ENEMIES & NPCS

RETURNING/CLASSIC ENEMIES


PROTOZOID SLIMER
[ACTOR: GREENSLIME(ALL PALS)]

The Elastic-like facehugger-ish aliens have returned, no worse or better for wear. It is still imperative to be careful of them, as their damage is still %-based and not direct HP damage, so even high-level characters can be weakened significantly or killed by them if they aren't given enough attention in battle.


MOUNTED TURRET
[ACTOR: ROTATEGUN(PALS 0-16, 18, 20+)]

Slightly improved with some resistance to lasers and energy weapons, they will now also inflict radius-damage with their small death explosions, although most of the time these explosions are weak and easily shrugged off.


SHARK
[ACTOR: SHARK(PALS 0-23, 25+)]

Although they might seem the same to you at first, Sharks and their rare and super-strong Bloodtooth brethren are now more agile and maneuverable in the water, able to ascend and descend through the water as they hunt you down for a quick bite. Additionally, shooting projectiles at them will occasionally piss them off enough into attacking you and they can also occasionally swim out of the paths of projectiles coming their way on intent.


ASSAULT TROOPER
[ACTOR: LIZTROOP(PALS 0-9, 11-13, 15-16, 18-20, 22+)]

Aside from their new understanding of how to use items on the battlefield, Assault Troopers aren't much different from their classic counterparts, but keep in mind they're still some level of a threat no matter how strong you are. One thing of note is that their Jetpacks are more realistic and do run out eventually if overused, which can cause much pain or even death to the unfortunate Trooper if he is too high above solid ground, but to make up for this, they can swipe Jetpacks to replenish their own, so be warned.


ASSAULT CAPTAIN
[ACTOR: LIZTROOP(PALS 10 & 21)]

In addition to being able to grab and use items, the Assault Captain is slightly more aggressive and now has a compact double-shot pistol attachment to his standard laser pistol. He'll shoot either a double laser shot or the double pistol shot at you with a 50/50 chance of either. Also, when critically wounded, instead of trying to teleport away, it will activate a suicidal depth charge and attempt to rush you in a final attempt to take you out in a glorifying explosion. Even shooting him dead at long range after he does this will make him explode into a fireball, so keep your distance! The same deal with his Jetpack applies as it does with his lesser Trooper counterpart.


PIGCOP
[ACTOR: PIGCOP(PALS 0-13, 15-20, 21-23, 25+)]

Aside from their ability to use items, they aren't too different from their classic counterparts, except they are more likely to drop higher denominations of money than most enemy types due to their Earthly origins and likelihood to be carrying cash.


RECON PATROL VEHICLE
[ACTOR: RECON(ALL PALS)]

Not really any different from their old selves in classic Duke Nukem 3D, at least not YET... [>_>]


ENFORCER
[ACTOR: LIZMAN(PALS 0-5, 7-16, 18, 20+)]

Primarily has a slightly faster movement speed when trying to get items before you, but aside from that, they're about the same AI wise and strategy wise compared to their classic counterparts. Also remember their spit CAN run a small chance of poisoning most characters if too many loogies hit them in succession.


SENTRY DRONE
[ACTOR: DRONE(PALS 0-24)]

A bit more erratic and rambunctious than their classic selves, they will not try to seek items directly, but still grab any they run over. Additionally, if you let them explode on you, you'll get 4-6x more EXP from them than just destroying them normally for sacrificing some of your health and/or dignity. Unfortunately they're also smarter and you can't trick them into exploding harmless behind a solid wall or closed door anymore. >.>


OCTABRAIN
[ACTOR: LIZMAN(PALS 0-13, 15+)]

They are no longer instantly killed by strong explosives although they do sport a weakness to fire and explosive attacks due to their aquatic preferences and in contrast take less damage from ice attacks. For their mindblasts, a psychic-user like Cybanis or Paula is best suited to taking any hits you have to receive from said Mindblasts as they take reduced damage from them and will be confused less often from a hit. They also have enhanced resistance to the Shrinker too.


ASSAULT COMMANDER
[ACTOR: COMMANDER(PALS 0-13, 15-23)]

More updated with a decent resistance to what was once their fatal weakness: the Shrinker, the Assault Commander is otherwise still a lot similar to his classic counterpart. However on higher skill levels, he can 'lock-on' to your character with his spinning attack, making it harder for slower characters to escape them in mid-attack. Additionally, sometimes getting hit with the spin attack temporarily causes dimness to occur to the unlucky character.


