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	<title>Dark and Darker Wiki - User contributions [en]</title>
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	<updated>2026-04-08T20:44:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Weapons&amp;diff=56573</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Weapons&amp;diff=56573"/>
		<updated>2025-01-04T05:18:35Z</updated>

		<summary type="html">&lt;p&gt;RosstyDonger: /* Magic Stuff */ clearly meant to be seconds, not milliseconds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Dark and Darker Wiki Weapons List&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{UpdateStatus|Weapon Data|Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Rarity==&lt;br /&gt;
Weapons can improve and become stronger as their rarity level increases. A weapon&#039;s rarity typically reflects its level of power, with higher rarity weapons providing more damage output and other attributes that can enhance the player&#039;s performance in combat.&lt;br /&gt;
&lt;br /&gt;
There are 7 rarities in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;colorrarity1&amp;quot;&amp;gt;Poor&amp;lt;/span&amp;gt; | &amp;lt;span class=&amp;quot;colorrarity2&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; | &amp;lt;span class=&amp;quot;colorrarity3&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt; | &amp;lt;span class=&amp;quot;colorrarity4&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt; | &amp;lt;span class=&amp;quot;colorrarity5&amp;quot;&amp;gt;Epic&amp;lt;/span&amp;gt; | &amp;lt;span class=&amp;quot;colorrarity6&amp;quot;&amp;gt;Legendary&amp;lt;/span&amp;gt; | &amp;lt;span class=&amp;quot;colorrarity7&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;colorrarity3&amp;quot;&amp;gt;Uncommon &amp;lt;/span&amp;gt; rarity adds up to 1 new [[Enchantments|enchantment]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;colorrarity4&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt; rarity adds up to 2 new [[enchantments]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;colorrarity5&amp;quot;&amp;gt;Epic&amp;lt;/span&amp;gt; rarity adds up to 3 new [[enchantments]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;colorrarity6&amp;quot;&amp;gt;Legendary&amp;lt;/span&amp;gt; rarity adds up to 4 new [[enchantments]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;colorrarity7&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; rarity adds 5 enchantments and may add a special effect varying based on weapon. A list of these effects can be found at [[Artifacts]]&lt;br /&gt;
&lt;br /&gt;
==Stat Randomization==&lt;br /&gt;
Not only are the [[enchantments]] a gear piece is imbued with randomized, but some of it&#039;s base stats are also randomized.&lt;br /&gt;
&lt;br /&gt;
In general, only the damage values on weapons and the armor rating on armors are variable.&lt;br /&gt;
&lt;br /&gt;
As such, 2 gear pieces of the same rarity can have different base stats.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions like the Lightfoot Boots, these also have randomized movement speed values based on rarity. &lt;br /&gt;
&lt;br /&gt;
For example, a &amp;lt;span class=&amp;quot;colorrarity5&amp;quot;&amp;gt;Epic&amp;lt;/span&amp;gt; rarity Armet can have a 36 ~ 38 Armor Rating, which means that stat can roll between 36 to 38.&lt;br /&gt;
&lt;br /&gt;
==Attack Speed Explanation==&lt;br /&gt;
&#039;&#039;&#039;Windup&#039;&#039;&#039; = Time before attack&#039;s start&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack&#039;&#039;&#039; = Attack duration, this is where swing, thrust etc. happens&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combo&#039;&#039;&#039; = Time between current attack&#039;s end to next attack&#039;s start&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recover&#039;&#039;&#039; = Time it takes the animation to reset back to default position&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animations&#039; collision turns on before &#039;&#039;&#039;Attack&#039;&#039;&#039; phase and can deal damage during that time, however this is unlikely for most attacks as the weapon is usually over head or on the side, making it hard to hit that early. &lt;br /&gt;
&lt;br /&gt;
These times are calculated for &#039;&#039;&#039;0% Action Speed&#039;&#039;&#039;, attack speed will change according to player&#039;s [[Stats#Action_Speed|stats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon&#039;s data table shows attack speed of full combo. &#039;&#039;&#039;Recover&#039;&#039;&#039; time would be different for each combo.&lt;br /&gt;
&lt;br /&gt;
For example, full combo of [[Arming Sword]] is&lt;br /&gt;
