Monster
Level
Each
Monster
has
a
level.
Select
the
monster
then
look
at
its
name,
which
includes
its
level
in
two
locations
on
the
screen.
Generally,
it's
a
good
idea
to
attack
monsters
below
or
near
your
level.
If
you
fight
monsters
that
are
much
higher
than
your
level,
you
should
be
sure
to
have
a
party
to
help
you
out.
If
the
monster's
level
is
listed
as
"??"
or a
skull
it
indicates
that
you
cannot
determine
the
level
of
the
monster,
but
it's
a
LOT
higher
in
level
than
you.
So
in
other
words,
it's
not
a
good
idea
to
mess
with
it.
Elite
Monsters
Elite
Monsters
are
MUCH
more
powerful
versions
of
the
regular
monsters
you
find.
They
are
typically
either
special
quest
monsters,
or
monsters
that
are
found
inside
special
dungeons.
They
can
be
identified
by
an
"Elite"
tag,
a
special
dragon
border
around
their
name,
or
when
they
smash
you
into
the
ground!
It's
best
not
to
fight
Elite
monsters
unless
your
character
has
a
much
higher
level
then
that
of
the
Elite
monsters.
You
will
find
this
out
for
yourself
when
they
attack/kill
you.
Monster
Aggression
There
are
three
main
types
of
status
for
monsters:
Aggressive
-
Red
Neutral
-
Yellow
Passive
-
Green
Red
Targets
-
Aggressive
is
often
referred
to
as
"KOS"
for
kill-on-sight.
This
means
that
once
you
get
near
enough
to
the
monster
it
will
attack
you.
You
can
identify
this
status
by
the
red
color
of
the
name
box
(target
window)
for
the
monster.
Once
you
become
a
much
higher
level,
the
monster
aggro
radius
becomes
smaller,
which
allows
you
to
get
much
closer
to
them
before
they
will
attack.
Aggressive
monsters
will
always
attack
players
that
wander
too
near
to
them.
Yellow
Targets
-
Passive
monsters,
such
as
animals
like
boars,
will
not
attack
you
unless
you
first
attack
them.
These
monsters
are
usually
liked
by
players
because
they
allow
for
safe
travel
and
will
usually
only
attack
when
provoked.
Be
careful
about
Area
of
Effect
Spells
(AOE)
such
as
Frost
Nova,
which
could
"wake
up"
one
or
more
of
these
monsters.
Green
Targets
-
You
cannot
attack
these
targets.
Examples
of
these
are
party
members,
merchants,
and
most
NPCs.
Patrolling
vs.
Stationary
Some
monsters
are
stationary.
Other
monsters
will
patrol
around.
The
patrolling
monsters
are
the
dangerous
ones
because
they
typically
will
surprise
you
and
initiate
battle
when
you're
not
expecting
it.
You
should
study
the
monster's
patrol
patterns,
or
keep
a
watch
out
for
any
nearby
patrolling
monsters.
Monster
Aggro
Radius
Each
Aggressive
Monster
has
an
area
around
it,
usually
called
the
Aggro
Radius.
Entering
a
monster's
Aggro
Radius
will
provoke
it
to
attack
you.
Imagine
an
invisible
circle
around
the
monster.
Once
you
enter
that
circle,
the
monster
will
"wake
up"
and
come
attack
you.
You
can
test
this
by
walking
very
slowly
toward
a
stationary
aggressive
monster.
Once
you
enter
its
field
of
vision,
or
aggro
radius,
the
monster
will
attack
you.
This
information
is
very
important
to
keep
in
mind.
A
common
mistake
made
by
newbie
players
is
to
travel
around
a
zone
and
walk
through
pockets
of
monsters,
waking
them
all
up.
They
then
end
up
dying
or
leading
their
party
to
its
death.
While
you
play,
it's
very
important
to
scan
around
for
patrolling
monsters.
If a
monster
is
patrolling
near
you,
you
need
to
move
out
of
its
way
before
it
spots
you.
Otherwise,
the
monster
will
attack
you.
If a
monster
is
coming
towards
you
while
you're
fighting
something
else,
but
hasn't
spotted
you,
you
need
to
lead
your
current
monster
away
from
the
former's
path.
