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Half-Stilled Crossbow
The crank turns, slow and deliberate. The bolt finds you anyway.
| Encounter | Dungeon or boss encounter |
|---|---|
| Dungeon door behaviour | Can open shut dungeon doors. Companion, livestock and aquatic forms cannot. |
| Plains Dungeon base | 10 health, 4 melee attack damage. |
| Plains Dungeon awareness | 8 tile base detection range and 14 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Plains Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Plains Dungeon ranged attack | 4 base damage at up to 7 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Mountain Dungeon base | 10 health, 4 melee attack damage. |
| Mountain Dungeon awareness | 8 tile base detection range and 14 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Mountain Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Mountain Dungeon ranged attack | 4 base damage at up to 7 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Plains Dungeon item drop 1 | 1 Bone. 50% 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 1 | 1 Bone. 50% base chance before Item Find. This describes the ordinary Adventure loot path. Delivery and loot filters can leave the item on the ground. |
| Plains Dungeon keeping distance | Tries to retreat when its target is within 1 tiles, and also when closer than its preferred 5 tile firing distance. 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. |
| Plains Dungeon shot recovery | After firing, its shot has a 2 action cooldown. It can move while recovering. This cooldown only advances during its normal ranged fighting behaviour on actions when it does not fire. |
| Mountain Dungeon keeping distance | Tries to retreat when its target is within 1 tiles, and also when closer than its preferred 5 tile firing distance. 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 shot recovery | After firing, its shot has a 2 action cooldown. It can move while recovering. This cooldown only advances during its normal ranged fighting behaviour on actions when it does not fire. |
Further reference details with spoilers
| Deepheart Arena Dungeon base | 10 health, 4 melee attack damage. |
|---|---|
| Deepheart Arena Dungeon awareness | 8 tile base detection range and 14 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Deepheart Arena Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Deepheart Arena Dungeon ranged attack | 4 base damage at up to 7 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Deepheart Arena Dungeon item drop 1 | 1 Bone. 50% 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 keeping distance | Tries to retreat when its target is within 1 tiles, and also when closer than its preferred 5 tile firing distance. 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 shot recovery | After firing, its shot has a 2 action cooldown. It can move while recovering. This cooldown only advances during its normal ranged fighting behaviour on actions when it does not fire. |
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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