👻Monster

Overview

Monsters in The Nine Worlds are built around custom stat scaling instead of default Ragnarok formulas.

Their durability, damage, defenses, and soul rewards scale primarily with:

  • Level

  • Core stats such as STR, VIT, INT, and AGI

  • Tier: Normal, Mini-Boss, or Boss

This creates a system where stronger monsters feel meaningfully tougher and more rewarding, while early-game enemies remain manageable.


Monster HP

Monster HP uses a custom progressive scaling formula based on Level and VIT.

HP Formula

For most monsters:

Bonus HP =
(0.066 × (1 + 3.5 × Early²)) × ((80 + 5 × VIT) × Level^1.3 + 20 × Level)

Where:

Early = clamp((20 - Level) / 20, 0, 1)

This gives extra support to low-level monsters so they do not feel too fragile early on, while still allowing HP to scale naturally into mid and late game.

Tier Multipliers

After HP is calculated:

  • Normal Monster: ×1

  • Mini-Boss: ×2

  • Boss: ×3

Special Case

  • Guardians do not use this formula and instead receive a minimal HP adjustment.


Monster Attack

Physical Attack

Monster physical attack is calculated as:

Magical Attack

Monster magical attack is calculated as:

Tier Multipliers

After attack is calculated:

  • Mini-Boss: ×1.3

  • Boss: ×1.5

This applies to both physical and magical attack.


Monster Defense

Physical Defense

Monster physical defense is now based only on VIT:

Magic Defense

Monster magic defense also uses the same rule:

Defense Caps

Defense is capped by tier:

  • Normal Monster: max 70

  • Mini-Boss: max 80

  • Boss: max 90

This keeps defensive scaling meaningful without allowing monsters to become overly resistant.


Monster Attack Speed

Monster attack interval is based on AGI.

Attack Delay Formula

Caps

  • Minimum: 900 ms

  • Maximum: 1800 ms

So:

  • slow monsters attack about every 1.8s

  • very agile monsters attack as fast as 0.9s


Monster Attack Motion

Attack animation speed also scales with AGI.

Attack Motion Formula

Cap

  • Minimum: 250 ms

It is also forced to never exceed the monster’s current Attack Delay.

This means agile monsters not only attack more often, but also animate their attacks faster.


Monster Experience Gain

Base EXP by Monster Tier

Monster Base EXP remains fixed by tier:

  • Normal Monster: 100 Base EXP

  • Champion Monster: 125 Base EXP

  • Mini-Boss: 150 Base EXP

  • Boss / MvP: 200 Base EXP

  • Boss / MvP bonus reward: +100 extra Base EXP

Monsters do not grant Job EXP.

Instead, progression is tied heavily to Einherjar Souls.


Level Difference EXP Scaling

Base EXP gained is modified by the difference between Monster Level - Player Level.

If the monster is higher level than the player

Difference
Base EXP

+8

200

+7

185

+6

170

+5

155

+4

140

+3

125

+2

112

+1

105

0

100

If the player is higher level than the monster

Difference
Base EXP

-1

86

-2

70

-3

55

-4

40

-5

25

-6 or lower

10

This encourages players to fight monsters close to or above their level, while still allowing low-level farming with reduced efficiency.


Monster Souls Gain

Einherjar Souls are the main combat progression reward in T9W.

Normal Soul Quantity

The base soul amount is:

Caps

  • Normal / Mini-Boss base cap: 200

  • Boss cap: 400


Tier Multipliers

After the base amount is calculated:

  • Normal Monster: ×1

  • Mini-Boss: ×1.5

  • Boss: ×3

Then the result is capped appropriately.


Party Distribution

Normal Einherjar Souls are:

  • split among nearby party members

  • only shared with eligible party members near the monster’s death location

The system uses a fair split, including remainder distribution.


Rare and Epic Soul Conversion

Mini-Bosses and Bosses can convert their normal soul reward into a higher rarity reward.

Mini-Boss

Mini-Bosses have a chance to convert the normal soul drop into:

  • 1 Rare Einherjar Soul

If this happens, the normal soul stack is replaced.

Boss

Bosses have a chance to convert the normal soul drop into:

  • 1 Epic Einherjar Soul

Epic Chance

Examples:

  • Level 5 Boss → 1%

  • Level 25 Boss → 5%

  • Level 50 Boss → 10%

If Rare or Epic conversion happens:

  • the reward goes to one random eligible nearby party member

  • not to the entire party


Freyja Blessing

When normal souls drop, the killer has a chance to trigger Freyja’s Blessing.

Blessing Chance

If it triggers:

  • normal soul quantity is doubled

  • Rare and Epic soul drops are not doubled

This effect respects the same normal soul caps.


Extra Boss and Mini-Boss Drops

In addition to souls, bosses and mini-bosses can automatically reward extra materials.

Warrior’s Token

Boss only

Chance

Examples:

  • Level 20 Boss → 70%

  • Level 50 Boss → 70%

Reward:

  • 1 Warrior’s Token

  • given to one random eligible nearby party member


Animal Gore

Used as a summoning material for divine creature content.

Chance

  • Mini-Boss: 50%

  • Boss: 80%

Reward:

  • 1 Animal Gore

  • given to one random eligible nearby party member


Old Material Box

Chance

  • Mini-Boss: 5%

  • Boss: 75%

Reward:

  • 1 Old Material Box

  • given to one random eligible nearby party member


Epic Soul Fragment

Guaranteed from Bosses

Every boss automatically grants:

  • 1 Epic Soul Fragment

This reward goes to:

  • one random eligible nearby party member


Important Notes

  • Monsters do not give Job EXP

  • Base EXP is fixed by monster tier, then modified by level difference

  • Souls are the main combat progression reward

  • Normal souls are shared across nearby party members

  • Rare / Epic souls are awarded to a single random eligible party member

  • Mini-Bosses and Bosses have meaningful extra drop tables beyond souls

  • Low-level monsters receive boosted survivability through the early HP scaling curve

  • AGI affects both attack frequency and attack animation speed


Final Advice

Monsters in The Nine Worlds are designed to feel more deliberate than default RO enemies.

Their stats scale in a way that makes:

  • early monsters less trivial

  • higher-tier enemies much more threatening

  • bosses more rewarding not just in EXP, but in souls, fragments, and progression materials

Fight stronger enemies when you can. That is where the best growth begins.

Last updated