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Remnants of Skystone

Enemy Stats

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Enemy Stats in Remnants of Skystone can be divided into 4 different categories:

  • Experience: The Experience points that are awarded after killing a particular mimic (for each xp the Nidarian Guard members get also 1 Circuit Point)
  • Health: The damage necessary to kill the enemy
  • Attack: The offensive power of the enemy
  • Defense: The defensive power of the enemy (which is generally 0)

Damage CalculationEdit

The damage inflicted by the player to the mimic follows the following formula:

  • DamageInflicted = AdjustedPlayerAttack - EnemyDefense

where:

  • EnemyDefense is the enemy's defense stat;
  • AdjustedPlayerAttack is the attack value for the player adjusted with the tubes' and weapon's stat modifiers and eventual Status Ailments; if the attack is inflicted from a special attack (a Nidarian Guard exclusive) AdjustedPlayerAttack considers the player's skill value rather than their attack value.

The damage taken on the player from an enemy follows the following formula:

  • DamageReceived = floor(EnemyAttack - (AdjustedPlayerDefense / 175 * EnemyAttack))

where:

  • EnemyAttack is the enemy's attack stat;
  • AdjustedPlayerDefense is the player's defense value adjusted with the tubes' and weapon's stat modifiers and eventual Status Ailments
  • floor indicates that the calculated received damage is rounded down to the nearest integer.

Also notice that the player's luck can randomly decrease the received damage (usually by 1hp; rarely by 2hp).

Enemies' Leveling upEdit

After the player gains a trophy for a particular Mimic, the mimic levels up. The maximum level that a mimic can reach is 4. The corresponding trophies are obtained as follows:

  • Bronze trophy (Level 2): By killing 100 of the same Mimic
  • Silver trophy (Level 3): By killing 500 of the same Mimic
  • Gold trophy (Level 4): By killing 1500 of the same Mimic

When leveling up, the Mimic stats' change to:

  • The Awarded Experience increases by 1 each level, so it becomes
    • +1 xp at level 2
    • +2 xp at level 3
    • +3 xp at level 4
  • The Attack value increases by 2 each level, so from the original value it becomes:
    • +2 attack at level 2
    • +4 attack at level 3
    • +6 attack at level 4
  • The Defense value is unchanged
  • The Health stat follows the following formula
    • world 1 enemies, level 2: health = ceil((level1health/10)*19)
      world 2-3 enemies, level 2: health = ceil((level1health/19)*29)
    • world 1 enemies, level 3: health = ceil((level1health/10)*39)
      world 2/3 enemies, level 3: health = ceil((level1health/19)*39)
    • world 1 enemies, level 4: health = ceil((level1health/10)*49)
      world 2/3 enemies, level 4: health = ceil((level1health/19)*49)

Note that ceil rounds the decimal result up to the next highest integer.

World 1

World 2/3

Grabrat

Black Recluse

Hazebug

Blowgrub

Pidgebomber

Boulder Bison

Pidgefly

Bruinscale

Pugcrawler

Bulkskin

Pustosser

Catlick

Rockbug

Crawback

Rockrat

Dewdrop

Silksnake

Electrawog

Slugrat

Firegrub

Snakehopper

Hackworm

Stiltskin

Hellhopper

Stiltskin Runner

Hexaboar

Wallglider

Hivehat

Webdangler

Hookbill

Jellywog
Mangler
Matterhorn
Mimipede
Mimitaur
Molecreep
Pinwheel
Quilltoad
Snapshell
Stinkbird
Stinkstrider
Stonehog
Swampfoot
Toy Recluse
Wallworm

The following enemies do not follow either formula:

Batowl (constant health)

Clampbright (constant health)

Cactigrub. Level 2: (unknown); Level 3: 267; Level 4 (unkown)

Crescentwolf. Level 2: 190; Level 3: 390; Level 4: 490

Pale Steed. Level 2: (unkown); Level 3: 510; Level 4 (unkown)

Co-op EnemiesEdit

The enemies you encounter during Co-op Trailblazing don't have a health stat and must be killed with a set number of hits. Even if it's possible to collect trophies for them, they will always stay at level 1 (so hits, attack and experience awarded are always the same).

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