Chain Knight Sentinel
UNIT_ChainKnightSentinelNPC · Neutral NPC 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.
Spawn conditions
Spawns in The Abandoned Mine · Boss Portal
- blocked once the event "Dead End" has finished
This is the region's safe floor: the room is always there, nothing is rolled.
Traits & skills
TRAITS
SKILLS
Physical
Deals physical damage equal to 130% of Physical Attack Power and magic damage equal to 130% of Magic Attack Power.

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.
| Attack | Easy | Normal | Hard | Very Hard | Devastation |
|---|---|---|---|---|---|
| 61 | 162 | 406 | 507 | 609 |
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, so their skills are gated by cooldown only (a monster skill that costs Energy never fires).
Combat stats
| Max HP | 34000 |
| Physical attack | 140 |
| Magic attack | 180 |
| Attack speed | 0.4 |
| Critical chance | 8% |
| Dodge chance | 10% |
| Hit chance (melee / ranged) | 50 / 50 |
| Critical damage bonus | +50% |
| Physical resistance | 33.3% |
| Magic resistance | 33.3% |
| Move speed (100 = normal) | 110 |
| Vision range | 8 |
| Head HP | |
| Body HP | |
| Size (W×H) | 2×2 |
| Sprite height | 2.5 |
| Blood type | None |
| Combat pattern | OnlyBasicAttack |
| Behaviour | DefaultEnemy |
| On-death EXP | 0 |
Drops
No item drops.
Kill EXP: 0