Bestiary

What lives in the dusk, what it can do to you, and what it leaves behind. Drop tables are the ones the live world uses today; each line is rolled on its own, so a lucky kill can drop several.

Slime

Level 1 · Beginner · Beginner Zone

A wobbling heap of green jelly. Slow, hungry, and quick to take offence at anyone who strays too close.

Health
4 to 10
Damage
1 to 4
Experience
4 to 10
Hit ratio
30
Defence ratio
20
Magic resistance
5
Temper
Attacks on sight
Notices you at
2 tiles
Gives chase
8 tiles
Strikes every
2.1 s
Steps every
2.5 s
May flee at
25% health

When it dies

Slime: drops when it dies
ItemChanceAmount
Resurrection Wand90%1 to 5
Stamina Potion90%1
Health Potion7.3%1
Mana Potion7.3%1
Gold30%1 to 5

When its body fades

Slime: drops when its body fades
ItemChanceAmount
Slime Jelly15%1 to 5
Stone of Merien1%1
Stone of Xelima1%1
Zemstone of Sacrifice10%1
Small Pouch4%1
Traveler's Bag3%1
Adventurer's Pack0.2%1
Gold2%1 to 5

A monster's loot is yours alone for two minutes if you dealt at least 35% of its health; share it and the party rolls for it. Each level a pit raises a monster above its own adds 30% health, 20% damage and 40% experience.

Special abilities

A monster may be born with up to 2 of these. Each adds danger points; every point raises its experience and the chance of each drop by 25%, and any ability at all lifts the gold it carries by 100%. Strengths below are the usual range; each spawn pit can set its own.

Anti-Magic

Takes 21 to 80% less damage from magic.

1 danger point

Anti-Physical

Takes 21 to 80% less damage from weapons and fists (at least 1 still lands).

2 danger points

Invisible

Unseen, and cannot be targeted, until it first strikes.

2 danger points

Berserk

Deals 40 to 60% more damage (always at least 1 more), shown as the extra over the blow.

2 danger points

Poisonous

Its blows poison: 1 to 2 health lost every 2 seconds for 10 seconds. Poison never takes the last point.

2 danger points

Explosive

Bursts when slain, dealing 3 to 6 damage to everyone beside it.

1 danger point

Splitting

Splits into two small ones when slain, each with 30 to 50% of its health; they go for its killer, and only one of the three ever drops anything.

1 danger point

Vampiric

Heals 50 to 100% of the damage it deals.

1 danger point

Swift

Moves and strikes 20 to 40% faster.

2 danger points

Thorned

Returns 20 to 50% of the damage it takes to whoever struck it.

1 danger point

Regenerating

Heals 5 to 10% of its health every 2 seconds, even mid-fight.

2 danger points

Giant

Has 50 to 100% more health, and is larger.

2 danger points

Elusive

Is 25 to 50% harder to hit.

1 danger point

Clairvoyant

Notices heroes 2 to 3 tiles farther off, whatever their level.

1 danger point

Leader

Monsters within 4 tiles of it deal 10 to 25% more damage while it lives.

2 danger points

Draining

Each blow drains 2 to 5 stamina and 2 to 5 mana.

1 danger point

World boss: the Sovereign Elemental Knights

Battle mages twice a hero's height, at level 180, with 500,000 health. Only one is ever alive, and each time one comes it is any of the five. Each is immune to its own element, shrugs off two others by half and takes more from its opposite. Below 70% and again below 35% of its health it grows fiercer, and 10 minutes after the first blow it enrages and strikes twice as hard. Built for at least ten heroes at the level cap, fighting for about eight minutes.

Their signature mechanics (Drowning Orb, Chain Lightning, Immolate, Stoneskin, Mirror Aegis and more) are designed and arrive as the systems they need are built.

Tidecaller, Sovereign of the Deep

Water · Level 180 · World boss

A knight of living sea in silver and blue. He drowns those who stand alone and calls the tide to mend him.

Health
500,000
Damage
20 to 600
Hit ratio
300
Defence ratio
250
Magic resistance
60
Experience
8000 to 20000

Elements

  • Water: immune
  • Earth: 50% less
  • Light: 50% less
  • Fire: takes 50% more

Drops

Tidecaller, Sovereign of the Deep: drops
ItemChanceAmount
Gold100%20,000 to 50,000

Stormlord, Sovereign of the Tempest

Lightning · Level 180 · World boss

Lightning crawls over his midnight plate. Crowd around him and it leaps from one of you to the next.

Health
500,000
Damage
20 to 600
Hit ratio
300
Defence ratio
250
Magic resistance
60
Experience
8000 to 20000

Elements

  • Lightning: immune
  • Light: 50% less
  • Water: 50% less
  • Earth: takes 50% more

Drops

Stormlord, Sovereign of the Tempest: drops
ItemChanceAmount
Gold100%20,000 to 50,000

Infernal, Sovereign of the Pyre

Fire · Level 180 · World boss

Black iron cracked with fire. His burns stack on whoever holds him, so it takes two shields to outlast him.

Health
500,000
Damage
20 to 600
Hit ratio
300
Defence ratio
250
Magic resistance
60
Experience
8000 to 20000

Elements

  • Fire: immune
  • Earth: 50% less
  • Light: 50% less
  • Water: takes 50% more

Drops

Infernal, Sovereign of the Pyre: drops
ItemChanceAmount
Gold100%20,000 to 50,000

Earthwarden, Sovereign of Stone

Earth · Level 180 · World boss

Moss and gold over plate like a mountainside. Stone skin turns aside nearly every blow until his runes are broken.

Health
500,000
Damage
20 to 600
Hit ratio
300
Defence ratio
250
Magic resistance
60
Experience
8000 to 20000

Elements

  • Earth: immune
  • Fire: 50% less
  • Water: 50% less
  • Lightning: takes 50% more

Drops

Earthwarden, Sovereign of Stone: drops
ItemChanceAmount
Gold100%20,000 to 50,000

Radiant, Sovereign of Dawn

Light · Level 180 · World boss

White and gold, too bright to look at. His judgement grows each time it falls, and spells turn back from his aegis.

Health
500,000
Damage
20 to 600
Hit ratio
300
Defence ratio
250
Magic resistance
60
Experience
8000 to 20000

Elements

  • Light: immune
  • Lightning: 25% less
  • Earth: 25% less
  • Fire: 25% less
  • Water: 25% less

Drops

Radiant, Sovereign of Dawn: drops
ItemChanceAmount
Gold100%20,000 to 50,000