Bestiary
Monster stats
Base stat summary
| Monster | Temper | Special attack | Elite attack | First spawn | Life | Speed | Damage | XP |
|---|---|---|---|---|---|---|---|---|
| Wildhex Orc | Aggressive | Wildhex Bolt | Wildhex Volley | 0 | 25 | 72 | 5 | 17 |
| Highland Wyrmling | Aggressive | Wyrmshot | Wyrmshot Barrage | 0 | 23 | 96 | 4 | 14 |
| Rustshield Skeleton | Aggressive | Rustshield Sweep | Rustshield Cyclone | 0 | 33 | 70 | 5 | 20 |
| Mage Skeleton | Aggressive | Gravebolt | Gravebolt Fan | 0 | 33 | 64 | 5 | 20 |
| Prison Assassin | Aggressive | Vaulting Cleave | Vaulting Barrage | 0 | 28 | 100 | 5 | 18 |
| Anubis | Aggressive | Plague Cloud | Black Hole | 0 | 36 | 68 | 6 | 21 |
| Mummy | Aggressive | Grave Draw | Tombburst | 0 | 34 | 66 | 5 | 21 |
| Crab-Claw Raider | Aggressive | Crab Rush | Tentacle Triad | 0 | 34 | 76 | 5 | 21 |
| Mutant Rat | Aggressive | Mutagen Bubble | Mutagen Barrage | 0 | 27 | 88 | 4 | 16 |
| Gale Corsair | Aggressive | Flintlock Shot | Gale Rush | 0 | 28 | 84 | 5 | 17 |
| Brookmaw Bear | Passive | Water Jet | Rallying Roar | Scripted only | 30 | 60 | 5 | 17 |
| Rimecleaver Orc | Aggressive | Cleaver Whirl | Rimecleaver Tempest | 1 | 31 | 76 | 5 | 18 |
| Highland Troll | Aggressive | Gale Bellow | Gale Barrage | 0 | 39 | 60 | 6 | 22 |
| Volcanic Elemental | Aggressive | Cinderskull | Cinderskull Triad | 0 | 37 | 64 | 6 | 22 |
| Cinderwing Imp | Aggressive | Lava Font | Infernal Font | 0 | 27 | 88 | 5 | 17 |
| Rocky Dude | Aggressive | Crater Slam | Crater Barrage | 0 | 41 | 58 | 6 | 23 |
| Depths Shardbrute | Aggressive | Shardshot | Shardshot Barrage | 0 | 39 | 60 | 6 | 22 |
| Depths Hookblade | Aggressive | Hookblade Combo | Hookblade Flurry | 0 | 30 | 92 | 5 | 18 |
| Abyssal Potwretch | Aggressive | Abyss Glob | Abyss Lob | 0 | 27 | 80 | 4 | 16 |
| Electric Golem | Aggressive | Storm Ring | Overcharge Tempest | 0 | 39 | 60 | 6 | 22 |
| Ruinmaul Moose | Aggressive | Ruinmaul Slam | Ruinmaul Barrage | 0 | 39 | 68 | 6 | 22 |
| Mimic | Aggressive | None | Unavailable | Scripted only | 52 | 40 | 4 | 20 |
Values are read from the same gameplay catalogs used by Worlds Worth Looting.
Bestiary entries
Aggressive
Wildhex Orc
A grassland hex-caster that marks distant prey with viridian bolts, then answers close pursuit with the magical staff sweep Wildhex Lash.
Aggressive
Highland Wyrmling
A young highlands dragon that holds at the edge of its magic-charged Azure Bite and launches an azure Wyrmshot from the air.
Aggressive
Rustshield Skeleton
An Old Prison sentinel that commits to a rusted sword cleave, then circles its shield through close sweeping attacks.
Aggressive
Mage Skeleton
An Old Prison spellguard that lashes nearby prey with a grave-charged staff, launches Gravebolts, and fans three bolts when Elite.
Aggressive
Prison Assassin
An Old Prison killer that vaults through sampled ground for a landing cleave, then chains three re-aimed vaults when Elite.
Aggressive
Anubis
A Desert guardian that channels Sandward Lash through its golden staff, blankets sampled ground in plague, and opens a pulling black hole when Elite.
Aggressive
Mummy
A Desert revenant that channels Grave Lash through living bandages, draws nearby prey into a collapsing Grave Draw, and unleashes a repelling Tombburst when Elite.
Aggressive
Crab-Claw Raider
A Sea Adventures raider that sends an armored crab curving after prey with a dodgeable turn limit and, when Elite, erupts a 3×3 grid of authored tentacles beneath sampled prey.
