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Cave-Rat

They come in numbers. The pale fur is good for nothing except identifying which cellar they came up from.

Reference
EncounterDungeon or boss encounter
Rocky Dungeon base3 health, 1 melee attack damage.
Rocky Dungeon awareness5 tile base detection range and 10 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection.
Rocky Dungeon movementCan move diagonally as well as north, south, east and west.
Rocky Dungeon spell damage takenHeat: 125% of ordinary damage. Force: 125% of ordinary damage.
Mineral Dungeon base3 health, 1 melee attack damage.
Mineral Dungeon awareness5 tile base detection range and 10 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection.
Mineral Dungeon movementCan move diagonally as well as north, south, east and west.
Mineral Dungeon spell damage takenHeat: 125% of ordinary damage. Force: 125% of ordinary damage.
Mountain Dungeon base3 health, 1 melee attack damage.
Mountain Dungeon awareness5 tile base detection range and 10 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection.
Mountain Dungeon movementCan move diagonally as well as north, south, east and west.
Mountain Dungeon spell damage takenHeat: 125% of ordinary damage. Force: 125% of ordinary damage.
Rocky Dungeon item drop 11 Raw Meat. 40% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground.
Rocky Dungeon item drop 21 Bone. 30% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground.
Mineral Dungeon item drop 11 Raw Meat. 40% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground.
Mineral Dungeon item drop 21 Bone. 30% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground.
Mountain Dungeon item drop 11 Raw Meat. 40% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground.
Mountain Dungeon item drop 21 Bone. 30% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground.
Rocky Dungeon swarm arrivalsIts ordinary dungeon group draw aims for 4 to 6 creatures, including the first one. Extra members need clear nearby floor, so a cramped room can produce fewer. Dungeon encounters built from a separate room composition use their own group rules.
Mineral Dungeon swarm arrivalsIts ordinary dungeon group draw aims for 4 to 6 creatures, including the first one. Extra members need clear nearby floor, so a cramped room can produce fewer. Dungeon encounters built from a separate room composition use their own group rules.
Mountain Dungeon swarm arrivalsIts ordinary dungeon group draw aims for 4 to 6 creatures, including the first one. Extra members need clear nearby floor, so a cramped room can produce fewer. Dungeon encounters built from a separate room composition use their own group rules.
Further reference details with spoilers
Further reference details
Deepheart Arena Dungeon base3 health, 1 melee attack damage.
Deepheart Arena Dungeon awareness5 tile base detection range and 10 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection.
Deepheart Arena Dungeon movementCan move diagonally as well as north, south, east and west.
Deepheart Arena Dungeon spell damage takenHeat: 125% of ordinary damage. Force: 125% of ordinary damage.
Deepheart Arena Dungeon item drop 11 Raw Meat. 40% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground.
Deepheart Arena Dungeon item drop 21 Bone. 30% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground.
Deepheart Arena Dungeon swarm arrivalsIts ordinary dungeon group draw aims for 4 to 6 creatures, including the first one. Extra members need clear nearby floor, so a cramped room can produce fewer. Dungeon encounters built from a separate room composition use their own group rules.

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.

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