PROTECTOR DRONE
[ACTOR: NEWBEAST(PALS 0-16, 18, 19, 21+)]

Having discovered their trademark Shrink Ray blasts weren't cutting it in terms of defeating Duke Nukem or some of their other enemies, the Protector Drones decided to take even more after their Alien Queen breeders and adapted the ability to shoot small electrical bolts at you instead of the damageless Shrinker. They can also eat electrical damage and heal through it[and luring them onto electrified floors works in their favor as well]. They also tend to often shoot their shots at each other to improvise healing when no healing items are around to grab. Additionally, they can temporarily scratch out your eyes, causing dimness to occur. Be careful. :P


RIOT TANK [GREEN-CAMO]
[ACTOR: NEWBEAST(PALS 0, 3, 9)]

Their primary new advantage is that you cannot use their Self-Destruct if they have an Icon of the Defender in effect[even if you're also invulnerable and can survive getting behind and close enough at the time]. Other than that, they are similar to their classic counterparts. They also have some resistance to bullet-type attacks. Also, if you're on the higher half of the skill levels, they will NOT stop when shooting at you, making them much harder to maneuver around.


BATTLELORD [GAME/EPISODE-ENDING]
[ACTOR: BOSS1(PALS 0)]

In the main storyline of the game you will probably never see this variant of the normal-boss Battlelord, but in stock levels, they're not much different otherwise from their classic selves. They will move towards items to grab them with greater speed than their normal running speeds. Additionally, larger characters like Cybanis and ESSence cannot be hurt much by their 'crush' attack, while other characters no longer die instantly, but will take constant damage of high amounts by being too close.


BATTLELORD SENTRY
[ACTOR: BOSS1(PALS 1, 2, 4-8, 10-23, 25+)]

Not much different from their classic selves with the obvious exception of their new ability to use items they grab, they are still not a simple enemy to fight in most levels.


OVERLORD [GAME/EPISODE-ENDING]
[ACTOR: BOSS3(PALS 0)]

In the main storyline of the game you will probably never see this variant of the normal-boss Overlord, but in stock levels, they're not much different otherwise from their classic selves. They will move towards items to grab them with greater speed than their normal running speeds. Additionally, larger characters like Cybanis and ESSence cannot be hurt much by their 'crush' attack, while other characters no longer die instantly, but will take constant damage of high amounts by being too close.


CYCLOID EMPEROR [GAME/EPISODE-ENDING]
[ACTOR: BOSS2(PALS 0)]

In the main storyline of the game you will probably never see this variant of the normal-boss Cycloid, but in stock levels, they're not much different otherwise from their classic selves. They will move towards items to grab them with greater speed than their normal running speeds. Additionally, larger characters like Cybanis and ESSence cannot be hurt much by their 'crush' attack, while other characters no longer die instantly, but will take constant damage of high amounts by being too close.


ALIEN QUEEN [GAME/EPISODE-ENDING]
[ACTOR: BOSS4(PALS 0)]

In the main storyline of the game you will probably never see this variant of the normal-boss Alien Queen, but in stock levels, they're not much different otherwise from their classic selves. They will move towards items to grab them with greater speed than their normal running speeds. Additionally, larger characters like Cybanis and ESSence cannot be hurt much by their 'crush' attack, while other characters no longer die instantly, but will take constant damage of high amounts by being too close. Also, Alien Queens can self-heal with their electrical discharges, so keep a strong offensive trained on them at all possible times.

 

NEW VARIENTS OF EXISTING ENEMIES


MOUNTED SHOTGUN TURRET
[ACTOR:
ROTATEGUN(PAL 17)]

A blue-camo variant of the Turrets that shoot Shotgun shells at you instead of lasers. Can inflict good damage over a distance despite its' spread. Also takes ~50% more damage to destroy than the normal Green Turrets. Their death explosions can also damage you as well.

NOTICE: Shotgun Turrets take -25% damage from all bullet-type weapons.
NOTICE: Shotgun Turrets take -12.5% damage from all explosive weapons.


MOUNTED ROCKET TURRET
[ACTOR:
ROTATEGUN(PAL 19)]

A red-camo variant of the Turrets that can shoot dangerous RPG missiles in your direction. Although their missiles are quite dodgable, keeping a distance is recommended in fighting these things. Also takes ~100% more damage to destroy than the normal Green Turrets. Their death explosions can also damage you as well.

