Enemies

## Items

**Enemies** are the primary adversaries in Dragon Marked For Death. These include **Common Enemies**, **Bosses**, **Named Monsters**, and more. Killing enemies increases Dragon Power, increases Experience Points, and sometimes drops Chests.

*This page is to be used as a companion guide for making calculations regarding enemy stats.*

If you are looking for specific databases for each type of Enemy, please see the links below:

* Basic Enemies (includes Common Enemies, Miscellaneous Enemies, and Common Enemy Companions)
* Bosses (includes Normal Level Bosses, High Level Bosses, and Boss Enemy Companions)
* Named Monsters (includes Cavern of Torment and Ancient Gods NMs and Named Monster Enemy Companions)

## Tips

### Enemy Types

Dragon Marked For Death has 3 enemy types: **Primal**, **Asura**, and **Deva**.

* **Primal**
	+ Most enemies are Primal. They have no special traits.
	+ The Dragon Skill damage color displayed is *white*.
* **Asura**
	+ Asura species have high resistance to Dragon Skills (typically PIE-based attacks).
		- Dragon Skill damage is *halved*.
	+ The Dragon Skill damage color displayed is *purple*.
* **Deva**
	+ Deva species are weak against Dragon Skills.
		- Dragon Skill damage is *doubled*.
	+ The Dragon Skill damage color displayed is *orange*.

### Enemy Attack Types

Enemy attacks are divided into 3 categories: **Physical**, **Magic**, and **Holy**. Most enemies deal Physical damage, but some also deal Magic and Holy damage.

* **Physical**
	+ AGI and VIT will reduce damage from Physical attacks.
* **Magic**
	+ INT will increase the chance to resist Magic attacks.
	+ The Magic damage color displayed is *blue*.
* **Holy**
	+ PIE will increase the chance to resist Holy attacks.
	+ The Holy damage color displayed is *orange*.

### Mimics and Traps

On a Quest, all Party members' LUC will determine the rate of appearance for Mimics and traps in treasure chests.

* Items can be acquired from chests, even when they are trapped.
	+ Traps include small bombs and gasses that inflict Status Ailments upon contact.
* However, Mimics must be defeated before the item contained can be acquired.

## Enemy Mechanics

### Enemy Status

#### Random Level Determinations

* Common Enemy levels are randomly determined in the range of **Q.Lv -2 to +2**.
* Boss levels are randomly determined in the range of **Q.Lv +5 to +6**.
* Named Monster levels are **fixed**.

#### Status Calculation

##### Growth Rates

**Growth Rates** are the rate at which enemies increase their stats as the enemy's level increases. While it is not necessary to understand this to play the game, this information may be helpful for pre-planning long runs.

The following table summarizes the stat Growth Rates and corresponding Base values.

Enemy Status Growth Rates and Base Values
 40%
 50%
 75%
 100%

##### Enemy Status Basic Formula

**Enemy Status = Base + (Enemy Level \* Growth Rate)**

* For example, if the enemy is Level 50 and has a Status with a Growth Rate of 50%, then the formula is 5 + (50 \* 0.5) = 30.

##### Health Points Basic Formula

**Health Points (HP) = Base HP \* VIT**

* For example, if VIT is 50 and the Base HP is 400, then the formula is 50 \* 400 = 20,000.
* Enemy Health Points Exceptions
	+ Some enemies have fixed HP values that increase or decrease in addition to the normal VIT \* Base HP formula.
	+ This change in fixed value is added or subtracted after multiplying by the HP corrections for Multiplayer and Quest Difficulty.

##### Health Points Correction Formula

**Health Points (HP) = Base HP \* VIT \* Quest Level HP Correction \* Multiplayer HP Correction**

* Don't forget to convert the percentages to decimals.

### Enemy Health Points Corrections

Depending on the Quest Level and number of players in a party, the Health Points and various stats of enemies will change.

The following tables show percentage estimates for Health Points increases depending on the situation. *Note: "Hard" Quests are indicated by an increased number of enemies, usually above Quest Level 60.*

Health Points Corrections in Multiplayer
 2
 3
 4

### Materials Drop Chance

***This article requires cleanup.**
It either needs improvement or needs to be updated to the current version of DMFD (3.1.5). Please help out Dragon Marked For Death Wiki by improving this article.*

There is roughly a 30% chance that after the monster is killed it will drop an item, and this increases by 0.5% per point in LUC. If an item is dropped, there is then a 60/40 split that the item will be a Litus Piece (further split 88/10/2; copper, silver, gold) or monster part. Some monsters have multiple drops. (This section is disregarding food/herb drops currently)

For the example below, character's LUC is an assumed 6 (for +3% drop chance).

 Litus Copper Piece
 Monster Part (Version 2.0.0 ONLY)
 Litus Silver Piece
 Litus Gold Piece
 Litus Platinum Piece

## Primary Enemy Details

The following tables contain lists of enemies along with their appearances, Elements, Types, and Health Points (HP). More detailed information regarding Status Ailments and Growth Rates can be found in their own pages.

### Basic Enemies

*Main article: Basic Enemies*
**Common Enemies** (ザコ *Zako*, Small-fries) are the most basic enemies in the game. While some can be obstacles, they are killed primarily to increase Dragon Power, gain Experience Points, and / or pick up required progression items such as Keys throughout a Quest.

**Miscellaneous Enemies** are not necessarily hostile enemies but are damaged like an enemy.

Miscellaneous Enemies
 Dummy

Common Enemy Companions

### Bosses

*Sinner, listen well.
**This section contains major plot and / or item spoilers.** Proceed with this in mind.*

*Main article: Bosses*
**Bosses** are powerful **Enemies** fought in the middle or at the ends of Quests, usually as a main target, in Dragon Marked For Death. Bosses test your skill, teamwork, and pre-planning. Your equipment can make or break your performance against Bosses.

### Named Monsters

*Sinner, listen well.
**This section contains major plot and / or item spoilers.** Proceed with this in mind.*

*Main article: Named Monsters*
**Named Monsters** ("NMs") are special Bosses that are fought either through a blue teleport gate at the ends of certain Quests, or in endgame challenges such as the Quests Cavern of Torment and Ancient Gods.

## Legacy Content

#### Legacy & Unused Materials Drop List

The following drop list was created by an old editor in 2019 and was used for cross-referencing data for the current list as shown in the Legacy & Unused Materials page. As such, this old list is archived here and has been rearranged into a table for presentation's sake.

The information in the following list was incomplete at the time. The completed list can be found on the aforementioned page.

## References

1. ↑ Neka\_Mahime\_'s notes EN 1.0 (Translated by Lancer) - https://docs.google.com/spreadsheets/d/1w\_\_jhHorFFiYTvGHnt568O\_5b39qvfABp3Em\_uZgZ2U/edit?usp=sharing