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Ravenkin Slinger
A Ravenkin scout. Long generations of raiding tradition. They will not be talked down.
| Encounter | Overworld wildlife |
|---|---|
| Dungeon door behaviour | Can open shut dungeon doors. Companion, livestock and aquatic forms cannot. |
| Overworld Wildlife base | 6 health, 2 melee attack damage. |
| Overworld Wildlife awareness | 6 tile base detection range and 12 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Overworld Wildlife movement | Can move diagonally as well as north, south, east and west. |
| Overworld Wildlife retreat | Can flee at or below 40% of its maximum health. |
| Overworld Wildlife ranged attack | 2 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Forest Dungeon base | 6 health, 2 melee attack damage. |
| Forest Dungeon awareness | 6 tile base detection range and 12 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection. |
| Forest Dungeon movement | Can move diagonally as well as north, south, east and west. |
| Forest Dungeon retreat | Can flee at or below 40% of its maximum health. |
| Forest Dungeon ranged attack | 2 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Plains Dungeon base | 6 health, 2 melee attack damage. |
| Plains Dungeon name | Long-Line Deserter |
| Plains Dungeon awareness | 6 tile base detection range and 12 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 retreat | Can flee at or below 40% of its maximum health. |
| Plains Dungeon ranged attack | 2 base damage at up to 4 tiles. It needs a clear shot. Your armour and other defences still apply. |
| Overworld Wildlife dodging | Has a 15% chance to dodge an ordinary melee attack. A ranged shot that passes its accuracy roll faces a separate 15% dodge roll. Spell hits use separate rules. |
| Overworld Wildlife keeping distance | Tries 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. |
| Overworld Wildlife shot recovery | After firing, its shot has a 1 action cooldown. It can move while recovering. This cooldown only advances during its normal ranged fighting behaviour on actions when it does not fire. |
| Forest Dungeon dodging | Has a 15% chance to dodge an ordinary melee attack. A ranged shot that passes its accuracy roll faces a separate 15% dodge roll. Spell hits use separate rules. |
| Forest Dungeon keeping distance | Tries 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. |
| Plains Dungeon dodging | Has a 15% chance to dodge an ordinary melee attack. A ranged shot that passes its accuracy roll faces a separate 15% dodge roll. Spell hits use separate rules. |
| Plains Dungeon keeping distance | Tries 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.

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