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Bestiary

Monster stats

Compare the creatures roaming active dimensions. Listed values are level 0 baselines; each monster page also shows how those numbers scale.
22 monster typesLevels 0–99

Base stat summary

Speed includes the global monster movement multiplier. Track range depends on temper.
Base stats for every monster
MonsterTemperSpecial attackElite attackFirst spawnLifeSpeedDamageXP
Wildhex OrcAggressiveWildhex BoltWildhex Volley02572517
Highland WyrmlingAggressiveWyrmshotWyrmshot Barrage02396414
Rustshield SkeletonAggressiveRustshield SweepRustshield Cyclone03370520
Mage SkeletonAggressiveGraveboltGravebolt Fan03364520
Prison AssassinAggressiveVaulting CleaveVaulting Barrage028100518
AnubisAggressivePlague CloudBlack Hole03668621
MummyAggressiveGrave DrawTombburst03466521
Crab-Claw RaiderAggressiveCrab RushTentacle Triad03476521
Mutant RatAggressiveMutagen BubbleMutagen Barrage02788416
Gale CorsairAggressiveFlintlock ShotGale Rush02884517
Brookmaw BearPassiveWater JetRallying RoarScripted only3060517
Rimecleaver OrcAggressiveCleaver WhirlRimecleaver Tempest13176518
Highland TrollAggressiveGale BellowGale Barrage03960622
Volcanic ElementalAggressiveCinderskullCinderskull Triad03764622
Cinderwing ImpAggressiveLava FontInfernal Font02788517
Rocky DudeAggressiveCrater SlamCrater Barrage04158623
Depths ShardbruteAggressiveShardshotShardshot Barrage03960622
Depths HookbladeAggressiveHookblade ComboHookblade Flurry03092518
Abyssal PotwretchAggressiveAbyss GlobAbyss Lob02780416
Electric GolemAggressiveStorm RingOvercharge Tempest03960622
Ruinmaul MooseAggressiveRuinmaul SlamRuinmaul Barrage03968622
MimicAggressiveNoneUnavailableScripted only5240420

Values are read from the same gameplay catalogs used by Worlds Worth Looting.

Bestiary entries

Open an entry for tracking behavior, level scaling, and detailed reward values.

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.

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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.

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Aggressive

Rustshield Skeleton

An Old Prison sentinel that commits to a rusted sword cleave, then circles its shield through close sweeping attacks.

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Aggressive

Mage Skeleton

An Old Prison spellguard that lashes nearby prey with a grave-charged staff, launches Gravebolts, and fans three bolts when Elite.

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Aggressive

Prison Assassin

An Old Prison killer that vaults through sampled ground for a landing cleave, then chains three re-aimed vaults when Elite.

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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.

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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.

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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.

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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.

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Aggressive

Gale Corsair

A Sea Adventures pistolier that fires a gale-charged magic Flintlock Shot and, when Elite, becomes a rushing sand gale.

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Passive

Brookmaw Bear

A wary low-level forest beast that flees until provoked, then answers with pressurized water.

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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.

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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.

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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.

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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.

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Aggressive

Rocky Dude

A Volcano bruiser that swipes with a stone fist, crashes into a Crater Slam, and chains three authored rebounds when Elite.

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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.

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Aggressive

Depths Hookblade

A Depths duelist that chains two authored hookblade crescents into a close combo; Elite duelists sustain a three-loop flurry.

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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.

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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.

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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.

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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.

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Monster packs

Ambient monsters arrive in cohesive packs of 2–5. Pack size rises with hero level until level 50, while the overall population cap and long-run spawn rate stay unchanged.
Ambient monster pack behavior
RuleBehavior
Pack size2 at hero level 0, rising smoothly to 5 at level 50
PackboundIts listed chance adds one monster to the pack, up to 6
Species50% chance to contain two ordinary eligible species; Infested replaces individual members at its exact listed chance
MovementMembers 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

Ambient monsters can roll as gold-stamped elites beginning at monster level 5. Elites keep their species' normal temper, use an elite attack when one is available, remain vulnerable to status effects, and roll up to three unique affixes from the available catalog.
Elite monster modifiers
Spawn chanceLifeDamageSpeedTrackingXPGear
5–35%2.75×1.35×1.05×1.15×Guaranteed · +1 rarity · 50% ordinary item roll per affix
Elite affix count by monster level
Monster levelAffix-count distribution
0–1050%: 0 affixes · 50%: 1 affix
11–2025%: 0 affixes · 50%: 1 affix · 25%: 2 affixes
21–3020%: 0 affixes · 40%: 1 affix · 40%: 2 affixes
31–3910%: 0 affixes · 25%: 1 affix · 40%: 2 affixes · 25%: 3 affixes
40+10%: 0 affixes · 15%: 1 affix · 40%: 2 affixes · 35%: 3 affixes
Elite affix catalog
AffixTriggerRecipientsValuesCounterplayStacks
Quicken AuraAlways active while the carrier livesCarrier and nearby living, untamed, non-boss monsters220px radius · +40% movement · +30% cooldown recoverySeparate the pack from the carrier or defeat the carrier.No
VampiricSuccessful basic, normal-special, or elite-special hitThe hero struck by the carrierBleed: 18% of the landed hit every 0.5s for 3s · Heal 1% maximum health per Bleed tickAvoid follow-up hits or clear Bleeding to end the recovery window.No
Blood PactWhenever the carrier takes damageNearby living, untamed, non-boss monsters other than the carrier220px radius · Redirect 40% incoming damageClear or separate the entourage to remove the carrier's protection.No
GravewakeWhen a nearby eligible monster is defeatedNearby untamed, non-boss monsters other than the carrier220px radius · Shade: 20% maximum health · Shade: +70% movementPull monsters outside the wake, destroy their fragile shades, or defeat the carrier first.No
StormboundEvery 7 seconds while pursuing the heroThe hero's position when the mark appears1.25s warning · 52px strike at 125% damage · 48px patch for 18s · 20% damage every 0.5s · Maximum 3 live patches per carrierKeep moving, place patches near the arena edge, and defeat the carrier to stop new marks.No
BurdeningSuccessful basic, normal-special, or elite-special hitThe hero struck by the carrierMaximum 5 Encumbrance stacks · -6% movement per stack · -8% dodge distance per stack · 3s damage-free before recovery · Lose one stack every 0.5sAvoid damage for three seconds, then keep clear while stacks rapidly fall away.Yes
PhasewalkerWhen a ready normal or elite ability is selectedThe carrier0.2s fade out · 0.1s fade in · 50% shorter ability windupRead the fade as the cast warning, reposition, and prepare for the shortened telegraph.No
ScavengerWhen a nearby eligible monster is finally defeatedThe living carrier220px radius · Heal 10% maximum health per nearby final defeat · +3% damage per stackDefeat the carrier first or finish its entourage outside the feeding radius.Yes
VolatileWhen a nearby eligible monster is finally defeatedNearby untamed, non-boss monsters other than the carrier220px radius · 72px explosion · 175% carrier damageSeparate the pack, defeat the carrier first, or move away from monsters before finishing them.No
DisplacerAfter 30 seconds of active pursuitThe carrier and the hero30s active-pursuit cooldownAnticipate the swap, avoid dangerous ground, and reposition before the cooldown completes.No
AnticipationDuring active pursuit, gain one random buff stack every 0.30 seconds, up to six per category; consume all ready stacks when an attack beginsThe living carrier and its next attackOne 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 stackPressure 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

Some expedition objectives end in a boss encounter. Their identities, locations, phases, and special rewards are intentionally omitted from this spoiler-free wiki.

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.