Lockjaw
The vault's lock. Nobody ever found the key.
Lockjaw is one of the normal enemies of The Gilt Cellars, from floor 3 to floor 10. After Avarax it turns up again in the endless hoard.
Its moves
It works through these in order, then starts again:
Guard
Heavy
Attack. It begins a fight at a random point in the cycle, and its next move always shows above it.
| Move | What it does | Floor 3 | Floor 5 | Floor 10 |
|---|---|---|---|---|
| Raises armor. | 5 | 10 | 47 | |
| A crushing blow: three quarters of it gets past armor unless you GUARD. | 6 | 12 | 52 | |
| Strikes you. | 3 | 6 | 26 |
Traits
- Heavily armored. It carries far more armor than most enemies of its floor. Pierce, arcana and anything that ignores armor get past it.
Numbers by floor
Every enemy is a multiple of the floor's standard enemy (health x1.1, attack x1, armor x4), and each one's health varies by up to 8% either way.
| Floor 3 | Floor 5 | Floor 10 | |
|---|---|---|---|
| Health | 19 | 38 | 205 |
| Armor | 7 | 12 | 49 |
| Attack | 3 | 6 | 26 |
| Heavy | 6 | 12 | 52 |
| Gold | 2 | 3 | 7 |
Gold includes the 10% more every kill pays while the depth's Tally is posted (a guided first depth has none), and is before gold find. From turn 11 of any fight every enemy grows 15% stronger each turn.
What it leaves
Gold, and 10% of the time an item: gear, a tonic, a flask or a tome. A dropped piece of gear is etched a quarter of the time.
Written from the game's own rules, version 2.10.0. Spotted something wrong? Tell us on Discord.