Wiki preview
Conger Eel
As thick as a sailor's arm. It can hide beneath deep sea water and surfaces to bite. After a bite, it has a 50% chance to try retreating. If cornered, it can bite again.
| Encounter | Overworld wildlife |
|---|---|
| Overworld Wildlife base | 18 health, 5 melee attack damage. |
| Overworld Wildlife awareness | 6 tile base detection range and 12 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Overworld Wildlife movement | Can move diagonally as well as north, south, east and west. |
| Overworld Wildlife retreat | Can flee at or below 25% of its maximum health. |
| Overworld Wildlife water movement | Moves in deep water at sea. |
| Overworld Wildlife diving | Starts beneath the water. After acting, it stays submerged on deep water when no prey is beside it. It surfaces when it reaches prey and to bite. A submerged eel is normally hidden and cannot be aimed at or hit by spells. Detect Hidden can reveal it beneath the surface, but does not bring it within attack reach. |
| Overworld Wildlife bite and retreat | After biting while beside prey, it has a 50% chance to begin retreating. It spends four of its own actions moving or waiting clear of prey, keeping a distance of about 4 tiles where possible. If cornered beside prey with no escape, it can bite again instead. |
| Overworld Wildlife large hull awareness | In single-player, sailing a Galleon or a higher-tier boat reduces this creature's normal detection range for you to zero. It also cancels the creature's initial approach. This large-hull rule does not apply to a co-op party. |
Reading these numbers
These are base creature values. Area difficulty and dungeon floor can increase health and attack damage. Armour, spell resistance, statuses and your own defences can change the damage of a hit. Different encounters can use different versions of the same creature.
Help improve this page
Found a mistake or something missing? Send it to Tim for review.
