The Iron Fletcher boss
Roosts in the gatehouse over the gap, makes its own shafts, and has never once run short.
Combat 80, found in The Grinning Teeth. Pays 599 combat xp, which never decays and never scales with your combat level.
Fights as ranged, so it attacks your armour's style and defends against your weapon's. A melee weapon lands against it as though its armour were 12% thinner; a magic weapon as though it were that much thicker. Wearing melee armour does the same to its swings at you.
Its numbers
- Health
- 2995
- Accuracy
- 73
- Damage
- 52
- Armour
- 82
- Coins
- 571–1061
A monster is written down the same way you are: a combat level, and what its equipment would be worth. Accuracy is rolled against your armour, damage is a roll from 1 to a maximum, and armour never reduces a hit that lands — it makes the hit less likely. The better-armed side strikes first.
What it drops
One roll per kill from the table below. Coins and its trophy roll separately, so a kill can yield all three.
Rolled on its own, alongside anything above:
Nothing in the game wants it — no recipe, no enchant, nothing to wear. It is worth 1021 coins at any vendor, and that is the whole of what it is for.
Its pet, rolled on its own on every kill:
Its feats
Each is one hard, specific thing done to it, worth points and nothing else. How feats work
Regular at the Grinning Teeth · a boast, 1 point · held by 1
Kill the Iron Fletcher 100 times.
Twenty at the Grinning Teeth, nothing drunk · a boast, 1 point · held by 0
Kill the Iron Fletcher 20 times in one run with nothing drunk. Every kill of the run counts: a potion carried or drunk, a bandage used or an elixir running at any kill spoils the run until it restarts.
Fifteen by the staff at the Grinning Teeth, nothing worn above combat 32 · a tale, 2 points · held by 0
Kill the Iron Fletcher 15 times in one run attacking and defending as magic, wearing nothing above combat 32. Every kill of the run counts: anything worn above combat 32 or attacking or defending as another style at any kill spoils the run until it restarts.
Nine at the Grinning Teeth, nothing worn above combat 22 · a tale, 2 points · held by 0
Kill the Iron Fletcher 9 times in one run wearing nothing above combat 22. Every kill of the run counts: anything worn above combat 22 at any kill spoils the run until it restarts.
Twelve at the Grinning Teeth, nothing drunk and nothing worn above combat 52 · a song, 3 points · held by 0
Kill the Iron Fletcher 12 times in one run wearing nothing above combat 52, with nothing drunk. Every kill of the run counts: anything worn above combat 52, a potion carried or drunk, a bandage used or an elixir running at any kill spoils the run until it restarts.
Twenty-six at the Grinning Teeth, nothing worn above combat 32 · a chronicle, 5 points · held by 0
Kill the Iron Fletcher 26 times in one run wearing nothing above combat 32. Every kill of the run counts: anything worn above combat 32 at any kill spoils the run until it restarts.