Greydwarf
Black Forest · Meadows · Creature
- Base health
- 40
- Faction
- Forest Monsters

Combat profile
- Blunt
- Normal
- Chop
- Ignore
- Fire
- Very Weak
- Frost
- Normal
- Lightning
- Normal
Drops & crafting
Black Forest

Creature facts
- Base health
- 40
- Faction
- Forest Monsters
- Walk speed
- 5
- Run speed
- 6
- Swim speed
- 1.5
- Stagger threshold factor
- 0.3
Biome spawn rules
Spawn attempts also check population, environment, position and player/world state; an attempt chance is not the chance of encountering a creature.
Biome spawn rules
Spawn attempts also check population, environment, position and player/world state; an attempt chance is not the chance of encountering a creature.
Biome spawn rules
Spawn attempts also check population, environment, position and player/world state; an attempt chance is not the chance of encountering a creature.
Biome spawn rules
Spawn attempts also check population, environment, position and player/world state; an attempt chance is not the chance of encountering a creature.
Attacks and equipment
Authored base values. Creature level, world/player modifiers, projectile effects and hit conditions can change damage. These values are not DPS.
Damage resistances
Monster AI configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Possible locations
Greydwarf camp1Location contents
Ruin1Location contents
Ruin2Location contents
Ruin2Location contents; random hierarchy
Runestone GreydwarfsLocation contents; initially inactive template
Stone House3Location contents
Stone House4Location contents; random hierarchy
Stone Tower Ruins03Location contents; random hierarchy
Wood House11Location contents; initially inactive template
Wood House13Location contents; random hierarchy; initially inactive template
Wood House6Location contents; initially inactive template
Biomes
Appears in raids
Gameplay mechanics
Targeted by
Related achievements
Practical guidance
Creature food matching uses shared item names. Consumption searches on its interval, moves within consume range, turns within twenty degrees and removes one item before callbacks. A satiated tame creature skips the new search. Pheromone flee effects match the target creature shared name. Sleep checks separate configured wake range, sleep delay, pursuit and noise. Animals flee sensed targets, can avoid fire and clear danger after their safety timer. Structure priority/random-target flags are distinct AI inputs. HavePath requires a complete native navmesh path; ordinary GetPath may accept partial paths unless their endpoints are under terrain.
Drops
Selection mode: character drop. Entry weights are relative weights, not percentages. Min/max are authored bounds; level and resource modifiers have separate rules.
