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Super Monster or Super Creature is the name given to certain enemies that appear after the 20th level, and have the same level as the dungeon level, which is over the general maximum of 20. These only appear after the level is generated, for example through summonings such as the Monster Trap or the monster portal opened by RNG (the one exception here is for the Mimic). They are not distinguished from other monsters by the game, but their presence will become evident based on the amount of time it takes to kill them, especially at level 60 and beyond. After about the 100th level, super monsters are strong enough to kill you in one hit.

Not to be confused with Champion Monsters, whose levels are no more than level 20 despite being more powerful than normal monsters.

Effective Tactics[]

Soccer[]

Super monster's can be put at bay through the knockback power of heads. Since the decapitation chance increases with level, it should be possible to gather a few heads before fighting a super monster. After using the knockback, you may be able to get in some hits with a ranged weapon or some of the other tactics mentioned below.

Blessed Strike[]

Because of these super monsters' high endurances, blessed strikes are good for repeated knockback. They also significantly increase the damage dealt, speeding your defeat of them. Again, ranged weapons are best for blessed stikes since they don't risk melee damage dealt by the super monster.

Confusion[]

Hexing super creatures with confusion will make hitting them easier, so you will actually be able to deal damage with regular strikes. Ranged weapons are particularly good for these types of counter-attacks.

Fear[]

Since regular attacks don't inflict much damage without blessed strikes, the Fear enchantment is a better way of dealing damage. The speed of the Horror summoned will match that of its target, and the constant damage can greatly damage the monster.

Holy[]

Casting Holy on enemy creatures will either cast smite or an explosion. In addition, no matter how tough or how high a defense the intended target has, the Rune of Holy has a 50% guarantee of killing it in one shot. The other 50% of the time, the explosion will emanate from the super creature rather than the air.

Note: Gun Leeches are pretty good because their bullets will bleed the monster as well as regular-damage them, and if you must engage in melee combat with a Super Monster the Gun Leech is also a great melee weapon.

Not-so-effective Tactics[]

Quickening[]

Quickenings are unfortunately only good for running away. The first super monster you encounter may be destroyed, but later on their resistances will grow too strong for the lightning caused by quickenings. Some monsters may also be fast enough to escape them altogether.

Polymorph[]

Although polymorphing works on creatures like the Balrog who have race-specific stats, a polymorphed super monster will retain its general stats like strength, rendering about the same difficulty as before the polymorph.

Close Combat[]

It is not recommended to fight super monsters in close quarters. It will take you much more time to damage the super monster, while it is capable of killing you in a few blows. If you must resort to close combat, have Runes of Undead and Heal at the ready.

Stun[]

Stunning allows you to get more hits in on the super creature, but simple melee attacks do very little damage, if they even manage to hit. Stunning can still be used to run away, but not as a reliable combat tactic.

Noteworthy Super Monsters[]

Golem[]

Super Golems usually appear after chaos wall blocks disperse. These are the most common super creatures you will encounter. Super Golems' massive endurance and defense will shield them from nearly all of your attacks, even with maximum enchantment levels and with Red at level 20. Their incredible defenses will make even blessed strikes seem weak against them.

Mimic[]

Even non-super Mimics can become a hassle if they manage to steal your form. Super Mimics do the same, and will also keep their high stats, meaning they can be deadly when you're in a strong form. Mimics will not appear through normal summonings, and, like other Mimics, usually appear as pseudo-chests.

Mind Flayer[]

Super Mind Flayers are the easiest of the super monsters to defeat. Their XP-stealing ability will act against them, because you will quicken, heal, and deal considerable damage back to them. If you are attacked by a mob of Mind Flayers, you will find yourself quickening multiple times in a row and decimating their horde.

Equipment Upgrade[]

The power of Super Monsters can be exploited to upgrade your weapons and armor, giving you tremendous advantage over regular monsters as well as offering you another way to deal with these Super Monsters.