Aggressive
Mutant Rat
A sewer-bred skirmisher that lashes with a mutated claw and spits volatile bubbles that burst into lingering poison clouds with four 63%-damage ticks.
Aggressive
Gale Corsair
A Sea Adventures pistolier that fires a gale-charged magic Flintlock Shot and, when Elite, becomes a rushing sand gale.
Passive
Brookmaw Bear
A wary low-level forest beast that flees until provoked, then answers with pressurized water.
Aggressive
Rimecleaver Orc
A grassland raider that holds at cleaver range, commits to a dodgeable physical swipe, and punishes close pursuit with the magical rime-blue Cleaver Whirl.
Aggressive
Highland Troll
A blue-grey Highlands bruiser that rakes nearby prey with the magical Rimeclaw, then braces to drive an authored gale ring down its facing lane.
Aggressive
Volcanic Elemental
A Volcano caster that sweeps nearby prey with a lava wave, launches Cinderskulls at sampled ground, and splits the spell into a three-impact triad when Elite.
Aggressive
Cinderwing Imp
A winged Volcano skirmisher that keeps advancing while winding up the magical Cinder Crescent, then springs above an authored Lava Font with three 57.6%-damage ticks; Elite Cinderwings scatter four non-overlapping Infernal Font pools with five 54%-damage ticks apiece through a wide cone aimed at the hero.
Aggressive
Rocky Dude
A Volcano bruiser that swipes with a stone fist, crashes into a Crater Slam, and chains three authored rebounds when Elite.
Aggressive
Depths Shardbrute
A Depths cannon-brute that channels the magical Shard Arc through its crystal weapon, then fires a fast Shardshot; Elite brutes unleash a four-shot barrage.
Aggressive
Depths Hookblade
A Depths duelist that chains two authored hookblade crescents into a close combo; Elite duelists sustain a three-loop flurry.
Aggressive
Abyssal Potwretch
A Depths mimic that advances through the windup of the magical Abyssal Touch, then hurls an Abyss Glob; Elite creatures arc five staggered 3.6x-damage globs toward distinct random landing points near the hero.
Aggressive
Electric Golem
A Highlands construct that hurls a charged crescent at close range, then spins a storm ring; Elite golems sustain a three-pulse overcharge.
Aggressive
Ruinmaul Moose
An Ancient Ruins bruiser that swings a stone maul through an authored dust-and-smear slam; Elite Moose send four 20%-overlapping dust impacts toward the hero in one Barrage.
Aggressive
Mimic
A rare chest ambusher that devours nearby standard chests, grows through uncapped Satiated stacks, and collapses into an automatically opening protected horned loot chest when defeated.
Monster packs
| Rule | Behavior |
|---|---|
| Pack size | 2 at hero level 0, rising smoothly to 5 at level 50 |
| Packbound | Its listed chance adds one monster to the pack, up to 6 |
| Species | 50% chance to contain two ordinary eligible species; Infested replaces individual members at its exact listed chance |
| Movement | Members roam and alert together, spread out during combat, and regroup after disengaging |
Values are read from the same gameplay catalogs used by Worlds Worth Looting.
Elite encounters
| Spawn chance | Life | Damage | Speed | Tracking | XP | Gear |
|---|---|---|---|---|---|---|
| 5–35% | 2.75× | 1.35× | 1.05× | 1.15× | 3× | Guaranteed · +1 rarity · 50% ordinary item roll per affix |
| Monster level | Affix-count distribution |
|---|---|
| 0–10 | 50%: 0 affixes · 50%: 1 affix |
| 11–20 | 25%: 0 affixes · 50%: 1 affix · 25%: 2 affixes |
| 21–30 | 20%: 0 affixes · 40%: 1 affix · 40%: 2 affixes |
| 31–39 | 10%: 0 affixes · 25%: 1 affix · 40%: 2 affixes · 25%: 3 affixes |
| 40+ | 10%: 0 affixes · 15%: 1 affix · 40%: 2 affixes · 35%: 3 affixes |
| Affix | Trigger | Recipients | Values | Counterplay | Stacks |
|---|---|---|---|---|---|
| Quicken Aura | Always active while the carrier lives | Carrier and nearby living, untamed, non-boss monsters | 220px radius · +40% movement · +30% cooldown recovery | Separate the pack from the carrier or defeat the carrier. | No |
| Vampiric | Successful basic, normal-special, or elite-special hit | The hero struck by the carrier | Bleed: 18% of the landed hit every 0.5s for 3s · Heal 1% maximum health per Bleed tick | Avoid follow-up hits or clear Bleeding to end the recovery window. | No |
| Blood Pact | Whenever the carrier takes damage | Nearby living, untamed, non-boss monsters other than the carrier | 220px radius · Redirect 40% incoming damage | Clear or separate the entourage to remove the carrier's protection. | No |
| Gravewake | When a nearby eligible monster is defeated | Nearby untamed, non-boss monsters other than the carrier | 220px radius · Shade: 20% maximum health · Shade: +70% movement | Pull monsters outside the wake, destroy their fragile shades, or defeat the carrier first. | No |
