Skip to content

Enemies: skills, threats and loot

Direwolf game battle sprite

Search by name, attack or loot, or filter by faction, role and form. Open a card for combat stats, possible equipment and drops; listed damage is a base value, and carrying gear never guarantees a drop. A star after a stat, as in 65–70*, means the value changes under a condition; the card’s Day scaling or Situational modifiers line says how. Cards also retain unstarred stat-box notes when documented, including damage and fatigue multipliers, conditional perks, and extra action-point costs. Boss-specific rewards are in Legendary.

175 of 175 enemy forms

AlpBeasts · BaseHP 100 · Base attack 10–25
Representative Alp game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Nightmare: 10–25 scripted base damage · 4 AP

Existing Partly in Dreams: Passive or cost not listed Fade: Passive or cost not listed Nightmare: 4 AP / 10 fatigue Sleep: 4 AP / 5 fatigue · stun

Combat data

HP
100
Melee defense
10
Ranged defense
10
Resolve
100
AP / turn
10
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
60–115

Status effects: Immune: Disarm, Nighttime, Forced movement, Injuries, Bleeding, Poison Not immune: Stun, Nets, Fire, Morale, Fatigue

Equipment and possible loot

Possible loot: Parched Skin, Third Eye, Petrified Scream, Soul Splinter

Scripted loot rolls: Each attempt gives one part: 40% Parched Skin, 40% Third Eye or 20% Petrified Scream. A separate 20% roll for Soul Splinter happens once per kill.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Ancient AuxiliaryAncient Dead · BaseHP 45
Representative Ancient Auxiliary game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Resistant to Ranged Attacks: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
45
Head armor
0–95
Body armor
0–25
Melee skill
55
Melee defense
0
Ranged defense
0
Resolve
80
AP / turn
9
Initiative
65

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Broken Ancient Sword, Falx, Ancient Spear, Ancient Household Helmet, Ancient Auxiliary Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Ancient Honor GuardAncient Dead · BaseHP 65
Representative Ancient Honor Guard game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Resistant to Ranged Attacks: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
65
Head armor
180
Body armor
180–210
Melee skill
75
Melee defense
5
Ranged defense
5
Resolve
130
AP / turn
9
Initiative
70*

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Polearm Mastery from day 100

Situational modifiers: Initiative: −50 as a bodyguard

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Ancient Sword, Khopesh, Rhomphaia, Crypt Cleaver, Warscythe, Ancient Plated Scale Hauberk, Ancient Plate Harness, Ancient Scale Coat, Ancient Plated Mail Hauberk, Ancient Honor Guard Helmet, Ancient Tower Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Ancient Honor Guard (Champion) — Base statsChampions · Base statsHP 65
Representative Ancient Honor Guard (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Champion: Passive or cost not listed · shield interaction Resistant to Ranged Attacks: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
65
Head armor
180
Body armor
180–210
Melee skill
75
Melee defense
5
Ranged defense
5
Resolve
130
AP / turn
9
Initiative
70

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Polearm Mastery from day 100

Situational modifiers: Damage dealt: ×1.2

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Bladed Pike, Named Crypt Cleaver, Named Warscythe, Named Khopesh, Ancient Plated Scale Hauberk, Ancient Plate Harness, Ancient Scale Coat, Ancient Plated Mail Hauberk, Ancient Honor Guard Helmet, Ancient Tower Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Ancient Honor Guard (Champion) — With Champion appliedChampions · With Champion appliedHP 118
Representative Ancient Honor Guard (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Champion: Passive or cost not listed · shield interaction Resistant to Ranged Attacks: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
118
Head armor
180
Body armor
180–210
Melee skill
86
Melee defense
6
Ranged defense
6
Resolve
195
AP / turn
9
Initiative
80

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Polearm Mastery from day 100

Situational modifiers: Damage dealt: ×1.38 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Bladed Pike, Named Crypt Cleaver, Named Warscythe, Named Khopesh, Ancient Plated Scale Hauberk, Ancient Plate Harness, Ancient Scale Coat, Ancient Plated Mail Hauberk, Ancient Honor Guard Helmet, Ancient Tower Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Ancient Honor Guard with PolearmAncient Dead · BaseHP 65
Representative Ancient Honor Guard with Polearm game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Resistant to Ranged Attacks: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
65
Head armor
180
Body armor
180–210
Melee skill
75
Melee defense
5
Ranged defense
5
Resolve
130
AP / turn
9
Initiative
50

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Polearm Mastery from day 100

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Ancient Bladed Pike, Warscythe, Ancient Plated Scale Hauberk, Ancient Plate Harness, Ancient Scale Coat, Ancient Plated Mail Hauberk, Ancient Honor Guard Helmet

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Ancient LegionaryAncient Dead · BaseHP 55
Representative Ancient Legionary game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Shieldwall and Rotation protect the formation. Strong resistance to arrows and other piercing attacks.

Combat data

HP
55
Head armor
130
Body armor
100–135
Melee skill
65
Melee defense
0
Ranged defense
0
Resolve
100
AP / turn
9
Initiative
65

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Equipment and possible loot

Ancient Sword and ancient armor/shields; allied polearm variants are separate units.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Favor suitable cutting/blunt attacks. Armor penetration percentage is separate from the attack’s damage type.

Ancient Legionary with PolearmAncient Dead · BaseHP 55
Representative Ancient Legionary with Polearm game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Resistant to Ranged Attacks: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
55
Head armor
130
Body armor
100–125
Melee skill
65
Melee defense
0
Ranged defense
0
Resolve
100
AP / turn
9
Initiative
45

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Polearm Mastery from day 100

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Ancient Bladed Pike, Broken Ancient Bladed Pike, Ancient Scale Harness, Ancient Double Layer Mail, Ancient Mail, Ancient Legionary Helmet

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Ancient PriestAncient Dead · BaseHP 65 · Base attack 5–10
Representative Ancient Priest game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hand-to-Hand Attack: 5–10 scripted base damage · 4 AP

The unarmed strike is 5–10 before modifiers. Horror and Miasma are separate spell effects; Miasma places clouds on the chosen tile and its six neighbors, not one fixed direct hit.