NOTICE: Rocket Turrets take -25% damage from all explosive weapons.


BLOODTOOTH SHARK
[ACTOR:
SHARK(PAL 24)]

An EXTREMELY RARE variant of Shark that looks to be almost complete Blood-red, even in the teeth[hence the name], this nasty shark is huge when compared to the normal Shark, and has nearly ONE-HUNDRED times as much HP as the standard Shark, and their bites inflict many times more damage. They are actually quite tough to kill, but worth a lot of RANK points[opposed to the normal Shark which decrements RANK when killed]. Although tough to kill, they are not so tough to survive, as they still lack ranged attacks.

NOTICE: Bloodtooth Sharks move twice as fast as normal sharks and will dodge missile attacks frequently, reacting usually by making a hungry charge at its' enemy. Be careful!


RAVAGER CAPTAIN
[ACTOR:
LIZTROOP(PAL 19)]

A stronger Assault Captain with Light-Red skin and a grayish outfit. They are also known alternatively as "Demolition Captains", as they solely wield explosives such as Mortars, Devastator Missiles or RPG missiles. They take a little more damage than the Assault Captain to destroy. They sometimes drop Pipebombs, Devastator Missiles or RPG missiles on death, and sometimes they might even drop a Devastator or an RPG as well. Be warned also: much like his Shrinker Trooper and Assault Captain counterparts, he can activate a powerful suicidal depth charge in his vest when wounded. However due to this variant's greater use of explosives, the explosion will be larger and much more damaging, and more likely to be armed than his other non Ravager Captain compatriots!

IMPORTANT: Ravager Captains receive -66% Damage from explosive attacks[RPGs/Mortars/General Explosions]


SHRINKER/EXPANDER TROOPER
[ACTOR:
LIZTROOP(PAL 14)]

A stronger Assault Captain in a Dark-Green vest. As their name[s] imply, they use the Shrinker/Expander against you. They are also a lot stronger than Assault Captains in HP/AP. When they die, they can sometimes drop a Shrinker, Shrinker Crystals, or Expander Ammo. They also have very high resistance to being shrunken, and the expander has a greatly reduced damage effect on them due to their special armored vest. Also, beware their suicidal depth charge which they can sometimes activate when badly wounded like their Assault Captain and Ravager Captain counterparts.

IMPORTANT: Shrinker/Expander Troopers receive -80% Damage from Expander Microwaves.
IMPORTANT: Shrinker/Expander Troopers have very high resistance to the Shrinker.


PIGCOP CAPTAIN
[ACTOR:
PIGCOP(PAL 21)]

A red-clad Pigcop sporting ~75% more HP than it's subordinates, and a stronger, more powerful shotgun blast. Not much to say on this guy truthfully, although he is a bit faster than most normal Pigcops.

IMPORTANT: Pigcop Captains receive at least -10% damage from all attacks.


PIGCOP SERGEANT
[ACTOR:
PIGCOP(PAL 14)]

A dark-green-clad Pigcop sporting ~150% more HP than it's blue-vested subordinates, and an even more powerful shotgun blast that also includes a spread of FIVE RPG missiles at different angles to catch their enemies off guard. They are also faster moving usually than their Captain or normal counterparts.

IMPORTANT: Pigcop Sergeants receive at least -25% damage from all attacks.


LASER ENFORCER
[ACTOR:
LIZMAN(PAL 19)]

A red-skinned Enforcer possessing a powerful Hyperblaster/Chaingun combo weapon that shoots lasers and bullets en masse at its' foes. Has ~50% more HP than the normal Enforcer.

IMPORTANT: Laser Enforcers receive at least -10% damage from all attacks.
NOTICE: Spit Loogies can sometimes inflict "Poison" on characters that are hit by them.


BIO-WARRIOR ENFORCER
[ACTOR:
LIZMAN(PAL 6)]

A glowing-night-vision-green Enforcer possessing a powerful Spit/Laser Chaingun Cannon, shooting Spit Loogies, Lasers, and Chaingun bullets per barrel. It's glowing indicates of a powerful bio-aura surrounding it, while not instantly fatal to you, will do continuous damage to you up in close range, sometimes inflicting "Poison", "Dimness" and "Confusion". This bio aura only wears off when they die, where they also turn back to a pale green color. Has ~100% more HP than the normal Enforcer.

