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Half-Stilled Crossbow

The crank turns, slow and deliberate. The bolt finds you anyway.

Reference
EncounterDungeon or boss encounter
Dungeon door behaviourCan open shut dungeon doors. Companion, livestock and aquatic forms cannot.
Plains Dungeon base10 health, 4 melee attack damage.
Plains Dungeon awareness8 tile base detection range and 14 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection.
Plains Dungeon movementCan move diagonally as well as north, south, east and west.
Plains Dungeon ranged attack4 base damage at up to 7 tiles. It needs a clear shot. Your armour and other defences still apply.
Mountain Dungeon base10 health, 4 melee attack damage.
Mountain Dungeon awareness8 tile base detection range and 14 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 ranged attack4 base damage at up to 7 tiles. It needs a clear shot. Your armour and other defences still apply.
Plains Dungeon item drop 11 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 11 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 distanceTries 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 recoveryAfter 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 distanceTries 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 recoveryAfter 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
Further reference details
Deepheart Arena Dungeon base10 health, 4 melee attack damage.
Deepheart Arena Dungeon awareness8 tile base detection range and 14 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 ranged attack4 base damage at up to 7 tiles. It needs a clear shot. Your armour and other defences still apply.
Deepheart Arena Dungeon item drop 11 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 distanceTries 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 recoveryAfter 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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