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Cinder Sprite

Sparks that learned to circle.

Reference
EncounterDungeon or boss encounter
Volcanic Dungeon base5 health, 4 melee attack damage.
Volcanic Dungeon awareness6 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 movementCan move diagonally as well as north, south, east and west.
Volcanic Dungeon retreatCan flee at or below 40% of its maximum health.
Volcanic Dungeon ranged attack4 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply.
Volcanic Dungeon spell damage takenHeat: 50% of ordinary damage. Cold: 150% of ordinary damage.
Volcanic Dungeon status immunityMelted
Mountain Dungeon base5 health, 4 melee attack damage.
Mountain Dungeon awareness6 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 movementCan move diagonally as well as north, south, east and west.
Mountain Dungeon retreatCan flee at or below 40% of its maximum health.
Mountain Dungeon ranged attack4 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply.
Mountain Dungeon spell damage takenHeat: 50% of ordinary damage. Cold: 150% of ordinary damage.
Mountain Dungeon status immunityMelted
Volcanic Dungeon dodgingHas 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 distanceTries 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 dodgingHas 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 distanceTries 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
Further reference details
Dragon Lair Dungeon base5 health, 4 melee attack damage.
Dragon Lair Dungeon awareness6 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 movementCan move diagonally as well as north, south, east and west.
Dragon Lair Dungeon retreatCan flee at or below 40% of its maximum health.
Dragon Lair Dungeon ranged attack4 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply.
Dragon Lair Dungeon spell damage takenHeat: 50% of ordinary damage. Cold: 150% of ordinary damage.
Dragon Lair Dungeon status immunityMelted
Deepheart Arena Dungeon base5 health, 4 melee attack damage.
Deepheart Arena Dungeon awareness6 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 movementCan move diagonally as well as north, south, east and west.
Deepheart Arena Dungeon retreatCan flee at or below 40% of its maximum health.
Deepheart Arena Dungeon ranged attack4 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply.
Deepheart Arena Dungeon spell damage takenHeat: 50% of ordinary damage. Cold: 150% of ordinary damage.
Deepheart Arena Dungeon status immunityMelted
Dragon Lair Dungeon dodgingHas 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 distanceTries 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 dodgingHas 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 distanceTries 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.

Alternate coat 1

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