IMPORTANT: Bio-Warriors receive at least -25% damage from all attacks.
NOTICE: Spit Loogies can sometimes inflict "Poison" on characters that are hit by them.


SUPER (SENTRY) DRONE
[ACTOR:
DRONE(PAL 25)]

A huge, grey and red-camo version of the standard Sentry Drone, Super Drones resemble their lesser models in structure, but their purpose is vastly different. Instead of rushing at you in a kamikaze explosion, the Super Drone will chase towards you, shooting off many lasers, with the occasional RPG missiles for good measure. Its' speed is also double of the original Sentry Drone and they can catch up quickly. However the worst part of their existence is their ability to teleport in support in the form of other monsters, including the nasty Elimination Squad Soldier, the Megaton Overlord, and the Cycloid Void-Annihilator, three of the toughest enemies in the game, among other enemies. Additionally, if too close, it will inflict severe ramming damage on you instead of exploding violently.


OCTANINE
[ACTOR:
OCTABRAIN(PAL 14)]

Perhaps the most dangerous non-boss monster you will have the displeasure of facing: the Octanine is a larger, Dark-green eyed/brained version of the Octabrain. With 9 times as much HP/AP/FA, Attack and Defense, it is rightfully an arrogant and power-hungry beast, even causing the Battlelord Sentries, Overlord Sentries and Cycloid Princes to worry of it's natures. These fears are not unfounded: the Octanine doesn't just shoot one Mindblast, but SEVERAL at once, mixed in with the occasional lasers and RPG missiles for good measure. However the end of their psychic barrage reveals their true strength: the "Dragonic Rip", a powerful psychic-formed tear in reality itself than is torn-open on top of the first thing in their sight, sending green-finned rockets spewing out at completely random angles through these tears in the fabric of space-time. These rockets are nothing to laugh at, unpredictable and highly damaging to all but the Octanines themselves. And finally if all else fails, they can recover much faster after a bite attack than the standard Octabrain, biting you once every .8 seconds.

IMPORTANT: Octanines do not receive damage from damage floors/sectors[except HYPERMAGMA].
NOTICE: Mindblasts have a high chance of inflicting "Confusion" on characters they hit.


ASSAULT GENERAL
[ACTOR:
COMMANDER(PAL 14)]

A smaller, green-armored, but weaker variant of the Assault Commander, they have ~50% less health, but they shoot faster, though weaker versions of the standard RPG missiles, with green fins to indicate their ranking. They are also much faster than their normal Commander counterparts, making them harder to outrun.

NOTICE: Commander-Class monsters' spin-attacks can sometimes inflict "Dimness".


ASSAULT LEADER
[ACTOR:
COMMANDER(PAL 25)]

A larger, reddish-white-armored, and stronger variant of the Assault Commander, they have nearly double the Commander's HP, and they shoot a slower, though larger and more powerful version of the standard RPG missile that also has a much larger blast radius. These missiles have Reddish-white fins to indicate their ranking. Due to their massive size, they're slower than their Commander counterparts and easier to evade or escape from.

NOTICE: Commander-Class monsters' spin-attacks can sometimes inflict "Dimness".


LESSER NAFERIAITE
[ACTOR:
NEWBEAST(PAL 17)]

A larger, queen-blue skinned Protector Drone that shoots a bolt of electricity towards you at high speeds. Has roughly triple the HP of the original Protector Drone. Also, they possess the ability to use "Heal Life [Lesser]" over a medium distance to heal wounded allies nearby.

NOTICE: Protector Drone-Class monsters' clawing attacks can sometimes inflict "Dimness".
NOTICE: All Electrical-damage is absorbed by Protector-Drone class monsters, healing them instead of hurting them!


GREATER NAFERIAITE
[ACTOR:
NEWBEAST(PAL 20)]

An even larger, queen-blue skinned form of the Protector Drone. They shoot immensely powerful electrical blasts at extremely high speeds. Has almost the same level of HP and Defense as the Octanine, although they lack the sheer firepower and fortitude the Octanine holds. Also, they possess the ability to use "Heal Life [Greater]" over a medium to long distance to heal wounded allies nearby.

NOTICE: Protector Drone-Class monsters' clawing attacks can sometimes inflict "Dimness".
NOTICE: All Electrical-damage is absorbed by Protector-Drone class monsters, healing them instead of hurting them!


