Monsters: Difference between revisions

From Brighter Shores Wiki
Jump to navigation Jump to search
Content added Content deleted
Line 19: Line 19:
When entering an aggressive room, it is recommended to cast the [[Immunity]] spell as soon as possible if the player is unwilling to engage in combat. Alternatively, players can drink a [[Fear|Fear Potion]] before entering aggressive rooms to prevent themselves from being targeted.
When entering an aggressive room, it is recommended to cast the [[Immunity]] spell as soon as possible if the player is unwilling to engage in combat. Alternatively, players can drink a [[Fear|Fear Potion]] before entering aggressive rooms to prevent themselves from being targeted.


When defeating an aggressive monster, the player will gain 30 seconds of [[immunity]]. However, this will not begin ticking down until the player moves or otherwise performs any action (including sorting their inventory and opening loot menus). Moving the camera or the mouse in any other way that does not result in player movement or inventory sorting (including opening in-game overlay menus) will not trigger the countdown.
When defeating an aggressive monster, the player will gain 30 seconds of [[immunity]]. However, this will not begin ticking down until the player moves or otherwise performs any action (including sorting their inventory, clicking on the tile they are currently standing on, and looting / opening loot menus). Moving the camera or the mouse in any other way that does not result in player movement or inventory sorting (including opening in-game overlay menus) will not trigger the countdown.


Aggressive monsters are a good choice of combat for semi-AFK (Away From Keyboard) activities, whereby the player can still pick up loot from defeating the monsters but does not wish to fully log out.
Aggressive monsters are a good choice of combat for semi-AFK (Away From Keyboard) activities, whereby the player can still pick up loot from defeating the monsters but does not wish to fully log out.

Revision as of 07:59, 17 December 2024

Monsters are creatures in Brighter Shores that can be attacked, and can be active or passive. They can be fought with their respective episode combat profession using armor, weapons, and potions. Monsters may drop equipment and items for the purpose of becoming stronger, making money, gathering profession materials (such as potion reagents), or completing quests.

Monsters in Brighter Shores scale in comparison to a player's combat skill in their respective episode as variants. Once a player meets the unlock level of a stronger variant, it automatically becomes the default monster and previous variants can be accessed by selecting “Past Action”.

Monsters are usually immune to the element that they attack with, with the exception of Impact monsters, which have no immunity.

Passive monsters

Certain monsters in Brighter Shores can only be attacked passively. These monsters will always have the same combat level as the profession level required to unlock them, and do not possess elemental vulnerabilities. Although the information cards of passive monsters suggest they have elemental immunities and attack styles, in practice this is irrelevant as they cannot physically harm the player, and the player's damage type will be converted into Impact regardless of the actual element of the weapon that was chosen. Therefore, it is always advisable to pick the weapon with the highest strength value possible regardless of element.

Upon initiating combat, the player will continue attacking them, even while offline, until they decide to stop. Killing passive monsters will accumulate experience and money while the player is offline until they log back into the game, up to a maximum of 24 hours. However, the rate of experience and money gained is much less than fighting active monsters. It is recommended only to begin fight passive monsters immediately before logging off.

Passive monsters must be fought using a weapon with a minimum strength rating of their CombatLevel+20.

As with all passive activities, there is a brief preparation phase upon initiating the activity during which the player must not disconnect. Once this preparation phase is over and the activity has started, the player may then safely log off.

Aggressive monsters

Certain active monsters are aggressive and will attack the player on sight. This is indicated by their red name. When aggressive monsters spot the player, a white exclamation mark '!' will appear above their heads, giving the player a brief moment before they attempt to fight. Aggressive monsters have an aggression radius of five tiles in any direction, equivalent to an 11 by 11-tile square centered around them.

When entering an aggressive room, it is recommended to cast the Immunity spell as soon as possible if the player is unwilling to engage in combat. Alternatively, players can drink a Fear Potion before entering aggressive rooms to prevent themselves from being targeted.

When defeating an aggressive monster, the player will gain 30 seconds of immunity. However, this will not begin ticking down until the player moves or otherwise performs any action (including sorting their inventory, clicking on the tile they are currently standing on, and looting / opening loot menus). Moving the camera or the mouse in any other way that does not result in player movement or inventory sorting (including opening in-game overlay menus) will not trigger the countdown.

Aggressive monsters are a good choice of combat for semi-AFK (Away From Keyboard) activities, whereby the player can still pick up loot from defeating the monsters but does not wish to fully log out.

Boss monsters

Boss monsters are unique named enemies, currently only found as one-off encounters within some quests. Bosses may possess increased HP compared to a normal monster of the same level, and may also have access to mechanics that the player will need to deal with appropriately to avoid taking significant damage.

Boss monsters are indicated as such at the bottom of their information card, below their attack style.

Monster types

For a more comprehensive list of all monsters and their variants, please refer to their respective episode's combat professions.