| Stormbound | Every 7 seconds while pursuing the hero | The hero's position when the mark appears | 1.25s warning · 52px strike at 125% damage · 48px patch for 18s · 20% damage every 0.5s · Maximum 3 live patches per carrier | Keep moving, place patches near the arena edge, and defeat the carrier to stop new marks. | No |
| Burdening | Successful basic, normal-special, or elite-special hit | The hero struck by the carrier | Maximum 5 Encumbrance stacks · -6% movement per stack · -8% dodge distance per stack · 3s damage-free before recovery · Lose one stack every 0.5s | Avoid damage for three seconds, then keep clear while stacks rapidly fall away. | Yes |
| Phasewalker | When a ready normal or elite ability is selected | The carrier | 0.2s fade out · 0.1s fade in · 50% shorter ability windup | Read the fade as the cast warning, reposition, and prepare for the shortened telegraph. | No |
| Scavenger | When a nearby eligible monster is finally defeated | The living carrier | 220px radius · Heal 10% maximum health per nearby final defeat · +3% damage per stack | Defeat the carrier first or finish its entourage outside the feeding radius. | Yes |
| Volatile | When a nearby eligible monster is finally defeated | Nearby untamed, non-boss monsters other than the carrier | 220px radius · 72px explosion · 175% carrier damage | Separate the pack, defeat the carrier first, or move away from monsters before finishing them. | No |
| Displacer | After 30 seconds of active pursuit | The carrier and the hero | 30s active-pursuit cooldown | Anticipate the swap, avoid dangerous ground, and reposition before the cooldown completes. | No |
| Anticipation | During active pursuit, gain one random buff stack every 0.30 seconds, up to six per category; consume all ready stacks when an attack begins | The living carrier and its next attack | One random stack every 0.3s during active pursuit · Maximum 6 stacks per category · +5% damage per damage stack · +10% movement per movement stack · 10% shorter windup per windup stack · Windup reduction capped at 90% · +15% projectile speed per projectile stack | Pressure the elite into attacking before it builds a dangerous mix, then punish the empty window. | Yes |
Affixes are selected without duplicates. If the live catalog contains fewer affixes than the rolled count, the elite receives every available unique affix and leaves the remaining capacity unused.
Quicken Aura updates immediately as monsters cross its visible boundary. It accelerates ordinary movement and combat cooldown timers, not attack animations, telegraphs, recovery animations, dashes, or forced movement.
Vampiric applies Bleeding only when an elite attack lands. Each follow-up hit refreshes the Bleed window; avoiding the hit or clearing Bleeding prevents further healing ticks.
Blood Pact divides redirected damage evenly across every linked monster. A linked monster cannot absorb more than its remaining health, and any excess returns to the elite; redirected damage never starts another Blood Pact chain.
Gravewake replaces an eligible monster's first defeat with an immediate shade return. Shades carry no elite affixes, cannot rise again, and grant kill credit, experience, and loot only when finally destroyed.
Stormbound locks each warning to the hero's position when it appears; the strike does not follow later movement. Its electric patches persist independently, while defeating the carrier prevents new marks.
Burdening adds one Encumbrance stack whenever a carrier's attack lands, up to five. Every new hit restarts the recovery delay; after three damage-free seconds, one stack falls away every half-second.
Volatile makes nearby final monster defeats explode immediately. Overlapping Volatile radii do not multiply the blast, and defeating the carrier, separating its pack, or stepping away from a dying monster prevents the damage.
Displacer swaps the carrier's center position with the hero after every full cooldown spent actively pursuing them. The timer pauses while disengaged, and the swap deals no damage by itself.
Anticipation gains one randomly selected damage, movement, windup, or projectile-speed stack every 0.30 seconds while actively pursuing the hero, up to six stacks in each category. Starting a basic, normal-special, or elite-special attack consumes every ready stack: movement falls away immediately, while damage, shortened windup, and projectile speed are snapshotted for that attack.
Values are read from the same gameplay catalogs used by Worlds Worth Looting.
Major encounters
Bosses enter at 1 level above the hero and use clearer, larger telegraphs than ordinary monsters. Watch the ground and the boss animation, leave the danger area before committing to another attack, and save a dodge charge for patterns that close escape routes.
Bosses still use the same core damage, mitigation, crowd-control, potion, and movement systems described elsewhere in the wiki.