Resistant to Ranged Attacks: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Horror: 6 AP / 0 fatigue Miasma: 6 AP / 0 fatigue

Combat data

HP
65
Head armor
50
Body armor
40
Melee skill
40
Melee defense
0
Ranged defense
5
Resolve
130
AP / turn
9
Initiative
5

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Equipment and possible loot

No recoverable gear documented in the inspected entry.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

ArbalesterNoble Houses · BaseHP 60
Representative Arbalester game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
60
Head armor
0–80
Body armor
50–65
Melee skill
55
Melee defense
5
Ranged skill
60
Ranged defense
5
Resolve
60
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
110

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Heavy Crossbow, Crossbow, Dagger, Knife, Gambeson, Padded Surcoat, Mail Coif, Full Aketon Cap, Aketon Cap, Headscarf

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Armored Unhold — Frost UnholdBeasts · Frost UnholdHP 600 · Base attack 40–80
Representative Armored Unhold — Frost Unhold game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Sweeping Strike: 40–80 scripted base damage · 4 AP

Regeneration: Passive or cost not listed Fling Back: 4 AP / 20 fatigue Sweep: 4 AP / 20 fatigue · stagger Unstoppable Charge: 6 AP / 30 fatigue · stagger, stun

Combat data

HP
600
Head armor
490
Body armor
490
Melee skill
75
Melee defense
10
Ranged defense
0
Resolve
150
AP / turn
9
Fatigue capacity
400
Fatigue recovery / turn
30
Initiative
85*

Status effects: Immune: Stun, Disarm, Forced movement Not immune: Nighttime, Nets, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Damage: ×1.15 before day 90, ×1.25 after

Situational modifiers: Initiative: +40 in the first 2 rounds (3 in scenario mode)

Equipment and possible loot

Possible loot: Giant Skull and Bones, Unhold Hide, Unhold's Heart, Thick White Fur, Strange Meat, Deformed Valuables

Scripted loot rolls: Each attempt gives bones (40%), hide or Frost Unhold fur (40%), or heart (20%). Strange Meat (33%) and Deformed Valuables (20%) each roll once per kill.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Armored Unhold — UnholdBeasts · UnholdHP 500 · Base attack 40–80
Representative Armored Unhold — Unhold game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Sweeping Strike: 40–80 scripted base damage · 4 AP

Regeneration: Passive or cost not listed Fling Back: 4 AP / 20 fatigue Sweep: 4 AP / 20 fatigue · stagger Unstoppable Charge: 6 AP / 30 fatigue · stagger, stun

Combat data

HP
500
Head armor
35
Body armor
35
Melee skill
70
Melee defense
10
Ranged defense
0
Resolve
130
AP / turn
9
Fatigue capacity
400
Fatigue recovery / turn
30
Initiative
75

Status effects: Immune: Stun, Disarm, Forced movement Not immune: Nighttime, Nets, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Damage: ×1.1 from day 90

Situational modifiers: Initiative: +40 in the first 2 rounds (3 in scenario mode)

Equipment and possible loot

Possible loot: Giant Skull and Bones, Unhold Hide, Unhold's Heart, Thick White Fur, Strange Meat, Deformed Valuables

Scripted loot rolls: Each attempt gives bones (40%), hide or Frost Unhold fur (40%), or heart (20%). Strange Meat (33%) and Deformed Valuables (20%) each roll once per kill.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Armored WiedergangerZombies · BaseHP 130
Representative Armored Wiederganger game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Bite: 4 AP / 0 fatigue

Combat data

HP
130
Head armor
20–140
Body armor
27–115
Melee skill
50
Melee defense
-5
Ranged defense
-5
AP / turn
6
Initiative
45

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Damage ×1.1 from day 90 Fatigue inflicted ×2 from day 20

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Handaxe, Scramasax, Bludgeon, Hatchet, Shortsword, Militia Spear, Basic Mail Shirt, Worn Mail Shirt, Patched Mail Shirt, Padded Leather, Rugged Surcoat, Padded Kettle hat, Kettle hat, Padded Dented Nasal Helmet, Mail Coif, Full Aketon Cap, Full Leather Cap, Aketon Cap, Decayed Heater Shield, Old Wooden Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Assassin (Enemy)City States · BaseHP 80
Representative Assassin (Enemy) game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
80
Head armor
40–140
Body armor
120
Melee skill
80
Melee defense
20
Ranged skill
70
Ranged defense
20
Resolve
85
AP / turn
9
Fatigue capacity
125
Fatigue recovery / turn
20
Initiative
130

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Qatal Dagger, Shamshir, Assassin's Robe, Assassin's Face Mask, Assassin's Head Wrap

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Barbarian BeastmasterBarbarians · BaseHP 70
Representative Barbarian Beastmaster game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Barbarian Fury: 3 AP / 5 fatigue Crack the Whip: 4 AP / 10 fatigue Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
70
Head armor
130
Body armor
95
Melee skill
65
Melee defense
10
Ranged skill
55
Ranged defense
10
Resolve
90
AP / turn
9
Fatigue capacity
120
Fatigue recovery / turn
15
Initiative
110

Day scaling: Dodge from day 30

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Thorned Whip, Hide and Bone Armor, Beastmaster's Headpiece

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Barbarian ChosenBarbarians · BaseHP 130
Representative Barbarian Chosen game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Adrenaline changes turn order; Barbarian Fury swaps allies; heavy two-handed weapons and Battle Forged.

Combat data

HP
130
Head armor
145–190
Body armor
140–230
Melee skill
75
Melee defense
15
Ranged skill
60
Ranged defense
10
Resolve
90
AP / turn
9
Fatigue capacity
140
Fatigue recovery / turn
20
Initiative
115

Equipment and possible loot

Rusty Warblade, Heavy Rusty Axe, Two-Handed Skull Hammer or Spiked Mace. Champions can carry named versions.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Use armor damage and reliable control. Check wait/turn timing before relying on a one-turn disarm.

Barbarian Chosen (Champion) — Base statsChampions · Base statsHP 130
Representative Barbarian Chosen (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Barbarian Fury: 3 AP / 5 fatigue Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
130
Head armor
145–375
Body armor
140–350
Melee skill
75
Melee defense
15
Ranged skill
60
Ranged defense
10
Resolve
90
AP / turn
9
Fatigue capacity
140
Fatigue recovery / turn
20
Initiative
115

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Rusty Warblade, Named Two-Handed Skull Hammer, Named Heavy Rusty Axe, Named Two-Handed Spiked Mace, Alloy Plate Armor, Skull and Chain Armor, Plated Fur Armor, Bull Helmet, Nose Horned Helmet, Skull Helmet, Rusty Warblade, Heavy Rusty Axe, Two-Handed Skull Hammer, Two-Handed Spiked Mace, Thick Plated Barbarian Armor, Heavy Iron Armor, Rugged Scale Armor, Closed Scrap Metal Helmet, Crude Faceguard Helmet, Crude Metal Helmet

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Barbarian Chosen (Champion) — With Champion appliedChampions · With Champion appliedHP 236
Representative Barbarian Chosen (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Barbarian Fury: 3 AP / 5 fatigue Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
236
Head armor
145–375
Body armor
140–350
Melee skill
86
Melee defense
18
Ranged skill
69
Ranged defense
12
Resolve
135
AP / turn
9
Fatigue capacity
210
Fatigue recovery / turn
20
Initiative
132

Situational modifiers: Damage dealt: ×1.15 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Rusty Warblade, Named Two-Handed Skull Hammer, Named Heavy Rusty Axe, Named Two-Handed Spiked Mace, Alloy Plate Armor, Skull and Chain Armor, Plated Fur Armor, Bull Helmet, Nose Horned Helmet, Skull Helmet, Rusty Warblade, Heavy Rusty Axe, Two-Handed Skull Hammer, Two-Handed Spiked Mace, Thick Plated Barbarian Armor, Heavy Iron Armor, Rugged Scale Armor, Closed Scrap Metal Helmet, Crude Faceguard Helmet, Crude Metal Helmet

