]]
+
[[Image:Damage-healing.png|thumb|right|325px|A Silkwing healing a Jelly Cube showing numbers (left), and a Silkwing healing a Lumber without numbers (right)]]
There are some monsters which can deal healing, or negative damage, out to other monsters.  This includes [[Wing|Silkwings]] and [[Gremlin|Gremlin Menders]].  This is represented visually in the form of positive red numbers coming from the monster(s) that has been healed.
+
There are some monsters which can mend or heal other monsters.  This includes [[Wing|Silkwings]] and [[Gremlin#Menders|Gremlin Menders]]; other Gremlins can consume [[Pickups#Capsules|health capsules]] to heal themselves, oilers will heal when burned and quicksilvers can heal when supercharged.  This is represented visually in the form of red hearts coming from the monster(s) that has been healed.
 +
 
 +
When [[poison]]ed, monsters cannot heal themselves or regenerate, and will even ''lose'' health if a [[Gremlin#Menders|Gremlin Mender]] or a [[Wing|Silkwing]] tries to heal one: hence, poisoning a group of monsters in a arena when such a monster is nearby may make defeating them considerably easier.
 +
{{clearright}}
  
 
== See Also ==
 
== See Also ==
* [[Armor]]
+
* [[Gate#Level_Icons|Gates: Level Icons]]
* [[Bombs]]
+
 
* [[Handguns]]
+
==Other links==
* [[Helmets]]
+
*{{de|Schaden}}
* [[Shields]]
+
*{{es|Daño}}
* [[Swords]]
+
*{{fr|Damage}}
* [[Trinkets]]
+
  
[[Category:Terminology]]
+
[[Category:Combat]]

Latest revision as of 20:20, 20 November 2018

Damage is inflicted by knights on monsters (and on other knights, in player-vs-player contests). It is inflicted on knights by monsters and physical structures such as spikes and brambles.

Whenever damage hits a target, the damage is reduced by the target's armor. The net damage is then subtracted from the target's health. When the target reaches zero health, it dies.

Taking and Dealing Damage

Taking normal damage from a mini jelly cube (left) and taking both normal and elemental damage from a Poison Knight (right).
Damage Colors: Dealing little damage is in gray (left), a normal amount of damage is in blue (middle), and dealing much more damage is in golden stars (right).
Damage Numbers: Dealing little damage is in small gray numbers (left), a normal amount of damage is in normal sized blue outlined numbers (middle), and dealing much more damage is in large brown outlined numbers (right).

When taking damage, a knight will see a visual indicator of colorful damage bars coming out of their knight. Each damage bar represents 1/4 of a health bar worth of damage, rounded up. However, this is not the minimum damage a knight can receive: Each health bar represents 40 points of damage, rounded. There are four types of damage a knight can take when facing monsters. The color of the damage bar indicates the type of damage taken: red for normal, yellow for piercing, green for elemental, and purple for shadow.

In some circumstances, a knight with at least 1.5 bars of health may survive an otherwise fatal attack with 1 bar of health remaining. Which hazards and players can be hit by and still survive using this method has remained largely untested, although different armors (not necissarily better ones, however) tend to do this to different degrees. For instance, knights wearing most 1 and 2 star armors can very reliably walk over spike traps of any tier and survive if they have 1.5 bars of health, however a player wearing Ancient Plate Mail cannot.

When dealing damage by attacking monsters with weapons, each individual knight will see what damage they are doing in the form of colors coming from the monster(s) that has been hit. The color depends on the amount of damage done to monsters. If a monster is resistant to a damage type, the hit will appear gray. If the monster has an average resistance to a damage type, the hit will appear blue. If the monster is weak against a damage type, then the hit will be golden with stars popping out.

There is a "Show Attack Damage" checkbox in your options if you wish to see numbers for your damage being dealt. The color and size of the numbers depends on the amount of damage done to monsters. If a monster is resistant to a damage type compared to baseline, the numbers will appear small and gray. If the damage dealt is around the baseline, the numbers will appear normal-sized and blue. If the damage dealt is much higher than the baseline, then the numbers will appear large-sized and brown. This will be in addition to the color indicators described above.

In certain conditions, the color of the damage numbers(grey/blue/golden) will incorrectly represent the amount of relative damage that was done. This is most noticeable against the Royal Minis in the Royal Jelly Palace.

Damage bonus

Damage bonuses are abilities that can be found inherently on some equipment, such as the bonus versus Fiends on Radiant Sun Shards, or in the form of unique variants. Damage bonuses can be either global, effective versus all enemies, or specific, as is the case with Radiant Sun Shards. Damage bonuses are cumulative in additive fashion, and each level grants approximately a 7% bonus.

