Monsters

Monsters are hostile entities and serve as the main threat to Survivors. There are 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, Special Boss, or 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.

All monsters use the same concept of skill slots as Survivors do, usually with a cooldown,. Typically monsters only have skills assigned to some of them, in the order of Primary, Secondary, Utility and Special. This means that if they gain items that affect specific skill slots (such as ) this will affect how they behave and what other effects might trigger (such as the ). This is seen during the event, in the Simulacrum, and when the  is enabled.

Note that names with the icon are exclusive to the Survivors of the Void expansion.

Regular Monsters
There are currently normal monsters in the game.

Bosses
There are currently bosses in the game.

Special Bosses
These bosses do not normally appear, and have special requirements for spawning. There are currently special bosses in the game.

Other Monsters
There are currently 5 other monsters in the game.

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 main tiers of Elite monsters. Tier 1 consists of the Blazing, Glacial, Overloading and Mending Elites, who have 4 times the health and 2 times 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 and 6 times the damage. Tier 2 Elites only appear after stage 5, regardless of whether or not the player is looping. They are significantly more rare if the player hasn't looped. Additionally, there is a "Lunar Tier" of Elites that consists only of Perfected Elites. Only enemies tagged as Lunar can be Perfected, and these monsters cannot spawn as any other Elite type. Like Tier 1 Elites, Perfected monsters have 2 times the health and 2 times the damage.

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

Certain legendary and boss items are activated specifically when killing an Elite: The makes Elites easier to kill.
 * grants the attacker the slain Elite's abilities and appearance for a short duration.
 * removes all skill cooldowns from the attacker for a short duration.
 * spawns a friendly.

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 150% damage per second on contact.
 * Their attacks their targets, dealing an extra 50% total 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 release 3-9 spiked balls every 6 seconds, which explode for 100% damage in a 7m radius and sprout spike pits where they land, which also do 100% damage on contact.
 * On death, they 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 a "" name prefix and have a white halo on their face. These Elites only appear on 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 for 3 seconds, reducing the armor and movement speed of any player hit.
 * Every 10 seconds, they fire a barrage of 4 projectiles that deal 30% damage each.
 * Equipment item:

Mending

 * Mending Elites receive a "" name prefix, are colored green and red, and have antlers similar to the.
 * They will passively heal the nearest damaged ally within 30m for 40% base damage 4 times per second, except for other Mending Elites.
 * On death, they produce a destructible that heals all nearby characters when it detonates, including Survivors.
 * Unlike other Tier 1 Elites, Mending Elites have only 3 times the health of a normal monster.
 * Equipment item:

Voidtouched

 * Voidtouched Elites receive a "" name prefix, are colored purple, and have a on their face or some other prominent area. Additionally, their health bar turns purple like other void-based creatures.
 * They are created in a unique way compared to other Elites; they only appear due to a Void Infestor corrupting a normal enemy or by spawning alongside a Void Seed at the start of a stage.
 * They receive damage negation equivalent to a single, and a 100% chance on hit to apply the debuff (which is multiplied by the hit's proc coefficient).
 * They are aggressive towards all non-void entities, which includes non-Voidtouched monsters. Non-Voidtouched monsters will also attack Voidtouched ones.
 * On death, they will spawn the Void Infestor that was infesting them. The spawned Infestor will have the same HP it had before latching onto the enemy{verify}.
 * Like all Elites, Voidtouched Elites have a corresponding aspect equipment item. However, it cannot be obtained through normal gameplay - it does not have any chance to drop when the Elite is killed (a Void Infestor is dropped instead).

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
 * Major Content
 * Added New Elite:
 * 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)
 * PC Early Access Patch (Build ID No.4233443)
 * Bug Fixes
 * Fix flying AI wandering towards the ground
 * Early Access 'Skills 2.0' Content Update
 * Major Content and Changes
 * Added Elite:
 * Celestine are new high-tier elites that only spawn late into the game, similarly to elites.
 * New unique visuals and SFX that signifies a elite has entered the stage
 * Gameplay Changes
 * 🌧︎ Health Bonus Percentage: 2820% ⇒ 2350%
 * 🌧︎ Health Bonus Percentage: 2820% ⇒ 2350%
 * Early Access Scorched Acres Content Update
 * Major Content and Changes
 * Added New Elite:
 * Malachites are new high-tier elites that only spawns late. Possesses a number of unique abilities - including disabling your healing…
 * New unique visuals and SFX that signifies a Malachite elite has entered the stage
 * Early Access Patch (Build ID No.3731106)
 * Gameplay Changes
 * [Community Suggestion] Rework burning calculation with unique new damage type
 * Number of stacks of Burning on the player are now visible in the buff bar.
 * Burning is now capped at 5% of your health a second PER stack. Just to be clear - this is a nerf. It'll always hit for less this patch.
 * Now ticks at twice the frequency (but same overall damage).
 * This damage type has also now been applied to the Magma Worm's impact and fireball damage, alongside Elder Lemurian's fire breath
 * The intent here is to make it clear to the player what exactly a burn DOES, regardless of how it's applied. Players never were told by the game that burning actually stacks. If you have a certain number of burn stacks, you will now be aware of exactly how much that will hit for. Overall this should make the burns way less bursty and way more consistent, also allowing heal over time effects to help counteract the damage. The intent is NOT to make the entire game easier, or to make burns never kill you. Fire elites are the only purely offensive elite-type, so they should be causing deaths. It should just feel less BS now.
 * Rework ice bomb
 * Improve graphics for ice bomb left when killed to be more clear.
 * Ice bomb damage reduced from 350% to 150%
 * Ice bomb damage is no longer reduced at the edge of the radius
 * Ice bomb now FREEZES characters in the radius for 1.5s
 * *Fire elites have always been the most threatening type, with the other 2 being pretty easy. The hope here is that after the nerf of the Fire affix, the Ice affix can now also be respected as a serious threat. The improved visuals should help clarify what the ice affix actually does - most players don't seem to notice it drops a bomb at all. We're starting with a low freeze duration to test how it feels.*
 * Lightning bombs from Lightning Elites now properly attach to players.
 * Lightning elites now always spawn at full shields
 * Improve lightning bomb graphics
 * Bug Fixes
 * Update Elite naming for localization and appearance in pings
 * Improve lightning bomb graphics
 * Bug Fixes
 * Update Elite naming for localization and appearance in pings

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.