Monster Spawns
Most monsters return at full Hit Points 8 minutes after a kill: 2 minutes of corpse time followed by a 6-minute respawn timer.
0:00 2:00
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).
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 and elite respawn timers keep running through server restarts.
| Monster | Result |
|---|---|
| Boss or elite with time left on its timer | Waits for the rest, at most one full respawn timer. |
| Rare boss or elite whose timer has ended | Stays hidden for one full respawn timer, then rolls its spawn chance. |
| Regular monster | Starts alive. |
| Regular rare monster | Rolls its spawn chance. |
| Summoned or Halloween monster | Starts 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.
| Why it is absent | Where 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 |
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
The roll happens at 20 and 40 minutes, once per interval.
You leave, but are back before the timer ends
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
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.
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
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
| Rolls | 20% chance | 25% chance | 40% chance | 50% chance | 60% chance | 70% chance | 75% chance |
|---|---|---|---|---|---|---|---|
| 1 | 20% | 25% | 40% | 50% | 60% | 70% | 75% |
| 2 | 36% | 44% | 64% | 75% | 84% | 91% | 94% |
| 3 | 49% | 58% | 78% | 88% | 94% | 97% | 98% |
| 5 | 67% | 76% | 92% | 97% | 99% | >99% | >99% |
| 10 | 89% | 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.
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.
| Monster | Level | Zone | Window (game time) | Available (real time) |
|---|---|---|---|---|
| Spirit of the Forest | 55 | Twilight Forest | 20:00 - 8:00 | 30 minutes of every hour |
| Urzak the Untamed | 55 | The Lone-lands | 8:00 - 22:00 | 35 minutes of every hour |
| Witch | 50 | Crescent Coast, Everfrost, Northern Wastes, The Lone-lands, The Molten Summit, Twilight Forest | 20:00 - 8:00 | 30 minutes of every hour |
| Pumpkin Head | 11 | Crescent Coast, Everfrost, Northern Wastes, The Lone-lands, The Molten Summit, Twilight Forest | 20:00 - 8:00 | 30 minutes of every hour |
Pumpkin Head and Witch also need the Halloween event to be active.
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
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
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
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
| Summon | Zone | Specific guards (all dead at once) | Respawn timer and corpse time | Chance |
|---|---|---|---|---|
| Ancient Elemental | Sunken Temple | 8 Water Elemental guards | 2h plus 2m corpse time | 100% |
| Angry Librarian | Vault of the Vanished | 5 Ebon Sage guards | 20m plus 2m corpse time | 50% |
| Astral Projection | The Twisted Haunt | 1 Valdris guard | 1s plus 1m corpse time | 100% |
| Avatar of Air | The Molten Summit | 9 Air Elemental guards | 1h plus 5m corpse time | 100% |
| Frenzied Troll | Trolls Cave | 5 Troll guards | 10m plus 2m corpse time | 100% |
| Giant Worm | Despair | 11 Worm guards | 30m plus 2m corpse time | 100% |
| Grimble Stonegear | The Lone-lands | 8 Mountain Gnome guards | 20m plus 2m corpse time | 100% |
| Hrimthur | Everfrost | 8 Snow Giant guards | 20m plus 2m corpse time | 75% |
| Large Shade Beast | Vault of the Vanished | 7 Shade Beast guards | 15m plus 5s corpse time | 100% |
| The Archon | Lost Archives | 8 Construct guards | 20m plus 5m corpse time | 100% |
| Zarothak the Tormentor | Krom Razz | 1 Varlok the Corrupter guard | 5h plus 5m corpse time | 100% |
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.
Some monsters appear after a kill, during altar events, or at Halloween instead of returning on their own timer.
- On death: a Large Shade Beast always leaves a Keeper Remnant at its corpse. The Keeper Remnant never respawns.
- Altar events: Forgotten Altars, the Altar of War, and the Ancient Altar spawn their monsters in waves when a player activates the event with the required item. These monsters belong to the event and do not respawn on their own.
- Seasonal monsters: Halloween monsters spawn only during the Halloween event, and only between 20:00 and 8:00 game time (see the spawn windows above).