Creatures¶
How monsters are built, how they fight, and how pets and summons work underneath.
Note
Numbers marked default come from in-game balance controllers and can be changed by staff. Pet breeding and Unchained pets have their own pages under Pets.
Monster or follower?¶
A creature is a monster when nobody controls or summoned it. Pets and summons are followers. Most PvM bonuses on this wiki only work against monsters.
Difficulty tiers¶
Every monster belongs to a difficulty tier based on its maximum HP. From weakest to strongest:
New → Easy → Medium → Hard → Elite → Legendary → Abomination → Mini-boss → Expedition (Easy / Medium / Hard) → Doom → Community → Dungeon boss → Champion → Harrower
The tier sets a monster's stats, damage, armor, skills, parry, accuracy, poison resistance, Fame/Karma and how fast it moves. These values, and the HP that decides each tier, are set by staff in the Creature Attribute controller and can change in game.
- Str, Dex, Int and damage are rolled ±10% around the tier's values. Skills are capped at 150.
- Mage monsters get 70% Strength and 80% damage. Melee monsters get 65% Intelligence.
- Archers always have 100 Archery.
- Fame and Karma are randomly ×0.5, ×1 or ×2 the tier's value.
Detect Hidden¶
Tougher monsters find stealth players more easily:
| Tier | Detect Hidden |
|---|---|
| New | 20 |
| Easy | 35 |
| Medium | 50 |
| Expedition (Easy) | 60 |
| Hard | 65 |
| Elite, Expedition (Medium) | 75 |
| Legendary, Mini-boss | 80 |
| Expedition (Hard) | 90 |
| Dungeon boss | 100 |
| Abomination, Community | 110 |
| Champion | 115 |
| Doom, Harrower | 120 |
Sight range¶
| Tier | Notices you from |
|---|---|
| Below Hard | 6 tiles |
| Hard | 8 tiles |
| Elite | 10 tiles |
| Legendary | 12 tiles |
| Abomination and above | 15 tiles |
Movement speed¶
Stronger tiers move faster. Some things slow monsters down:
- Slowed: 60% slower.
- Disoriented: slower by the disorient amount.
- Monsters stronger than Legendary are 35% slower in regions where mounts aren't allowed.
- A monster can never be slowed to less than 40% of its normal speed.
How monsters hit you¶
Melee follows the normal weapon rules. On top of that:
- Monster melee is capped at 35 damage per hit against players.
- Your defensive bonuses against monsters (see below) are capped at 50%.
- Parrying monsters: monsters with Parry have a Parry/100 chance to block 20–25% of your hit.
Monster abilities¶
Special abilities (breath, area attacks, damage over time) use their own damage roll:
| Target | Damage |
|---|---|
| Player with pets or summons out | the monster's maximum damage |
| Player with no followers | minimum damage −2 to +5 |
| Damage-over-time on a player | 8–15 with followers, 5–8 without |
| A pet of 3+ control slots | max damage −5 to +10 |
| A smaller pet | max damage −5 to +5 |
| Pet whose owner holds a real weapon | +25% |
A successful parry, or an armor absorb, reduces ability damage by 20–35%. The absorb chance depends on your armor material, per piece worn:
| Material | Absorb chance per piece |
|---|---|
| Cloth, leather | 0% |
| Studded | 2% |
| Bone, wood, stone | 3% |
| Ringmail | 4% |
| Chainmail | 5% |
| Plate, dragon | 7.5% |
Your defenses against monsters¶
These add together and are capped at 50%:
| Source | Reduction |
|---|---|
| Creature-type armor/clothing properties (Undead, Arachnid, Daemonic, Draconic, Elemental, Giant, Vermin, Infidel) | +1% per point against that type |
| Creature-type runes | +1% per point against that type |
| Dispel Evil (Chivalry) | spell bonus |
| Magic food (Physical / Magical Resistance) | 10% |
| Guild prestige buffs | 5% per level |
| Bard protection, Taunt (15%+), Rising Star | bard bonuses |
| Druid stances (Ram, Worm, Ophidian Mage) | 10% + Nature mastery level |
| Armored mount / barded Swamp Dragon | 2.5% at 50k XP, 5% at 100k, 7.5% at 150k, 10% at 200k |
| Aesthetic mount | 5% + 1% per level |
Wizard stances (Mana Shield, Elusive Form, Arcane Skin) apply after the cap.
Defensive item properties¶
- Reactive Paralyze (armor, clothing, runes): % chance to paralyze the attacking monster for 2.5 s.
- Reflective (armor, clothing, runes): % chance to deal the hit's damage back to the monster.
