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Creature groups and diving

Packs and swarms

A pack or swarm size includes the first creature placed. Extra members still need legal open tiles. Walls, occupied ground and local limits can reduce the group. An overworld pack fill has a 60% chance to be attempted outside the protected home region. Dungeon swarms use a separate group roll. A room with a deliberately arranged encounter uses its own placement rules.

Shooters and dodges

Some creatures can dodge your ordinary melee attacks and ranged shots. A shot must first pass its accuracy roll, then avoid the creature's dodge roll. The displayed chance to hit combines both. Shooters can retreat to keep their distance, but cannot retreat more than four times in a row. If they cannot retreat again, they can stand and shoot from range or strike when you are adjacent. A shot cooldown can make them move while their next shot recovers.

Eels beneath the surface

An eel can move beneath deep water until it comes beside prey. It surfaces to bite. After a bite, it can retreat and dive again. Detect Hidden can reveal a submerged eel, but it remains outside attack reach until it surfaces. A submerged eel is also skipped by spell hit collection and does not count as a visible hostile for the usual travel brake.

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