RIOT TANK [BLUE-CAMO]
[ACTOR:
TANK(PAL 17)]

A Riot Tank with Navy-Blue camo instead of green. Although it is no more durable than it's green-camo counterpart, it possesses the ability to shoot multiple shotgun shells in rapid-fire succession at short to medium range. If the target is at long range or greater, it will plaster the area with expander waves of equal damage to try to pop you like a zit. At the end of its' attack volley it will launcher one super-condensed freezer round which does far more damage than yours will.


RIOT TANK [RED-CAMO]
[ACTOR:
TANK(PAL 19)]

A Riot Tank with Blood-Red camo instead of green or navy-blue. Although it has identical durability compared to the green and navy-blue camo versions, it is the most dangerous of the three types so far, shooting rapid-fire Rockets in a devastator-like fashion at short to medium range. At longer ranges, it will shoot a volley of mortars instead. Like the Navy-Blue variant, it will also end its' attack rounds with a super-condensed freezer round with the same damage as the navy-blue's variant.


BATTLELORD (NON-ENDING)
[ACTOR:
BOSS1(PAL 3)]

A version of the boss-level Battlelord that does NOT end the game when killed, and acts the same as the normal one does.


ELIMINATION SQUAD SOLDIER
[ACTOR:
BOSS1(PAL 24)]

A Blood-Red-armored Battlelord, one of the most dangerous enemies in the entire game, even surpassing the feared Octanine in status. Although they are only marginally larger than the Battlelord Sentry, they take nearly double the damage of the Boss-level Battlelords, and have a DOUBLE-SPEED multi-projectile cannon, shooting bullets, lasers, freezer rounds, mortars, shrinker bolts and more in rapid-fire. Attempting to take them on head-on at a low level is certain death.


OVERLORD (NON-ENDING)
[ACTOR:
BOSS3(PAL 3)]

A version of the boss-level Overlord that does NOT end the game when killed, and acts the same as the normal one does.


OVERLORD SENTRY
[ACTOR:
BOSS3(PALS 1, 2, 4-8, 10-23, 25+)]

A mini-boss version of the Overlord.


MEGATON OVERLORD
[ACTOR:
BOSS3(PAL 24)]

A Blood-Red-armored Overlord, the equivalent of the Elimination Squad Soldier in durability and armor. Instead of shooting missiles your way, they shoot rapid-fire MULTI-barrel shotguns your way, turning you into Swiss cheese quickly. Although not as overall dangerous as an ESS due to their requirement to 'warm-up' their attack for a second, they are no easier to fight head on, and extremely nasty opponents when no cover is available.


CYCLOID EMPEROR (NON-ENDING)
[ACTOR:
BOSS2(PAL 3)]

A version of the boss-level Cycloid that does NOT end the game when killed, and acts the same as the normal one does. Additionally, unlike the original version, he can walk on any and all surfaces and is not just restricted to sectors with special lotags.


CYCLOID PRINCE
[ACTOR:
BOSS2(PALS 1, 2, 4-8, 10-23, 25+)]

A mini-boss version of the Cycloid Emperor.

NOTICE: Mindblasts have a high chance of inflicting "Confusion" on characters they hit.


CYCLOID VOID-ANNIHILATOR
[ACTOR:
BOSS2(PAL 24)]

A Blood-Red-armored Cycloid Emperor, it is the equivalent of the ESS and Megaton Overlord in durability and armor. They shoot rapid-fire lasers, spit loogies and RPG missiles from their claw-mounted cannons, and they can additionally breath larger swaths of Mindblasts than their normal forms, but will additionally breath bullets and Expander bolts en masse during their breath discharges.

NOTICE: Mindblasts have a high chance of inflicting "Confusion" on characters they hit.


ALIEN QUEEN (NON-ENDING)
[ACTOR:
BOSS4(PAL 3)]

A version of the boss-level Alien Queen that does NOT end the game when killed, and acts the same as the normal one does.

NOTICE: Alien Queen-class enemies can no longer electrify the air around them if they are above water. However they will sometimes shoot bolts of electricity at you if they are out of water, so be on the lookout!
NOTICE: Alien Queen-class enemies will now also slowly heal their HP when they attempt to electrify the air around them and shoot electric bolts.
NOTICE: All Electrical-damage is absorbed by Alien-Queen class monsters, healing them instead of hurting them!


ALIEN PRINCESS
[ACTOR:
BOSS4(PALS 1-2, 4-8, 10-23, 25)]

A mini-boss version of the Alien Queen.

