Monsters

Monsters are what you grind. Mechanically they're simpler than players: instead of the five stats they use {health, speed, power} plus the three class axes {ac, wc, sc}. Understanding how they scale tells you what to fight and what to avoid.

Monster combat stats

Stat Role (see Combat)
health the monster's HP pool
power substitutes for STR/NTL in its damage
speed drives extra strikes: extraStrikeChance = max(0, speed/health − 1)
ac its effective AC — what your WC/SC is measured against
wc / sc its attack class vs. your armour

By default speed = power = health and wc = sc = ac unless a zone or template overrides them — which is how archetypes create variety.

Tiers — the zone ladder

Each zone has a ladder of tiers (0 at the bottom, up to 8 in starter zones). A monster's tier sets its stats via scaling curves:

ac(tier)     = zone.base_ac + tier
health(tier) = zone.base_health × 1.45^tier
exp(tier)    = zone.base_exp    × 1.5^tier
gold(tier)   = zone.base_gold   × 1.15^tier

Two things fall out of this:

  • HP and rewards climb fast per tier (×1.45 HP, ×1.5 XP), but gold climbs slowly (×1.15) — so higher tiers are great XP and only okay gold. The XP:gold ratio widens from ~10:1 early to ~100:1 late.
  • AC rises by +1 per tier. Because the damage curve is 1.2^(WC − AC), climbing a couple of tiers above your WC quickly tanks your damage. Fight at or just below your effective WC/SC.

Zone archetypes change the feel

Zones tweak the defaults to create distinct challenges:

The seed bestiary

Monsters have a favored axis (melee / caster / balanced / tank) that flavors their stats. A sampler from the seed world:

Zone Monster Axis Flavor
Thornmere Verge Mirefang Pup melee "too many teeth and no plan beyond using them"
Thornmere Verge Bramble Wisp caster "a knot of living thorns trailing resentful light"
Thornmere Verge Hollow Sentinel tank "a bark husk in a rusted helm that never heard the war ended"
Thornmere Verge Fenwyrm Broodling balanced "mother is mercifully elsewhere"
Lanternwatch Cross Crossroad Footpad melee "half thief, half thicket"
Lanternwatch Cross Hedgerow Troll tank "a boundary dispute given shoulders"
The Sunken Stairs Stairhaunt caster "there is always one more step than yesterday"
The Sunken Stairs Silt Strangler melee "patience with fingers"
Gallowfen Deep Gallowfen Reaver melee "it harvests the fen's crop"
Gallowfen Deep Fenwyrm Matriarch tank "mother is no longer elsewhere"
The Mossback Warrens Moss Sow tank "a boulder that breathes and forgives nothing slowly"
Briar Stocks (jail) Thornwall Warden tank "counts your sentence in tightening coils"

A handful have little surprises — the Drowned Chorister can drop a few bonus coins to low-level killers, and jail mobs are flavored around your sentence.

Special monsters

Any spawn has a ~2% chance to roll a special archetype — a King, Brute, Hero, Master, and 15 more — that wildly changes its rewards and difficulty. These are the best (and sometimes nastiest) things to hunt. See Special Monsters.

How to pick a target

  • For XP/gold: the highest tier you can comfortably kill (your WC/SC ≥ its AC).
  • For Armour/Doublehit training: tanky, low-power mobs (tank zones, the Master special) so you get hit a lot in long fights.
  • For loot: fast/loot-rich zones (Gallowfen Deep ×1.5) and King specials (×4 drop chance).
  • Avoid: anything whose AC is several points above your attack class — you'll do a fraction of your damage (see Combat).

Next: Special MonstersDrops & Bonus TimeCombat