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Barbarian DrummerBarbarians · BaseHP 90
Representative Barbarian Drummer game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Barbarian Fury: 3 AP / 5 fatigue Drums of War: 6 AP / 15 fatigue Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
90
Head armor
30–50
Body armor
30–65
Melee skill
65
Melee defense
15
Ranged skill
40
Ranged defense
5
Resolve
80
AP / turn
9
Fatigue capacity
150
Fatigue recovery / turn
15
Initiative
90

Day scaling: Dodge from day 30

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Antler Cleaver, Claw Club, Reinforced Animal Hide Armor, Animal Hide Armor, Thick Furs, Bear Headpiece, Leather Headband

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Barbarian KingBarbarians · BaseHP 150
Representative Barbarian King game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Barbarian Fury: 3 AP / 5 fatigue Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
150
Head armor
250
Body armor
270
Melee skill
80
Melee defense
15
Ranged skill
65
Ranged defense
10
Resolve
110
AP / turn
9
Fatigue capacity
150
Fatigue recovery / turn
25
Initiative
115

Situational modifiers: Damage dealt: ×1.2

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Heavy Rusty Axe, Rusty Warblade, Thick Plated Barbarian Armor, Horn and Bone, Heavy Horned Plate Helmet

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Barbarian King (Champion) — Base statsChampions · Base statsHP 150
Representative Barbarian King (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Champion: Passive or cost not listed · shield interaction Barbarian Fury: 3 AP / 5 fatigue Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
150
Head armor
250
Body armor
270
Melee skill
80
Melee defense
15
Ranged skill
65
Ranged defense
10
Resolve
110
AP / turn
9
Fatigue capacity
150
Fatigue recovery / turn
25
Initiative
115

Situational modifiers: Damage dealt: ×1.2

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Rusty Warblade, Named Two-Handed Skull Hammer, Named Heavy Rusty Axe, Named Two-Handed Spiked Mace, Thick Plated Barbarian Armor, Horn and Bone, Heavy Horned Plate Helmet

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Barbarian King (Champion) — With Champion appliedChampions · With Champion appliedHP 273
Representative Barbarian King (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Champion: Passive or cost not listed · shield interaction Barbarian Fury: 3 AP / 5 fatigue Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
273
Head armor
250
Body armor
270
Melee skill
92
Melee defense
18
Ranged skill
74
Ranged defense
12
Resolve
165
AP / turn
9
Fatigue capacity
225
Fatigue recovery / turn
25
Initiative
132

Situational modifiers: Damage dealt: ×1.38 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Rusty Warblade, Named Two-Handed Skull Hammer, Named Heavy Rusty Axe, Named Two-Handed Spiked Mace, Thick Plated Barbarian Armor, Horn and Bone, Heavy Horned Plate Helmet

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Barbarian MadmanBarbarians · BossHP 160
Representative Barbarian Madman game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Icy Cave duel; regeneration and a Named Rusty Warblade. The 1.5.2.3 entry script lets you choose among up to four highest-XP eligible brothers; selection is not automatic.

Combat data

HP
160

Equipment and possible loot

Named models this enemy may carry; the exact roll is not guaranteed:

Named Rusty Warblade; ritual armor is replaced by Broken Ritual Armor for the Hunting Ground chain.

Prepare and respond

Check the actual selection dialog and selected brother’s gear before committing; do not assume the preferred tank will fight.

Barbarian ReaverBarbarians · BaseHP 120
Representative Barbarian Reaver game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Barbarian Fury: 3 AP / 5 fatigue Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
120
Head armor
0–145
Body armor
65–95
Melee skill
65
Melee defense
10
Ranged skill
60
Ranged defense
10
Resolve
80
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
115

Day scaling: Relentless from day 60

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Two-Handed Spiked Mace, Two-Handed Skull Hammer, Blunt Cleaver, Crude Axe, Axehammer, Bundle of Heavy Javelins, Bundle of Heavy Throwing Axes, Throwing Spear, Hide and Bone Armor, Scrap Metal Armor, Reinforced Animal Hide Armor, Crude Metal Helmet, Leather Helmet, Bear Headpiece, Leather Headband, Old Wooden Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Barbarian ThrallBarbarians · BaseHP 70
Representative Barbarian Thrall game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Barbarian Fury: 3 AP / 5 fatigue Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
70
Head armor
0–50
Body armor
0–45
Melee skill
55
Melee defense
0
Ranged skill
50
Ranged defense
0
Resolve
70
AP / turn
9
Fatigue capacity
120
Fatigue recovery / turn
15
Initiative
115

Day scaling: Relentless from day 20

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Antler Cleaver, Claw Club, Militia Spear, Bundle of Throwing Axes, Bundle of Javelins, Bundle of Crude Javelins, Animal Hide Armor, Thick Furs, Bear Headpiece, Leather Headband, Old Wooden Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

BillmanNoble Houses · BaseHP 70
Representative Billman game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
70
Head armor
20–230
Body armor
50–130
Melee skill
70
Melee defense
10
Ranged skill
50
Ranged defense
5
Resolve
60
AP / turn
9
Fatigue capacity
120
Fatigue recovery / turn
15
Initiative
80

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Billhook, Pike, Polehammer, Mail Shirt, Basic Mail Shirt, Gambeson, Padded Surcoat, Flat Top with Mail, Padded Flat Top Helmet, Flat Top Helmet, Mail Coif, Kettle Hat with Mail, Padded Kettle hat, Kettle hat, Nasal Helmet with Mail, Padded Nasal Helmet, Nasal Helmet, Full Aketon Cap, Aketon Cap, Headscarf

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Blade DancerNomads · BaseHP 90
Representative Blade Dancer game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
90
Head armor
60
Body armor
120–140
Melee skill
90
Melee defense
50
Ranged skill
50
Ranged defense
30
Resolve
90
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
125

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Swordlance, Shamshir, Leather Scale Armor, Assassin's Robe, Blade Dancer's Head Wrap

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Blade Dancer (Champion) — Base statsChampions · Base statsHP 90
Representative Blade Dancer (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
90
Head armor
60
Body armor
120–143
Melee skill
90
Melee defense
50
Ranged skill
50
Ranged defense
30
Resolve
90
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
125

Situational modifiers: Direct damage dealt: ×1.25

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Swordlance, Named Shamshir, Hardened Leather Armor, Swordlance, Shamshir, Leather Scale Armor, Assassin's Robe, Blade Dancer's Head Wrap

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Blade Dancer (Champion) — With Champion appliedChampions · With Champion appliedHP 121
Representative Blade Dancer (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
121
Head armor
60
Body armor
120–143
Melee skill
103
Melee defense
78
Ranged skill
57
Ranged defense
46
Resolve
135
AP / turn
9
Fatigue capacity
195
Fatigue recovery / turn
20
Initiative
143

Situational modifiers: Damage dealt: ×1.15 Direct damage dealt: ×1.25 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Swordlance, Named Shamshir, Hardened Leather Armor, Swordlance, Shamshir, Leather Scale Armor, Assassin's Robe, Blade Dancer's Head Wrap

