Zone-driven levels

Map zones supply the level context for creatures spawned in that region. Zone assignment is authored directly into the Titan map, keeping hunting-area balance consistent with the world layout.

One level, one scaling path

After a level is selected, health and combat values are calculated from that level. This keeps zoned and non-zoned monsters comparable when their final levels match.

Visible danger

Creature titles and monster-type icons communicate special roles such as Wild, Elite, Boss, Mini, Underground, and Quest Boss before the fight begins.

Rewards

Experience progression accounts for final reward modifiers, tier, variant, boss state, and the difference between player and monster awakening. Conditional loot can target a monster name, level range, zone, or a combination.

Special instructions

A small number of creatures receive intentional adjustments after normal scaling. These are reserved for encounters that need a distinct health, damage, healing, level, experience, or tier profile.

Live Monster Balance Controls

ControlCurrent valueRole
Health per level500KBase health budget for every leveled monster
Health growth coefficient0.07Progressive health multiplier per monster level
Damage coefficient0.3Configured dynamic damage contribution
Speed coefficient1.2Configured movement scaling contribution
Awakening reward divisor25Global pace control applied to awakening progress

Monster Health Formula

LayerFormula or multiplierPurpose
Level base500K x Monster LevelCreates the level-scaled health budget
Early-level curve1 + 0.01 x min(Level, 60)Adds up to 60% health without growing forever
Configured growth1 + 0.07 x Monster LevelWorld-wide health progression control
Variant0.80x to 1.60xApplies Swift, Fortified, Volatile, or Elite identity
Quest creature4x final healthTurns quest monsters into durable objective encounters
Dungeon difficulty1x, 2x, 3.2x, 5x, 8x, or 13xApplies the selected dungeon tier after normal scaling

Zone and non-zone monsters use the same final level-based health formula. A zone primarily determines the monster's level, then normal scaling takes over.

Monster Variant Rolls

VariantSpawn chanceHealthDamageSpeedReward
Normal / Wild97%100%100%100%100%
Swift1%90%100%120%110%
Fortified1%130%90%90%115%
Volatile0.7%80%130%105%120%
Elite0.3%160%140%110%150%

Monster Reward Curve

LayerLive rule
Base experienceMonster Level x 100
Tier reward+20% per tier above Tier 1
Boss reward10x monster experience before player contribution scaling
Dungeon rewardNormal 1x, Hard 1.75x, Expert 2x, Master 3x, Torment 4x, Hell 5x
Damage contributionNon-party players receive their own share according to damage dealt
Level difficultyHigher-level monsters gain a scaled bonus; trivial monsters apply a gradual penalty with a 10% floor
Quest creaturesNo normal experience and no global Conditional Loot unless a quest rule explicitly names them

Quest Creature Rules

RuleBehavior
Experience0 normal monster experience
LootNo global unnamed Conditional Loot; only explicit quest rewards or named rules
Health4x the normal final health for the assigned awakening
Damage3x normal spell and attack damage
IdentityQuest or Quest Boss title with a dedicated marker
AbilitiesUnique spell sets and strong paralyze pressure, without boss-client mechanic animations

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