Creating Super Weapons[]

To get super equipment, start by casting Leech on a Super Monster, preferably a Super Golem (because it's slow and always unequipped). This equips it with a Leech in its main weapon slot. Since the Leech weapon will have the same level as the target of the Rune of Leech, the Super Monster will get a Super Leech, which will be the same as the dungeon level. Now you can simply kill the Super Monster to get the Super Leech, or you can steal it with a Nymph attack, but there is also a safer way. Walk away from the monster until it's outside of the active area, and then come back. This will cause the monster to somehow re-equip itself (despite the Leech being cursed), moving the Super Leech to its throwing weapon slot. You can trick it into throwing the Leech at you and get out of the way before you're hit, and then you can just pick the Leech up without having to engage in close combat with the Super Monster. Since Runes of Leech and Holy aren't too hard to find, you can make Super Plated Leeches frequently and stay equipped with the most powerful weapon.

Creating Super Armor[]

Now it is also possible to make Super Armor, though at a much greater cost. You can enchant your Super Leech with a Rune of Null to get Super Blood armor, and from here you can Polymorph it into other types of armor. The only useful type is Helmet, since you don't really need a piece of high-level armor if you can get the same amount of defense out of a lower-level Helmet. This means you'll need an average of 17 Runes of Polymorph to make a Super Helmet (there are 18 possible outcomes when you polymorph a piece of armor, so the chance of getting a Helmet on the next try if you still don't have it is 1/17), and the number could be much greater if you're unlucky.

  • You probably don't have this many Runes of Polymorph, so you'll need to farm for them.

Effectiveness in Combat[]

It goes without saying that these Super Plated Leeches and Helmets make you deadly and impregnable against regular level 20 monsters, so we are concerned as to how effective they are against Super Monsters, especially Super Golems and Mimics. The conclusions are given first; see below for the math if you are interested.

Since Super Golems are tougher than Super Mimics stat-wise (except speed), the former will be considered for the most part. It is also assumed that you're level 20.

  • If you always use a Leech with the same level as the dungeon, you'll be able to kill a Super Golem in 2 blessed strikes until at most level 29, depending on your race. However, no more than 3 blessed strikes are required to kill any Super Golem, regardless of dungeon level and your race.
    • The number of strikes will be halved if you prefer Rogue/Husband + backstab.
  • If you always use a Leech with the same level as the dungeon, you can blessed strike your enemy 95% of the time. In this case, if you backstab your enemy or you're faster than it, you can avoid its counterattack altogether. The other 5% time, you'll miss it (but still aggravate it if you tried to backstab), so you'll be attacked unless you've stunned it first. In this case, if you also wear a Helmet with the same level as the dungeon, the result would depend on your race. If you have high racial defense, you can shield the attack 95% of the time, that is unless your enemy scored a crit against you by the 5% chance. This means the chance of getting hit in close combat is 0.25%, which is negligible, so you can eat a rune of undead or revive your minion in case of an accident. But if your racial defense is weak, a Super Golem will have up to 41% chance (in the case of Cactuar) of hitting you. In this case, you might get hit rather frequently, considering the total number of strikes it takes to kill all Super Monsters in a level. For earlier levels where you're able to tank one hit and then immediately heal yourself, this is still a very effective tactic.
    • If you are a Balrog (or Golem), you can tank a non-crit hit by a Super Golem until level 161.
    • Also note that Protection can reduce the damage taken by up to 50%, doubling the number to level 328. At least I have only gotten to a fraction of this yet.
  • Since you won't be upgrading your equipment every level, it is also of interest how long can you use your equipment for.
    • For Super Plated Leech, you can lag behind the dungeon level by 9 to 23 levels without increasing your miss rate, depending on your race. It's definitely feasible to upgrade your Leech every 9 levels.
    • For Super Helmet, even if you have max racial defense, you'll start getting non-crit hit 5% more chance per level if you lag behind the dungeon level by more than 8. It's definitely impossible to upgrade your Helmet so frequently without spending too much time on rune farming. But you've already made sure to upgrade your Leech and keep the miss rate at 5%, so this isn't as big a deal. You just need to be ready to tank hits regularly.
  • You can use Super Plated Leech as a throwing weapon if you don't want to risk the close combat. It is actually also preferable to be ready to do a ranged fight in case things get out of hand (typically when your enemy is super fast, due to Mimic stealing your form or a Monster Portal spawning fast enemies). However, you should make sure to keep a distance from your enemy. If you throw a Super Leech in your enemy's face and miss by the 5% chance, it will catch the Leech and rethrow it at you. Super Leech alone is able to breach the defense of a Super Helmet of the same level, and with the added attack and damage of the Super Monster, you'd be in much danger if you aren't quick enough to get out of the way.