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Bounty HunterOther humans · BaseHP 80
Representative Bounty Hunter game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
80
Head armor
0–215
Body armor
55–150
Melee skill
75
Melee defense
15
Ranged skill
60
Ranged defense
8
Resolve
65
AP / turn
9
Fatigue capacity
125
Fatigue recovery / turn
20
Initiative
120

Situational modifiers: Duelist requires a dagger

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Billhook, Pike, Spetum, Warbrand, Handaxe, Flail, Morning Star, Boar Spear, Arming Sword, Falchion, Battle Whip, Dagger, Bundle of Throwing Axes, Bundle of Javelins, Mail Hauberk, Basic Mail Shirt, Leather Lamellar Armor, Patched Mail Shirt, Padded Leather, Rugged Surcoat, Kettle Hat with Mail, Nasal Helmet with Mail, Nordic Helmet, Kettle hat, Reinforced Mail Coif, Mail Coif, Headscarf, Wooden Shield, Heater Shield, Kite Shield, Throwing Net, Nasal Helmet

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Bounty Hunter MarksmanOther humans · BaseHP 60
Representative Bounty Hunter Marksman game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
60
Head armor
0–50
Body armor
35–115
Melee skill
50
Melee defense
10
Ranged skill
70
Ranged defense
10
Resolve
65
AP / turn
9
Fatigue capacity
115
Fatigue recovery / turn
20
Initiative
125

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Hunting Bow, Crossbow, Scramasax, Dagger, Hatchet, Bludgeon, Basic Mail Shirt, Leather Lamellar Armor, Rugged Surcoat, Padded Surcoat, Thick Tunic, Full Aketon Cap, Full Leather Cap, Aketon Cap, Hood, Headscarf

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Brigand LeaderBrigands · BaseHP 100
Representative Brigand Leader game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
100
Head armor
90–250
Body armor
90–210
Melee skill
75
Melee defense
15
Ranged skill
65
Ranged defense
10
Resolve
70
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
125

Situational modifiers: Armor damage: +20%

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Noble Sword, Fighting Axe, Warhammer, Fighting Spear, Winged Mace, Military Cleaver, Arming Sword, Greataxe, Greatsword, Warbrand, Bundle of Throwing Axes, Bundle of Javelins, Reinforced Mail Hauberk, Footman's Armor, Light Scale Armor, Leather Scale Armor, Mail Shirt, Worn Mail Shirt, Patched Mail Shirt, Kettle Hat with Closed Mail, Flat Top with Mail, Kettle Hat with Mail, Bascinet with Mail, Nasal Helmet with Mail, Padded Flat Top Helmet, Padded Kettle hat, Padded Nasal Helmet, Closed Mail Coif, Wooden Shield, Kite Shield, Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Brigand Leader (Champion) — Base statsChampions · Base statsHP 100
Representative Brigand Leader (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
100
Head armor
90–362
Body armor
90–400
Melee skill
75
Melee defense
15
Ranged skill
65
Ranged defense
10
Resolve
70
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
125

Situational modifiers: Armor damage: +20%

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Axe, Named Billhook, Named Cleaver, Named Dagger, Named Flail, Named Greataxe, Named Greatsword, Named Longaxe, Named Mace, Named Spear, Named Sword, Named Two-Handed Hammer, Named Warbrand, Named Warhammer, Named Pike, Named Polehammer, Named Fencing Sword, Named Two-Handed Mace, Named Two-Handed Flail, Named Three-Headed Flail, Named Spetum, Named Bardiche, Named Shamshir, Named Battle Whip, Named Qatal Dagger, Named Swordlance, Named Polemace, Named Two-Handed Scimitar, Named Estoc, Named Pollaxe, Named Executioner's Sword, Enhanced Coat of Plates, Plated Mail Hauberk, Leopard Armor, Golden Lamellar Armor, Named Sellsword's Armor, Golden Scale Armor, Heraldic Mail Hauberk, Black and Gold Armor, Named Noble Mail Armor, Studded Mail Armor, Hardened Leather Armor, Gold and Black Turban, Named Conic Helmet, Heraldic Bascinet, Sallet, Named Nordic Helmet, Lindwurm Helmet, Feathered Nasal Helmet, Red and Gold Band Helmet, Golden Feathered Helmet, Named Steppe Helmet, Wolf Helmet, Norse Helmet, Dragon Kite Shield, Metal Heater Shield, Golden Round Shield, Pavise Shield, Relic Heater Shield, Winged Shield, Named Sipar Shield, Bandit Heater Shield, Bandit Kite Shield, Noble Sword, Fighting Axe, Warhammer, Fighting Spear, Winged Mace, Military Cleaver, Arming Sword, Greataxe, Greatsword, Warbrand, Bundle of Throwing Axes, Bundle of Javelins, Reinforced Mail Hauberk, Footman's Armor, Light Scale Armor, Leather Scale Armor, Mail Shirt, Worn Mail Shirt, Patched Mail Shirt, Kettle Hat with Closed Mail, Flat Top with Mail, Kettle Hat with Mail, Bascinet with Mail, Nasal Helmet with Mail, Padded Flat Top Helmet, Padded Kettle hat, Padded Nasal Helmet, Closed Mail Coif, Wooden Shield, Kite Shield, Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Brigand Leader (Champion) — With Champion appliedChampions · With Champion appliedHP 182
Representative Brigand Leader (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
182
Head armor
90–362
Body armor
90–400
Melee skill
86
Melee defense
18
Ranged skill
74
Ranged defense
12
Resolve
105
AP / turn
9
Fatigue capacity
195
Fatigue recovery / turn
20
Initiative
143

Situational modifiers: Damage dealt: ×1.15 Armor damage: +20% Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Axe, Named Billhook, Named Cleaver, Named Dagger, Named Flail, Named Greataxe, Named Greatsword, Named Longaxe, Named Mace, Named Spear, Named Sword, Named Two-Handed Hammer, Named Warbrand, Named Warhammer, Named Pike, Named Polehammer, Named Fencing Sword, Named Two-Handed Mace, Named Two-Handed Flail, Named Three-Headed Flail, Named Spetum, Named Bardiche, Named Shamshir, Named Battle Whip, Named Qatal Dagger, Named Swordlance, Named Polemace, Named Two-Handed Scimitar, Named Estoc, Named Pollaxe, Named Executioner's Sword, Enhanced Coat of Plates, Plated Mail Hauberk, Leopard Armor, Golden Lamellar Armor, Named Sellsword's Armor, Golden Scale Armor, Heraldic Mail Hauberk, Black and Gold Armor, Named Noble Mail Armor, Studded Mail Armor, Hardened Leather Armor, Gold and Black Turban, Named Conic Helmet, Heraldic Bascinet, Sallet, Named Nordic Helmet, Lindwurm Helmet, Feathered Nasal Helmet, Red and Gold Band Helmet, Golden Feathered Helmet, Named Steppe Helmet, Wolf Helmet, Norse Helmet, Dragon Kite Shield, Metal Heater Shield, Golden Round Shield, Pavise Shield, Relic Heater Shield, Winged Shield, Named Sipar Shield, Bandit Heater Shield, Bandit Kite Shield, Noble Sword, Fighting Axe, Warhammer, Fighting Spear, Winged Mace, Military Cleaver, Arming Sword, Greataxe, Greatsword, Warbrand, Bundle of Throwing Axes, Bundle of Javelins, Reinforced Mail Hauberk, Footman's Armor, Light Scale Armor, Leather Scale Armor, Mail Shirt, Worn Mail Shirt, Patched Mail Shirt, Kettle Hat with Closed Mail, Flat Top with Mail, Kettle Hat with Mail, Bascinet with Mail, Nasal Helmet with Mail, Padded Flat Top Helmet, Padded Kettle hat, Padded Nasal Helmet, Closed Mail Coif, Wooden Shield, Kite Shield, Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Brigand MarauderBrigands · BaseHP 115
Representative Brigand Marauder game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
115
Head armor
20–245
Body armor
140–255
Melee skill
75
Melee defense
15
Ranged skill
65
Ranged defense
10
Resolve
70
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
115

