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Beyond the brutals, Arsilthus is populated by ordinary monsters that fill its fields, caves, and ruins. They are the day-to-day opposition between boss encounters and the main source of the resources that fund a build.
What Monsters Drop
Standard monster rewards were changed after launch to give relic energy, the resource spent to equip skills onto a weapon. That made routine combat a dependable way to fund a build rather than something to be avoided on the way to the next objective. Relic energy also appears in the world as Ancient Memories.
Source | Reward |
|---|---|
Standard monsters | Relic energy |
World chests | Crafting materials |
Abandoned campsites | Currency |
Brutals | The boss's tragic tale, and its soul laid to rest |
Encounter Design
Monster placement is deliberately tuned rather than scattered. The launch build revised existing placements and added more encounters to improve the flow and density of field combat, and later patches added further spawn points. Because attacking costs no stamina, groups are handled by sustained pressure rather than by rationing swings, though stamina still has to be kept in reserve for dodges and blocks. The combat system page covers those rules.

Changes Since Launch
Monsters have been rebalanced several times. Attack damage was adjusted and combat balance improved for the launch build, monster animations were reworked, and basic monster animation timing in Chapter 1 was adjusted again in a later patch. Ambient monster audio that kept playing in the Silversilver Mine with no monsters present was fixed. Difficulty spikes reported by players were among the issues explicitly targeted. The Updates and Patches page records each change.
A catalogue of individual monster types with names and stats has not been published, so this page covers confirmed behaviour rather than a bestiary.