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Monster Spawns

The respawn cycle

Most monsters return at full Hit Points 8 minutes after a kill: 2 minutes of corpse time followed by a 6-minute respawn timer.

Corpse lootable · 2m
Waiting to respawn respawn timer · 6m
Kill
0:00
2:00
Respawn
8:00

Empty corpses disappear after at least 1 second. Looting does not shorten the respawn wait.

Regular monsters have respawn timers from 40 seconds to 30 minutes, most often 6 minutes. Elite respawn timers range from 8 minutes to 2 hours. Boss timers range from 10 minutes to 8 hours (see below).

What happens when everyone leaves?

Loot left on corpses is lost. Living monsters reset when someone returns.

The zone switches off about 5 seconds after the last player leaves, or at once when the last player logs out.

  • Corpses are removed the moment the zone shuts down. Loot you left on a corpse is gone when you come back.
  • When someone returns, living monsters move back to their original locations with full Hit Points. They forget their targets, lose harmful effects, and dismiss their summoned pets.
  • Respawn timers keep running while the zone is empty. Monsters whose timers have ended return when someone enters.
Boss respawn timers

Boss and elite respawn timers keep running through server restarts.

After a server restart
MonsterResult
Boss or elite with time left on its timerWaits for the rest, at most one full respawn timer.
Rare boss or elite whose timer has endedStays hidden for one full respawn timer, then rolls its spawn chance.
Regular monsterStarts alive.
Regular rare monsterRolls its spawn chance.
Summoned or Halloween monsterStarts hidden.
  • A boss's earliest return is its listed timer plus its corpse time: 5 minutes for most bosses, 2 minutes for Var'noth and Velkrax, and 1 minute for Embermaw.
  • You can pay a Renewal Sage to end a dungeon boss's respawn timer. Renewal does not kill its guards, guarantee its spawn roll, or let it appear outside its game-time window. See Renewal Sages.
8h
20m
Velkrax (58)25% spawn chance,Sylvaron (45)50% spawn chance,Vexxna (30),Stalag Terror (26),The Archon (9)guards must die
Why a boss is absent
Why it is absentWhere to check
Its respawn timer has not ended.Boss Respawn Timers
Its spawn window is closed.Day and Night Spawns
Its rare-spawn roll failed.Rare Spawns
It is a rare boss waiting for its first roll after a server restart.Boss Respawn Timers
Its guards need to be killed again.Kill-Triggered Summons
It chased too far, returned home, and reset to full Hit Points.Chase Limits and Resets
Rare spawns

When a rare monster's respawn timer ends, it appears only if its spawn-chance roll succeeds.

A failed roll means another full interval of waiting. If the zone is empty when a roll is due, it waits for someone to enter. Missed rolls do not accumulate.

Example: a 20-minute roll interval and a 2-minute corpse period. The timeline starts 2 minutes after the kill.

You camp the spot

in zone
in zone
0 20 40m

The roll happens at 20 and 40 minutes, once per interval.

You leave, but are back before the timer ends

in
zone empty
in
in zone
0 5 15 20 40m

You return at 15 minutes. The roll still happens on schedule at 20 minutes, so the empty stretch costs nothing.

You leave, and come back too late

in
zone empty
zone empty
in zone
0 5 20 30 40m

The timer ends at 20 minutes while the zone is empty, and nothing happens. The overdue roll fires at 30 minutes as you walk in. If it fails, the next roll is at 50 minutes.

spawn roll · timer ends with the zone empty (no roll)

Average waits assume someone stays in the zone, exclude corpse time, and are rounded to the nearest minute. Summoned rares also need their guards dead together, so their wait cannot be predicted from the timer alone.

Average wait for Pit Fighter:

Average wait
Respawn timer ÷ spawn chance, excluding corpse time

Example ,3m respawn timer,40% spawn chance

7m 30s on average

Average wait: 3m ÷ 40% = 7m 30s

A single wait can be shorter or longer.