Situational modifiers: Armor damage: +20% Steel Brow applies at 70 or less head armor

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Longaxe, Pike, Executioner's Sword, Warbrand, Two-handed Flail, Two-Handed Mace, Longsword, Handaxe, Flail, Arming Sword, Bundle of Throwing Axes, Bundle of Javelins, Throwing Spear, Metal Plates and Rivets, Nasal Helmet With Rusty Mail, Rusty Mail Coif, Headscarf

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Brigand MarksmanBrigands · NormalHP 60
Representative Brigand Marksman game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Bows/crossbows target vulnerable or shieldless brothers. Rotation can help them escape melee.

Combat data

HP
60
Head armor
0–45
Body armor
20–70
Melee skill
50
Melee defense
5
Ranged skill
60
Ranged defense
10–15*
Resolve
50
AP / turn
9
Fatigue capacity
115
Fatigue recovery / turn
20
Initiative
110

Day scaling: Ranged defense: 10 before day 40, 15 after Bullseye from day 20

Equipment and possible loot

Hunting Bow/Crossbow or weaker versions; light armor. Heavy Crossbow is associated with other enemy types.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Protect recruits; consider night attacks and shields when opposing ranged advantage. Flank only if Raiders cannot trap the flankers.

Brigand Marksman — LowerBrigands · LowerHP 60
Representative Brigand Marksman — Lower game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
60
Head armor
0–20
Body armor
20
Melee skill
50
Melee defense
5
Ranged skill
50
Ranged defense
10–15*
Resolve
50
AP / turn
9
Fatigue capacity
115
Fatigue recovery / turn
20
Initiative
100

Day scaling: Ranged defense: 10 before day 40, 15 after Bullseye from day 20

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Short Bow, Light Crossbow, Knife, Leather Wraps, Headscarf, Mouth Piece, Hunting Bow, Crossbow, Dagger, Hatchet, Bludgeon, Blotched Gambeson, Padded Surcoat, Thick Tunic, Full Leather Cap, Open Leather Cap, Hood

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Brigand PoacherBrigands · BaseHP 55
Representative Brigand Poacher game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
55
Head armor
0–20
Body armor
20
Melee skill
50
Melee defense
0
Ranged skill
50
Ranged defense
5
Resolve
40
AP / turn
9
Fatigue capacity
95
Fatigue recovery / turn
15
Initiative
95

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Short Bow, Staff Sling, Wooden Stick, Knife, Leather Wraps, Headscarf, Mouthpiece

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Brigand RaiderBrigands · NormalHP 75
Representative Brigand Raider game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Weapon loadout varies; some carry polearms or two-handed weapons. Normal Raiders become more accurate after day 40.

Combat data

HP
75
Head armor
0–140
Body armor
55–110
Melee skill
65–70*
Melee defense
10
Ranged skill
55–60*
Ranged defense
10
Resolve
55
AP / turn
9
Fatigue capacity
125
Fatigue recovery / turn
20
Initiative
115

Day scaling: Melee skill: 65 before day 40, 70 after Ranged skill: 55 before day 40, 60 after

Equipment and possible loot

May carry Arming Sword, Longsword, Two-Handed Mallet, Military Pick, mail armor and helmets; equipment is randomized.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Inspect weapons before engaging. Isolate dangerous damage dealers; take armor only once the fight is controlled.

Brigand Raider — LowerBrigands · LowerHP 75
Representative Brigand Raider — Lower game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
75
Head armor
0–110
Body armor
55–110
Melee skill
60
Melee defense
5
Ranged skill
55
Ranged defense
5
Resolve
55
AP / turn
9
Fatigue capacity
125
Fatigue recovery / turn
15
Initiative
115

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Woodcutter's Axe, Two-Handed Mallet, Hooked Blade, Pike, Boar Spear, Flail, Handaxe, Morning Star, Falchion, Shortsword, Bundle of Throwing Axes, Bundle of Javelins, Worn Mail Shirt, Leather Lamellar Armor, Patched Mail Shirt, Padded Leather, Rugged Surcoat, Padded Dented Nasal Helmet, Nasal Helmet, Rusty Mail Coif, Headscarf, Wooden Shield, Buckler, Longaxe, Two-Handed Mace, Two-handed Wooden Flail, Longsword, Warbrand, Arming Sword, Military Pick, Scramasax, Throwing Spear, Nasal Helmet With Rusty Mail, Kite Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Brigand ThugBrigands · BaseHP 55
Representative Brigand Thug game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
55
Head armor
0–45
Body armor
5–70
Melee skill
55
Melee defense
0
Ranged skill
45
Ranged defense
0
Resolve
40
AP / turn
9
Fatigue capacity
95
Fatigue recovery / turn
15
Initiative
95

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Woodcutter's Axe, Goedendag, Pitchfork, Shortsword, Hatchet, Militia Spear, Bludgeon, Wooden Stick, Reinforced Wooden Flail, Wooden Flail, Butcher's Cleaver, Pickaxe, Dagger, Blotched Gambeson, Gambeson, Rugged Surcoat, Padded Surcoat, Thick Tunic, Leather Tunic, Leather Wraps, Monk's Robe, Tattered Sackcloth, Full Leather Cap, Open Leather Cap, Aketon Cap, Hood, Headscarf, Mouth Piece, Wooden Shield, Buckler

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Caravan GuardCivilian · BaseHP 70
Representative Caravan Guard game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
70
Head armor
0–130
Body armor
30–95
Melee skill
70
Melee defense
10
Ranged skill
40
Ranged defense
10
Resolve
60
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
15
Initiative
110

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Boar Spear, Arming Sword, Shortsword, Handaxe, Falchion, Bundle of Throwing Axes, Bundle of Javelins, Leather Lamellar Armor, Padded Leather, Padded Surcoat, Leather Tunic, Padded Nasal Helmet, Nasal Helmet, Full Aketon Cap, Aketon Cap, Hood, Wooden Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Caravan Hand (Enemy)Civilian · BaseHP 60
Representative Caravan Hand (Enemy) game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
60
Head armor
0–40
Body armor
20–50
Melee skill
50
Melee defense
0
Ranged skill
30
Ranged defense
0
Resolve
40
AP / turn
9
Fatigue capacity
120
Fatigue recovery / turn
15
Initiative
100

