Dark Yeti
Dark Yeti has a table row, a sprite and drops, but no map's spawn list places it.
Drops
| Item | Chance | Note |
|---|---|---|
| 0.031% (10/100000) | equipment, fixed stats | |
| 1.01% (10/1000) | ||
| 81.45% (810/1000) | ||
| 80% | 185-278 meso | |
| 80% | 185-278 meso |
Each chance is per kill and rolled on its own, so one kill can drop several items. The first figure is the real chance, the table's own value is in brackets. The game's random numbers have 15 bits, so an equipment chance out of 100,000 is really out of 32,768, about three times higher, and the hero's level is added to its number. Dropped equipment always has the table's minimum stats. A chance out of 1,000 is really about the same number out of 993, and a tenth of the hero's level is added to it. Meso: an amount from 185 to 278 (80% to 120% of the table's 232) drops on 80% of kills, as a bag of one of three sizes by the amount. (rules)
Locations
No map's spawn list places it, so it never appears in the fields. Monster Carnival rounds take their monsters from a separate spawn table in the program, which the knowledge base does not read yet; whether it appears there is unknown.
Behaviour
It walks along its platform and turns at the edges. Its walking speed is 2 per tick, against the hero's 5. Touching it hurts the hero unless the hero avoids the blow; while Dark Sight is on, contact does nothing. The monster table has no attack column: the damage comes from its level and the hero's defense alone.
| Against | Contact damage | Avoid | Evade |
|---|---|---|---|
| a hero with 0 defense | 332-557 | ||
| a level 93 hero, base stats (DEF 116, AVOID 96, ACC 114) | 149-253 | 12% | 0% |
Computed with the rules in the mechanics notes; equipment and skills change the hero's numbers. Avoid is the chance the hero avoids its contact, evade the chance it dodges a hit.
Notes
In Monster Carnival its level follows the hero: above half the hero's ATT plus DEF it is pulled halfway down with 150% HP; below it the game adds the halved difference, which is negative, so the level falls further and the HP stays (a sign slip in the original). A kill there gives no EXP and no drops. In version 1.5 no map object runs the scripts that start the mode, so it cannot be reached in play. (level scaling)
| Hero | Half of ATT plus DEF | Its level | Its HP |
|---|---|---|---|
| level 20 | 26 | 60 | 8,715 |
| level 40 | 51 | 72 | 8,715 |
| level 60 | 76 | 85 | 8,715 |
Images
Each action of its sprite; an animated one plays unless reduced motion is on.