Hopeport

Hopeport Monsters - Active
Name Rooms Aggressive Attack type Immunity Vulnerability
Sparring Guard Sparring Area No Impact None None
Deathcrow Town Gates, Old Street East No Necromae Necromae Cryonae
Thief Tim's Alley, Limpet Lane Yes Cryonae Cryonae Arborae
Goblin Soldier North Walls Yes Infernae Infernae Tempestae
Goblin Chief South Walls Yes Infernae Infernae Tempestae
Hairbeast Overgrown Road, Rubble Road No Tempestae Tempestae Necromae
Carnivorous Plant Overgrown Field, Fallen Monument No Arborae Arborae Cryonae
Ghoul Collapsed Hovels, Wasteland Yes Necromae Necromae Arborae
Hopeport Monsters - Passive
Name Rooms
Street Louse Wilhope Passage
Thug Murk Close
Crab East Beach
Bugman Overgrown Pond
Jellyfish Jellyfish Landing
Giant Ant Crater
Pirate Pirate Hideout
Punkupine Rocky Road

Hopeforest

Hopeforest Monsters - Active
Name Rooms Aggressive Attack type Immunity Vulnerability
Outlaw Forest Path, Forest Clearing No Impact None Arborae
Goblin Goblin Camp Yes Infernae Infernae Tempestae
Bear Bear Behind, Bear Clearing No Impact None Cryonae
Wendigo Ivy Trail, Ivy Junction Yes Cryonae Cryonae Infernae
Viper Snakes Clearing, Snakes Path Yes Tempestae Tempestae Cryonae
Spriggan Treeway Trail, Treeway Junction No Arborae Arborae Infernae
Bramblelith Rising Trail, Wooded Clifftop No Arborae Arborae Tempestae
Shade Twisted Road, Twisted Junction Yes Necromae Necromae Arborae
Hopeforest Monsters - Passive
Name Rooms
Wild Boar Huntsman's Clearing
Wildman Leafy Junction
Moss Monster Stump Clearing
Aboredon Tree Lined Trail
Giant Fly Mine Road East
Tree Cat Cliffside Junction
Satyr Secluded Dead End
Wolf Wolves' Den

Mine of Mantuban

Mine of Mantuban Monsters - Active
Name Rooms Aggressive Attack type Immunity Vulnerability
Minecrawler Rugged Tunnel, Mine Back Entrance No Cryonae Cryonae Necromae
Goblin Miner Goblin Sleeping Area 2, Communal Goblin Area Yes Infernae Infernae Tempestae
Floor Tentacle Moderate Mineshaft, Gassy Cave Yes Tempestae Tempestae Infernae
Fire Toad Outside Hollow, Strange Junction No Infernae Infernae Cryonae
Skeleton Miner Forsaken Mine Workings, Wretched Excavation Yes Necromae Necromae Arborae
Metalith Rock Strewn Tunnel, Damp Tunnel No Cryonae Cryonae Necromae
Stonewurm Crumbling Passage, Stonewurm Nests Yes Tempestae Tempestae Arborae
Cockroach Cockroach Lair, Mutant Cockroaches No Impact None Infernae
Wraith Mysterious Cave, Tormented Chamber Yes Necromae Necromae Tempestae
Blob Grimy Tunnel, Slime Pool Yes Arborae Arborae Cryonae
Mine of Mantuban Monsters - Passive
Name Rooms
Beastman Rat Infested Junction
Giant Rat Ratty Terminus
Corrupted Miner Big River Cavern
Giant Bat Bat Cave
Electric Snail Purpladium Vein
Kobold Kobold Cavern
Dread Shell Upper Bridge
Rockling Rockling Cave

Crenopolis

Crenopolis Monsters - Active
Name Rooms Aggressive Attack type Immunity Vulnerability
Sabertooth Tiger Stony Canyon, Stony Gorge Yes Cryonae Cryonae Tempestae
Street Hag Dawkin Lane, Dawkin Court No Infernae Infernae Arborae
Mawchest Sewer Entrance, Dismal Drainage No Tempestae Tempestae Cryonae
Giant Wasp Vestere Drive, Hamila Jimore's Garden No Arborae Arborae Necromae
Sewer Fiend Southwest Sewer, Sewer Pipes Yes Impact None Cryonae
Zombie Dusty Alley, Dusty Corner Yes Necromae Necromae Infernae
Spectral Stalker Southeast Sewer, Sewer Pool Yes Necromae Necromae Arborae
Spiky Ball Quibble Lane Yes Cryonae Cryonae Tempestae
Crenopolis Monsters - Passive
Name Rooms
Gremlin Shrubby Canyon
Rockbird Rockbird Clearing
Ratman Grunt Rat Alley
Brute Dusty Nook
Trash Heap Monster Ratmore Rise
Ratman Chief Ratmen Den
Street Brawler Snag Alley
Giant Slug Smuggler's Cove

Update History

This information has been manually compiled. Some updates may not be included yet.
  • update 6 November 2024 (Update):
    • Monsters were included in the first public early-access release of the game.