- Monsters
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Monsters, guardians and bosses
78 monsters: regular monsters, the guardians that close each dungeon and a few bosses.
Types
- Normal: the monsters of the rooms.
- Elite: any normal monster can roll elite (bigger, ×2 XP, drops shards and sometimes an item).
- Guardian: the final fight of a dungeon; the dungeon theme decides which one.
- Boss: special fights (training, events).
Strength
The numbers on a monster page are its own base stats. In a rift they are multiplied by the rank of the rift (×1 at rank E up to ×21 HP at Nation, guardians up to ×55): see Dungeon formulas. The game has no elemental weaknesses or resistances.
Phases
A guardian has more phases the higher the rift rank (2 at rank E, up to 6 at Nation). It starts attacking faster after each one. Variants are rolled at the start of the dungeon: Standard, Enraged (faster below 50% HP) and Summoner (calls adds at 66% and 33%).
Drops
Monsters have no drop table of their own: drops depend on the source. Elites drop an item at 8%, chests have their own tiers and guardians pay the spoils reel. See the odds hub.
Some monsters are undiscovered: their pages are blurred and ask for your help. If you find one, complete the page and remove the Undiscovered tag.
3D model coming soon · Drag to rotate
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