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Seeker

seeker
Faction
Mistlands
Health
200
Damage
* Pincers: 90 Pierce * Claw: 120 Pierce * Ground slam: 100 Blunt * Ground slam flying: 100 Blunt
Stagger
30
Resistant to
BluntPierceSlash
Immune to
Spirit
Behavior
Aggressive
Tameable
No
Trophy
Seeker trophy

Overview

The Seeker is an aggressive Mistlands creature that resembles an ant and attacks by flying in close and striking with its claws or pincers. It is one of the common threats of the biome, alongside Seekers, Seeker soldiers, Seeker broods, Gjall, Ticks, and the neutral Dvergr inhabitants. Unlike Seeker soldiers and The Queen, ordinary Seekers are capable of flight.

Seekers have 200 base HP and deal either 90 or 120 Pierce damage with their claw attacks, or 100 Blunt damage with their ground slam. They are resistant to Blunt, Pierce, and Slash damage, and immune to Spirit. Their mobility makes them dangerous in open terrain as well as in narrow mine tunnels, since they can rapidly close distance and remain on top of the player. Their attacks include:

  • A left or right claw thrust with a 10-second cooldown, hitting in a short arc in front of the Seeker.
  • A pincer clamp that sweeps downward when close to the target.
  • A ground slam that strikes with both claws.
  • A flying ground slam variant that can be used while airborne to force the Seeker back to the ground.

Seekers have two movement abilities that define their behavior. When grounded and within 10 to 100 meters of a player, they can launch into the air and begin flying, with this takeoff occurring every 8 seconds. When airborne and within 5 meters of a player, they can land on the ground, also on an 8-second cooldown. This lets them alternate between sustained pursuit and close-range melee pressure. They can also use their airborne ground slam as an alternative way to land.

In combat, Seekers are best handled by denying them time to stay in melee range. Their flight allows them to approach from awkward angles, so shield timing and controlled spacing matter more than raw mobility. Since they are resistant to the most common physical damage types, it is efficient to rely on weapons and damage types that do not depend on those resistances when possible. Their Spirit immunity means Spirit damage is ineffective, and their lack of special vulnerability to fire or frost makes them less straightforward to exploit than many earlier-biome enemies.

A few practical points stand out:

  • Seekers are dangerous in groups, especially when other Mistlands enemies are present.
  • Their mobility lets them pressure players on uneven ground, cliffs, and mine entrances.
  • Their attacks have clear close-range windows, so learning their approach patterns is valuable.
  • Because they can fly, terrain alone does not reliably stop them from engaging.
  • Star variants follow the usual creature rules, with one-star and two-star Seekers gaining substantially more health and damage.

Seekers are one of the clearest examples of the Mistlands shifting combat toward highly mobile enemies that require tighter positioning and better reaction timing. They are a core reason the biome feels more dangerous than the earlier regions, and their appearance signals that the player has entered a late-game area built around pressure, pursuit, and vertical movement.

Other entities of this type

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