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Ravenkin Raider
Hardened by frontier work. Loyal to the clan, not the Compact.
| Encounter | Raid |
|---|---|
| Current homestead raid availability | The regular Adventure war-drum wave uses this creature at explored reach 190 to 219. It aims to place 3 creatures. Open-ground placement can produce fewer. The approach is from the north. |
| Raider starting attributes | 8 base health, 3 base melee damage and speed 1. The actual raid factory scales health and melee damage using its distance from home at placement and the local danger tier. These are starting attributes, rather than a promise of final health or damage. |
| Structure damage | 2 health per successful swing after the early structure protection ends. This is separate from its ordinary melee damage. Before 22000 elapsed turns, raider swings deal no structure damage except against a Beacon. Settlement-owned structures are protected. |
| Raider combat | Fights with ordinary melee attacks. While heading for structures, it can strike an adjacent player or begin chasing a player within 3 tiles, including diagonals. A nearby Beacon takes priority over this player targeting while the raider is willing to fight. |
| Retreat threshold | Tries to flee when its health reaches 20% of maximum or less. The retreat check comes before Beacon attraction and player attacks. |
| Raider call | Can alert raiders of the same type within 6 tiles, including diagonals. It only makes this call once. An immediate opportunistic attack on an adjacent player returns before this call. |
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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