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Shortsword, Hatchet, Militia Spear, Bludgeon, Wooden Stick, Scramasax, Dagger, Knife, Padded Surcoat, Thick Tunic, Leather Tunic, Linen Tunic, Aketon Cap, Hood, Buckler

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

CitizenCity States · BaseHP 50
Representative Citizen game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
50
Head armor
0–30
Body armor
5–25
Melee skill
40
Melee defense
0
Ranged skill
30
Ranged defense
0
Resolve
35
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
90

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Knife, Pitchfork, Wooden Stick, Pickaxe, Butcher's Cleaver, Apron, Cloth Sash, Sackcloth, Tattered Sackcloth, Southern Head Wrap, Nomad Head Wrap

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

ConscriptCity States · BaseHP 55
Representative Conscript game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
55
Head armor
30–125
Body armor
75–110
Melee skill
70
Melee defense
10
Ranged skill
50
Ranged defense
5
Resolve
70
AP / turn
9
Fatigue capacity
120
Fatigue recovery / turn
15
Initiative
110

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Light Southern Mace, Saif, Scimitar, Fire Lance, Southern Mail Shirt, Linothorax, Spiked Skull Cap with Mail, Wrapped Southern Helmet, Southern Head Wrap, Adarga Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Conscript with PolearmCity States · BaseHP 55
Representative Conscript with Polearm game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
55
Head armor
30
Body armor
75–110
Melee skill
70
Melee defense
10
Ranged skill
50
Ranged defense
5
Resolve
70
AP / turn
9
Fatigue capacity
120
Fatigue recovery / turn
15
Initiative
110

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Polemace, Swordlance, Southern Mail Shirt, Linothorax, Southern Head Wrap

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Cultist (Enemy)Other humans · BaseHP 60
Representative Cultist (Enemy) game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
60
Head armor
30–60
Body armor
20–88
Melee skill
60
Melee defense
10
Ranged skill
40
Ranged defense
10
Resolve
80
AP / turn
9
Fatigue capacity
110
Fatigue recovery / turn
15
Initiative
110

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Reinforced Wooden Flail, Scramasax, Dagger, Cultist Leather Robe, Monk's Robe, Cultist Leather Hood, Cultist Hood

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Desert StalkerNomads · BaseHP 80
Representative Desert Stalker game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
80
Head armor
0–45
Body armor
105
Melee skill
65
Melee defense
15
Ranged skill
85
Ranged defense
25
Resolve
70
AP / turn
9
Fatigue capacity
135
Fatigue recovery / turn
20
Initiative
140

Situational modifiers: Direct damage dealt: ×1.25

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: War Bow, Dagger, Nomad Mace, Qatal Dagger, Plated Nomad Mail, Desert Stalker's Head Wrap

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Desert Stalker (Champion) — Base statsChampions · Base statsHP 80
Representative Desert Stalker (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
80
Head armor
0–45
Body armor
105–143
Melee skill
65
Melee defense
15
Ranged skill
85
Ranged defense
25
Resolve
70
AP / turn
9
Fatigue capacity
135
Fatigue recovery / turn
20
Initiative
140

Situational modifiers: Direct damage dealt: ×1.25

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Warbow, Hardened Leather Armor, War Bow, Dagger, Nomad Mace, Qatal Dagger, Plated Nomad Mail, Desert Stalker's Head Wrap

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Desert Stalker (Champion) — With Champion appliedChampions · With Champion appliedHP 108
Representative Desert Stalker (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
108
Head armor
0–45
Body armor
105–143
Melee skill
74
Melee defense
23
Ranged skill
97
Ranged defense
39
Resolve
105
AP / turn
9
Fatigue capacity
202
Fatigue recovery / turn
20
Initiative
161

Situational modifiers: Damage dealt: ×1.15 Direct damage dealt: ×1.25 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Warbow, Hardened Leather Armor, War Bow, Dagger, Nomad Mace, Qatal Dagger, Plated Nomad Mail, Desert Stalker's Head Wrap

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

DirewolfBeasts · BaseHP 130 · Base attack 30–50
Representative Direwolf game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Direwolf Bite: 30–50 scripted base damage · 4 AP

Rushes rapidly into melee; several attacks can overwhelm early armor. Frenzied variant is stronger.

Combat data

HP
130
Head armor
30
Body armor
30
Melee skill
60
Melee defense
10
Ranged defense
10
Resolve
50
AP / turn
12
Fatigue capacity
180
Fatigue recovery / turn
20
Initiative
150

Status effects: Immune: Disarm, Nighttime Not immune: Stun, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Equipment and possible loot

Possible wolf pelt, Adrenaline Gland and Strange Meat; DLC changes trophy availability.

Scripted loot rolls: Each attempt: 50% for a beast part (with Beasts & Exploration: 70% pelt, 30% gland; otherwise pelt). If that fails, a separate 33% meat roll. Frenzied Direwolves also roll 20% for a Sabertooth per attempt.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Keep a connected line; use controlled focus fire and defensive stances instead of letting isolated recruits be surrounded.

Disguised BanditBrigands · BaseHP 75
Representative Disguised Bandit game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
75
Head armor
0–140
Body armor
70–130
Melee skill
65–70*
Melee defense
10
Ranged skill
55–60*
Ranged defense
10
Resolve
55
AP / turn
9
Fatigue capacity
125
Fatigue recovery / turn
20
Initiative
115

Day scaling: Melee skill: 65 before day 40, 70 after Ranged skill: 55 before day 40, 60 after

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Billhook, Pike, Warbrand, Woodcutter's Axe, Handaxe, Flail, Morning Star, Boar Spear, Arming Sword, Falchion, Shortsword, Bundle of Throwing Axes, Bundle of Javelins, Basic Mail Shirt, Worn Mail Shirt, Leather Lamellar Armor, Patched Mail Shirt, Padded Leather, Rugged Surcoat, Direwolf Pelt Mantle, Nasal Helmet With Rusty Mail, Padded Dented Nasal Helmet, Nasal Helmet, Rusty Mail Coif, Headscarf, Wooden Shield, Kite Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

DonkeyAnimals · BaseHP 180
Representative Donkey game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No single base damage range; scripted behavior follows.

No base attack damage applies to this noncombatant actor.

Noncombatant objective: does not act each turn and has no active attack skill.

