Reanimated Darkguard Sentry is a regular crew mob in [Dynamic] The Dark Spire. This Wither Skeleton carries a Netherite Sword and wears Netherite armor on its chest, legs, and feet.
Its attacks can blind or weaken you, and hitting it can set up delayed lightning under nearby players. It also refuses to budge to knockback, because apparently dying once was enough compromise for one sentry.
Overview
| Attribute | Details |
|---|---|
| Name | Reanimated Darkguard Sentry |
| Dungeon | [Dynamic] The Dark Spire |
| Type | Crew (regular dungeon mob) |
| Base Mob | Wither Skeleton |
| Level | Dynamic |
| Health Multiplier | 1× |
| Damage Multiplier | 1× |
| Weapon | Netherite Sword |
| Armor | Netherite Chestplate, Netherite Leggings, Netherite Boots |
| Leash Radius | 30 |
| Follow Distance | 10 |
Difficulty Scaling
Reanimated Darkguard Sentry uses dynamic level scaling. Normal uses level sync +5, Hard uses +0, and Mythic uses -5.
Every listed power is active on all three difficulties.
Powers and Abilities
- Attack Blinding: A successful hit gives the player Blindness I for 3 seconds. Active on all difficulties.
- Attack Weakness: A successful hit gives the player Weakness I for 3 seconds. Active on all difficulties.
- Attack Lightning: When a player hits Reanimated Darkguard Sentry, crit particles mark the spot under every player within 20 blocks. Lightning strikes those marked spots 3 seconds later, and moving away avoids it. The power has a 15-second global cooldown and is active on all difficulties.
- Knockback Immunity: Reanimated Darkguard Sentry cannot be knocked back. Active on all difficulties.
Class Loot
Darkguard Edge, Underworld Hew, Fool’s Measure, Spire Sighting, Furnace Prongs, Ashfield Reaper, Smoldering Stamp, Darkguard Reach, Black-Hearted Rod, Spire Scout, Berserker’s Harness, Ashwalker Striders, Underworld Steps, Darkguard Vigil, Spirewall Plate, Basalt Watch Greaves, Hewn Footing, Lower Stair Guard, Hewn Taper
How to Beat It
Watch the ground after you hit Reanimated Darkguard Sentry. If crit particles mark your position, move before the 3-second warning ends instead of standing there and volunteering as a lightning rod.
Its melee hits can blind and weaken you, while knockback cannot create space. Keep moving when lightning is primed and avoid letting repeated close-range hits stack more problems onto the fight.



