Mobs
- Pretty much all monsters support each other, their attack speed has been increased (-50% idle time between attacks) and have higher stats than normal (+20% to all stats). They have 50% more hp than normal, and their levels are higher as well (by 50%), so don't be surprised once you meet the higher level monsters with lvl99 auras.
- Mobs also have SP (they do follow all the combat rules that players must follow)
- Their matk and batk follows the same rules as player's. Mobs use their base level as source of watk since they have no weapons.
- Mob leveling will adjust their stats using a growth pattern that matches the mob's current stats (build) and the overall stat growth per level of all monsters (making leveled mobs actually share similar stats to other mobs of said level).
- Random mobs are generated on all maps according to the level (which is adjustable with @difficulty/@diff) of all characters in said map, making no dungeon too boring to visit.
- The stock mobs of a map will level up when the map they are in is high level.
- Aggressive mobs will ignore players of lower level unless their difficulty is higher. Likewise, mobs of lower level will ignore players who use low difficulty. However, this only applies for as long as the monster is undamaged and no other party members use higher difficulty. A non-provoked monster will also become provoked if a monster of similar level requests help. The exact difficulty at which an aggressive mob will ignore you is 'Monster LV + 25 - Player LV', note that this will not work on GvG/WoE related maps, where all monsters will always be in 'provoked' state.
- Mob density adjuster increases amount of mobs on sparsely populated maps, while it also prevents a particular map from becoming extremely packed.
- Mob experience adjuster also adjusts Exp of enemies that either give too much or too little exp based on their 'difficulty' (which is measured through various factors, such as HP, stats and skills).
- Mobs will not change their current level/class/difficulty while they are hurt/in-view of players.
- Spawned random mobs are affected by the current map's characteristics modified by weather (open field maps randomly get weather changes like fog, clouds, snow, leaves, etc).
- Mobs acquire new random skills (skill rotation for any given mobs occurs approximately each 12 hours), higher level mobs use higher levels (to the point where lv100+ mobs can use skill levels higher than the max).
- Mob drop rates are affected by their level. Leveled up monsters will get a boost on their drop rates, while leveled down mobs will suffer a penalty (there is also a penalty if you kill a monster many levels below your own, this is an anti-farming measure). To prevent this, always make sure your difficulty is set to at least 'Player LV - 25 - Monster LV'.
- Mobs drop random healing items to keep you going (higher levels will drop more often).
- Mobs drop random items of any kind to always keep you on the lookout (higher levels drop more often).
- Mobs drop random mercenary scrolls to aid you in battle (these are used to clone others, higher levels drop more often).
