Monsters

Monsters are hostile entities and serve as the main threat to Survivors. There are 35 Monsters currently in the game. You can get information about them in the Logbook. By killing Monsters, there is a chance to unlock their information in the Logbook.

Bosses (not to be confused with Teleporter Boss) are a type of Monster with much higher health and damage output, and offers much more threat to the player than most regular Monsters.

All Monsters except for Magma Worms, Overloading Worms, Aurelionite, the Alloy Worship Unit, Scavengers and the Twisted Scavengers can spawn as an Elite monster.

Any given Monster has a 1% chance to drop a Monster Log if any player in the lobby has not yet acquired the Monster's Logbook 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 their killer.

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

Elites
Elite Monsters are similar to their basic comrades, except they have a different color and added abilities. Elites have increased health pools and reduced effectiveness of any crowd control affecting them. Elites are recognized by their appearance and a symbol on their health bar.

Elite Monsters have a chance to drop their 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 consist 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 consist of the Malachite and Celestine Elites who have 18 times the health, six times the damage and only appear after Looping.

All Monsters can be Elite, even Bosses. However, not all enemies will normally be spawned as Elites. A notable example of this is the Magma Worm. See also the notes.

Blazing

 * Red Elites receive a "Blazing" name prefix and are colored red and/or orange.
 * They leave behind a fiery trail that deals damage during contact.
 * Attacks ignite 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 "Overloading" name prefix and are colored blue.
 * 50% of their health is replaced by shields that rapidly recharge 7 seconds after they've stopped taking damage.
 * Attacks attach a bomb that explodes after 1.5 seconds with 50% total damage in a 4m radius. This is unaffected by proc coefficients.
 * Equipment item:

Glacial

 * White Elites receive a "Glacial" name prefix and are colored white and/or light blue/cyan.
 * Attacks apply an 80% slow 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 of its enemies in its radius by 150% the monster's base damage and freezes them for 1.5 seconds.
 * Equipment item:

Malachite

 * Poison Elites receive a "Malachite" name prefix and are colored blackish green, like Malachite crystals.
 * 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.
 * Attacks nullify the target's healing for 8 seconds.
 * Unlike Tier 1 elites, on spawn, Malachite Elites make a very low, gong-like sound that rings out.
 * On death, they have a chance to spawn a Malachite Urchin that shoots spikes at the player until it expires.
 * Equipment item:

Celestine

 * Haunted Elites receive a "Celestine" name prefix and are colored sky blue, like Celestine crystals. They also adorn a circlet with a similar color.
 * Grants enemies inside its spherical aura invisibility. You can still damage enemies inside the sphere.
 * Attacks apply an 80% slow on hit for 3 seconds. See Movement Speed and Status Effects.
 * On spawn, Celestine Elites make a similar low-tone to the Malachites, except much more subtle and followed by a spiraling sound which fades out.
 * Equipment item:

Trivia

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