Wiki preview
Deep Wyrm
An old wyrm with stone-coloured scales, found in deep caves.
| Encounter | Dungeon or boss encounter |
|---|
Further reference details with spoilers
| Rocky Dungeon Boss base | 55 health, 7 melee attack damage. |
|---|---|
| Rocky Dungeon Boss awareness | 10 tile base detection range and 20 tile pursuit range. Tracks movement through walls and darkness. Standing still breaks direct contact. |
| Rocky Dungeon Boss movement | Can move diagonally and burrow towards a position ahead of its target. |
| Rocky Dungeon Boss first encounter | Starts asleep. Disturbing or attacking it can wake it. |
| Rocky Dungeon Boss spell damage taken | Cold: 125% of ordinary damage. Force: 75% of ordinary damage. |
| Rocky Dungeon Boss spell shield | Can raise a 30 health shield when a surviving hit first takes it from above half health to half health or less. Force spells deal three times their usual damage to this shield. Other damaging spells can also wear it down. At danger tier 3 or above, physical attacks cannot damage the shield. |
| Rocky Dungeon Boss shield reinforcements | While the shield remains active, it can call reinforcements every 10 turns, up to 3 waves. Breaking the shield ends this phase. The available space can reduce how many arrive. |
| Mineral Dungeon Boss base | 55 health, 7 melee attack damage. |
| Mineral Dungeon Boss awareness | 10 tile base detection range and 20 tile pursuit range. Tracks movement through walls and darkness. Standing still breaks direct contact. |
| Mineral Dungeon Boss movement | Can move diagonally and burrow towards a position ahead of its target. |
| Mineral Dungeon Boss first encounter | Starts asleep. Disturbing or attacking it can wake it. |
| Mineral Dungeon Boss spell damage taken | Cold: 125% of ordinary damage. Force: 75% of ordinary damage. |
| Mineral Dungeon Boss spell shield | Can raise a 30 health shield when a surviving hit first takes it from above half health to half health or less. Force spells deal three times their usual damage to this shield. Other damaging spells can also wear it down. At danger tier 3 or above, physical attacks cannot damage the shield. |
| Mineral Dungeon Boss shield reinforcements | While the shield remains active, it can call reinforcements every 10 turns, up to 3 waves. Breaking the shield ends this phase. The available space can reduce how many arrive. |
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.
