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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.