Wiki preview
Iron-Bound Sentinel
A Brinehold or Thymerock industrial relic, tagged as a guardian and forgotten. Not a "golem" in the same sense as the Seated Ones.
| Encounter | Dungeon or boss encounter |
|---|---|
| Dungeon door behaviour | Can open shut dungeon doors. Companion, livestock and aquatic forms cannot. |
| Mineral Dungeon base | 12 health, 2 melee attack damage, 8 armour. |
| Mineral Dungeon awareness | 4 tile base detection range and 8 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Mineral Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Mineral Dungeon first encounter | Starts asleep. Disturbing or attacking it can wake it. |
| Mineral Dungeon spell damage taken | Rot: 50% of ordinary damage. Force: 150% of ordinary damage. Control: 25% of ordinary damage. |
| Mineral Dungeon status immunity | Curdled, Fermented |
| Sealed Halls Dungeon base | 12 health, 2 melee attack damage, 8 armour. |
| Sealed Halls Dungeon awareness | 4 tile base detection range and 8 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Sealed Halls Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Sealed Halls Dungeon first encounter | Starts asleep. Disturbing or attacking it can wake it. |
| Sealed Halls Dungeon spell damage taken | Rot: 50% of ordinary damage. Force: 150% of ordinary damage. Control: 25% of ordinary damage. |
| Sealed Halls Dungeon status immunity | Curdled, Fermented |
| Volcanic Dungeon base | 12 health, 2 melee attack damage, 8 armour. |
| Volcanic Dungeon awareness | 4 tile base detection range and 8 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Volcanic Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Volcanic Dungeon first encounter | Starts asleep. Disturbing or attacking it can wake it. |
| Volcanic Dungeon spell damage taken | Rot: 50% of ordinary damage. Force: 150% of ordinary damage. Control: 25% of ordinary damage. |
| Volcanic Dungeon status immunity | Curdled, Fermented |
| Mineral Dungeon item drop 1 | 1 Scrap Metal. 45% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
| Mineral Dungeon item drop 2 | 2 Iron Nails. 30% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
| Sealed Halls Dungeon item drop 1 | 1 Scrap Metal. 45% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
| Sealed Halls Dungeon item drop 2 | 2 Iron Nails. 30% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
| Volcanic Dungeon item drop 1 | 1 Scrap Metal. 45% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
| Volcanic Dungeon item drop 2 | 2 Iron Nails. 30% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
Further reference details with spoilers
| Undermaw Dungeon base | 12 health, 2 melee attack damage, 8 armour. |
|---|---|
| Undermaw Dungeon awareness | 4 tile base detection range and 8 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Undermaw Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Undermaw Dungeon first encounter | Starts asleep. Disturbing or attacking it can wake it. |
| Undermaw Dungeon spell damage taken | Rot: 50% of ordinary damage. Force: 150% of ordinary damage. Control: 25% of ordinary damage. |
| Undermaw Dungeon status immunity | Curdled, Fermented |
| Dragon Lair Dungeon base | 12 health, 2 melee attack damage, 8 armour. |
| Dragon Lair Dungeon awareness | 4 tile base detection range and 8 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Dragon Lair Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Dragon Lair Dungeon first encounter | Starts asleep. Disturbing or attacking it can wake it. |
| Dragon Lair Dungeon spell damage taken | Rot: 50% of ordinary damage. Force: 150% of ordinary damage. Control: 25% of ordinary damage. |
| Dragon Lair Dungeon status immunity | Curdled, Fermented |
| Undermaw Dungeon item drop 1 | 1 Scrap Metal. 45% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
| Undermaw Dungeon item drop 2 | 2 Iron Nails. 30% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
| Dragon Lair Dungeon item drop 1 | 1 Scrap Metal. 45% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
| Dragon Lair Dungeon item drop 2 | 2 Iron Nails. 30% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
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.