Calculations in detail[]

Hit Result[]

Hit result (i.e. hit or crit or miss) is determined by attacker's attack (including weapon's attack if equipped), defender's defense (including armor's defense if equipped), and RNG.

  • There's always a 5% crit chance and another 5% miss chance. The other 90% of time, if total attack is greater than total defense, it's a hit, otherwise it's a miss.
    • Total attack = base attack (from character's race and level) + weapon attack + random bonus between 0 and 1
    • Total defense = base defense + armor defense
  • We want to make sure to always hit the enemy unless we miss, so (total attack - total defense) must be greater than 0 even if we don't get the random bonus.
    • Base attack of level 20 characters is between 0.8 (Troll/Gnoll) and 1.6 (Balrog).
    • Leech attack is 0.08 + 0.06 * LVL.
    • Golem defense is 0.3 + 0.06 * LVL.
    • (total attack - total defense) without the attack bonus = base attack - 0.22 - 0.06 * DLVL, where DLVL is the difference between dungeon level and item level.
    • Thus non-crit hit always succeeds when DLVL is no more than 9 to 23, depending on player's race.
  • We want to make sure the enemy always misses us unless it crits, so (total attack - total defense) must be less than or equal to 0 even if the enemy gets 1 for the random bonus.
    • Base defense of level 20 characters is between 0.7 (Cactuar) and 1.5 (Golem/Balrog).
    • Helmet defense is 0.1 + 0.05 * LVL.
    • Golem attack is 0.2 + 0.05 * LVL.
    • (total attack - total defense) with attack bonus 1 = 1.1 - base defense - 0.05 * DLVL.
    • This leads to the conclusions as mentioned above.
Damage[]

If hit result is determined and not miss, damage is dependent on several deterministic factors.

  • Total damage = (base damage by race + weapon damage) * protection multiplier * backstab multiplier * crit multiplier * smite multiplier.
  • Characters get 2.5% damage absorption per level of Protection, capped at 50% (level 20 Protection).
  • Rouge/Husband get 2x backstab damage.
  • A crit results in 2x damage.
  • A smite results in 1.25x damage.
    • In our case, smite is guaranteed if we hit the enemy.
    • If smite happens, half of hit damage is transferred to the smite state, and smite damage ratio is 1.5x, so this gives 1.25x damage in total.
  • When we damage a Super Golem:
    • Base damage of level 20 characters is between 0.9 (Nymph) and 5.3 (Orc/Werewolf/Golem). For Rogue/Husband/Balrog, this is 5.
    • Leech damage is 2.5 + 0.4 * LVL.
    • We always get 1.25x smite damage.
    • Golem health is 5 + 1.5 * LVL.
    • That would be 1.5 / (0.4 * 1.25) = 3 strikes for large values of LVL.
  • When Super Golem damages us:
    • Health of level 20 characters is between 13 (Mimic) and 35 (Golem/Balrog).
    • Golem damage is 1.1 + 0.21 * LVL.
    • At level 57 and beyond, Mimic player with no Protection may suffer non-crit one hit kill.
    • Min level for one hit kill varies greatly, so you'll need to assess your safety yourself.
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