Monsters
Monster stats, abilities, variants, drops, locations, portraits, and 3D models.
GET/v2/monsters
Use archetypes=1 for one row per creature, with grade and extra-variant summaries.
archetypesoptionalclass_typeoptionalgrade_typeoptionalcharacter_typeoptionallocaleoptionalglobalsortoptionalglobalfield:order, such as name:asc, or use asc or desc for the endpoint's default field.cursoroptionalglobalpagination.next value unchanged. Omit it for the first page.limitglobalGET/v2/monsters/{id}
idpathlocaleoptionalglobalAccepts an archetype or grade-variant id. Returns sibling variants, resolved abilities, and portrait/model availability.
GET/v2/monsters/{id}/locations
idpathlocaleoptionalglobalReturns spawn modules grouped by dungeon. spawn_count gives the placement total for each module.
GET/v2/monsters/{id}/loot
idpathlocaleoptionalglobalReturns drops sorted by per-kill drop_rate. Rows include item, rarity, category, luck behavior, aggregate rates, and the best map tier.
Repeated draws compound into the chance of at least one item. luck reweights rarity grades before normalization.
By default each item's drop_rate is its best across all dungeon tiers, and map_tier reports which tier that was; pass the dungeon_grade query param (numeric code) to pin one tier.
dungeon_gradeoptionalcategoryoptionalGET/v2/monsters/{id}/icon
idpathReturns the monster portrait, using grade-specific art when available.
sizeoptionalglobaldproptionalglobalformatoptionalglobaltrimoptionalglobalbgoptionalglobalGET/v2/monsters/{id}/model
idpathRedirects to the monster's model/gltf-binary mesh. Returns 404 until a family model is available.
texturize=false serves the flat-grey, textureless variant (the model's shape on its own); the default applies the game textures.
texturizeoptional