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Awaitlab

Nov 2, 2026, 12:00 PM

Imported from the game data

First revision
1## Types
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3- **Normal**: the monsters of the rooms.
4- **Elite**: any normal monster can roll elite (bigger, ×2 XP, drops shards and sometimes an item).
5- **Guardian**: the final fight of a dungeon; the [dungeon theme](/w/overrank/dungeons/overview) decides which one.
6- **Boss**: special fights (training, events).
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8## Strength
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10The 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](/w/overrank/formulas/dungeons). **The game has no elemental weaknesses or resistances.**
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12## Phases
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14A 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%).
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16## Drops
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18Monsters 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](/w/overrank/odds). See the [odds hub](/w/overrank/odds).
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20Some monsters are **undiscovered**: their pages are blurred and ask for your help. If you find one, complete the page and remove the *Undiscovered* tag.

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