The pelter, as the game draws it: the bell crypts monster, seen from the front.

The Bell Crypts · monster · floor 2 down

Pelter

21 HP and a bite of 2 on floor 2; 33 HP and 3 bite on floor 4. 2 basic swings fell one on floor 2 before gear.

Play

Free, in the browser, phone or desktop.

How it fights

The pelter is the Bell Crypts’ thrower, and the first monster that hurts you from a distance. It never closes in: nearer than 3.5 tiles it backs off, further than 5.5 it comes in, and in between it sidles round you. From up to 7 tiles away it lobs a clod of packed earth at the spot you stand on. A red ring of 0.8 tiles radius is drawn there at the throw, filling as the clod flies, and the clod lands 0.8 s later for 3 base damage (4 on floor 2) if any part of you is still inside: clearing the ring from its middle takes 0.27 s at the Warrior’s full speed, so one step is enough and standing still to trade blows is how it lands. It throws every 3 s plus up to 1 s. It walks a little quicker than a husk (1.6 tiles a second base against 1.45) but at well under half the Warrior’s 4.2, and it is frail: 21 HP on floor 2, 2 basic swings, a bite of only 2. Run at it and it cannot get away. It joins the waves and packs on floor 2, about 15% of them there, never on floor 1 or in the Bellwright’s room. At most 3 are alive at once, and a pack holds 3 at most.

Base HP
16
Base bite
2
Bites at most every
0.83 s
Base speed
1.6 tiles/s
Body radius
0.26 tiles
XP
3 (elite 15)
Coin chance
30%
Item drop chance
5% × the floor’s loot

Floor by floor

The same pelter gets tougher each floor: the floor multiplies its HP, bite and speed. An elite pelter has 3× the HP, gives 5× the XP and always drops at least a magic item plus 5 coins. “Share of waves” is the part of the floor’s wave monsters that roll as a pelter.

The pelter on each floor it appears on
FloorHPElite HPBiteClodSpeedShare of wavesItem drop
22163241.6815.0%6.0%
3 waypoint2678341.7618.0%7.0%
43399351.8220.0%8.0%

In the same band