Guide
Hurting a monster with what you carry
How damage to a monster works in R.E.P.O. — the health behind it, the three sizes of impact, what objects do and what a death leaves behind.
Applies to
0.4.0, read from the copy of the game this site was built from (see the sources page)
Before you start
- Something to hit with
- Something to throw
- A monster willing to stand still
Steps
- Think of a monster as carrying a health total rather than as indestructible.
a monster carries a health total and a freeze time for dying - Hit it hard on purpose, because impacts come in three sizes.
impacts hurt it with separate damage for a light, a medium and a heavy one - Throw things when a weapon is not the answer.
being hurt by an object has its own switch, a multiplier and an option to stun - Know that the stun is a choice the game makes, not a guarantee.
the object-hurt options include whether it stuns - Expect some kills to pay out.
a monster can be set to leave a valuable behind up to a maximum number - Read the feedback rather than only the health: being hurt, starting to die, dying and being hit by an object each signal.
being hurt, starting to die, dying and being hurt by an object each raise an event
Common mistakes
- Giving up on a monster that is taking damage but has not fallen yet.
- Throwing things at a monster that cannot be stunned by objects.
- Assuming every kill leaves something behind.
- Missing the moment between starting to die and being dead.
Related entries
How the game behavesHow a monster takes damageA monster carries a health total and a freeze time for dying.
MonstersWhat being grabbed does to a runA player's condition is tied to the grabbing mechanic.
MonstersReading a monster before it reaches youEvery monster carries a tracked behaviour state.Sources
A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.