Combat data

HP
180
Melee defense
-30
Ranged defense
-10
Fatigue capacity
200

Status effects: Immune: Stun, Disarm, Nighttime, Nets, Forced movement, Injuries, Bleeding, Poison, Morale Not immune: Fire, Fatigue

Equipment and possible loot

Possible loot: Strange Meat

Scripted loot rolls: A player or player-animal kill adds one Strange Meat to the loot. The same addition applies when no killer is recorded; other killers do not receive this scripted addition.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

EngineerCity States · BaseHP 70
Representative Engineer game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue Load Mortar: 7 AP / 10 fatigue

Combat data

HP
70
Head armor
30
Body armor
60
Melee skill
60
Melee defense
0
Ranged skill
50
Ranged defense
5
Resolve
70
AP / turn
9
Fatigue capacity
120
Fatigue recovery / turn
15
Initiative
100

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Wooden Stick, Knife, Padded Vest, Engineer's Hat

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

EnvoyOther humans · BaseHP 50 · Base attack 5–10
Representative Envoy game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hand-to-Hand Attack: 5–10 scripted base damage · 4 AP

This actor equips armor but no weapon. Inherited Hand-to-Hand deals 5–10 before modifiers and applies a −10 Melee Skill penalty to this strike.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
50
Head armor
0–30
Body armor
20
Melee skill
40
Melee defense
0
Ranged skill
30
Ranged defense
0
Resolve
40
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
100

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Linen Tunic, Feathered Hat

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Fallen BetrayerZombies · BaseHP 200
Representative Fallen Betrayer game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Bite: 4 AP / 0 fatigue

Combat data

HP
200
Head armor
0–255
Body armor
85–260
Melee skill
80–85*
Melee defense
5
Ranged defense
0
Resolve
110
AP / turn
8
Initiative
70

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Melee skill: 80 before day 90, 85 after Fatigue inflicted ×2

Situational modifiers: Damage dealt: ×1.25 Armor damage received: ×0.75 Fatigue inflicted: ×2

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Fighting Axe, Winged Mace, Military Cleaver, Flail, Handaxe, Morning Star, Arming Sword, Greataxe, Two-handed Flail, Longsword, Decayed Coat of Plates, Decayed Coat of Scales, Decayed Reinforced Mail Hauberk, Decayed Great Helm, Decayed Full Helm, Decayed Closed Flat Top with Mail, Covered Decayed Closed Flat Top with Mail, Worn Kite Shield, Decayed Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Fallen HeroZombies · BaseHP 180
Representative Fallen Hero game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Bite: 4 AP / 0 fatigue

Combat data

HP
180
Head armor
0–255
Body armor
85–260
Melee skill
60–65*
Melee defense
5
Ranged defense
0
Resolve
130
AP / turn
7
Initiative
60

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Melee skill: 60 before day 90, 65 after Damage ×1.1 from day 90 Fatigue inflicted ×2

Situational modifiers: Shield Expert applies while acting as a bodyguard Fatigue inflicted: ×2

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Fighting Axe, Winged Mace, Military Cleaver, Flail, Handaxe, Morning Star, Arming Sword, Greataxe, Two-handed Flail, Longsword, Decayed Coat of Plates, Decayed Coat of Scales, Decayed Reinforced Mail Hauberk, Decayed Great Helm, Decayed Full Helm, Decayed Closed Flat Top with Mail, Covered Decayed Closed Flat Top with Mail, Worn Kite Shield, Decayed Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Fallen Hero (Champion) — Base statsChampions · Base statsHP 180
Representative Fallen Hero (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Bite: 4 AP / 0 fatigue

Combat data

HP
180
Head armor
0–255
Body armor
85–260
Melee skill
60–65*
Melee defense
5
Ranged defense
0
Resolve
130
AP / turn
7
Initiative
60

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Melee skill: 60 before day 90, 65 after Fatigue inflicted ×2 Damage: ×1.1 from day 90

Situational modifiers: Fatigue inflicted: ×2

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Axe, Named Cleaver, Named Flail, Named Greataxe, Named Greatsword, Named Mace, Named Two-Handed Hammer, Named Two-Handed Mace, Named Two-Handed Flail, Named Undead Heater Shield, Named Undead Kite Shield, Fighting Axe, Winged Mace, Military Cleaver, Flail, Handaxe, Morning Star, Arming Sword, Greataxe, Two-handed Flail, Longsword, Decayed Coat of Plates, Decayed Coat of Scales, Decayed Reinforced Mail Hauberk, Decayed Great Helm, Decayed Full Helm, Decayed Closed Flat Top with Mail, Covered Decayed Closed Flat Top with Mail, Worn Kite Shield, Decayed Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Fallen Hero (Champion) — With Champion appliedChampions · With Champion appliedHP 328
Representative Fallen Hero (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Bite: 4 AP / 0 fatigue

Combat data

HP
328
Head armor
0–255
Body armor
85–260
Melee skill
69–74*
Melee defense
6
Ranged defense
0
Resolve
195
AP / turn
7
Initiative
69

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Melee skill: 69 before day 90, 74 after Fatigue inflicted ×2 Damage: ×1.15 before day 90, ×1.265 after

Situational modifiers: Fatigue inflicted: ×2 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Axe, Named Cleaver, Named Flail, Named Greataxe, Named Greatsword, Named Mace, Named Two-Handed Hammer, Named Two-Handed Mace, Named Two-Handed Flail, Named Undead Heater Shield, Named Undead Kite Shield, Fighting Axe, Winged Mace, Military Cleaver, Flail, Handaxe, Morning Star, Arming Sword, Greataxe, Two-handed Flail, Longsword, Decayed Coat of Plates, Decayed Coat of Scales, Decayed Reinforced Mail Hauberk, Decayed Great Helm, Decayed Full Helm, Decayed Closed Flat Top with Mail, Covered Decayed Closed Flat Top with Mail, Worn Kite Shield, Decayed Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Fault FinderFlesh Golems · BaseHP 65 · Base attack 30–60 / 25–50
Representative Fault Finder game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Corpse Explosion: 30–60 / 25–50 scripted base damage · 8 AP

First range is the target tile; second is adjacent tiles. Requires a consumable corpse or intact flesh cradle.

Flesh Pull drags/staggers; Corpse Explosion uses corpses/cradles and ignores Nimble. Enables Grand Diviner resurrection.

Combat data

HP
65
Head armor
10–30
Body armor
75
Melee skill
65
Melee defense
0
Ranged skill
65
Ranged defense
15
Resolve
75
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
115

Status effects: Immune: Nighttime Not immune: Stun, Disarm, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Equipment and possible loot

Knife/Dagger/cleaver and occult clothing; not the Censer victory reward.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Prioritize casters and watch corpse tiles. Melee prevents casting, but another free caster can pull an engaged ally away.

FirstbornOther humans · BaseHP 50 · Base attack 5–10
Representative Firstborn game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hand-to-Hand Attack: 5–10 scripted base damage · 4 AP

This actor equips armor but no weapon. Inherited Hand-to-Hand deals 5–10 before modifiers and applies a −10 Melee Skill penalty to this strike.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
50
Head armor
0–30
Body armor
20
Melee skill
40
Melee defense
0
Ranged skill
30
Ranged defense
0
Resolve
40
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
100

Situational modifiers: Immune to mental attacks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Linen Tunic, Feathered Hat

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Flesh GolemFlesh Golems · BaseHP 200
Representative Flesh Golem game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No single base damage range; scripted behavior follows.

Four NPC-only weapon rolls list 0–0 item damage, but their skills add base damage: Bash, Knock Out and Cleave 20–35; Batter 15–30; Lash 20–45; Slash 30–40; Thrust 25–30. Decapitate starts at 20–35 and scales with the target's missing HP. Grapple deals no damage. These are pre-modifier skill values, not final hits.