*&#039;&#039;&#039;Windup&#039;&#039;&#039;:399ms&lt;br /&gt;
*&#039;&#039;&#039;Attack&#039;&#039;&#039;:205ms&lt;br /&gt;
*&#039;&#039;&#039;Combo&#039;&#039;&#039;:634ms&lt;br /&gt;
*&#039;&#039;&#039;Attack&#039;&#039;&#039;:157ms&lt;br /&gt;
*&#039;&#039;&#039;Combo&#039;&#039;&#039;:976ms&lt;br /&gt;
*&#039;&#039;&#039;Attack&#039;&#039;&#039;:154ms&lt;br /&gt;
*&#039;&#039;&#039;Recover&#039;&#039;&#039;:1213ms&lt;br /&gt;
&lt;br /&gt;
However, one hit combo would be &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Windup&#039;&#039;&#039;:399ms&lt;br /&gt;
*&#039;&#039;&#039;Attack&#039;&#039;&#039;:205ms&lt;br /&gt;
*&#039;&#039;&#039;Recover&#039;&#039;&#039;:963ms&lt;br /&gt;
&lt;br /&gt;
==Movement Multiplier Explanation==&lt;br /&gt;
Movement Multipliers, also referred to as Action Movement Penalty, are any multipliers that affect movement after the penalty for holding the weapon is subtracted. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a weapon has -30 Move Speed Add and a 70% Movement Multiplier, the -30 is subtracted before the 70% is applied. For example, from the 300 base Move Speed, holding this weapon results in 270 Move Speed, and swinging with it results in 189 Move Speed. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many weapon attacks (used to be exclusively Two-handers) have a lessened slow during the actual &amp;quot;Attack&amp;quot; portion of the attack, while the &amp;quot;Windup&amp;quot;, &amp;quot;Recover&amp;quot;, and &amp;quot;Combo&amp;quot; portions use the traditional, and greater, Movement Multiplier.&lt;br /&gt;
&lt;br /&gt;
For example, while swinging the following weapon with -30 Move Speed while holding &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Movement_Multiplier_Explanation.png]]&lt;br /&gt;
&lt;br /&gt;
Assuming base 300 Move Speed.&lt;br /&gt;
* Holding the weapon: 300 - 30 = 270&lt;br /&gt;
* Casting the weapon: 270 * .65 = 175.5&lt;br /&gt;
* During the &amp;quot;Attack&amp;quot; part of the swing animation: 270 * .85 = 229.5&lt;br /&gt;
* During the &amp;quot;Windup&amp;quot;, &amp;quot;Recover&amp;quot;, and &amp;quot;Combo&amp;quot; swing animations (also referred to as &amp;quot;Otherwise&amp;quot; in the above reference image): 270 * .7 = 189&lt;br /&gt;
&lt;br /&gt;
==Weapon Properties==&lt;br /&gt;
Some weapons also have special properties, for example, the Castillon Dagger&#039;s and the Stiletto Dagger&#039;s 3rd hit deals 50% and 40% more damage.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Combo&amp;quot; column reflects a weapon&#039;s attack type in game files and sometimes they don&#039;t match to its attack animation.&lt;br /&gt;
&lt;br /&gt;
As for the &amp;quot;Weapon Hitbox&amp;quot; column, weapon&#039;s length doesn&#039;t necessarily determine a weapon&#039;s reach. How the weapon is hold, different attack animations affects weapon&#039;s reach. Thus, some shorter weapons have better reach than longer weapons.&lt;br /&gt;
&lt;br /&gt;
Slash/Blunt/Pierce damage types do nothing at the moment&lt;br /&gt;
&lt;br /&gt;
==Impact Zones==&lt;br /&gt;
Most melee weapons operate on a impact zones system, meaning hitting an enemy with the tip of the weapon will deal the most damage and hitting further down on the blade/haft will deal less damage.&lt;br /&gt;
The number of impact zones vary between weapons.&lt;br /&gt;
&lt;br /&gt;
Lets look at impact zones of [[Arming Sword]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex;align-items: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
[[File:Arming Sword Hitbox.png|link=Arming Sword#Hitbox|x300px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Green Zone deals 100% damage&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Orange Zone deals 90% damage&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;gt;Red Zone deals 70% damage&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
As [[Sword]]s overall balanced weapons and are less punished by the impact zones, weapons like [[Spear]] are affected a lot more.&lt;br /&gt;
&lt;br /&gt;
Check individual weapon pages such as [[Falchion]] to see their impact zone images.&lt;br /&gt;
&lt;br /&gt;
= Weapon Categories =&lt;br /&gt;
&lt;br /&gt;
