Normal and Wild

The baseline version of a creature. Zoned creatures use Wild-facing titles to communicate that their power is tied to the hunting region.

Swift

Lower health but substantially higher movement speed and a small reward increase. Swift enemies punish poor positioning.

Fortified

Higher health with reduced speed and slightly reduced damage, offset by a better reward multiplier.

Glass Cannon

Lower health, higher damage, and slightly higher speed. These enemies end quickly but punish mistakes.

Elite

The rarest general variant. Elite monsters gain major health and damage multipliers, a modest speed increase, improved rewards, and a small random level adjustment.

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

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