Tentacle (Enemy)

From Welcome to Elderfield Wiki
Jump to navigation Jump to search

Tentacle is an enemy family with multiple combat variants encountered in Town and Farm, The Old Woods.

Tentacle
Weaknesses
Tentacle — Form 1: Darkness (1.25× damage)
Tentacle — Form 2, Tentacle — Tentacle 1, Tentacle — Tentacle 2, Tentacle — Tentacle 3, Tentacle — Tentacle 4: Light (1.25× damage)
Tentacle — Form 3, Tentacle — Form 4: None
Encounter tip

When several appear together, attacks that hit all enemies help spread damage across the group.

Where encountered

Combat information

Choose a combat profile. Shared information appears once below the selector.

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 75 5,000 12 11 12 10 10 5 0 0
Easy 113 7,499 18 17 18 15 15 8 0 0
Normal 150 9,999 24 22 24 20 20 10 0 0
Hard 180 9,999 29 26 29 24 24 12 0 0
Nightmare 210 9,999 34 31 34 28 28 14 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Light, Insanity Darkness (125%) None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Induce Anxiety Ritual None all allies applies Daring (100% base chance); applies Panic (100% base chance) 16.7% under normal conditions No special condition
Evil Eye Ritual None one enemy applies Hex (100% base chance); applies Chaos (100% base chance) 50% under normal conditions No special condition
Frenzy Slash Skill Insanity one enemy Deals HP damage; can critically hit; Performs a triple attack on a random enemy. 33.3% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +95%
Evasion: -1000%

Drops and encounter loot

EXP and ordinary gold are listed in the stats table. Item loot is awarded for the whole encounter, not once for every enemy defeated. Fixed encounter prizes are separate from corpse searches.

This variation is not assigned a standard corpse-loot table. Its encounter-specific prizes, where present, are listed below; this does not mean that all battles against it are rewardless.

Specific encounter rewards

Specific encounter Reward Quantity Chance when its award conditions are met Notes
Pumpkin Path (Farm) Great Pumpkin loot 1 100% This encounter awards a roll on the linked loot table; item chances are shown there.

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 75 5,000 12 11 12 10 10 5 0 0
Easy 113 7,499 18 17 18 15 15 8 0 0
Normal 150 9,999 24 22 24 20 20 10 0 0
Hard 180 9,999 29 26 29 24 24 12 0 0
Nightmare 210 9,999 34 31 34 28 28 14 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Darkness, Insanity Light (125%) None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 33.3% under normal conditions No special condition
Dark Shield Ritual None all allies applies Stubbornness (100% base chance); applies Skepticism (100% base chance) 33.3% under normal conditions No special condition
Frenzy Slash Skill Insanity one enemy Deals HP damage; can critically hit; Performs a triple attack on a random enemy. 33.3% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +95%
Evasion: -1000%

Drops and encounter loot

EXP and ordinary gold are listed in the stats table. Item loot is awarded for the whole encounter, not once for every enemy defeated. Fixed encounter prizes are separate from corpse searches.

This variation is not assigned a standard corpse-loot table. Its encounter-specific prizes, where present, are listed below; this does not mean that all battles against it are rewardless.

Specific encounter rewards

Specific encounter Reward Quantity Chance when its award conditions are met Notes
Pumpkin Path (Farm) Great Pumpkin loot 1 100% This encounter awards a roll on the linked loot table; item chances are shown there.

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 30 5,000 13 12 13 14 10 5 0 0
Easy 45 7,499 20 18 20 21 15 8 0 0
Normal 60 9,999 26 24 26 28 20 10 0 0
Hard 72 9,999 31 29 31 34 24 12 0 0
Nightmare 84 9,999 36 34 36 39 28 14 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Normal attack element, Darkness None None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Induce Anxiety Ritual None all allies applies Daring (100% base chance); applies Panic (100% base chance) 27.3% under normal conditions No special condition
Evil Eye Ritual None one enemy applies Hex (100% base chance); applies Chaos (100% base chance) 27.3% under normal conditions No special condition
Attack Skill Normal attack element one enemy Deals normal physical damage and can critically hit. 18.2% under normal conditions No special condition
Dark Blast Ritual Darkness one enemy Deals HP damage; can critically hit 27.3% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +95%
Evasion: -1000%

Drops and encounter loot

EXP and ordinary gold are listed in the stats table. Item loot is awarded for the whole encounter, not once for every enemy defeated. Fixed encounter prizes are separate from corpse searches.

Encounter group Shared loot table Base chance to search for loot
Flesh Pile of Nezroth, Tentacle, Tentacle Flesh Pile of Nezroth loot 50% before modifiers; item probabilities are listed in the linked table
See Enemy loot for the search check, die modifiers, limited rewards and shrine-enhanced loot. The linked tables list quantities and chances for every final die result, including repeat rewards.