==Unarmed==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable sortable jquery-tablesorter&amp;quot; style=&amp;quot;width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Class&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Slot&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Physical Weapon Damage&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Movement Speed&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Combo&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Attack Speed&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Weapon Reach/Hitbox&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Action Movement Penalty&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Slowdown On Hit&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Bare Hands &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; 10 &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; 0 &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Blunt/Blunt &amp;lt;br&amp;gt; 100%/100% &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Height:  &amp;lt;br&amp;gt; Width:  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Attack: 0.95x  &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt; -7% &amp;lt;br&amp;gt; Duration: 0.5s&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Note: When an off-hand shield is held without a main-hand weapon, you can punch, but only the first attack in the usual 2-attack combo will be available. When Blood Pact is active, you can still use the full 4-attack combo. You cannot punch this way with any other off-hand weapons.&lt;br /&gt;
&lt;br /&gt;
==Swords==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Swords}}&lt;br /&gt;
&lt;br /&gt;
==Maces==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Maces}}&lt;br /&gt;
&lt;br /&gt;
== Daggers==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Daggers}}&lt;br /&gt;
&lt;br /&gt;
==Polearms ==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Polearms}}&lt;br /&gt;
&lt;br /&gt;
==Axes==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Axes}}&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Bows}}&lt;br /&gt;
&lt;br /&gt;
== Crossbows==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Crossbows}}   &lt;br /&gt;
&lt;br /&gt;
==Magic Stuff==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Magic Stuff}}&lt;br /&gt;
&lt;br /&gt;
After finishing casting/channeling a spell (scaled by Casting Speed), the casting animation, also referred to as the &amp;quot;release&amp;quot;, starts before turning to a &amp;quot;recovery&amp;quot; animation, similar to physical weapon swings. The release and recovery are affected by Action Speed, NOT casting speed. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The release + recovery animation is exactly:&lt;br /&gt;
* Spellbook: 1s&lt;br /&gt;
* Crystal ball: 1.1s&lt;br /&gt;
* Crystal sword: 1.9s&lt;br /&gt;
* Magic Staff: 1.6s&lt;br /&gt;
&lt;br /&gt;
The release portion on its own was measured in game to be (+/- 50ms of ping):&lt;br /&gt;
* Spellbook: .466s&lt;br /&gt;
* Crystal Ball: .483s&lt;br /&gt;
* Crystal Sword: .983s&lt;br /&gt;
* Magic Staff: .650s&lt;br /&gt;
&lt;br /&gt;
==Shields ==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Shields}}   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;comment-streams /&amp;gt;&lt;/div&gt;</summary>
		<author><name>RosstyDonger</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Adventure_Rank&amp;diff=19835</id>
		<title>Adventure Rank</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Adventure_Rank&amp;diff=19835"/>
		<updated>2024-02-18T15:27:40Z</updated>

		<summary type="html">&lt;p&gt;RosstyDonger: /* Props Interaction */ added &amp;#039;Disabling Trap: ?? AP&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
=High-Roller Ranks and Adventure Points=&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Ranks are only for the High-Roller dungeons which now have a 0 gold ante but instead have an Adventure Point (AP) ante.&lt;br /&gt;
Dark and Darker currently has 7 rank categories with a total of 19 individual ranks that players can achieve. Each rank causes an increase in AP to enter the High roll dungeons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Required Total AP&lt;br /&gt;
!Dungeon Entrance Fee (Ice cavern)&lt;br /&gt;
!Dungeon Enterance Fee (Ruins) &lt;br /&gt;
!Dungeon Entrance Fee (Goblin cave)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#57504C&amp;quot; |Neophyte III&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#57504C&amp;quot; |Neophyte II&lt;br /&gt;
|500&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#57504C&amp;quot; |Neophyte I&lt;br /&gt;
|1000&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#998C83&amp;quot; |Apprentice III&lt;br /&gt;
|1750&lt;br /&gt;
|20&lt;br /&gt;
|30&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#998C83&amp;quot; |Apprentice II&lt;br /&gt;
&lt;br /&gt;
|2500&lt;br /&gt;
|40&lt;br /&gt;
|60&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#998C83&amp;quot; |Apprentice I&lt;br /&gt;
|3250 &lt;br /&gt;
|60&lt;br /&gt;
|90&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#6EB603&amp;quot; |Wanderer III&lt;br /&gt;
