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Monster Scaling

Large parties would trivialize every encounter if the game didn’t respond. Monster scaling makes encounters tougher the more party members are nearby.

When a mob group spawns (from a POI entry, an ambient roll, or a quest trigger), the game counts how many of the triggering player’s party members are online and within 80 blocks of that player. That count becomes a monster level bump:

  • Party of 1 (solo): no bump.
  • Party of 2: +1 monster level.
  • Party of 3: +2 monster levels.
  • …and so on, up to a cap of +6.

A higher monster level means higher mob HP and damage, via the standard monster-level curves. The bump is baked into the spawning mobs and is preserved across chunk reload: once the group exists, its difficulty is fixed for the lifetime of those mobs.

Monster scaling adjusts mob stats (HP, damage) only. It does not:

  • Change the number of mobs in a group.
  • Change the mob types that spawn.
  • Change the item level of mob loot drops.

Loot rolls continue to scale off the zone’s regular item level, independent of how many party members were nearby at spawn.