Just
slowly
back
up
while
you're
fighting
and
lead
the
monster
away
from
the
incoming
patrolling
monster.
If
an
entire
party
is
fighting,
you
will
need
to
ask
them
all
to
move
back.
Alert
your
party
to
the
monster's
presence
and
have
everyone
back
up.
Solo
vs.
Social
Solo
monsters
will
not
help
fellow
monsters
of
the
same
type
if
they
are
attacked.
An
example
would
be a
Boar
that
doesn't
care
if
you
attack
another
boar.
That
boar
will
just
walk
right
by
you
as
you
attack
his
brother.
Social
monsters,
on
the
other
hand,
will
make
"calls
for
help."
When
you
attack
one,
it
will
call
out
for
help.
If
any
other
monsters
of
the
same
allied
network
are
around,
they
will
assist
each
other
when
one
of
their
friends
is
attacked.
Examples
of
these
types
of
monsters
are
Murlocs
and
Thieves.
Monster
Hate
List/History
Once
combat
has
begun,
monsters
keep
track
of
damage
being
done
to
them
and
also
keep
track
of
the
spells
being
cast.
This
includes
healing
spells,
or
spells
that
buff
other
party
members.
If a
monster
sees
a
player
doing
a
lot
of
damage
to
it,
or
casting
something
it
doesn't
like,
it
will
then
turn
and
attack
that
player.
This
is
fine
if
you
want
the
monster
to
attack
you;
however
if
you're
a
caster
you
generally
don't
want
this
to
happen.
To
counter
this,
you
must
have
another
party
member
do
more
damage
to
the
monster,
or
make
it
angrier
so
the
monster
will
attack
the
other
party
member
instead
of
yourself.
You
will
also
need
to
immediately
stop
doing
things
that
will
make
the
monster
angry,
such
as
casting
more
spells,
or
attacking
the
monster.
Once
another
party
member
has
done
enough
damage
or
made
the
monster
angry
enough
to
redirect
its
attention,
you
can
resume
your
attack
on
that
monster.
You
should
also
be
wary
of
casting
area
effect
spells
on a
group
of
monsters.
They
can,
and
will,
gang
up
on
the
player
casting
that
ability.
You
need
to
make
sure
there
is
someone
else
around
you
that
can
attract
their
attention
and
pull
them
off
you
if
you
decide
to
cast
the
AOE.
Monster
Claiming
The
first
player
or
group
to
damage
a
monster
will
"tag"
that
monster.
When
the
tagged
monster
dies,
that
player
or
group
will
get
the
experience
and
loot
from
the
kill.
Other
players
will
be
able
to
tell
if a
monster
is
tagged
because
its
portrait
will
turn
gray.
Players
are
free
to
help
kill
the
tagged
monster,
but
they
will
receive
no
experience
or
loot
from
the
kill.
Even
with
help,
the
player
or
group
who
initially
tagged
the
monster
will
gain
full
experience
from
the
kill.
In
situations
where
a
much
higher
level
player
helped
with
the
kill,
some
of
the
experience
reward
will
be
reduced.
Example
1 :
Level
10
player
attacks
level
10
monster,
level
10
player
helps
-
Player
A
gets
full
experience
Example
2 :
Level
10
player
attacks
level
10
monster,
level
30
player
helps
-
Player
A
gets
reduced
xp
Rookie
Mistakes
-
Max
Number
of
Monsters
A
common
first
mistake
is
trying
to
attack
too
many
monsters
at
once.
You
need
to
determine
the
maximum
number
of
monsters
you
can
fight
at
one
time,
and
stick
to
that
number.
Otherwise,
you
will
continually
attract
too
many
monsters
that
will
overwhelm
and
kill
you!
Often
it's
good
to
fight
one
monster
at a
time.
If
you
are
in a
large
party
and
are
more
powerful
than
your
targets,
you
might
be
able
to
take
on
two
monsters
at
once.
If
your
party
is
good
with
spells
and
knows
how
to
use
certain
spells
that
can
disable
monsters
(like
Sleep),
you
might
be
able
to
take
on
even
more
monsters.
The
point
is
to
figure
out
your
"max
number
of
monsters".
Don't
get
your
party
killed
because
you
got
overconfident
and
took
on
too
many
monsters.
