Difference between revisions of "Monsters"
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Normal monsters have black nameplates and have the default traits of the given monster type. | Normal monsters have black nameplates and have the default traits of the given monster type. | ||
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== Rare Monsters == | == Rare Monsters == | ||
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Rare monsters are slightly harder than normal mobs, but do not have traits like champions. Rare monsters have a large amount of hit points and have a much higher chance to drop unique loot. They are often found at the end of quests and they can randomly appear while in any zone. | Rare monsters are slightly harder than normal mobs, but do not have traits like champions. Rare monsters have a large amount of hit points and have a much higher chance to drop unique loot. They are often found at the end of quests and they can randomly appear while in any zone. | ||
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Latest revision as of 19:09, 2 April 2015
There are four types of monsters. Normal, champions, rare, and bosses.
Contents
- 1 Normal Monsters
- 2 Champion Monsters
- 2.1 Fire Enchanted
- 2.2 Cold Enchanted
- 2.3 Lightning Enchanted
- 2.4 Poison Enchanted
- 2.5 Summoner
- 2.6 Vicious
- 2.7 Frenzied
- 2.8 Juggernaut
- 2.9 Tough
- 2.10 Chromatic
- 2.11 Sprinter (no longer appears, since monsters no longer run away from battle)
- 2.12 Vampiric
- 2.13 Lamprey
- 2.14 Martyr
- 2.15 Phased
- 2.16 Dauntless
- 2.17 Crippling Aura
- 2.18 Disruption Aura
- 2.19 Conviction Aura
- 2.20 Concussive Aura
- 2.21 Ensnaring Aura
- 2.22 Zealous Aura
- 2.23 Shredding Aura
- 3 Rare Monsters
- 4 Bosses
Normal Monsters
Normal monsters have black nameplates and have the default traits of the given monster type.
Champion Monsters
Champion monsters are easy to identify because they will always have traits displayed under their health bars. Depending on the difficulty they have one, two, or three champion traits on normal, nightmare, and hell difficulties, respectively. These traits are randomly assigned and can be assigned to any normal monster. Champions have enhanced health and reward higher levels of experience. They also guarantee at least two magical items.
Fire Enchanted
- Casts conflagration
- Casts fireball
- Increased casting frequency
- Increased fire resistance
- All physical melee hits for additional fire damage
- Explodes for fire damage on death
Cold Enchanted
- Casts ice shard
- Casts blizzard
- Increased casting frequency
- Increased cold resistance
- All physical melee hits for additional cold damage
- Explodes for cold damage on death
Lightning Enchanted
- Casts energy bolt
- Casts static field
- Increased casting frequency
- Increased lightning resistance
- All physical melee hits for additional lightning damage
- Explodes for lightning damage on death
Poison Enchanted
- Casts poison cloud
- Casts envenom
- Increased casting frequency
- Increased poison resistance
- All physical melee hits for additional poison damage
- Explodes for poison damage on death
Summoner
- Summons two pets
- Casts lava shield
- Mob receives 3 random direct damage spells and a random DoT spell
- Increased casting frequency
Vicious
- Casts Iron Maiden
- Increased strength and intelligence
- Uses backstab
- Uses shadow kick
Frenzied
- Casts Flurry
- Increased attack speed
- Uses shadow kick
Juggernaut
- Increased maximum health
- Larger appearance
- Casts Enrage
Tough
- Casts Barrier
- Increased physical defense
- Casts Weaken
Chromatic
- Casts Sanctuary
- All resists are increased
Sprinter (no longer appears, since monsters no longer run away from battle)
- Fast run speed
- Always runs from battle to get help
- Casts Heal
- Casts Blind
Vampiric
- Casts Drain
- All physical attacks absorb health
- Casts Yawn
- Casts Heal
Lamprey
- Casts Mind Drain
- All physical attacks drain your mana
- Casts Silence
Martyr
- Explodes for physical damage on death and heals all allies
- Casts Heal
- Uses shadow kick
Phased
- All damage given and taken is reduced by 25%
- Casts Rune
- Casts Lava Shield
- Casts Silence
Dauntless
- Stun, fear, silence duration time is reduced based on difficulty level
- Normal reduction 80%
- Nightmare reduction 66%
- Hell reduction 50%
- Casts Resolution
- Casts Fear
- Casts Heal
Crippling Aura
- Your heals half as effective
- Uses shadow kick
- Casts Weaken
Disruption Aura
- Your cast time increases by 30%
- Casts Confuse
- Casts Mind Numb
- Casts Silence
Conviction Aura
- Reduces all of your resistances by 50%
- Mob receives 3 random direct damage spells and a random DoT
- Increased casting frequency
- Casts Amplify Magic
Concussive Aura
- Global cooldown times are increased 30%
- Casts Confuse
- Casts Blind
Ensnaring Aura
- Run chance is reduced by 33%
- Casts Thorn Shield
- Casts Root
Zealous Aura
- Increases the attack speed of all monsters by half a second
- Casts Blind
- Casts Heal
Shredding Aura
- Reduces your armor by 80%
- Uses Backstab
- Uses Shadow Kick
Rare Monsters
Rare monsters are slightly harder than normal mobs, but do not have traits like champions. Rare monsters have a large amount of hit points and have a much higher chance to drop unique loot. They are often found at the end of quests and they can randomly appear while in any zone.
Bosses
Bosses are the most powerful monsters in NeverGrind. Bosses have innate traits that make effects like fear and stun have a much shorter duration. They're also completely immune to some effects like charm. They drop anywhere from 3-6 items per kill. Revenant Viston has a -1 item drop penalty since his quest is so short. Bosses have the highest rare loot drop chance in the game. In particular, the first time you kill a boss on each difficulty there is a "first kill" loot bonus that sets the unique drop rates very high.
NeverGrind has the following bosses in the game: