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Boar
A territorial animal that tries to flee at 15% of maximum health or less. The hide makes good ageing leather.
| Encounter | Overworld wildlife |
|---|---|
| Overworld Wildlife base | 8 health, 2 melee attack damage. |
| Overworld Wildlife awareness | 4 tile base detection range and 8 tile pursuit range. Tracks scent through walls and darkness. Standing in water breaks direct contact. |
| Overworld Wildlife movement | Can move diagonally and build up a charge. |
| Overworld Wildlife retreat | Can flee at or below 15% of its maximum health. |
| Regional ecology group | Predator. This group changes the creature's relative spawn weight in the overworld. It does not change its combat behaviour. |
| Overworld Wildlife item drop 1 | 2 Raw Meat. No chance roll for this entry. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
| Overworld Wildlife item drop 2 | 1 Boar Hide. 50% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
| Overworld Wildlife item drop 3 | 1 Tusk. 30% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
| Separate trophy roll | Ivory Tusk: 3% base chance. Item Find can increase this chance up to twice its base. It can drop alongside ordinary loot. |
Reading these numbers
These are base creature values. Area difficulty and dungeon floor can increase health and attack damage. Armour, spell resistance, statuses and your own defences can change the damage of a hit. Different encounters can use different versions of the same creature.
Encounter artwork with spoilers
These pictures show encounter colours, alternate coats and individual animation frames. The main image shows the family’s base art. A still frame is one moment in the game’s animation. Lighting and temporary effects can change a creature’s appearance.



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