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Cinder Sprite
Sparks that learned to circle.
| Encounter | Dungeon or boss encounter |
|---|---|
| Volcanic Dungeon base | 5 health, 4 melee attack damage. |
| Volcanic Dungeon awareness | 6 tile base detection range and 10 tile pursuit range. Tracks heat in darkness but still needs a clear line of sight. Standing in water breaks direct contact. |
| Volcanic Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Volcanic Dungeon retreat | Can flee at or below 40% of its maximum health. |
| Volcanic Dungeon ranged attack | 4 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Volcanic Dungeon spell damage taken | Heat: 50% of ordinary damage. Cold: 150% of ordinary damage. |
| Volcanic Dungeon status immunity | Melted |
| Mountain Dungeon base | 5 health, 4 melee attack damage. |
| Mountain Dungeon awareness | 6 tile base detection range and 10 tile pursuit range. Tracks heat in darkness but still needs a clear line of sight. Standing in water breaks direct contact. |
| Mountain Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Mountain Dungeon retreat | Can flee at or below 40% of its maximum health. |
| Mountain Dungeon ranged attack | 4 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Mountain Dungeon spell damage taken | Heat: 50% of ordinary damage. Cold: 150% of ordinary damage. |
| Mountain Dungeon status immunity | Melted |
| Volcanic Dungeon dodging | Has a 10% chance to dodge an ordinary melee attack. A ranged shot that passes its accuracy roll faces a separate 10% dodge roll. Spell hits use separate rules. |
| Volcanic Dungeon keeping distance | Tries to retreat when its target is within 2 tiles. It can only retreat four times in a row before it must stand or take another action. It avoids retreating from a clear firing position into one where it cannot shoot. A cornered shooter can strike at arm's length or fire from farther away. |
| Mountain Dungeon dodging | Has a 10% chance to dodge an ordinary melee attack. A ranged shot that passes its accuracy roll faces a separate 10% dodge roll. Spell hits use separate rules. |
| Mountain Dungeon keeping distance | Tries to retreat when its target is within 2 tiles. It can only retreat four times in a row before it must stand or take another action. It avoids retreating from a clear firing position into one where it cannot shoot. A cornered shooter can strike at arm's length or fire from farther away. |
Further reference details with spoilers
| Dragon Lair Dungeon base | 5 health, 4 melee attack damage. |
|---|---|
| Dragon Lair Dungeon awareness | 6 tile base detection range and 10 tile pursuit range. Tracks heat in darkness but still needs a clear line of sight. Standing in water breaks direct contact. |
| Dragon Lair Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Dragon Lair Dungeon retreat | Can flee at or below 40% of its maximum health. |
| Dragon Lair Dungeon ranged attack | 4 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Dragon Lair Dungeon spell damage taken | Heat: 50% of ordinary damage. Cold: 150% of ordinary damage. |
| Dragon Lair Dungeon status immunity | Melted |
| Deepheart Arena Dungeon base | 5 health, 4 melee attack damage. |
| Deepheart Arena Dungeon awareness | 6 tile base detection range and 10 tile pursuit range. Tracks heat in darkness but still needs a clear line of sight. Standing in water breaks direct contact. |
| Deepheart Arena Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Deepheart Arena Dungeon retreat | Can flee at or below 40% of its maximum health. |
| Deepheart Arena Dungeon ranged attack | 4 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Deepheart Arena Dungeon spell damage taken | Heat: 50% of ordinary damage. Cold: 150% of ordinary damage. |
| Deepheart Arena Dungeon status immunity | Melted |
| Dragon Lair Dungeon dodging | Has a 10% chance to dodge an ordinary melee attack. A ranged shot that passes its accuracy roll faces a separate 10% dodge roll. Spell hits use separate rules. |
| Dragon Lair Dungeon keeping distance | Tries to retreat when its target is within 2 tiles. It can only retreat four times in a row before it must stand or take another action. It avoids retreating from a clear firing position into one where it cannot shoot. A cornered shooter can strike at arm's length or fire from farther away. |
| Deepheart Arena Dungeon dodging | Has a 10% chance to dodge an ordinary melee attack. A ranged shot that passes its accuracy roll faces a separate 10% dodge roll. Spell hits use separate rules. |
| Deepheart Arena Dungeon keeping distance | Tries to retreat when its target is within 2 tiles. It can only retreat four times in a row before it must stand or take another action. It avoids retreating from a clear firing position into one where it cannot shoot. A cornered shooter can strike at arm's length or fire from farther away. |
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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