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kraken 
K
Health 120
Defense 0
Accuracy 150
Damage 15-20 (clumping = 3)
Regen delay 1
Movement delay 50
Attack delay 100
Attack pattern Normal (sword)
Behavior Restricted to liquid
Immune to water
Submerges
Flits
Never sleeps
Flees near death
Ability Seizes
Monster Class Abominations
Waterborne
Typical Starting Depth 15
This tentacled nightmare will emerge from the subterranean waters to ensnare and devour any creature foolish enough to set foot into its lake.

Krakens are very powerful aquatic monsters of the mid and lower depths. They are at home in shallow or deep water, but they largely avoid the fetid water of bogs. Krakens deal very high damage per hit and have very high HP, and as such, should be treated like eels would be during the beginning of the game. In general, if sufficient gear or a very powerful weapon is not present by depth 11, water should be avoided at all costs.

Krakens grapple their victim and flee at low health. Krakens’ fleeing is exacerbated by their speed and abiity to submerge (note that all fired bolts will miss submerged creatures, regardless of the caster's location). Kraken also regenerate quickly, making themselves attack the player sooner if not dealt with properly.

EscapingEdit

As stated previously, the best way to escape from a Kraken is to not fight it. As Krakens seize the player, this cannot be done with regular movement.

Note that none of these solutions will explicitly get rid of the problem (the Kraken).

  • Hitting the Kraken with a weapon of Force will throw it away, breaking the grip and giving you some time to escape.


Monsters
The charming inhabitants of the dungeon:
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