Hasted
Moves and attacks 30% faster.
Lore Concept
The coal that touched it gave it a name, and a reason to keep it.
Most of what lives below has forgotten itself. A few haven't. The Hearthfolk say a stray coal from the Ember sometimes lodges in a monster the way embers lodged in Velmarch's miners, and that the creature starts to remember: a name, a grudge, a hunger of its own.
That memory is what makes a rare monster dangerous. Its modifiers are what the memory has made of it: faster, harder, hungrier, bigger. And the coal is why it drops more. Some of the fire that woke it is still in it when it falls, and the Coalwrights pay for it. Magic monsters are the half-touched.
A rare's name is the one it remembered, one word like Gorefang or Murkspine. Titles after the name, such as Gorefang the Patient, are a concept the build does not have yet.
Multipliers relative to a normal monster of the same kind and depth, before modifiers. Measured over 22,779 packs on 300 generated maps at depth 3.
| Rarity | Life | Damage | Experience | Modifiers | How often |
|---|---|---|---|---|---|
| Normal | ×1 | ×1 | ×1 | 0 | 73% of packs are all normal |
| Magic | ×1.6 | ×1 | ×2.5 | 1 | 15% of packs are all magic; 9% of a horde |
| Rare | ×3 | ×1.15 | ×6 | 2 or 3 | Leads 12% of packs |
| Guardian | ×4.5 | ×1.15 | ×12 | 2 or 3 | A rare that leads the pack guarding the portal of every depth |
A pack is all one family. It is either all normal with a 12% chance of a rare leader, or all magic. Hordes called in for testing are 9% magic and have no rares.
Magic monsters roll one modifier and rares two or three, all different, stacking with the rarity multipliers above. Six modifiers exist:
Moves and attacks 30% faster.
Triples its armour and adds 20 more, which grows 10% per depth. Even monsters with no armour of their own get it.
Deals 40% more damage.
Regenerates 2% of its maximum life per second.
Heals for 20% of the damage it deals to players.
Has 50% more life and is 30% larger. A giant's slam covers a 25% wider circle.
A rare monster's name joins one of 14 beginnings to one of 12 endings, for 168 possible names, such as Gorefang or Dreadmaw.
Beginnings: Gore, Grim, Rot, Dusk, Bile, Ash, Murk, Blight, Ruin, Dread, Vile, Hollow, Scorn, Woe
Endings: maw, fang, gut, skull, hide, claw, spine, crawl, howl, thorn, grin, rend