Monsters

Monsters are hostile entities and serve as the main threat to Survivors. There are 35 monsters currently in the game, and information about them can be viewed in the Logbook.

Bosses (not to be confused with Teleporter Boss) are a category of monster with much higher health and damage output, and are as such more threatening to the player than most regular monsters.

Any given monster has a 1% chance to drop its Monster Log if any player in the party has not yet acquired that entry. If the monster is a Teleporter Boss (and not a Horde of Many), this drop chance is 3% instead. These drop chances are affected by the and/or  of the player that defeats the monster.

Special Bosses
These bosses do not normally appear, and have special requirements for spawning.

Elites
Elite monsters are similar to their basic comrades, but they have a different color, head adornment, extra health, and added abilities. They can be easily recognized by their altered appearance and a symbol on their health bar.

Elite monsters have a very small chance to drop their Elite buff as an Equipment. The drop chance for this is 0.025%, or 1 in 4000. This is affected by and.

There are two tiers of Elite monsters. Tier 1 consists of the Blazing, Glacial and Overloading Elites who have 4 times the health and twice the damage of a normal variation of that monster, and Tier 2 consists of the Malachite and Celestine Elites who have 18 times the health, six times the damage. Tier 2 Elites only appear after Looping. There is also the Perfected Elite category, although these Elites can only appear under specific circumstances.

All monsters can be Elite, even Bosses, except for, , and. See also the notes.

Blazing

 * Red Elites receive a "" name prefix, are colored red and/or orange, and have curved ibex-like horns.
 * They leave behind a fiery trail that deals damage on contact.
 * Their attacks their targets for 4 seconds, dealing up to 20% of the target's combined health in damage. See damage over time.
 * Equipment item:

Overloading

 * Blue Elites receive an "" name prefix, are colored blue, and have two short horns on their forehead.
 * 50% of their health is replaced by shields that rapidly recharge 7 seconds after they've stopped taking damage.
 * Their attacks attach a bomb to the target, which explodes after 1.5 seconds for 50% total damage in a 4m radius. This is unaffected by proc coefficients.
 * Equipment item:

Glacial

 * White Elites receive a "" name prefix, are colored white and/or light blue/cyan, and have a crown of crystals around their head.
 * Their attacks apply an on hit for 1.5 seconds. See Movement Speed and Status Effects.
 * On death, they leave behind an ice bomb that explodes after 2 seconds. The explosion hurts all players in its radius for 150% base damage and freezes them for 1.5 seconds.
 * Equipment item:

Malachite

 * Poison Elites receive a "" name prefix, are colored blackish green like Malachite crystals, and have slender spikes on their heads. Blackish green particles are also present in a large area around them.
 * Their attacks for 8 seconds.
 * They periodically release 3-9 spiked balls, which explode for 100% damage in a small area and sprout spike pits where they land, which also do 100% damage on contact.
 * On death, they have a chance to spawn a that shoots spikes at the player until it expires.
 * Equipment item:

Celestine

 * Haunted Elites receive a "" name prefix, are colored sky blue like Celestine crystals, and have a circlet floating over their head.
 * They create a large spherical aura around themselves that grants to non-Celestine monsters within. Monsters that are invisible can still be attacked and damaged.
 * Their attacks apply an on hit for 3 seconds. See Movement Speed and Status Effects.
 * Equipment item:

Perfected

 * Perfected Elites receive the "" name prefix and have a white halo above their head. These Elites only appear on Commencement or during a Lunar Chimera Family Event.
 * 100% of their health is replaced by shields that rapidly recharge 7 seconds after they've stopped taking damage.
 * Their attacks apply the debuff, reducing the armor and movement speed of any player hit.
 * Every 10 seconds, they fire a barrage of 5 projectiles that deal 30% damage each.
 * Equipment item:

Version History

 * PC Patch v1.1.1.2
 * Bug Fixes
 * Fixed AI sometimes getting position updates on invisible characters more frequently than intended
 * Anniversary Update
 * Gameplay Changes
 * NPC AI
 * All AI now have dramatically improved pathfinding
 * All AI now gets position updates on targets who are invisible only every few seconds, rather than losing the target entirely
 * Now properly spawn as elites Developer Notes: Apparently, Scavengers were already spawning as elites - with their health and damage buff - but did not have their elite equipment (Burning, Glacial, etc). Now they will.
 * Quality of Life
 * 🌧 Added an team-colored area indicators for attacks from Elites
 * 🌧 Fire trail hitboxes from elites are no longer spherical and properly match the visuals
 * Allow for scripted combat encounters, like or, to spawn as elites if  is enabled
 * Bug Fixes
 * Fixed several monsters playing death sounds and creating the usual visual effects when vanished by
 * Fixed several monsters playing death sounds and creating the usual visual effects when vanished by
 * PC Patch v1.0.2.0
 * Bug Fixes
 * Fixed monsters revived via potentially respawning into out-of-bounds kill zones that make them miss the trigger, never die again, and potentially cause a softlock in this way if they are a boss
 * Early Access Content Update 5
 * Gameplay Changes
 * 🌧Health Bonus: 470% ⇒ 400%
 * 🌧Health Bonus: 2350% ⇒ 1800% Developer Notes: We’ve had a lot of feedback that elite health has always felt a bit bloated - and that subsequently, it makes the Old Guillotine feel required. Our intent is to make characters less reliant on the Old Guillotine, and to make it feel more like an elite hate item - and less of an overall DPS item.
 * 🌧Health Bonus: 2350% ⇒ 1800% Developer Notes: We’ve had a lot of feedback that elite health has always felt a bit bloated - and that subsequently, it makes the Old Guillotine feel required. Our intent is to make characters less reliant on the Old Guillotine, and to make it feel more like an elite hate item - and less of an overall DPS item.
 * 🌧Health Bonus: 2350% ⇒ 1800% Developer Notes: We’ve had a lot of feedback that elite health has always felt a bit bloated - and that subsequently, it makes the Old Guillotine feel required. Our intent is to make characters less reliant on the Old Guillotine, and to make it feel more like an elite hate item - and less of an overall DPS item.
 * Early Access Artifacts Content Update
 * Gameplay Changes
 * Initial Monster Spawns
 * 🌧 Allow initial monster spawns on the first stage
 * Update spawn logic so initial monsters spawns aren’t nearby players
 * Update spawn logic to allow elite monsters
 * Quality of Life
 * 🌧 Update AI so they don’t strafe off cliffs as much
 * Update AI pathfinding so they are less likely to backtrack to positions along their path that they overshot
 * Update Boss position indicators to show a fading marker when reentering the center of the screen to help locate bosses behind objects
 * Bug Fixes
 * 🌧 Fix Chunked! challenge granting on non-teleporter boss kills
 * 🌧 Fix and similar monsters from spawning as an elite version in Prismatic Trials. Goodbye.
 * Fix monsters always spawning facing the same direction
 * Fix non-Teleporter boss encounters counting toward the Keyed Up achievement
 * Fix characters hidden by still being visible to AI
 * Early Access Hidden Realms Content Update
 * Gameplay Changes
 * Reduce Boss Encounter (,, etc) health scaling by ~20%
 * Reduce Boss Encounter (,, etc) damage scaling by ~75%
 * Elites
 * 🌧Add visual effect and overlay when affected by
 * Bug Fixes
 * Add check to make sure a monster spawn is valid before adding to weighted selection (could affect early game spawn frequencies to be higher)
 * Add check to make sure a monster spawn is valid before adding to weighted selection (could affect early game spawn frequencies to be higher)

Trivia

 * Monsters can get stuck on a Shrine of Combat or Shrine of Chance, where they then jump up and down repeatedly, dance around it, or stand completely still. This is due to their pathfinding not knowing how to get down from the Shrine.