Deeplings
The Deeplings are L_Ender’s Cataclysm’s fish-folk, servants of the Leviathan. Unlike Cataclysm’s structure guards, they spawn in the Overworld’s oceans, so players can meet them long before Act III. They also roam Alex’s Caves’ Abyssal Chasm. Deeplings never level up, but the Coral Golems that spawn with them do. No quest asks for them.
Spawning#
All six spawn in Overworld oceans (Ocean, Deep Ocean and their lukewarm, warm and cold variants) and in the Abyssal Chasm. They are rare: each has a low weight and an extra roll that makes it less likely still.
| Mob | Weight | Rarity roll (higher = rarer) |
|---|---|---|
| Deepling | 2 | 30 |
| Deepling Angler | 2 | 30 |
| Deepling Brute | 1 | 50 |
| Deepling Priest | 1 | 70 |
| Deepling Warlock | 1 | 70 |
| Coral Golem | 1 | 70 |
Deepling Brutes and Warlocks also guard Traveloptics’ Aqua Mage Tower with its Aquamancer (see Spellcasters).
Stats#
The five Deeplings are on Auto Leveling’s never-level list, so they keep their base stats:
| Mob | Health | Attack | Armor | Knockback resistance |
|---|---|---|---|---|
| Deepling | 26 HP | 4 | 0 | 25% |
| Deepling Angler | 30 HP | 4 | 0 | 25% |
| Deepling Brute | 60 HP | 5 | 8 | 35% |
| Deepling Priest | 45 HP | 4 | 0 | 25% |
| Deepling Warlock | 45 HP | 4 | 0 | 25% |
The Coral Golem has no level setting, so its level matches the Soulrend level of the nearest player (see Mob Levels):
| Stat | Base | Act I (10) | Act II (40) | Act III (100) |
|---|---|---|---|---|
| Health | 110 HP | 407 HP | 1,397 HP | 3,377 HP |
| Attack damage | 11 | 20.9 | 53.9 | 119.9 |
| Armor | 5 | 5.5 | 7.1 | 10.4 |
| Knockback resistance | 80% | 80% | 80% | 80% |
Drops#
| Mob | Drops |
|---|---|
| Deepling, Deepling Angler | Nautilus Shell at 2.5% |
| Deepling Brute | Nautilus Shell at 5% |
| Deepling Priest, Deepling Warlock | Always an Athame |
| Coral Golem | Crystallized Coral Fragments |