MonsterLevelZoneRoll intervalSpawn chanceAverage wait
Pit Fighter16Urord Nog Fortress3m40%8m
Slime King20Varensea Island10m50%20m
Angry Treant25Twilight Forest30m50%1h
Forsaken Skeleton25Crescent Coast30m75%40m
Khasz25Abandoned Mines15m75%20m
Frostfang30Everfrost30m50%1h
Nivalis30Twilight Forest15m75%20m
Skeleton Emissary30Twilight Forest20m75%27m
Icemaw32Everfrost30m50%1h
Chief Lizardman35Twilight Forest15m75%20m
Enraged Bear35Twilight Forest20m50%40m
Karnok the Warden40The Lone-lands20m60%33m
Maltheris Vex40Twilight Forest10m20%50m
Sir Alden40The Forgotten Catacombs20m40%50m
Seer Kzhal42Twilight Forest10m20%50m
Dekion45The Forgotten Catacombs20m20%1h 40m
Grushk Bonecrusher45The Lone-lands20m60%33m
Pit Fighter Giant45Winterforge3m30%10m
Sylvaron45Krom Razz20m50%40m
Crimson Wraith50Everfrost20m60%33m
Formidrax50The Molten Summit20m20%1h 40m
Hrimthur50Everfrost20m75%Depends on guards
Teleri Elder50Sunken Temple20m50%40m
Zyrath50Sunken Temple20m50%40m
Kaelrith Embervein51Despair20m25%1h 20m
Icescythe Lord52Vault of the Vanished20m75%27m
Myrthok Vexis52The Molten Summit10m20%50m
Varketh54Northern Wastes20m50%40m
Angry Librarian55Vault of the Vanished20m50%Depends on guards
Cinderlord Kharvox55Molten Sanctuary30m50%1h
Cryonexus55Northern Wastes20m25%1h 20m
Orc Messenger55Urord Nog Fortress10m70%14m
Overseer Garok55Urord Nog Fortress1h50%2h
Pyrovax55Northern Wastes20m25%1h 20m
Scalebound Hierarch55Temple of Valaark30m70%43m
Vyrathax55Temple of Valaark1h50%2h
Zalkarn55Northern Wastes20m25%1h 20m
Spectral Warden56Northern Wastes20m50%40m
Xyzzith the Decayed56Vault of the Vanished30m50%1h
Dracolyte Praetor57Temple of Valaark1h60%1h 40m
Velkrax58Temple of Valaark20m25%1h 20m
Renewal Sages

Pay a Renewal Sage outside a dungeon to make its dead monsters ready to respawn.

  • Renewal ends the wait for dead regular monsters, elites, and bosses that can respawn in the dungeon.
  • Living monsters are unaffected, including bosses and rares.
  • Every player must leave before renewal, including anyone outside your party.

Renewal does not remove a portal's key, level, or item-level requirements. See Portals and Entry Requirements.

After renewal, summoned monsters need their guards dead together and rare monsters must pass their spawn roll. Monsters with limited spawn hours cannot appear outside those hours, and seasonal monsters need their event to be active.

Buy renewal once, then enter the dungeon to trigger one rare-spawn roll. Buying more renewals before entering does not add more rolls. After entering, you can leave, renew again, and re-enter for another roll without visiting the monster's location.

Example: cycling renewals for a rare with a 25% chance

in
out
in
out
in
out
rare up
0 1 2 3 4 5 7m

You kill the rare at minute 0 and step out. Each renewal ends its timer, so it rolls to spawn as soon as you re-enter. Every roll has a 25% chance. The third roll succeeds in this example, and the rare waits at its spawn point until you arrive. Without renewal, a failed roll means waiting a full interval for another chance.

renewal bought · spawn roll · you in the dungeon

Chance that the rare is up after a number of rolls

Rolls20% chance25% chance40% chance50% chance60% chance70% chance75% chance
120%25%40%50%60%70%75%
236%44%64%75%84%91%94%
349%58%78%88%94%97%98%
567%76%92%97%99%>99%>99%
1089%94%>99%>99%>99%>99%>99%

Odds for Pit Fighter:

Failure chance per roll
100% − the rare's spawn chance
Chance every roll fails
Failure chance per roll raised to the number of rolls
Chance of at least one spawn
100% − chance every roll fails

Example ,40% chance per roll,3 independent rolls

78.4% chance of at least one spawn

Failure chance per roll: 100% − 40% = 60%

Chance every roll fails: 60% raised to 3 = 21.6%

Chance of at least one spawn: 100% − 21.6% = 78.4%

Base fees are before your Charisma discount of up to 25%. See Merchants.

Day and night spawns

Some monsters appear only during particular in-game hours.

