The Lampwright
It trims the gate-lamps so the wardens never fight in the dark. It resents every draught.
Common foe
91 HP
hits for up to 18
3 damage per turn on average
Its move kitNumbers re-derived from the engine, not the authored text.
| Move | Type | Value | Applies |
|---|---|---|---|
| the iron lamp-pole swings for 18 | attack | 18 | — |
| works behind the light (+7 Guard) | defend | 7 | — |
| a cold snuff of lamp-smoke settles into your arm (Chill 5: your next strikes land at half) | debuff | 5 | Chill |
| the flame fattens on fresh oil (+2 Wrath) | buff | 2 | — |
| the lantern shutters close (+7 Guard) | defend | 7 | — |
| light returns to the wick (+8 HP) | heal | 8 | — |
How it scalesFloors 6–7, the band its biome owns.
On the shallowest floor it appears on it has 197 HP and its attacks carry +3. On the deepest, 215 HP and +3. The printed move text never changes — the number does.
Keywords on this page
- 🛡 Guard
- Absorbs incoming damage. Resets at the start of its turn.
- ❄️ Chill
- This unit's next attack deals HALF — one stack is spent per attack.
- 💪 Wrath
- Adds its value to every attack it makes. Lasts the whole fight.
Where you meet it
Others behind the same doors
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