|4250 &lt;br /&gt;
|80&lt;br /&gt;
|120&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#6EB603&amp;quot; |Wanderer II&lt;br /&gt;
|5250&lt;br /&gt;
|100&lt;br /&gt;
|150&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#6EB603&amp;quot; |Wanderer I&lt;br /&gt;
&lt;br /&gt;
|6250&lt;br /&gt;
|120&lt;br /&gt;
|180&lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#019AF3&amp;quot; |Pathfinder III&lt;br /&gt;
| 7500&lt;br /&gt;
|140&lt;br /&gt;
|210&lt;br /&gt;
|140&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#019AF3&amp;quot; |Pathfinder II&lt;br /&gt;
|9000&lt;br /&gt;
|160&lt;br /&gt;
|240&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#019AF3&amp;quot; |Pathfinder I &lt;br /&gt;
|11000&lt;br /&gt;
|180&lt;br /&gt;
|270&lt;br /&gt;
|180&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#B85DE1&amp;quot; |Voyager III&lt;br /&gt;
|13500 &lt;br /&gt;
|200&lt;br /&gt;
|300&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#B85DE1&amp;quot; |Voyager II&lt;br /&gt;
|16500&lt;br /&gt;
|220&lt;br /&gt;
|330&lt;br /&gt;
|220&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#B85DE1&amp;quot; |Voyager I&lt;br /&gt;
|20000&lt;br /&gt;
|240&lt;br /&gt;
|360&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F39401&amp;quot; |Exemplar III&lt;br /&gt;
|24000&lt;br /&gt;
|260&lt;br /&gt;
|450&lt;br /&gt;
|260&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F39401&amp;quot; | Exemplar II &lt;br /&gt;
|28000&lt;br /&gt;
|280&lt;br /&gt;
|550&lt;br /&gt;
|280&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#F39401&amp;quot; |Exemplar I&lt;br /&gt;
|32000&lt;br /&gt;
|300&lt;br /&gt;
|650&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#D7C58D&amp;quot; |Demigod &lt;br /&gt;
|36000&lt;br /&gt;
|320 &lt;br /&gt;
|750&lt;br /&gt;
|320&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Adventure Points==&lt;br /&gt;
There are 9 different sources of Adventure Points (AP) to advance your rank in the High-Roller dungeons. Each entrance of the dungeon cost varying amounts of AP as seen above, even if you perish. Failing to extract from the dungeon will remove all AP gains, and still pay the AP ante. &lt;br /&gt;
&lt;br /&gt;
[[File:Adventure_point_rewards2.png|link=|x500px]]&lt;br /&gt;
&lt;br /&gt;
===Monster Kill===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Monster name:&lt;br /&gt;
!Normal AP&lt;br /&gt;
!Elite AP&lt;br /&gt;
!Nightmare AP&lt;br /&gt;
|-&lt;br /&gt;
|Death Beetle:&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Death skull&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Death skull(Summoned)&lt;br /&gt;
|0&lt;br /&gt;
| 5&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Demon bat&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Demon dog&lt;br /&gt;
|5&lt;br /&gt;
|10 &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Dire wolf&lt;br /&gt;
|3&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Giant bat&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Giant dragonfly&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|10 &lt;br /&gt;
|-&lt;br /&gt;
|Giant spider&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
| Goblin axeman&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Goblin archer&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Goblin bola slinger&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Goblin mage&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Goblin warrior&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Mummy&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton archer &lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton archer(summoned)&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton axeman&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton crossbowman&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton footman&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton guardsman&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton guardsman(summoned)&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton mage&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton swordsman&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton spearman&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
|Spider mummy&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Wisp&lt;br /&gt;
|5&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
| Zombie&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Mimic(Large flat)&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|Mimic(All but flat)&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Props Interaction===&lt;br /&gt;
&lt;br /&gt;