The minimap clock shows game time. One in-game day lasts exactly one real hour, so each game hour is 2.5 real minutes. These monsters respawn only during their listed hours. Outside those hours, a monster disappears if it is no longer fighting. A fighting monster remains until it kills its opponent or returns home.

MonsterLevelZoneWindow (game time)Available (real time)
Spirit of the Forest55Twilight Forest20:00 - 8:0030 minutes of every hour
Urzak the Untamed55The Lone-lands8:00 - 22:0035 minutes of every hour
Witch50Crescent Coast, Everfrost, Northern Wastes, The Lone-lands, The Molten Summit, Twilight Forest20:00 - 8:0030 minutes of every hour
Pumpkin Head11Crescent Coast, Everfrost, Northern Wastes, The Lone-lands, The Molten Summit, Twilight Forest20:00 - 8:0030 minutes of every hour

Pumpkin Head and Witch also need the Halloween event to be active.

Kill-triggered summons

Some monsters appear only after the monsters guarding their location are all dead.

Kill the specific guard group listed below quickly enough that all are dead at once. You do not need to kill every monster of that type in the zone. After the summoned monster dies, at least one guard must be alive before you clear the group again. The summon cannot appear until its timer ends and its spawn roll succeeds. Many summons announce their arrival to the zone.

If the spawn roll fails, the summon waits another full interval before rolling again. Its guard group must be dead together for that next roll.

Example schedules: a summon watching five guards, each guard back 8 minutes after its death

Killing slowly: kills never add up

Guard 1
Guard 2
Guard 3
Guard 4
Guard 5
Summon
stays hidden
0 2 4 6 8 12m

The first guard returns at minute 8, before the last kill at minute 9. All five must be dead together, so the summon cannot appear.

Killing fast

Guard 1
Guard 2
Guard 3
Guard 4
Guard 5
Summon
hidden
up
0 4 8 12m

All five guards are dead from minute 4 to minute 8. The summon can appear during that window if its timer has ended and its roll succeeds.

A 50% summon with a 20-minute interval

you clear all five
roll fails, nothing spawns
guards back, clear them again
summon up
0 4 12 24m

The roll fails at minute 4. The next chance is minute 24, provided all five guards are dead together again. They can respawn in between.

guard dead, its 8-minute respawn running · spawn check · summon up · guards respawn

SummonZoneSpecific guards (all dead at once)Respawn timer and corpse timeChance
Ancient ElementalSunken Temple8 Water Elemental guards2h plus 2m corpse time100%
Angry LibrarianVault of the Vanished5 Ebon Sage guards20m plus 2m corpse time50%
Astral ProjectionThe Twisted Haunt1 Valdris guard1s plus 1m corpse time100%
Avatar of AirThe Molten Summit9 Air Elemental guards1h plus 5m corpse time100%
Frenzied TrollTrolls Cave5 Troll guards10m plus 2m corpse time100%
Giant WormDespair11 Worm guards30m plus 2m corpse time100%
Grimble StonegearThe Lone-lands8 Mountain Gnome guards20m plus 2m corpse time100%
HrimthurEverfrost8 Snow Giant guards20m plus 2m corpse time75%
Large Shade BeastVault of the Vanished7 Shade Beast guards15m plus 5s corpse time100%
The ArchonLost Archives8 Construct guards20m plus 5m corpse time100%
Zarothak the TormentorKrom Razz1 Varlok the Corrupter guard5h plus 5m corpse time100%
Chase limits and resets

Most monsters give up a chase at a set distance and reset when they get home.

  • Chase limits range from 10 to 100 yd. Most monsters use 30 yd, and 40 yd is also common. Distance is measured from where combat started, though some monsters use a fixed point. If its target moves beyond the limit, the monster switches to the reachable enemy within the limit with the highest threat. If it has no enemy to switch to, it loses harmful effects and returns home with +3.5 Movement Speed.
  • Regular dungeon monsters have no chase-distance limit, but give up if they cannot reach you. Dungeon bosses and elites have chase limits.
  • While returning home, a monster can only attack you again if it can reach you and you are within 80% of its chase limit from where combat started or its fixed point. For a 30 yd limit, that is 24 yd. Regular dungeon monsters only need to be able to reach and attack you, regardless of distance.
  • On returning home, a monster recovers full Hit Points and Mana, forgets enemies, loses harmful effects, and dismisses its summoned pets.
Other ways monsters appear

Some monsters appear after a kill, during altar events, or at Halloween instead of returning on their own timer.