Monster healing and curing¶
Monsters with Healing bandage themselves below 78% HP (6.5 s per bandage).
| Formula | |
|---|---|
| Heal chance | (Healing + 10) / 100 |
| Heal amount | Anatomy/10 + Healing/6 + 4 to Anatomy/8 + Healing/3 + 4 (+10 on self) |
| Cure chance | (Healing − 30)/50 − 10% per poison level (needs 60 Healing and 60 Anatomy) |
Poisoned monsters naturally cure after 10–15 seconds. Against a player with Poison mastery it takes longer: 2 s per mastery level (minimum 10 s), +0–5 s. Pets cure after 5–10 s.
Champion-tier monsters, champion minions and global quest bosses don't regenerate HP.
Loot, Fame and Karma¶
- Loot quality rises with tier: Meager → Average → Rich → Very Rich → Filthy Rich → Ultra Rich → Super Boss.
- Mage monsters drop reagents and can drop spell scrolls. Melee monsters have a 25% chance to drop gems.
- Weak animals drop no loot. Bosses (Mini-boss and up) use their own loot tables.
- In danger zones, Hard-tier and stronger monsters can drop a power scroll (max 5% chance).
Looting rights¶
- Everyone who did damage is ranked. The first attacker gets a 25% damage bonus for this ranking.
- You get looting rights and Fame/Karma if you did at least 6% of the top damager's damage.
- Damage from your pets and summons counts as yours.
- In a party, Fame and Karma are split evenly between members.
Pets¶
Taming and control¶
- You need Animal Taming and Animal Lore both at or above the creature's taming requirement to control it.
- Creatures with a taming requirement of 29.1 or lower always obey.
- You can only own one independent pet at a time.
- Golems need 200 combined points of Item Identification, Tinkering, Remove Trap and Detect Hidden instead.
Loyalty and bonding¶
- Each piece of food has a 50% chance to raise loyalty by 10 (max 100).
- Feeding also restores stamina: 15 per food item − 50.
- Bonding takes 3 days of feeding. Your base Animal Taming must be at or above the pet's taming requirement. Feed it again to see how long is left.
- Unchained pets use a hunger system (0–100%) and favourite foods instead.
Pet resurrection¶
A resurrected bonded pet comes back with:
15 HP + max HP × (Spirit Speak + Veterinary + Animal Lore) / 7.5 % (max +50%)
- Nature mastery adds +1% per level.
- Veterinary Boost runes add more.
- Each resurrection costs every skill 0.2 points. Skills never drop below half their cap.
Pet power scrolls¶
Drop a pet power scroll on an Unchained pet or golem to raise its skill cap:
| Scroll color | Raises cap up to |
|---|---|
| Hue 2773 | 110 |
| Hue 2774 | 115 |
| Hue 2394 | 120 |
The pet must already have the skill. You can't use scrolls in PvP.
Pack instinct¶
Pets with the same pack instinct, all attacking the same target within 5 tiles, deal bonus damage:
| Pack size | All single-slot pets | Mixed pack |
|---|---|---|
| 2 | +20% | +10% |
| 3 | +30% | +15% |
| 4 | +40% | +20% |
| 5+ | +50% | +25% |
The Howling Pack Pelt artifact cloak adds +3% per tier.
Pet bonus damage on monsters¶
Pet and summon abilities gain flat damage from their owner's skills:
| Follower | Bonus damage |
|---|---|
| Unchained pets | + Animal Taming × 0.2 + Animal Lore × 0.1 |
| Golems | + (Tinkering + Remove Trap + Detect Hidden) × 0.15 |
| Summons | + Spirit Speak × 0.3, + up to 25% from arcane scrolls, + up to 25% from summon level |
Damage-over-time abilities get about half of this.
Followers take more damage¶
In PvM, monsters deal +15% damage to pets and +50% to summons (default). Unchained pets below stage 1 take half damage.
Summons more than 12 tiles from their master deal 5% less damage per extra tile (max −90%).
Pets in PvP¶
- Pet melee against players is capped at 15 damage (default).
- Pet Wrestling and Tactics count as 100 max in PvP.
- Pet Strength counts as 250 per control slot (min 150) for damage (default).
- Legendary monsters always hit pets, and Hard-tier or stronger monsters get +25% accuracy against them.
Pack animals¶
A pack animal that sits idle (no movement, order or target change) for 48 hours drops everything it carries on the ground and disappears.
Summons¶
- Dispel difficulty goes up by Spirit Speak × 0.1 while the summoner is alive. It goes up by another 5 at 120 Spirit Speak.
- Summoned creatures always obey their caster.