Monsters and aggression
Who attacks you from a distance, who hits in an area, how respawn works and what the bosses have in health.
There are 607 monsters in the world, from the passive ones in Lorencia to the bosses with millions of health. This page explains how they behave — knowing this is the difference between clearing a spot and dying on it.
Aggression#
Each monster has a sight range. Inside it, it attacks the nearest living player.
| Sight range | How many monsters |
|---|---|
| 0 (passive) | 94 |
| 3 to 4 | 62 |
| 5 | 97 |
| 7 | 186 — the most common |
| 10 (boss) | 35 |
In practice: most monsters see you at 7 tiles. That is farther than the range of your basic attack, which is 3. You will be seen before you can hit.
Three rules that help:
- Monsters ignore anyone in a safe zone. See safe zones.
- Hitting a monster makes it target you, even if it was chasing someone else.
- A melee monster does not walk through walls. If it has no line of sight, it goes around — you can use obstacles to your advantage.
The monster's leash#
Every monster has a nest. If you drag it too far — about 12 tiles or more, depending on the type — it gives up and goes back.
And here is the part that matters: when returning to the nest it recovers 20% of its maximum health, and another 5% at each step of the way back.
So: pulling a strong monster and trying to wear it down doesn't work. Either you kill it inside its leash, or it comes back practically whole.
Without a target, monsters wander around the spot, choosing a new point every 3 to 7 seconds.
Monsters that hit in an area#
Forty monsters in the game hit every player within the radius of the blow, not just the target. Among them:
Bull Fighter, Balrog, Red Dragon, Hydra, Zaikan, Metal Balrog, Great Drakan, Death Beam Knight, Phoenix of Darkness, Magic Skeleton and Kundun.
Note that Bull Fighter, at level 6, is on this list. Area monsters are not a boss privilege — even in Lorencia there is one.
Against them, don't stack the party. Spread out.
Respawn#
Hunting is by spot: groups of 6 monsters of the same species, each spot at least 20 steps from the next (no "double" spots). Every spot monster comes back in 3 to 5 seconds (4 on average), the same on every map, always inside the spot's rectangle. The loose ones — Elites, map bosses and traps — have their own timer, from 75 seconds to 12 hours.
The corpse disappears from the screen 2 seconds after death.
They don't come back:
- monsters from an invasion;
- monsters marked as unique;
- everything inside Chaos Castle while the event runs — which is part of the challenge.
Some reference numbers#
| Monster | Level | Health | Damage | Item chance |
|---|---|---|---|---|
| Spider | 2 | 50 | 4-7 | 83% |
| Budge Dragon | 4 | 80 | 10-13 | 83% |
| Bull Fighter | 6 | 100 | 16-20 (area) | 83% |
| Skeleton | 19 | 525 | 68-74 | 62% |
| Yeti | 30 | 900 | 105-110 | 56% |
| Gorgon | 55 | 6,000 | 165-175 | 62% |
| Balrog | 66 | 9,000 | 220-240 (area) | 62% |
| Hydra | 74 | 19,000 | 250-310 (area) | 57% |
| Zaikan | 90 | 34,000 | 510-590 (area) | 62% |
| Death Beam Knight | 93 | 40,000 | 590-650 (area) | 77% |
| Great Drakan | 100 | 50,000 | 650-700 (area) | 71% |
Note how health grows much faster than damage: a Great Drakan has a thousand times a Spider's health, but only a hundred times its damage. That is why hunting high-level monsters pays off — as long as you can take the hit.
The bosses#
| Boss | Level | Health | Respawns |
|---|---|---|---|
| Medusa | 175 | 7,800,000 | per invasion |
| Kundun | 147 | 5,000,000 | 12 hours |
| Selupan | 145 | 4,800,000 | per event |
| Erohim | 128 | 3,000,000 | 12 hours |
| Nightmare | 135 | 1,500,000 | per event |
| Dark Elf | 135 | 1,500,000 | per event |
| Balgass | 135 | 500,000 | per event |
| Maya Hand | 135 | 400,000 | per event |
| Red Dragon | 47 | 5,000 | 8 hours |
A boss from an invasion, when killed, generates a global announcement for the whole server. See Kalima and Kundun, Kanturu, Raklion and Selupan and invasions and boxes.
What monsters give#
Zen#
Most monsters drop zen, in an amount between 100 and 300 times their level. A level 100 monster gives 10,000 to 30,000 zen per kill.
Not all of them always drop it: some high-level monsters have a low zen chance, offset by a high item chance.
Items#
The chance of a monster dropping an item ranges from 33% to 100%, depending on the species. The item that drops is drawn among the equipment of that monster's level range.
The item's attributes are rolled on the spot:
An excellent item only drops from monsters of a reasonable level and always comes +0, with guaranteed Skill and with one option (75%) or two (25%).
So: excellent is one in three hundred, and it is worth a whole afternoon of farming.
Jewels#
Jewels drop with a 0.1% chance each, from monsters within specific level ranges:
| Jewel | Monster level range |
|---|---|
| Jewel of Chaos | 12 to 150 |
| Jewel of Bless | 25 to 150 |
| Jewel of Soul | 25 to 150 |
| Jewel of Life | 46 to 150 |
| Jewel of Creation | 46 to 150 |
One in a thousand kills per type. Add the five and you get a jewel every 200 kills, more or less.
Rain and storm cut 10% of those chances. Snow does not cut. See day, night and weather.
Drop bonuses#
With VIP 20 and guild 10 you have a 50% chance of a second roll on each monster — in practice, half a drop more per kill.
Player summons#
Dark Wizard, Summoner and Fairy Elf can summon an ally. It drops nothing, but all the kill credit and experience go to you. See skills.