For thirty years ash has fallen on Nareth, and wherever a shard struck, beasts became monsters. This page sums up how monsters work: their ranks, the level brackets and where to find the bosses. Click a monster's name to open its detailed page.
Monster ranks
| Rank | Description |
|---|---|
| Common monster | The bulk of the hunting grounds. Attacks alone or in small packs. |
| Elite monster | Tougher and stronger, with better loot. Every level bracket has one elite type. |
| Boss | The lords of the level brackets, the dungeons and the runs. They can drop rare loot and Dread Keys. |
| World boss | One mighty foe per act that awakens on a timer and takes many players working together. |
When fighting bosses and world bosses, the Echo Rune also gathers power (see Elder Runes).
Level brackets
The monsters of the wilds are grouped into ten-level brackets, from level 1 to 300. Each bracket has five common monster types, one elite and one boss.
- Elites drop a Dread Key of the bracket's tier with a 2% chance, bosses with 8% (see Dread Gates).
- The monsters of Dread Gates and the Ashwell always come from your own level bracket: at the end of a Dread Gate the bracket boss steps forth as the gate lord, and in the depths of the Ashwell the same boss awakens as the Wellwarden, growing stronger with each tier.
Bracket bosses
The lords of the highest brackets are deliberately left out here: the Chronicle introduces them in due time.
Ashrift (in development)
The monsters of the hunting grounds also pour out of Ashrifts: every 10–15 minutes a rift opens on an open map and releases three waves, the last led by an elite leader, the Lord of the Rift. Details: Ashrift.
Dungeon lords
| Dungeon | Boss |
|---|---|
| Temple of the Ash Cult (40) | Azmer, the Ash Priest |
| Crypt of the Dawnwardens (160) | Veszperina, the Blood Countess |
| Sporetomb (170) | Maragh the Rotting |
| Tower of Damnation (220) | Tower Guard Demon, then Azgorath, Lord of the Tower |
Details: Dungeons.
World bosses
Each act has its own world boss. Each one can awaken every 3 hours: once its time has come, the first monster anyone defeats on that act's maps summons it from the ash. The whole server sees the awakening, and you can follow on the world map (Markers panel) and in the Hero's Journal when the next one awakens and where an awake one is. After it is defeated, it can awaken again in 3 hours.
| Act | World boss | Level |
|---|---|---|
| I | Karvak, the Ash Giant | 65 |
| II | The Mother of Lament | 125 |
| III | Vizra, the Slime Queen | 185 |
| IV | Kryos-Ignar, the Twin Dragon | 245 |
| V | revealed by the Chronicle | 305 |
- A world boss can only be summoned by a monster not far below your own level; killing monsters that are too weak won't call it. World bosses never awaken inside dungeons or run instances.
- Loot: every world boss always drops Golden Treasure Chests, Elixirs of Heroes and Gold Bars, has a high chance of a high-tier Dread Key, plus legendary imprints and gems.
- The player who lands the final blow always receives a random Elder Rune (Elder Runes).
- The whole server is told when it falls, with the name of whoever dealt the final blow.
See also: Dread Gates, Ashwell, Dungeons, Events, Regions.