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The main type of enemies in the game are called monsters. They are found in open field maps, dungeons, raids and also in quests. What defines if a non-ally unit is a monster or an object is that the first is able to fight and will do so when attacked.

When talking about monsters, their type is omitted and instead they are treated as a single monster. Popolions and Hanamings are different monsters but all Popolions are the same.

Main Properties

Monsters share the same stats as playable characters. However, as they operate in a distinct way, the important characteristics of monsters are related to properties instead of primary stats. The most common being elemental properties and armor properties as exploitable weaknesses. Other properties are more personal to monsters and affect their combat capabilities.


Races


Acting as a major group, race changes the monster's own stat distribution. All races share the same total of stat multipliers, the only difference being which stats will be boosted by sacrificing others.

Race STR CON INT SPR DEX Physical Attack Magic Attack Accuracy Block Penetration Critical Rate
ICO Race Beast Beast 0.6 0.4 0.2 0.2 0.6 1.3 0.8 1.3 0.9 0.8
ICO Race Devil Demon 0.2 0.3 0.7 0.6 0.2 1 1.3 1 1.6 0.7
ICO Race Insect Insect 0.4 0.4 0.2 0.3 0.7 1.15 1.15 1 1.3 0.7
ICO Race Mutant Mutant 0.4 0.65 0.3 0.35 0.3 0.9 0.8 0.7 1 1.4
ICO Race Plant Plant 0.5 0.6 0.3 0.3 0.3 1 1 1 1 1

Race STR CON INT SPR DEX Physical Defense Magic Defense Critical Resistance Maximum HP Evasion
ICO Race Beast Beast 0.6 0.4 0.2 0.2 0.6 1.2 0.8 1 0.9 1
ICO Race Devil Demon 0.2 0.3 0.7 0.6 0.2 0.7 1.3 0.7 0.7 1
ICO Race Insect Insect 0.4 0.4 0.2 0.3 0.7 0.95 0.9 0.6 0.85 1.4
ICO Race Mutant Mutant 0.4 0.65 0.3 0.35 0.3 1.3 1.2 1.3 0.8 0.6
ICO Race Plant Plant 0.5 0.6 0.3 0.3 0.3 1 1 2 1 0


It is possible to guess a monster race with moderate accuracy just by looking at its physical characteristics.

ICO Race Beast Beast All animal like monsters are grouped as beasts, this includes aquatic creatures, birds and lizards. Dragons are also within beast as they don't have a dedicated race.
ICO Race Devil Demon Ghost, corrupted beings and those that possesses other non-native animal traits are demons. Despite that the race is misleading as many other monsters that have visual cues aligned with other races will be revealed as demons.
ICO Race Insect Insect Invertebrates, larvae and worms.
ICO Race Mutant Mutant Living objects, undefined shape creatures and those that have some artificial part attached to them.
ICO Race Plant Plant Creatures which the majority of the body is composed of vegetal structures.


Size


This property determines the monster sub-stat additional growth and AoE Defense Ratio, the larger a monster is the stronger it will be.

Size Physical Attack Magic Attack Physical Defense Magic Defense Critical Resistance Maximum HP Accuracy Block Penetration Critical Rate AoE Defense Ratio
Small 1 1 0.75 0.75 1 0.8 1 1 1 1
Medium 1.15 1.15 1 1 1 1 1 1 1 2
Large 1.25 1.25 1 1 1 1 1 1 1 3
Extra Large 1.25 1.25 1.15 1.15 1.25 1.5 1.25 1.25 1.25 5


Mobility


A minor component that has combat relevance. It can change how skill effects are processed and how monsters should be approached.

ICO Mobility Imobile Stationary Remain at the spot they spawned until defeated, cannot move nor be moved.
ICO Mobility Ground Ground No special characteristic.
ICO Mobility Flying Flying Ground based skills will either not work or have reduced effects.

Behavior

The most complex aspect of monsters is their behavior. The way they operate can be altered by external conditions and even the map type they are in. As such they may appear inconsistent most of the time despite having their internal logic.

Guarding All maps have pre-set areas for monsters spawns, these can be precise coordinates or a wide zone. When a monster is created it will record its origin point, then it will start wandering randomly every couple of seconds. If for some reason the monster moves too far from it spawn point, it will enter the retreat behavior.

After finishing retreating the monster will go back into guarding behavior, engaging can still be triggered based on its own conditions or if the attacker return during the retreating behavior.

Standing By An unusual behavior that replaces guarding. Monsters will stay at their spot instead while waiting new targets to appear. This can happen in legend raids as summoned monsters are destroyed once a task is finished.
Retreating Stop all other behaviors, triggers HP regeneration and proceed to move back to the spawn point. It is possible to stop the monster while it is on its way back by disrupting it or through disarming debuffs. However, the monster will resume its destination once agency is restored.
Engaging After gaining aggro, monsters will focus a single character. This is triggered if the monster is attacked or if a characters has ongoing quests related to the monster or the map. Each character has a limiter on how many monsters it can threat. When this value reaches its maximum, no other monster will be able to engage. Instead, they'll look for a different target. Engaging and retreating behaviors are conflicting and the latter has priority. However, when monsters trying to engage will force others into guarding behavior earlier if their distance spawn point distance is farther then theirs.

The engagement is always directed to the character that inflicted the most amount of threat to the monster. The natural way to do it is by dealing damage but certain skills and effects can apply threat with less or even no damage.

Combat

Unlike characters, monsters don't have basic attacks. Instead, they rely completely on skill cast. Each monster has a set of skills composed of 2 to 4 different abilities that are exclusive to monsters. Some of them are shared by monsters from the family group as others are seen on unrelated monsters. In exceptional cases, class skills are available to monsters.

Due to the lack of basic attacks, monsters have the ability to use skills without consuming SP. They are still subject to cooldown timers as their sole restriction. As a disadvantage, their attacks may be tied to hit boxes even for missile type skills. This allows players to dodge them by walking outside the range or by jumping.

When a monster is defeated, it has a chance to drop silver and items on the ground based on its drop list. The character that defeated it will be the only one capable of looting them for a certain amount of time. This also applies to the party depending on the loot configuration. Silver is collected automatically by walking near it. Items are different and require the character to walk over them to be collected. Both will be open for anyone to claim if left untouched for too long and later disappear after unclaimed for some time.

Elite Monsters

All non-instance maps level 100 and above will generate elite monsters. These have higher base stats and can be recognized by their larger size and outline aura. Elite monsters have two special abilities. They can deploy debuff puddles and summon minion monsters, those being composed of the monsters in the same map.

All rewards from defeating elite monsters are doubled. In addition to that all minions will be destroyed instantly. Regardless of the way they are disposed, they won't grant any EXP nor loot.

Jackpot Buff

Some monsters may spawn glowing in a flashing color. This is known as jackpot and will reward the character that defeated it depending on its type.

Silver Applies drops equivalent to defeating 100 monsters.
Golden Applies drops equivalent to defeating 1 000 monsters.
Blue Provides EXP equivalent to defeating 100 monsters.
Red Triggers monsters spawn waves in the location it was defeated.
Purple Opens a challenge mode portal.
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