NOTICE: Alien Queen-class enemies can no longer electrify the air around them if they are above water. However they will sometimes shoot bolts of electricity at you if they are out of water, so be on the lookout!
NOTICE: Alien Queen-class enemies will now also slowly heal their HP when they attempt to electrify the air around them and shoot electric bolts.
NOTICE: All Electrical-damage is absorbed by Alien-Queen class monsters, healing them instead of hurting them!

COMPLETELY NEW ENEMIES


SCORPION TANK
[ACTOR:
SCORPIONTANK(ANY PAL)]

An Experimental New form of Riot Tank made from the latest blueprints of both the aliens of Naferia and the LARD. Twice as durable as the original Riot Tank, and lacking the Self-Destruct Button on their backs that is a fatal weakness of the original Riot Tank, this juggernaut is rare but extremely dangerous. Additionally, if on the higher half of the game's skill levels, the Scorpion Tank will not stop moving while shooting at you, making it even more dangerous in the open.


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RETURNING/CLASSIC NPCS


PODDED-UP LADY
[ACTOR:
PODFEM1 (ALL PALS)]

Although found cocooned in a strange type of protozoid slime, these otherwise helpless woman can still be saved from their alien captors due to the EDF-made teleporter coils. One coil can teleport these gals out of their slime cocoons and to treatment for any abnormalities they might have gone through before then. In other words, there's no reason to kill them now[i.e. put them out of their misery], as it will now deduct a lot of RANK points if you do.


"BAR WOMAN"
[ACTOR:
FEM3 (ALL PALS)]

Named only based on their first appearance in the original game, you will occasionally see these ladies in the middle of dangerous environments, be it by choice or not. They can be saved via teleporter coils, so try not to let them die. :P


STRIPPER
[ACTOR:
FEM1 (ALL PALS)]

More than likely your missions will take you through at least one strip-joint or another, likely under alien attack. Make sure to save these dancers if you find them!


POLE-DANCER
[ACTOR:
FEM2 (ALL PALS)]

Similar to the above, make sure to rescue any of them you come across if you can help it. :P


GREAT DANE PUPPY
[ACTOR:
ROBOTDOG2 (ALL PALS)]

Not only are humans are risk on the battlefield, but so are various animals. The great dane puppy, barring a resemblance to a particular character of media culture, is one of many of the different animals you will find. Like people, they can be rescued, but luckily, aliens will unlikely take direct aim at animals since they aren't perceived as threats when compared to even a scared human. However they are worth a lot more RANK to save, and cost a lot more RANK to allow them to die, so save every animal you can when you can afford it.

NEW NPCS


ARMS DEALER
[ACTOR:
DEALER (ALL PALS)]

Likely they will be known as some of your best non-playable allies in the course of the game. These Fonz-looking men are willing to risk their necks in alien filled territory to help you and your friends stock up on various supplies for the battles to come. All dealers sell and buy different items to/from you. Additionally, they will not let you teleport them off the battlefield, so it is in your best interest to keep your enemies from getting too close to them in a fire fight, lest you end up getting them killed on accident, or killing them yourself.

ELITE MONSTERS

Be on the look out for special "ELITE" ranked monsters as you fight on. These special monsters can be denoted by the fact they use a nuke-symbol instead of a star as their level-icon. These monsters have many enhancements from non-elites including a 4 times increase to almost all their stats, taking 25-50% normal damage, dealing 25-50% extra damage to you, and other things you will have to learn for yourself. Beware of certain types of monsters if they are ELITE level.

 

MONSTER LEVEL RANKS

These are important to note. The star icon next to an actor's life-meters will depict their level on a basis of one color per 10 levels[except for Level 100 which has it's own icon]. It is important to know the monster's level range in comparison to your character's. If the monster's level is too high over theirs, they will likely not fare well[or not be able to inflict much/any common damage]. However there is also for EXP whenever a lower-level character kills a higher-level monster, up to a 10x bonus. However if the character is of a higher level than the monster, the bonus becomes a penalty down to 0.1x times.

NOTE: ELITE Monsters use a Nuke-symbol instead of a star to differentiate them from normal monsters.

= 1 to 10
= 11 to 20
= 21 to 30
= 31 to 40
= 41 to 50
= 51 to 60
= 61 to 70
= 71 to 80
= 81 to 90
= 90 to 99
= 100