> eiq2.sh Loot Craft Brawl Repeat
How enemies are built, equipped, and scaled across difficulties
Normal enemies (fight 4 onward) have a random chance to spawn with equipment in each slot. Equipment uses the standard rarity roll with no magic find bonus.
| Slot | Chance |
|---|---|
| Helmet | 10% |
| Chest | 10% |
| Gloves | 10% |
| Boots | 10% |
| Shield | 10% |
| Weapon | 30% |
Each slot is rolled independently. An enemy could spawn naked, fully geared, or anything in between. Weapons are three times more likely than any single armor piece, so most equipped enemies will at least have a weapon.
The first 3 fights of a new character's first run use scripted equipment to guarantee a smooth early game experience.
| Fight # | Enemy Equipment | Purpose |
|---|---|---|
| 1 | Weapon only (Normal rarity, no armor) | Player gets a weapon drop |
| 2 | Armor only (no weapon, guaranteed ≥1 piece) | Player gets armor drops |
| 3 | No equipment | Easy kill — player already has gear |
After fight 3, normal random equipment generation takes over. This scripted pattern ensures every new character starts with at least a weapon and some armor before facing properly equipped enemies.
Bosses always spawn with all 6 equipment slots filled. Their gear has minimum rarity floors:
| Slot Type | Minimum Rarity |
|---|---|
| Weapon | Common |
| Armor (all 5 slots) | Rare |
Rarity is rolled normally and then floored — if the roll is below the minimum, it gets bumped up. This means bosses always have at least decent gear.
| Condition | Unlock Chance |
|---|---|
| First boss kill ever | 100% |
| Subsequent boss kills | 20% |
When a boss drops a weapon, each attribute slot has a chance to become a Summon attribute instead of a normal weapon attribute. The summon captures the boss's sprite.
| Property | Value |
|---|---|
| Summon roll chance (per attribute slot) | 50% |
| Max summons per weapon | 1 |
| Summon proc chance (per attack) | 5–20% |
| Summon damage | 50% of total_damage |
| Summon element | Single element (from boss) |
Enemies use the same base HP formula as players (350 + level × 150), but their HP is multiplied by 0.25 — making them significantly squishier. This keeps fights offense-oriented: enemies are dangerous because of damage, not tankiness.
| Difficulty | Raw HP | Final HP (×0.25) |
|---|---|---|
| 1 | 500 | 125 |
| 10 | 1,850 | 463 |
| 50 | 7,850 | 1,963 |
| 100 | 15,350 | 3,838 |
| 500 | 75,350 | 18,838 |
| 1,000 | 150,350 | 37,588 |
Enemies receive a damage multiplier that scales with difficulty. This prevents defensive skill stacking from trivializing higher difficulties — no matter how much armor and reduction you stack, enemies will eventually hit hard enough to threaten you.
The multiplier uses a piecewise linear formula with diminishing slope at higher breakpoints:
| Difficulty Range | Rate per Level | Cumulative at End |
|---|---|---|
| 1 – 999 | +0.002 | 2.998× at difficulty 999 |
| 1,000 – 4,999 | +0.001 | 6.998× at difficulty 4,999 |
| 5,000+ | +0.0001 | 7.498× at difficulty 10,000 |
| Difficulty | Multiplier |
|---|---|
| 1 | 1.002× |
| 50 | 1.100× |
| 100 | 1.200× |
| 200 | 1.400× |
| 500 | 2.000× |
| 1,000 | 2.999× |
| 2,000 | 3.999× |
| 3,000 | 4.999× |
| 5,000 | 6.998× |
| 10,000 | 7.498× |
The steep initial slope (+0.002/lvl) ensures difficulty feels meaningful in the mid-game. The sustained +0.001/lvl from 1,000 to 4,999 keeps scaling meaningful deep into endgame, while the flattening at 5,000+ prevents enemies from becoming impossibly strong.
Enemy weapon damage is distributed across elements based on the area they spawn in.
| Area Type | Distribution |
|---|---|
| Verdant Woods (no element) | 100% physical |
| Single-element areas | 60% area element + 40% physical |
| Multi-element areas (endgame) | 40% + 40% area elements + 40% physical (120% total) |
Each area has multiple monster tiers. As difficulty increases, higher-tier monsters become eligible to spawn. The highest unlocked tier is always selected (until endgame).
| Max Difficulty | Tier |
|---|---|
| 1 – 10 | Tier 2 |
| 11 – 30 | Tier 3 |
| 31 – 50 | Tier 4 |
| 51 – 100 | Tier 5 |
| 101 – 300 | Tier 6 |
| 301 – 999 | Tier 7 (max) |
| 1,000+ | ALL tiers |
At high enough difficulty, enemies with empty equipment slots receive invisible baseline stats to prevent them from being trivially easy despite high difficulty. Armor and weapon baselines kick in at different thresholds.
| Property | Value |
|---|---|
| Baseline armor (per empty armor slot) | 1.0 × (10 + difficulty) |
| Baseline weapon damage (empty weapon) | 1.0 × (10 + difficulty) |
| Minimum difficulty for armor baseline | 100 |
| Minimum difficulty for weapon baseline | 1,000 |
This ensures that even unlucky enemies (who rolled no equipment) still have some damage mitigation and offense at higher difficulties. The weapon baseline activates much later (difficulty 1,000) so that unarmed enemies remain weaker offensively in the early and mid game.
Every enemy in a non-physical area receives automatic elemental modifiers tied to their area's element(s):
| Modifier | Value | Effect |
|---|---|---|
| Self-resist | +50% | Reduction to own area element(s) |
| Self-weakness | +50% | Weakness to WEAKNESS_PAIRS element |
For example, a Volcanic Caves enemy (fire area) has +50% fire reduction and +50% ice weakness (since fire → ice in the weakness cycle). This makes matching your weapon element to the enemy's weakness critical at higher difficulties.