| Ability |
Type |
Description |
| Vampiric |
Life Drain / Sustain |
Life steal: the monster heals itself for 6% of all damage dealt (min 1, max 300 HP per hit). |
| Elemental DoT |
Elemental Attack |
On physical hit, infects the target with periodic damage: Fire (8 ticks), Energy (4 ticks), or Poison (10 ticks) dealing 15% base damage. |
| Golden Fest |
Gold Bonus / Event |
On taking damage, the monster scatters gold piles and fireworks on the ground, dropping between 50% and 200% of its max HP in gold coins during combat. |
| Mana Drain |
Mana Disruption |
On dealing damage to a player, drains 5% of damage directly from the target mana pool (min 1, max 200 mana). |
| Thorns |
Damage Reflection |
Spiked armor: reflects 15% of all received damage back to the attacker (max 300 damage per hit; consumes mana first if Magic Shield is active). |
| Elemental Ward |
Elemental Defense |
Reinforced elemental shield on a rolled element (Fire, Energy, or Poison): +10% (Lv 1–19), +20% (Lv 20–24), or +35% (Lv 25) extra damage reduction. |
| Blink |
Mobility / Evasion |
Tactical escape: when monster health drops below 50%, it has a 25% chance every 6 seconds (cooldown) to teleport to an open tile and escape traps. |
| Berserk |
Combat Buff |
Furious rage: when health falls below 30%, the monster enters frenzy, gaining +45 movement speed and +15% extra damage for 30 seconds. |
| Vortex |
Crowd Control |
Gravitational pull: upon taking damage, the monster has a 12% chance to summon a vortex, pulling 1 to 2 nearby players directly into melee range (10s cooldown). |
| Death Blast |
On-Death AoE |
Posthumous explosion: on death, the monster marks the ground with a 3-second countdown and unleashes a massive Great Fireball explosion dealing 6% to 10% of its max HP in area damage! |
| Chain Lightning |
Chain Energy Attack |
Chain lightning: upon taking damage (8% chance, 3s cd), unleashes an electric shock jumping up to 6 players or summons dealing Energy damage between 7% and 10% of max HP (min 1, max 800, decaying 10% per jump: 100%, 90%, 80%, 70%, 60%, 50%). |
| Time Rush |
Time Challenge / Bonus |
Race against time: when health falls below 60% (10% chance every 3s), starts a 30-second countdown in white text. Slaying it in time awards an additional +150% EXP bonus! If time expires, it regenerates 100% HP (5 minutes cooldown). |
| Nature's Grasp |
Crowd Control / Trap |
Nature's prison: upon taking damage (12% chance, 5s cd), conjures Wild Growths on all open surrounding tiles around an attacker, completely enclosing them for 6 seconds. |