Damage Types

All standard damage in Spiral Knights can be categorized into one of four types of damage. Similarly, all defense gained from gear can be categorized into these damage types.

Attacks may have a dual damage type. This is basically treated as two attacks happening simultaneously. For example, a fiery sword may output 25 normal damage and 25 elemental damage with each strike.

Normal Damage

Attack normal icon.png

Normal damage is the most common damage type encountered, and is the baseline, in a sense. Most weapons deal normal damage, and most armor provides, if nothing else, defense against normal damage. Enemy attacks that deal normal damage are telegraphed by a red circle and lines at the enemy's feet as it prepares the attack.

Players can inflict pure Normal Damage by utilizing these weapons

Or a mix of Normal and another Damage with the these weapons

Piercing Damage

Attack piercing icon.png

Piercing damage originates from attacks designed to bypass armor. Some weapons deal piercing damage, as do floor spikes and some monster attacks. Enemy attacks that deal piercing damage are telegraphed by a yellow circle and lines at the enemy's feet as it prepares the attack.

Players can inflict pure Piercing Damage by utilizing these weapons:

Elemental Damage

Attack elemental icon.png

Elemental damage is generally caused by energy based attacks that are comprised of anything from photon-based laser fire to arcane energy manipulation. Enemy attacks that deal elemental damage are telegraphed by a green circle and lines at the enemy's feet as it prepares the attack.

Players can inflict pure Elemental Damage by utilizing these weapons

By utilizing these weapons, however, players will inflict a mix of Elemental damage and another type of Damage

Shadow Damage

Attack shadow icon.png

Shadow damage is caused by concentration of negative energy and weapons forged from dark matter. Enemy attacks that deal shadow damage are telegraphed by a purple circle and lines at the enemy's feet as it prepares the attack.

Players can inflict pure Shadow Damage by utilizing these weapons

With the following weapons Players can inflict a mix of Shadow Damage and another Damage

Damage distribution

In tier 1, all monster attacks deal normal damage only, regardless of the telegraphed circle's color at the enemy's feet. (This rule does not apply on Elite Difficulty for tier 1.)

In tier 2, some monster attacks deal normal damage, and some deal a mixture of normal and another damage type. All monster attacks deal at least partially normal damage.

In tier 3, some monster attacks deal normal damage, some deal a mixture of normal and another damage type, and some attacks deal pure damage of a non-normal type.

Monster Resistances

Each of the six monster families has a damage type they are weak to, one they are neutral to and one they are strongly resistant to. Each member of that family shares the same damage resistances, so if a Zombie happens to be weak to elemental damage, a Spookat will be as well. Using the information in this table will help you to adjust your equipment strategically to do damage types that your expected foes are weak to, or stick with normal damage, which all monsters resist at the same rate.

Monster Type Damage Type Weak To Neutral To Strongly Resistant To
Gate Icon-Slime.png Slime Family Attack piercing icon.png Piercing Attack shadow icon.png Shadow Attack elemental icon.png Elemental Attack piercing icon.png Piercing
Gate Icon-Beast.png Beast Family Attack piercing icon.png Piercing Attack piercing icon.png Piercing Attack shadow icon.png Shadow Attack elemental icon.png Elemental
Gate Icon-Gremlin.png Gremlin Family Attack elemental icon.png Elemental Attack shadow icon.png Shadow Attack piercing icon.png Piercing Attack elemental icon.png Elemental
Gate Icon-Construct.png Construct Family Attack elemental icon.png Elemental Attack elemental icon.png Elemental Attack shadow icon.png Shadow Attack piercing icon.png Piercing
Gate Icon-Fiend.png Fiend Family Attack shadow icon.png Shadow Attack piercing icon.png Piercing Attack elemental icon.png Elemental Attack shadow icon.png Shadow
Gate Icon-Undead.png Undead Family Attack shadow icon.png Shadow Attack elemental icon.png Elemental Attack piercing icon.png Piercing Attack shadow icon.png Shadow

Healing

A Silkwing healing a Jelly Cube showing numbers (left), and a Silkwing healing a Lumber without numbers (right)

There are some monsters which can mend or heal other monsters. This includes Silkwings and Gremlin Menders; other Gremlins can consume health capsules to heal themselves, oilers will heal when burned and quicksilvers can heal when supercharged. This is represented visually in the form of red hearts coming from the monster(s) that has been healed.

When poisoned, monsters cannot heal themselves or regenerate, and will even lose health if a Gremlin Mender or a Silkwing tries to heal one: hence, poisoning a group of monsters in a arena when such a monster is nearby may make defeating them considerably easier.

See Also

Other links

Personal tools