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 30 5,000 13 14 13 12 10 5 0 0
Easy 45 7,499 20 21 20 18 15 8 0 0
Normal 60 9,999 26 28 26 24 20 10 0 0
Hard 72 9,999 31 34 31 29 24 12 0 0
Nightmare 84 9,999 36 39 36 34 28 14 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Normal attack element, Darkness None None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 27.3% under normal conditions No special condition
Dark Shield Ritual None all allies applies Stubbornness (100% base chance); applies Skepticism (100% base chance) 27.3% under normal conditions No special condition
Attack Skill Normal attack element one enemy Deals normal physical damage and can critically hit. 18.2% under normal conditions No special condition
Dark Blast Ritual Darkness one enemy Deals HP damage; can critically hit 27.3% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +95%
Evasion: -1000%

Drops and encounter loot

EXP and ordinary gold are listed in the stats table. Item loot is awarded for the whole encounter, not once for every enemy defeated. Fixed encounter prizes are separate from corpse searches.

Encounter group Shared loot table Base chance to search for loot
Flesh Pile of Nezroth, Tentacle, Tentacle Flesh Pile of Nezroth loot 50% before modifiers; item probabilities are listed in the linked table
See Enemy loot for the search check, die modifiers, limited rewards and shrine-enhanced loot. The linked tables list quantities and chances for every final die result, including repeat rewards.

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 100 5,000 18 25 14 25 35 30 0 0
Easy 150 7,499 26 38 21 38 53 45 0 0
Normal 200 9,999 35 50 28 50 70 60 0 0
Hard 240 9,999 42 60 34 60 84 72 0 0
Nightmare 280 9,999 49 70 39 70 98 84 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Darkness, Normal attack element Light (125%) None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Attack Skill Normal attack element one enemy Deals normal physical damage and can critically hit. 100% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +95%
Evasion: -1000%

Drops and encounter loot

EXP and ordinary gold are listed in the stats table. Item loot is awarded for the whole encounter, not once for every enemy defeated. Fixed encounter prizes are separate from corpse searches.

This variation is not assigned a standard corpse-loot table. Its encounter-specific prizes, where present, are listed below; this does not mean that all battles against it are rewardless.

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 100 5,000 18 25 14 25 35 30 0 0
Easy 150 7,499 26 38 21 38 53 45 0 0
Normal 200 9,999 35 50 28 50 70 60 0 0
Hard 240 9,999 42 60 34 60 84 72 0 0
Nightmare 280 9,999 49 70 39 70 98 84 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Darkness, Normal attack element Light (125%) None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Attack Skill Normal attack element one enemy Deals normal physical damage and can critically hit. 100% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +95%
Evasion: -1000%

Drops and encounter loot

EXP and ordinary gold are listed in the stats table. Item loot is awarded for the whole encounter, not once for every enemy defeated. Fixed encounter prizes are separate from corpse searches.

This variation is not assigned a standard corpse-loot table. Its encounter-specific prizes, where present, are listed below; this does not mean that all battles against it are rewardless.

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 100 5,000 18 25 14 25 35 30 0 0
Easy 150 7,499 26 38 21 38 53 45 0 0
Normal 200 9,999 35 50 28 50 70 60 0 0
Hard 240 9,999 42 60 34 60 84 72 0 0
Nightmare 280 9,999 49 70 39 70 98 84 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Darkness, Normal attack element Light (125%) None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Attack Skill Normal attack element one enemy Deals normal physical damage and can critically hit. 100% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +95%
Evasion: -1000%

Drops and encounter loot

EXP and ordinary gold are listed in the stats table. Item loot is awarded for the whole encounter, not once for every enemy defeated. Fixed encounter prizes are separate from corpse searches.

This variation is not assigned a standard corpse-loot table. Its encounter-specific prizes, where present, are listed below; this does not mean that all battles against it are rewardless.

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 100 5,000 18 25 14 25 35 30 0 0
Easy 150 7,499 26 38 21 38 53 45 0 0
Normal 200 9,999 35 50 28 50 70 60 0 0
Hard 240 9,999 42 60 34 60 84 72 0 0
Nightmare 280 9,999 49 70 39 70 98 84 0 0

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Darkness, Normal attack element Light (125%) None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Attack Skill Normal attack element one enemy Deals normal physical damage and can critically hit. 100% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +95%
Evasion: -1000%

Drops and encounter loot

EXP and ordinary gold are listed in the stats table. Item loot is awarded for the whole encounter, not once for every enemy defeated. Fixed encounter prizes are separate from corpse searches.

This variation is not assigned a standard corpse-loot table. Its encounter-specific prizes, where present, are listed below; this does not mean that all battles against it are rewardless.