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Creature stats and senses

Base stats and live stats

A creature page lists the base values of its different encounters. The same creature can have different health, damage and armour in different dungeon rosters. In Adventure, ordinary overworld creatures grow with distance from home and local danger. The Wilds uses its base wildlife values instead. Special encounters can use their own rules. Inspect the creature you are facing to see its current health.

Dungeon growth

Dungeon level and floor both increase ordinary creature health and melee damage. Each floor after the first adds 30% of the level-scaled base. Ranged creatures gain another 15% health from dungeon level 4. From level 5, a sniper's shot reaches one tile farther, to a maximum of 8. The ordinary dungeon scaling rule does not increase the damage stored in a ranged shot or a marked blast. Special dungeon and raid encounters can make further changes.

Movement and attack speed

Most creatures can step diagonally. Heavy creatures with four-direction movement cannot. A creature with speed 2 can take two action steps during a creature turn, but the ordinary speed loop stops it after a melee attack. Stuns and slowing can prevent those actions. Ranged shots and marked spells can use later action steps. A fast creature does not automatically make two melee attacks each turn.

Losing a hunter

A scent hunter can follow you through walls and darkness, but standing in water breaks direct contact. A creature that senses vibration needs you to move. Standing still breaks that contact. Heat sense works in darkness but needs a clear line of sight, and water breaks its contact too. Arcane senses can reach through walls, though their attention can wander. Breaking contact does not erase the creature's memory of where it last found you.

Spell defences

Spell damage taken is shown as a percentage of the ordinary hit before other defences and statuses. A creature that takes 50% Heat damage resists half of that spell damage. One that takes 150% Cold damage is weak to Cold. Named status immunities are separate from spell damage resistance. Immunity to Frozen does not by itself promise immunity to every other Cold status. Special raid rules can add another multiplier.

Marked blasts

A caster marks a fixed target tile before its blast lands. Move clear of the whole marked square. The warning counts down as the caster acts. Some blasts leave a damaging cloud after the explosion. Standing in that cloud can hurt you and reapply its affliction. Leaving the cloud stops further exposure.

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