As
you
play
more,
you
will
learn
how
to
judge
this.
Experienced
"Pullers"
can
also
help
you
out
and
teach
you
how
to
do
this
correctly
(See
Parties:
Pulling
for
more
information
on
what
a
"Puller"
is).
Monster
Chasing
You
will
likely
be
spending
some
time
running
away
from
monsters
as
you
get
accustomed
to
fighting
in
World
of
Warcraft.
Running
isn't
something
to
be
ashamed
of:
you
should
always
run
if
you
face
a
monster
that
is
too
powerful,
or
if
you
realize
you
don't
have
enough
Health
or
Mana
to
fight
the
current
monster.
Run
away!
"/v
flee"!
Monsters
will
only
chase
you
for
a
specific
distance
before
returning
to
their
patrol
area.
So
if
you
want
to
avoid
a
battle,
keep
running
until
they
leave
you
alone.
As
you
run,
you
can
rotate
the
screen
around
to
see
behind
you
to
know
when
you
can
stop
running.
Note,
in
instances
monsters
will
not
stop
chasing.
Monster
Healing
Some
monsters
can
heal
themselves,
just
as
some
players
can.
You
will
need
to
stun
them,
or
finish
them
off
quickly
with
powerful
attacks
before
they
can
heal.
Typically,
stun
abilities
are
the
best
to
use
for
this
situation.
Monster
Health
and
Mana
Regeneration
Monsters
will
quickly
regenerate
to
full
health
and
mana
if
you
attack
them
and
then
run
far
enough
away.
This
is
to
prevent
cheesy
hit-and-run
tactics.
Monster
Buffs
Like
players,
monsters
have
certain
buffs
they
can
cast
on
themselves
to
make
themselves
more
powerful.
You
may
discover
this
by
watching
them
"buff
up",
or
by
reading
the
combat
log
and
screen
for
results
of
the
fight.
Whenever
possible,
cast
a
"Debuff"
or
"Dispel"
ability
on
the
monsters
to
remove
their
buffs.
This
will
make
the
monsters
easier
to
kill.
Monster
Debuffs
Monsters
often
have
special
attacks
which
will
place
a
"Debuff"
on
your
character.
Remove
them
as
soon
as
possible.
There
are
many
different
spells
which
can
do
this.
Spell
Casting
Monsters
Spell
casting
monsters,
such
as
mages,
are
very
dangerous.
They
can
do a
lot
of
damage
in a
short
amount
of
time.
Fortunately,
they
are
typically
very
weak
and
can
be
quickly
killed.
Attack
them
first,
and
try
to
stun
them
if
possible
to
prevent
them
from
casting
spells.
Fleeing
Some
monsters
will
run
away
when
they
are
near
death.
You
should
use
abilities
that
prevent
them
from
moving
to
halt
their
escape.
Another
possible
way
to
deal
with
a
fleeing
monster
is
to
use
a
ranged
direct-damage
spell,
such
as
"Fireball",
to
kill
them
off
as
soon
as
they
try
to
run.
Sleep
or
Monster
Disabling
Abilities
Some
players
have
the
ability
to
disable
a
monster
for
a
limited
amount
of
time
with
a
spell,
like
"Sleep".
Casters
should
only
cast
abilities,
such
as
"Sleep",
on
monsters
that
are
not
currently
being
hit.
This
is
because
a
direct
hit
will
wake
them
up
and
waste
the
effect.
Other
members
of
the
party
should
make
sure
that
they
don't
wake
up
the
sleeping
or
disabled
monster
until
the
time
is
right.
Fighting
High
Level
Monsters
Players
will
find
it
more
difficult
to
fight
monsters
that
are
a
good
deal
higher
in
level
than
they
are.
A
player's
chance
to
hit
and
damage
("glancing
blows")
is
reduced,
while
the
monster's
chance
to
hit
and
damage
("crushing
blows")
is
increased.
Monster
Spawning
In
lower
level
areas,
monsters
will
not
immediately
attack
players
as
they
spawn.
Other
Information
Creatures
will
regenerate
health
and
mana
while
evading.
Monsters
evade
when
they
are
stuck
or
when
they
cannot
reach
their
target.