Skip to content

Enemies

Every NPC rolls from a weighted table totalling 1 080. The world caps at 40 live NPCs.

Noob Weight Share Max HP Attack Speed Attack style
Noob 150 13.9 % 50 18 16 melee
Iron 150 13.9 % 72 12 15 melee, tanky
Zombie 125 11.6 % 65 24 13 melee
Burst 100 9.3 % 45 28 16 burst
Rocket 100 9.3 % 35 43 16 projectile
Ice 80 7.4 % 45 28.5 16 slow on hit
Giant 75 6.9 % 70 22.5 11 body flop
Mafia 75 6.9 % 40 24 13 ranged
Scythe 75 6.9 % 60 27 16 melee sweep
ANoobis 50 4.6 % 70 8.5 16 special
Speedster 50 4.6 % 60 17.5 30 melee
Wizard 50 4.6 % 40 25 18 magic beam

The table above is the base. Actual power comes from the XP the spawner assigned:

Max HP = BaseStats.MaxHP x PowerMulti^2.63
Damage = BaseStats.Attack x PowerMulti
Speed = BaseStats.Speed x sqrt(PowerMulti)

PowerMulti is the tier scalar from the tier table. Because health scales to the power of 2.63 and damage only linearly, high-tier enemies are far tankier than they are dangerous, relative to each other. A Tier 30 Rocket will still delete you; a Tier 30 Iron will just take a very long time to kill.

  • Rocket — 43 base attack, the highest in the game, and it fires at range. Kill it first.
  • Wizard — ranged magic, 25 attack, and it outruns you at speed 18.
  • Speedster — speed 30. You cannot walk away from it.
  • Zombie — 24 attack but speed 13, slower than you. Kite it.
  • Giant — speed 11 and a flop attack. Trivially kited.
  • ANoobis — 8.5 attack. Free XP, and the rarest common spawn at 4.6 %.

The AI loop runs every 0.25 seconds while engaged and every 3 seconds while idle. It picks the closest valid target within 80 studs (scaled by the spawn’s range tag), sticks with that target with only a 4 % chance per tick to re-evaluate, moves toward it, jumps when the target is above, and attacks when in range.

Two consequences you can exploit:

  • Aggro is sticky. Once an NPC picks a target it rarely switches. You can peel a group off a teammate by getting hit once.
  • Idle NPCs are slow to notice you. Their think loop is 12x slower when they have no target.

NPCs that wander into the spawn area are teleported back onto the map.

GetDistanceBonus scales enemy value with distance from spawn:

bonus = 1/3 + (min(1, distance / 900) x 3)^2

That runs from 0.33x at spawn to 9.33x, capping at 900 studs out. Spawn sits at the far west edge (x = -410), so the east side of the map is where the valuable enemies are, and only the far eastern corners actually hit the cap.

This applies to NPCs the world spawns on its own. Star event noobs are placed at a random map position and are scaled by the server’s average rejoin multiplier instead, so where they land does not change what they are worth.