Note: Opening props grant AP only the first time they are opened. This includes repeatable props such as ore nodes, treasure horde, and shrines. Breakables such as crates, barrels, and pots do not count as prop interaction nor do they give AP.&lt;br /&gt;
*Blue Portal: 10 AP per portal&lt;br /&gt;
*Red Portal: 30 AP per portal&lt;br /&gt;
*Oak Chest (Any Size): 1 AP&lt;br /&gt;
*Reinforced Chest (Any Size): 1 AP&lt;br /&gt;
*Doors: 0 AP&lt;br /&gt;
*Light Fixtures: 0 AP&lt;br /&gt;
*Levers: 0 AP&lt;br /&gt;
*Shrines (Any Type): 5 AP&lt;br /&gt;
*Iron Ore: 5 AP (only counts once per node)&lt;br /&gt;
*Copper Ore: 10 AP (only counts once per node)&lt;br /&gt;
*Cobalt Ore: 5 AP (only counts once per node)&lt;br /&gt;
*Rubysilver Ore: ?? AP (only counts once per node)&lt;br /&gt;
*Gold Ore: 10 AP (only counts once per node)&lt;br /&gt;
*Stone Tomb: 4 AP&lt;br /&gt;
*Old Skeleton Corpse: 1 AP&lt;br /&gt;
*Disabling Trap: ?? AP &lt;br /&gt;
&lt;br /&gt;
===High-End Props Interaction===&lt;br /&gt;
&lt;br /&gt;
*Bronze Ornate Chest: 5 AP&lt;br /&gt;
*Royal Coffin: 10 AP&lt;br /&gt;
*Lion&#039;s Head Chest: 12 AP&lt;br /&gt;
*Golden Chest: 20 AP&lt;br /&gt;
*Treasure Horde: ?? AP (only counts for first interaction per Horde)&lt;br /&gt;
Player Kill&lt;br /&gt;
*Grants anywhere from 3 to 57 AP depending on the number of divisions that are between you and the killed player, increasing against players ranked higher, and decreasing against players ranked lower.&lt;br /&gt;
*Kills grant a baseline of 30 AP, and award an extra 4.5 AP per division that the killed player has above you, or decreasing by 4.5 AP per division that the killer has over the killed target.&lt;br /&gt;
*3 AP for killing a player the maximum of 6 divisions below you, and 57 AP for killing a player the maximum of 6 divisions above you&lt;br /&gt;
*Assists? (currently unknown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sub Boss Kill===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Monster name:&lt;br /&gt;
!Normal AP&lt;br /&gt;
!Elite AP&lt;br /&gt;
!Nightmare AP&lt;br /&gt;
|-&lt;br /&gt;
|Cockatrice&lt;br /&gt;
|5&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Demon berserker&lt;br /&gt;
|30&lt;br /&gt;
|15&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Demon centaur&lt;br /&gt;
|15&lt;br /&gt;
|30 &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Giant centipede&lt;br /&gt;
|10&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Giant worm&lt;br /&gt;
|10&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Golem&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton champion&lt;br /&gt;
|8&lt;br /&gt;
|25&lt;br /&gt;
|N/A &lt;br /&gt;
|-&lt;br /&gt;
| Wraith&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Boss Kill ===&lt;br /&gt;
*Crypts&#039; Boss 125 AP&lt;br /&gt;
*Goblin Cave&#039;s Boss 90 AP&lt;br /&gt;
&lt;br /&gt;
===Item Achieve ===&lt;br /&gt;
*AP is rewarded for extracting with items that have the Looted tag. See [[Merchants#Quests|here]] for more information on the Looted and Handled tag.&lt;br /&gt;
*Treasure also rewards Item Achieve AP&lt;br /&gt;
*Weapons and Armor give 1 AP per 1 [[Merchants#Sell_Prices|gold they sell for]], and the listed AP is per inventory slot they take up&lt;br /&gt;
*The amount of AP rewarded is independent of the quantity in the stack. For example, a 1x Candy rewards the same amount of AP as 10x Candy if they are in the same stack. As such, splitting the stack will reward more AP.&lt;br /&gt;
*AP is calculated on extraction&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Item / AP Value&lt;br /&gt;
|Grey&lt;br /&gt;
|White&lt;br /&gt;
|Green&lt;br /&gt;
|Blue&lt;br /&gt;
|Purple&lt;br /&gt;
|Orange&lt;br /&gt;
|-&lt;br /&gt;
|Weapon&lt;br /&gt;
|1 per slot&lt;br /&gt;
|2 per slot&lt;br /&gt;
|3 per slot&lt;br /&gt;
|6 per slot&lt;br /&gt;
|10 per slot&lt;br /&gt;
|20 per slot&lt;br /&gt;
|-&lt;br /&gt;
|Armor&lt;br /&gt;
|1 per slot&lt;br /&gt;
|2 per slot&lt;br /&gt;
|3 per slot&lt;br /&gt;
|6 per slot&lt;br /&gt;
|10 per slot&lt;br /&gt;
|20 per slot&lt;br /&gt;
|-&lt;br /&gt;
|Francisca Axe&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Knife&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lockpick&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Potion of Healing&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Potion of invisibility&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Potion of Protection&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Surgical Kit&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cloak&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ring&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trap Disarming Kit&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Necklace&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bandage&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Bottle&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Treasure===&lt;br /&gt;
