RyonaRPG → Enemy Types

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RyonaRPG edit


Japanese release
Core 0163
2026-04-29



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Enemy types are battle categories that apply shared weaknesses, resistances, immunities, and effective-against bonuses. A type does not always describe an enemy literally: it is the ruleset assigned to that database record. Individual enemies and scripted battles can add their own traits.

Use Enemies to browse encounters by area, or Enemy IDs to find an individual enemy's type, scaling method, and stat formula.

Reading the table

  • Takes 200% means the attack deals twice its normal damage. Takes 50% means half damage; takes 12.5% means one-eighth damage.
  • Immune means the listed attack, element, or status normally has no effect.
  • Status resistance is the type's general resistance. A particular enemy may still have additional protection or scripted behavior.
  • Weapon attacks and magic are kept separate where the game gives them different modifiers.
  • Anti-Human, Anti-Aquatic, Anti-Beastmen, Anti-Magical Life-form, and Dragonkiller below describe special effective-against attributes, not ordinary elements.

For ordinary play, find the enemy on Enemy IDs, note its type, then use the corresponding row below as a starting point. Boss scripts and individual enemy settings can override the shared type rules, so the table is not a promise that every member of a type behaves identically.

Type reference

ID Type Effective attacks Resistances and immunities Notes
00 Beast Takes 200% Fire and Lightning damage. — Common animals and animal-like enemies.
01 Monstrous Beast Silver, Holy, and Force weapon attributes bypass its general weapon resistance. Holy magic bypasses its general spell resistance. Takes 50% damage from other weapon and spell attributes; resists Water; immune to statuses except Silence. A heavily resistant magical-beast category.
02 Beastman Takes 200% Silver, Anti-Human, and Anti-Beastmen damage. 20% status resistance. Both effective-against attributes work on this type.
03 Plant Takes 200% Fire and Ice damage; vulnerable to Poison. Immune to critical hits; resists Ground attacks; takes 50% Lightning damage; immune to Paralyze, Confuse, Blind, and Bleed. —
04 Magical Life-form Anti-Magical Life-form causes instant death when applicable. Immune to critical hits, Holy, Water, and status effects; takes 50% damage from bladed weapons, Fire, and Ice. Includes golems and living weapons.
05 Undead Takes 150% Fire and Lightning damage and 200% Holy damage. Immune to critical hits; takes 50% Physical and Force damage; reflects Absorb; immune to statuses except Silence. Absorb effects are dangerous because the usual drain is reversed.
06 Incorporeal Takes 200% Holy damage. Immune to critical hits, Physical, Fire, Ice, Lightning, Absorb, Piercing, Poison, and Water; immune to statuses except Silence. Ordinary weapons are ineffective unless another attribute or rule bypasses the immunity.
07 Demon Takes 200% Holy damage; Silver and Holy bypass the general attack-attribute reduction. Takes 80% damage from other attack attributes and from Fire, Ice, Lightning, and Magic; 50% status resistance. —
08 Amorphous Takes 200% Fire, Ice, Lightning, and Magic damage. Immune to critical hits; takes 25% damage from bladed weapons and 12.5% from blunt weapons; immune to statuses except Poison, Paralyze, Silence, and Weaken. Includes slimes and similar creatures.
09 Swarm Takes 200% Fire, Ice, Lightning, and Magic damage. Immune to critical hits and status effects; takes 12.5% Physical damage. Represents a mass of small creatures rather than one large target.
10 Insect Takes 200% Fire damage. Immune to Poison and Confuse. Used for individual insects; groups may instead use Swarm.
11 Human Woman Takes 200% Anti-Human damage. — The sex-specific type name is the game's internal battle classification.
12 Aquatic Takes 200% Anti-Aquatic and Lightning damage. Takes 50% Ice damage; immune to Water and Confuse. —
13 Beastwoman Takes 200% Silver, Anti-Human, and Anti-Beastmen damage. 20% status resistance. Uses the same core modifiers as Beastman.
14 Special Armor Armor-Piercing attacks bypass its defense. Negates the other standard attack and status categories. Rare special-defense category, including the saw enemies in the Undersea Temple. Use the encounter's intended armor-piercing countermeasure rather than ordinary damage.
15 Reptile Takes 200% Ice damage. Immune to Wind; resists Water. —
16 Dragon Dragonkiller bypasses the general damage reduction. Immune to critical hits; takes 12.5% damage from attacks without Dragonkiller. —
17 God — Takes 50% damage from all sources; immune to status effects. A broad divine or god-class battle category.
18 Human Man Takes 200% Anti-Human damage. — The sex-specific type name is the game's internal battle classification.
19 Bird Takes 150% damage from Fire, Ice, and Lightning weapons and 300% from Lightning magic. Bows bypass its general weapon evasion. Evades 50% of other weapon attacks. The evasion rule applies to weapon attacks, not every possible source of damage.
20 Other Encounter-specific. No shared innate weakness or resistance. A deliberate catch-all category. These enemies are usually configured individually.
21 Treasure Chest — Immune to magic; takes a random 0%–200% Physical damage multiplier. Used by Mimic-style treasure-chest enemies, so physical damage can vary sharply from one hit to the next.