How to Survive

A Grunt grown huge: the elite that rises late in crypt and outpost sieges, and the pair guarding Merrick's Cloud Temple.

Where it camps

Not in island camps.

Drops

One roll a kill. Every row rolls on its own, so a kill can drop several. At night an island camp stands 3 levels higher than by day, and its table is read at that level: pick the risen level.

ItemQuantityRarityChance
Gold 15–25 Always 100%
Stick 1–2 1/4.24 23.6%
Stone 1–2 1/4.24 23.6%
Plant 1–2 1/6.23 16%
Cloth 1–2 1/4.24 23.6%
Bone 1–2 1/4.24 23.6%
Hide 1–2 1/6.23 16%
Feather 1–2 1/6.23 16%
Beginner Lure 1 1/1.3 77%
Standard Lure 1 1/4.34 23%
Clothing (Common) 1 1/7.02 14.2%
Clothing (Uncommon) 1 1/6.83 14.6%
Clothing (Rare) 1 1/10.9 9.18%
Clothing (Epic) 1 1/14.2 7.03%
Clothing (Legendary) 1 1/20.4 4.90%

Stats by level

LevelHealthHitXPXP (island camp)
110503310055
5162342300165
10279756550303
15482075800440
2083061001050578
25143151341300715
30246701791550853
35425142391800990
407326732020501128
4512626542923001265
5021759957325501403
5537500176728001540

A hit is one blow on a player of the same level (100 health at Lv 1, more as you level), before level-gap scaling, skills, blocks, shields and potions. Camp enemies don't grow with the party; a Warden that rises in a siege comes at 30% of the health above and gains 50% for each extra player.