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Aran Plateau

The monsters of the Aran Plateau are neutral creatures that appear in the field and grant experience and Shards when defeated.
Stronger monsters give greater rewards, and boss-tier creatures leave behind a Prism or a powerful buff when slain.
Deciding which monster to hunt first is central to your strategy. Hunting splits into two approaches: targeting Prism Bosses to take the lead in scoring, or prioritizing growth through Elites and gold-bordered camps.
When the phase changes, all camps respawn.

Tiers

Monsters are divided into tiers based on their defeat rewards and how they appear.
Boss-tier creatures appear alone and leave behind Prisms and buffs, camps consist of a Leader and Normal monsters, and Elites are powerful single creatures that appear independently of camps.
On the field and minimap, the tier color lets you tell the reward type at a glance.

Color Tier Description Defeat Reward
Purple Prime Boss The strongest boss, appearing in the late game S-Prism · Prism · powerful buff
Red Prism Boss The key boss that appears each phase Prism · permanent stat increase · Shield
Blue Alpha Monster An empowered boss that appears alongside the Prism Boss during special phases pursuit and suppression buff
Yellow Elite Monster A powerful single creature that appears independently of camps large amount of experience and Shards
Leader Monster An empowered, elite creature that leads a camp moderate experience and Shards
Normal Monster A basic creature that fills out a camp basic experience and Shards

Monsters

A powerful creature that appears alone, leaving behind high experience and Shards along with a Prism or a powerful buff when defeated.
Defeating a boss ties directly into both scoring and growth, making it the key factor that decides the course of battle.

Monster Tier Health Defense Attack Defeat Reward Description

Lord Nazan
Prime Boss 12,000 200 855 Experience 11,250
Shards 500
S-Prism
The strongest boss, appearing at the Prime Boss camp in the late game.

Defeating it grants the S-Prism needed for victory directly, restores some health and skill cooldowns, and gives a powerful buff that can turn the tide of battle.


Kierro
Prism Boss 8,800 100 713 Experience 1,610
Shards 150
Prism
The key boss that appears each phase.

Defeating it grants a Prism directly, leading to a score, and each defeat permanently raises your stats and grants a Shield for a set time.
After three defeats, you gain the 'Rampage' effect, instantly executing enemies on the brink of death.


Mugante
Alpha Monster 19,388 100 713 Experience 1,610
Shards 150
An empowered boss that appears alongside the Prism Boss during special phases.

Defeating it raises your out-of-combat movement speed and leaves a buff that inflicts damage over time and Slow on struck enemies, ideal for pursuing and suppressing fleeing foes.

A powerful single creature that appears independently of camps, granting a large amount of experience and Shards when defeated.
Each Elite has its own spawn location and behavior.
They are far more threatening than ordinary monsters, so it is safest to target them when your health is full or to defeat them together with your team.

Elite Health Defense Attack Defeat Reward Traits

Moonhowl
6,000 50 534 Experience 2,300
Shards 300
A fixed-spawn Elite.

Its high attack power deals heavy damage in a head-on fight.


MTT-type T
6,000 50 534 Experience 2,760
Shards 400
A fixed-spawn Automata Elite.

It uses powerful attacks.


Popo · Qwickie
11,371 50 534 Experience 2,300
Shards 300
A roamer that patrols a set route.

It does not attack, but when hit it is briefly staggered before quickly fleeing, so when the spawn warning appears, ambush it along its route and defeat it immediately.

Monsters that appear grouped together to form camps.
A camp consists of a Leader that leads it and basic Normal creatures, with appearance colors that differ by faction.
Camps whose icon has a gold border give more rewards than others of the same type, and defeating a Watcher camp also secures vision of the surrounding area.
Automata camps also appear.

Tribe Stage Health Defense Attack Defeat Reward

Echo Tribe
Normal 505 50 142 Experience 92
Shards 44
Leader 965 75 178 Experience 552
Shards 264

Mugante Tribe
Normal 750 50 142 Experience 184
Shards 88
Leader 1,225 75 178 Experience 1,260
Shards 315

Automata