Monsters
Every species and each of its colours: what it’s worth, what it drops, its base stats and where it lives.
All monsters
Colours
Every species comes in 8 colours, from Normal to Boss and Metal. A colour multiplies the experience and gold a monster is worth. A Metal monster is worth 500 times a Normal one.
- Normal Slime ×1
- Blue Slime ×1.25
- Yellow Slime ×1.25
- Red Slime ×1.5
- Green Slime ×2.5
- Purple Slime ×3
- Boss Slime ×10
- Metal Slime ×500
Which colours you meet depends on the area’s monster rarity: see Monster colours.
Experience and gold
A monster’s gold barely grows with its level: each doubling of the level adds about one to its base gold, before its colour and species multiply it. Its experience grows much faster as its level goes up, and faster still from level 400. Each species has its own multiplier on both, in the table below: a Slime’s is 1, a Unicorn’s 7.
Each DLC pack multiplies the gold you get by another 25%: the Incremental Epic Hero 2 - Starter Pack(opens in a new tab), Incremental Epic Hero 2 - Premium Nitro Pack(opens in a new tab), Incremental Epic Hero 2 - Global Skill Slot Pack(opens in a new tab) and Incremental Epic Hero 2 - Inventory Slot Expansion Pack(opens in a new tab).
Drops
Each monster you defeat rolls for several drops:
- Its species’ material drops at 1%, before any bonus.
- Its colour’s material drops at 0.1%.
- A piece of equipment drops at your hero’s equipment drop chance (see Getting equipment).
- A treasure chest can drop.
- Its area’s unique equipment can drop (see Unique equipment).
- Monster Fluid Normal
- Frost Shard Blue
- Lightning Shard Yellow
- Flame Shard Red
- Nature Shard Green
- Poison Shard Purple
- Black Pearl Boss, Metal
A mutant rolls each material twice as often. A treasure chest gives a blessing, more time to clear the area, town materials, gold, Portal Orbs or a talisman. Or it turns out to be a Mimic, a monster of its own.
Catching pets
Instead of defeating a monster, you can catch it as a pet: right-click it while you have the trap for its colour equipped and ready. Each colour has its own trap: Normal needs the Throwing Net, Blue needs the Ice Net, Yellow needs the Thunder Net, Red needs the Fire Net, Green needs the Light Net and Purple needs the Dark Net. Boss and Metal monsters can’t be caught, and nor can anything in a Super Dungeon. Boss and Metal pets are bought instead: once you’ve defeated one, the shop sells its pet’s ranks, 1 Monster Milk each for a Boss pet and 1 Metal Oil each for a Metal one. A monster can only be caught if its level is at least 50 below your hero’s: at hero level 100, up to level 50. Some titles raise that limit.
Two things catch for you: the Normal Spider pet’s active effect uses a trap on each monster you would defeat, and the Tamer’s Tune of Total Taming skill catches what it hits. What each pet does is on its species’ page, under As a pet.
Metal monsters
Metal monsters’ DEF and MDEF are too high to get past: every hit does just 0.001% of its damage, and an elemental one a tenth of that, through their 90% resistances. No hit does less than 0.1, though, and their HP is only 4 times their level, so a lot of quick hits wins. Critical hits multiply that, and the Metal Hunter title adds damage to every hit on a Metal monster.




































