
Rat
Rats were on the isle before Halm's keel touched the shingle, and they will be there after the last lamp is out. They are not evil. They are only many.
Stats
- Level
- 1–7 (data base level 1; monsters are rescaled to the level of the spawner they come from)
- Hit points
- 12 at level 1
- Damage
- 1–2 per hit (×0.9 in combat before your armour: ≈ 1–2)
- Damage type
- Physical
- Armor class (defence)
- 1 (blocks that share of your weapon damage: AC / (AC + 100 + 8 × your level), max 60%; spells ignore AC)
- Accuracy (hit)
- 11 (its chance to hit you = 80% + 1% × (accuracy − your AC), 10–95%)
- Attack speed
- one attack every 1.5 s
- Move speed
- 18 (game units; higher is faster)
- XP when killed
- 10 at level 1
- Element
- None (physical creature)
- Family
- Rodent
Stats by spawn level
| Level | HP | Damage | Hit (×combat mult) | AC | Accuracy | XP |
|---|---|---|---|---|---|---|
| 1 | 12 | 1–2 | 1–2 | 1 | 11 | 10 |
| 7 | 124 | 3–5 | 7–11 | 8 | 17 | 34 |
Champions (about 2% of spawns of ordinary monsters) have ×3 HP, ×1.6 damage and ×3 XP, better loot and +6 AC / +4 accuracy. Values are for Normal (1×) difficulty; see Combat.
Resistances & weaknesses
| Fire | Ice | Poison | Earth | Storm | Holy | Dark |
|---|---|---|---|---|---|---|
| normal | normal | normal | normal | normal | normal | normal |
Derived exactly as the game does (elemental_mult): same element ×0.75, opposite element ×1.5, Void creatures ×0.8 to everything. Physical damage is reduced by AC instead.
Abilities
No special abilities.
Where to find it
| Zone | Spawn level | Spawners | Areas (x, y world tile) |
|---|---|---|---|
| Starting Island | 1–2 | 4 | at Mossy Cellar (188, 249) · 3 spawners · L1–2 80 tiles NW of Mossy Cellar (126, 208) · 1 spawner · L1 |
| Farmlands | 3–7 | 13 | 40 tiles SE of Smugglers' Cellar (328, 554) · 4 spawners · L5–6 60 tiles W of Farmhold (192, 453) · 1 spawner · L3 50 tiles NW of Farmhold (222, 411) · 1 spawner · L3 90 tiles S of Farmlands Altar (209, 612) · 1 spawner · L6 open country (354, 419) · 1 spawner · L4 open country (374, 672) · 1 spawner · L7 open country (384, 458) · 1 spawner · L4 open country (410, 552) · 1 spawner · L6 …and 2 more areas |
| Sea | 3 | 1 | open country (162, 399) · 1 spawner · L3 |

Each red dot is a spawner (world is 1280×1280 tiles). Click a zone for its page.

- Mossy Cellar – common in the dungeon (L1–5)
Drops
| Drop | Chance per kill | Rarity / type | Notes |
|---|---|---|---|
| Gold | 100% | Currency | 0-3 |
| 60% | Common | ||
| 10.0% | Common | ||
| 6.0% | Common | ||
| Equipment (random base, tier and quality) | 4.0% | Normal / Magic / Rare / Legendary | odds per piece: Normal 70%, Magic 22%, Rare 7.0%, Legendary 1% |
| Spell Tome (random spell, tier up to its level) | 2% | Tome | |
| Piece of Sewer King's Regalia | 1% | Set | random piece |
| 3% | Material | altar part, from any monster in the Farmlands | |
| Any Unique item (a random unique, from any monster) | 0.10% | Unique |
Loot table rat: 1 roll per kill. Equipment tier follows monster level (level 7 → tier 1, Copper; ±1 tier 10% of the time). Champions roll one extra gear roll with ×4 gear chance. Chances are the in-game Bestiary rates (Bestiary.drop_table); set pieces and uniques are the global 1% / 0.10% rates.
Quests
| Quest | Level | Town | Objective |
|---|---|---|---|
| Barley's Lucky Hat | 2 | Farmhold | Kill ×6 |