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Marsh-Walker
A human changed by the deep cultures of the wetlands. Its poison comes from its altered body.
| Encounter | Dungeon or boss encounter |
|---|---|
| Dungeon door behaviour | Can open shut dungeon doors. Companion, livestock and aquatic forms cannot. |
| Wetland Dungeon base | 9 health, 2 melee attack damage. |
| Wetland Dungeon awareness | 6 tile base detection range and 12 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Wetland Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Wetland Dungeon retreat | Can flee at or below 25% of its maximum health. |
| Wetland Dungeon ranged attack | 2 base damage at up to 5 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Wetland Dungeon ranged affliction | An unblocked hit can apply Poison for 12 turns. Status resistance can prevent it. |
| Jungle Dungeon base | 9 health, 2 melee attack damage. |
| Jungle Dungeon awareness | 6 tile base detection range and 12 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Jungle Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Jungle Dungeon retreat | Can flee at or below 25% of its maximum health. |
| Jungle Dungeon ranged attack | 2 base damage at up to 5 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Jungle Dungeon ranged affliction | An unblocked hit can apply Poison for 12 turns. Status resistance can prevent it. |
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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