Don't summon it unless the party is prepared to kill it.ĭue to a very low speed, it will most likely act last, using either Obdurous Advancement or Undulating Withdrawal and summoning 2 Shambler Tentacles. If summoned but then ran away from, the Shambler will appear again as the next encounter. The party will always be surprised when the battle starts, disrupting party formation. The Shambler fight will always be at 0 torchlight, with all the buffs and debuffs associated, and the light cannot be increased with torches or skills while the Shambler is still alive. Even if a Tentacle is killed, the Shambler will just create a new one, replacing ones that were killed. Every turn, it will attempt to spawn two Shambler Tentacles, fairly weak enemies that give themselves an enormous buff with every attack, causing it to grow stronger and stronger. When traveling with your torchlight at 0, the Shambler may appear, replacing any hallway fight (1% chance on Apprentice, 8% on Veteran, 12% Champion), or when a Torch is used on a Shambler's Altar (which will also set the light to 0). They should be prioritized only behind Shamans, who can heal or significantly buff them.Behold the infinite malignity of the stars!Ī predatory nightmare summoned from the darkest recesses of the unknown, the Shambler is an Eldritch miniboss that lurks in blackest pitch, dropping Ancestral trinkets when killed. If your heroes are fast or fortunate enough to move before them, use your advantage to stun them or debuff their attack. Groupers are fast, but have very low resistances to everything except bleed. It's important to be mindful of where these enemies are, and try to kill or pull any in the back row if you want to keep your formation in place. It does less damage, but it will still be fairly high, and in veteran and champion levels, it can pull the hero 1 rank forward. And if they are in the last two positions, they will attack your back row with Spearfishing. If they are in the first two positions, they will attack your front row with Seaward Slash which deals considerable damage. In the Grouper's case, the position they are in will determine their attacks, either dealing damage to your front ranks with their cutlass or your back ranks with their harpoon. The Pelagic Grouper is one of only two monsters concerned with dealing damage, and they both do it well. Most of the enemies in the Cove use trickery to kill the heroes they meet, such as stunning, disease, and stress. ![]() ![]() The Pelagic Grouper is an Eldritch type that appears in the Cove. The Blood Soaked Pages Torn From A Journal detail the experiences of an unfortunate adventurer as he succumbs to its effects. ![]() Though not demonstrated as an in-game mechanic, it seems that the bites of the Pelagics can also inflict a mind- and body-affecting transformation, gradually turning bitten heroes into their kind and filling out their ranks. Between Seaward Slash in the front and Spearfishing in the back, Groupers are a damaging threat from nearly any point in the enemy formation - a commonly seen and often problematic formation is 4 Groupers at once, all capable of delivering physical damage across your party. The Pelagic Grouper is an enemy found in the Cove, and serves as a footsoldier of the seafolk.
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