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Chain Knight Sentinel

Chain Knight Sentinel icon

Chain Knight Sentinel

UNIT_ChainKnightSentinel · Enemy Anomaly DefaultEnemy

An officer-grade Sentinel developed by the empire to safeguard its dungeons. Unlike mass-produced units, each Chain Knight was individually crafted, possessing unique judgment and combat behavior.

Variants
Chain Knight Sentinel variant
Chain Knight Sentinel
Base form
Abyss Chain Knight Sentinel variant
Abyss Chain Knight Sentinel
Abyss variant

Traits & skills

TRAITS
Boss Monster - This is a boss-grade monster.
Fortitude - Ignores Stun and knockback effects.
Bleed Immunity - Grants immunity to Bleeding.
Sentinel's Warning - A warning issued before countermeasures are initiated.
Ensnaring Chains - If no adjacent enemy is present for 2 seconds, throws chains at the farthest enemy and pulls them closer.
Soul Chain - When health falls below 35%, using a skill applies Fracture to the target for 10 seconds.
Maintain Order - If there are no adjacent enemies for 5 seconds or longer, or after using Chain Grab, it uses Sentinel Smite.
SKILLS
6 skills · click to collapse
Warns intruders for a set period of time
Self only
Physical
Deals physical damage equal to 100% of Physical Attack Power and magic damage equal to 100% of Magic Attack Power.
Chain Hit range and area on a dungeon room
Physical
Throws a chain at the target, dealing physical damage equal to 100% of Physical Attack Power and pulling the target to an adjacent position.
The caster is affected by the target's Taunt for 2 seconds.
Applies Rooting for 1 seconds and Slow for 3 seconds to the target.
Chain Grab range and area on a dungeon room
Slams down with a powerful surge of magic, dealing damage equal to 200% of Magic Attack Power to the target and enemies adjacent to it.
Sentinel Smite range and area on a dungeon room
Summons chains of souls to all nearby enemies, striking the chained targets with magic lightning every second for 3 seconds, dealing damage equal to 100% of Magic Attack Power. Enemies who are unable to break free from the chains until the skill ends are dealt additional damage equal to 180% of Magic Attack Power and are affected by Rooting for 4 seconds.
  • Rooting (on enemy): Unable to move from the current position.
Phantom Chain range and area on a dungeon room
The Sentinel gains 30 Health Boost for 10 seconds.
Self only

Each active skill shows its reach and area drawn on a real dungeon room; the disc marks the caster and the ring or highlighted cells the tiles hit. Click an image to enlarge.

Damage to your units

Expected hit against stock Lowell at the level cap, per combat difficulty tier. The tier set in the menu bar is highlighted; pick a saved unit to use its own resistances.

AttackEasyNormalHardVery HardDevastation
Chain Hit 100% physical + 100% magic47125312390468
Chain Grab 100% physical2055137171205
Sentinel Smite 200% magic53140351439527
Phantom Chain 100% magic + 180% magic74197492615738
Each number is the expected hit against the selected unit (stock Lowell at the level cap by default), after that unit's resistance and the tier's attack multiplier, and before hit chance, dodge and guard. Monsters have no energy cost - their skills are gated by cooldown only (energy is a player-unit resource).

Combat stats

Max HP34000
Physical attack140
Magic attack180
Attack speed0.4
Critical chance8%
Dodge chance5%
Hit chance (melee / ranged)50 / 50
Critical damage bonus+50%
Physical resistance33.3%
Magic resistance33.3%
Move speed (100 = normal)110
Vision range8
Head HPHP17000 (50%)
Body HPHP17000 (50%)
Size (W×H)2×2
Sprite height2
Blood typeNone
Combat patternChainKnight
BehaviourDefaultEnemy
On-death EXP388

Drops

ItemAmountChance
Arcron12×66.67%
Return Scroll33.33%
ItemAmountChance
Intermediate Mana Stone30×100%
Kill EXP: 388

Animations

Idle 2
Idle 3
Dead
Attack
Attack 2
Auto Repair
Chain Grap
Chain Grap 2
Change Phase
Change Phase 2
Phantom Chain
Smite
Smite 2

Sprite animations extracted from the game's AnimatorController (CKS_Controller). Frame timing is approximate.

Voice lines

Warning lines spoken before the sentinel engages.

  • "Halt. Turn back, or I shall strike."
  • "3... 2... 1..."

Appears in rooms

Spawns only in the Boss room Boss Room in Festering Burrow: one appears here per visit. The room itself is rolled on floor 5 in about 100% of visits.

RoomRegionRoom typeFloorsRoom odds
Boss RoomFestering BurrowBoss5F5 ~100%
Demo build note: this boss room requires floor phase 5; the demo's phase table caps Festering Burrow at phase 3, so the fight (and the The Abandoned Mine unlock that follows a region clear) cannot trigger in stock DS_B.0.3.44. See how region unlocks work.