*AP granted is equal to the gold worth of the [[Treasure]] in your inventory upon extraction&lt;br /&gt;
*Candy from Valentine counts as Treasure&lt;br /&gt;
*The amount of AP rewarded is independent from the quantity in the stack. For example, a 1x Candy rewards the same amount of AP as 10x Candy if they are in the same stack. As such, splitting the stack will reward more AP. Few treasure items can be stacked, however.&lt;br /&gt;
&lt;br /&gt;
===Dungeon Down===&lt;br /&gt;
*20 AP for taking a [[Dungeon#Portals|Down portal]]&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
[[File:Reward Details.png|link=|x500px]]&lt;/div&gt;</summary>
		<author><name>RosstyDonger</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Cave_Troll&amp;diff=14159</id>
		<title>Cave Troll</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Cave_Troll&amp;diff=14159"/>
		<updated>2023-10-08T14:14:13Z</updated>

		<summary type="html">&lt;p&gt;RosstyDonger: /* AI */ small spelling error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Enemy&lt;br /&gt;
|name        = {{PAGENAME}}&lt;br /&gt;
|type =  [[Beast]]&lt;br /&gt;
|damage        = Depends on the attack&lt;br /&gt;
|health    = 1800/2400&lt;br /&gt;
|movementspeed     = 250/280&lt;br /&gt;
|location   = [[Dungeon#Goblin Cave|Goblin Cave]]&lt;br /&gt;
|experience   = 50/125&lt;br /&gt;
|points     = 50/125&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:24px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Sometimes curiosity is best left unchecked... but it&#039;s too late now.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
Cave Troll is the boss of [[Goblin Cave]] map. Cave Troll has high damage dealing but shieldable and dodgeable attacks.&lt;br /&gt;
&lt;br /&gt;
In High Roller Dungeon, Cave Troll respawns after 1 minutes of its death.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
Elite deals 15% more damage&lt;br /&gt;
*&#039;&#039;&#039;Passive Healing: &#039;&#039;&#039;&lt;br /&gt;
**Heals &#039;&#039;&#039;2&#039;&#039;&#039; Health per second&lt;br /&gt;
*&#039;&#039;&#039;Ground Shake: &#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;100&#039;&#039;&#039; Physical Damage on direct hit + &#039;&#039;&#039;70&#039;&#039;&#039; Area Physical Damage&lt;br /&gt;
**Slams the ground with its mace&lt;br /&gt;
*&#039;&#039;&#039;Regular Attack: &#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;80&#039;&#039;&#039; Physical Damage&lt;br /&gt;
*&#039;&#039;&#039;Regular Attack Splash: &#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;17&#039;&#039;&#039; Physical Damage&lt;br /&gt;
*&#039;&#039;&#039;Heavy Swing&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;200&#039;&#039;&#039; Physical Damage&lt;br /&gt;
**High or Low Swing Attacks from left with bigger range&lt;br /&gt;
*&#039;&#039;&#039;Roar:&#039;&#039;&#039;&lt;br /&gt;
**Slows the player by &#039;&#039;&#039;35%&#039;&#039;&#039; for &#039;&#039;&#039;4&#039;&#039;&#039; seconds&lt;br /&gt;
**After the slow, it charge you with a High or Low Swing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HR Attacks:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Roar: &#039;&#039;&#039; Also gives drunk affect for &#039;&#039;&#039;4&#039;&#039;&#039; seconds&lt;br /&gt;
*&#039;&#039;&#039;Fist Attack: &#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;145&#039;&#039;&#039; Physical Damage&lt;br /&gt;
*&#039;&#039;&#039;Fist Attack Splash: &#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;20&#039;&#039;&#039; Physical Damage&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
&#039;&#039;&#039;If there is slowed player&#039;&#039;&#039;:&lt;br /&gt;
* Target the slowed player &lt;br /&gt;
* Target is within 350 distance:&lt;br /&gt;
** Heavy Swing&lt;br /&gt;
* Target is more than 350 distance away:&lt;br /&gt;
** Sprint + Swing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;75% chance Target new player:&lt;br /&gt;
* Target a new player with most aggro or nearest player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If target is more than 350 distance away&#039;&#039;&#039;:&lt;br /&gt;
* 30% Chance : Roar &lt;br /&gt;
* 70% Chance : Walk to target&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If Phase value is more than 1000&#039;&#039;&#039;:&lt;br /&gt;
* If target is within 500 distance:&lt;br /&gt;
** Do Ground attack&lt;br /&gt;
* Else:&lt;br /&gt;
