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 |
Those numbers are not the real numbers
Section titled “Those numbers are not the real numbers”The table above is the base. Actual power comes from the XP the spawner assigned:
Max HP = BaseStats.MaxHP x PowerMulti^2.63Damage = BaseStats.Attack x PowerMultiSpeed = 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.
Threat ranking
Section titled “Threat ranking”- 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 %.
AI behaviour
Section titled “AI behaviour”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.
Where the good spawns are
Section titled “Where the good spawns are”GetDistanceBonus scales enemy value with distance from spawn:
bonus = 1/3 + (min(1, distance / 900) x 3)^2That 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.