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The Archlich
An ancient affineur who completed the transformation into living crystal. The Archlich is alive, sustained by the Lattice.
| Encounter | Dungeon or boss encounter |
|---|
Further reference details with spoilers
| Plains Dungeon Boss base | 55 health, 8 melee attack damage. |
|---|---|
| Plains Dungeon Boss name | The Stilled Affineur |
| Plains Dungeon Boss awareness | 10 tile base detection range and 20 tile pursuit range. Can sense you through walls and darkness, but can lose direct contact even while you remain in range. |
| Plains Dungeon Boss movement | Can move diagonally as well as north, south, east and west. |
| Plains Dungeon Boss first encounter | Starts asleep. Disturbing or attacking it can wake it. |
| Plains Dungeon Boss spell damage taken | Heat: 150% of ordinary damage. Rot: 25% of ordinary damage. Control: 50% of ordinary damage. |
| Plains Dungeon Boss status immunity | Curdled, Smoked, Fermented |
| Plains Dungeon Boss spell shield | Can raise a 25 health shield when a surviving hit first takes it from above half health to half health or less. Arcane 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. |
| Plains Dungeon Boss shield reinforcements | While the shield remains active, it can call reinforcements every 6 turns, up to 5 waves. Breaking the shield ends this phase. The available space can reduce how many arrive. |
| Undermaw Dungeon Boss base | 90 health, 10 melee attack damage, 4 armour. |
| Undermaw Dungeon Boss awareness | 10 tile base detection range and 20 tile pursuit range. Can sense you through walls and darkness, but can lose direct contact even while you remain in range. |
| Undermaw Dungeon Boss movement | Can move diagonally as well as north, south, east and west. |
| Undermaw Dungeon Boss first encounter | Starts asleep. Disturbing or attacking it can wake it. |
| Undermaw Dungeon Boss spell damage taken | Heat: 150% of ordinary damage. Rot: 25% of ordinary damage. Control: 50% of ordinary damage. |
| Undermaw Dungeon Boss status immunity | Curdled, Smoked, Fermented |
| Undermaw Dungeon Boss spell shield | Can raise a 25 health shield when a surviving hit first takes it from above half health to half health or less. Arcane 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. |
| Undermaw Dungeon Boss shield reinforcements | While the shield remains active, it can call reinforcements every 6 turns, up to 5 waves. Breaking the shield ends this phase. The available space can reduce how many arrive. |
| Undermaw Dungeon Boss draining attack | A melee attack that reaches your active character restores health to the attacker equal to half its ordinary melee damage stat, rounded down and capped at maximum health. A block can still allow this recovery. Dodging the attack prevents it. This drain does not use the healing penalties from creature spell statuses. |
| Undermaw Dungeon Boss blink escape | Can blink away when its target comes within 2 tiles, with a reach of up to 6 tiles. Blink cooldown: 5 creature actions. It needs an open landing tile and can fail. Smoked prevents this escape while the creature is blinded. |
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.
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