** Sprint + Swing without roar&lt;br /&gt;
*Set phase value to 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If target is within 380 distance&#039;&#039;&#039;:&lt;br /&gt;
* Do regular attack, increase phase value by 250 or 300&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
[[Fighter]], [[Cleric]] or [[Ranger]] (with a Pavise) are recommended as blocking Cave Troll&#039;s attacks are more consistent. &lt;br /&gt;
&lt;br /&gt;
*Ground Shake:&lt;br /&gt;
**Press &#039;X&#039; and run away when Cave Troll holds the mace with two hands. You want to put around 3-4 meters of distance. &lt;br /&gt;
*Regular Attack: &lt;br /&gt;
**Block with a shield&lt;br /&gt;
**Dodge by crouching under&lt;br /&gt;
**Or if you are not close simply walk away&lt;br /&gt;
*Low Swing: &lt;br /&gt;
**Block with a shield 90 degrees to the left&lt;br /&gt;
**Jump to left over its mace, it is difficult to identify the attack from high swing&lt;br /&gt;
*High Swing: &lt;br /&gt;
**Block with a shield 90 degrees to the left&lt;br /&gt;
**Crouch down and look down to dodge, it is difficult to identify the attack from high swing&lt;br /&gt;
*Roar:&lt;br /&gt;
**Prepare for Low or High Swing&lt;br /&gt;
**If you are Ranger there is usually enough time to equip a [[Pavise]] for shield block. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; justify-content: space-evenly; flex-wrap:wrap; padding:2%; font-size: 15pt;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:cavetroll high attack.gif||x250px]]&lt;br /&gt;
&amp;lt;p&amp;gt;High Swing&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:cavetroll low attack.gif||x250px]]&lt;br /&gt;
&amp;lt;p&amp;gt;Low Swing&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
High Swing and Low Swing are very difficult to distinguish, making shields more viable.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
You can check other items, monsters and etc. locations from [https://darkanddarker.map.spellsandguns.com/ maps.]&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; justify-content: space-evenly; flex-wrap:wrap; padding:2%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display= inline-block;&amp;quot;&amp;gt;[[File:CaveTrollsBlood.png|x500px]]&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[https://darkanddarker.map.spellsandguns.com/map/GoblinCave-01-N Goblin Cave]&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss Loot Room==&lt;br /&gt;
Upon killing the boss you can loot their loot rooms.&lt;br /&gt;
&lt;br /&gt;
Cave Troll&#039;s loot room has:&lt;br /&gt;
*1 [[LootTable:Epic|Epic Weapon Drop]]&lt;br /&gt;
*1 [[Lion&#039;s Head Chest ]]&lt;br /&gt;
*9 Loose [[Treasures]]&lt;br /&gt;
&lt;br /&gt;
==Loot Table==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Common =&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Common=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Cavetroll_Goblincaveboss_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Misc=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;1 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Cavetroll_Misc_}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Quest Common=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;1 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Quest_Cavetroll_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Elite =&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Elite=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;This loot table is missing [[Mystical Gem]] drop chance&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Cavetroll_Goblincaveboss_Elite}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Misc=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;1 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Cavetroll_Misc_}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Quest Common=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;1 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Quest_Cavetroll_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Fighter and Cleric Guide:&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=jTQuqosZqQo|8000px}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Ranger Guide:&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rRv5KiOvPB8|8000px}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
[[File:Cavetroll Puzzle.png|frameless|Community Puzzle]]&amp;lt;br&amp;gt;&lt;br /&gt;
Community Puzzle&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Cave Troll was announced for playtest #4 with the solution of community puzzle&lt;br /&gt;
*Cave Troll is rumoured to be a future first floor boss as it is not [[Undead]](Crypt) nor [[Demon]](Inferno).&lt;/div&gt;</summary>
		<author><name>RosstyDonger</name></author>
	</entry>
</feed>