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This template is a variant of Template:Creature that should be used for cave creatures - i.e. creatures that only exist in scavenging caves. If a cave creature cannot be completely represented by this template, please use the talk page to request a change.


The rarity parameter is for champion, elites, etc., so those creatures are added to the appropriate categories. The parameter can be removed for all other creatures.

The cave parameter should be either Ancient or Mystic or (if a creature exists in both caves) Both.

The cave-price parameter is the recommended (min) amount of gold to pay to find the creature.

Decomposing Combat Stats

Since scavenging creatures doesn't show its stats, we can only approximate them by decomposing the combat results. To do so, you will have to find and engage one through scavenging and follow the guidelines below. Note: it is easiest to do this if no buffs are active, but it's still possible to do with buffs on. You just have to subtract any effects of buffs (if applicable) when you do the calculations.

  • HP: This is the simplest one. It is written in plain text below the creature image. Just copy it to the wiki page.
  • Armor: This is pretty easy. If you hit it, record how much damage you caused. Then look at your profile to see how much damage you have. Take your characters damage and then subtract the damage you caused. The result is what the creature has in armor. (example: you're player has 1000 damage, you hit the creature causing 900 damage. This means the creature has an armor of 100)
  • Attack: This is hard: In order to figure out the creature's attack, you will need to be hit by it. If you do get hit, you know that the creature's attack is more than your current defense. (to get accurate numbers here, you would need to get hit multiple times with different setting for defense which may be unfeasible)
  • Defense: This is hard: You will need to miss the creature. Whatever attack you have when you miss, you know the creature has a higher defense. Try to find the breaking point, where your attack is just enough to hit the creature.

Note: If your hit was a Critical Hit you have caused double damage. Take this into account when calculating creature's armor by multiplying your own damage by 2 before subtracting. Same with Piercing Strike, but instead of multiplying, you calculate as normal but then multiply the result by 2 to get actual creature armor. (this is because piercing strike halves the creature's armor).