Armed variants use weapon skills; unarmed Grapple disarms and Smack dazes. Found in Abandoned Village/Artifact Reliquary.

Combat data

HP
200
Head armor
50
Body armor
60
Melee skill
55
Melee defense
0
Ranged defense
0
AP / turn
12
Initiative
50

Status effects: Immune: Disarm, Nighttime, Poison, Morale, Fatigue Not immune: Stun, Nets, Forced movement, Injuries, Bleeding, Fire

Situational modifiers: Injury threshold: ×0.7 Movement costs an additional 2 AP per tile

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

The four armaments, Leather Facewrap and Burlap Robes are scripted NPC gear with loot drops disabled. Named or legendary victory rewards belong to the location event.

Leather Facewrap and Burlap Robes explain the displayed 50 head and 60 body armor; both item scripts disable loot drops.

Prepare and respond

Avoid leaving useful corpses near Fault Finders. Killing a golem can give enemy casters another explosion target.

FootmanNoble Houses · BaseHP 70
Representative Footman game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
70
Head armor
80–230
Body armor
115–150
Melee skill
70
Melee defense
10
Ranged skill
50
Ranged defense
5
Resolve
60
AP / turn
9
Fatigue capacity
120
Fatigue recovery / turn
15
Initiative
110

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Falchion, Arming Sword, Morning Star, Military Pick, Mail Hauberk, Leather Scale Armor, Mail Shirt, Basic Mail Shirt, Flat Top with Mail, Padded Flat Top Helmet, Flat Top Helmet, Mail Coif, Kettle Hat with Mail, Padded Kettle hat, Kettle hat, Nasal Helmet with Mail, Padded Nasal Helmet, Nasal Helmet, Kite Shield, Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Frenzied DirewolfBeasts · BaseHP 150 · Base attack 30–50
Representative Frenzied Direwolf game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Direwolf Bite: 30–50 scripted base damage · 4 AP

Direwolf Bite: 4 AP / 6 fatigue

Combat data

HP
150
Head armor
30
Body armor
30
Melee skill
65
Melee defense
10
Ranged defense
10
Resolve
70
AP / turn
12
Fatigue capacity
180
Fatigue recovery / turn
20
Initiative
150

Status effects: Immune: Disarm, Nighttime Not immune: Stun, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Situational modifiers: Damage dealt: ×1.25

Equipment and possible loot

Possible loot: Unusually Large Wolf Pelt, Adrenaline Gland, Strange Meat, Sabertooth

Scripted loot rolls: Each attempt: 50% for a beast part (with Beasts & Exploration: 70% pelt, 30% gland; otherwise pelt). If that fails, a separate 33% meat roll. Frenzied Direwolves also roll 20% for a Sabertooth per attempt.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Frenzied HyenaBeasts · BaseHP 140 · Base attack 20–35
Representative Frenzied Hyena game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hyena Bite: 20–35 scripted base damage · 4 AP

Hyena Bite: 4 AP / 6 fatigue · bleeding

Combat data

HP
140
Head armor
20
Body armor
20
Melee skill
65
Melee defense
10
Ranged defense
10
Resolve
70
AP / turn
14
Fatigue capacity
180
Fatigue recovery / turn
20
Initiative
130

Status effects: Immune: Disarm, Nighttime Not immune: Stun, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Situational modifiers: Damage dealt: ×1.25

Equipment and possible loot

Possible loot: Raging Hyena Fur, Acidic Saliva, Strange Meat, Sabertooth

Scripted loot rolls: Each attempt: 50% for a beast part (60% fur, 40% saliva); if that fails, a separate 33% meat roll. Frenzied Hyenas also roll 20% for a Sabertooth once per kill.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

GeistZombies · BaseHP 1 · Base attack 15–25
Representative Geist game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Ghastly Touch: 15–25 scripted base damage · 4 AP

Horrific Scream causes morale checks; distance increases evasion. Ghastly Touch ignores armor.

Combat data

HP
1
Melee skill
65
Melee defense
30–35*
Ranged defense
999
Resolve
130
AP / turn
9
Initiative
95

Status effects: Immune: Stun, Disarm, Nighttime, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue Not immune: none listed

Day scaling: Melee defense: 30 before day 140, 35 after

Equipment and possible loot

No loot.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Stay in banner/Rally support. Close-range accurate attacks or a skilled whip user beat wasting bow shots.

Gladiator (Champion) — Base statsChampions · Base statsHP 110
Representative Gladiator (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
110
Head armor
0–362
Body armor
100–400
Melee skill
75
Melee defense
20
Ranged skill
65
Ranged defense
10
Resolve
90
AP / turn
9
Fatigue capacity
135
Fatigue recovery / turn
20
Initiative
125

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: Named Shamshir, Named Qatal Dagger, Named Swordlance, Named Polemace, Named Two-Handed Scimitar, Named Spear, Named Axe, Named Billhook, Named Cleaver, Named Dagger, Named Flail, Named Greataxe, Named Greatsword, Named Longaxe, Named Mace, Named Sword, Named Two-Handed Hammer, Named Warbrand, Named Warhammer, Named Pike, Named Polehammer, Named Fencing Sword, Named Two-Handed Mace, Named Two-Handed Flail, Named Three-Headed Flail, Named Spetum, Named Bardiche, Named Battle Whip, Leopard Armor, Golden Lamellar Armor, Black and Gold Armor, Enhanced Coat of Plates, Plated Mail Hauberk, Named Sellsword's Armor, Golden Scale Armor, Heraldic Mail Hauberk, Named Noble Mail Armor, Studded Mail Armor, Hardened Leather Armor, Gold and Black Turban, Red and Gold Band Helmet, Named Steppe Helmet, Named Conic Helmet, Heraldic Bascinet, Sallet, Named Nordic Helmet, Lindwurm Helmet, Feathered Nasal Helmet, Golden Feathered Helmet, Wolf Helmet, Norse Helmet, Named Sipar Shield, Dragon Kite Shield, Metal Heater Shield, Golden Round Shield, Pavise Shield, Relic Heater Shield, Winged Shield, Shamshir, Heavy Southern Mace, Fighting Spear, Fighting Axe, Swordlance, Polemace, Two-Handed Hammer, Greataxe, Two-handed Flail, Two-Handed Flanged Mace, Bardiche, Two-Handed Scimitar, Throwing Spear, Bundle of Throwing Axes, Bundle of Javelins, Gladiator Harness, Padded Armor Pieces, Metal Armor Pieces, Gladiator Helmet, Sipar Shield, Throwing Net

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Gladiator (Champion) — With Champion appliedChampions · With Champion appliedHP 148
Representative Gladiator (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
148
Head armor
0–362
Body armor
100–400
Melee skill
86
Melee defense
31
Ranged skill
74
Ranged defense
15
Resolve
135
AP / turn
9
Fatigue capacity
202
Fatigue recovery / turn
20
Initiative
143

Situational modifiers: Damage dealt: ×1.15 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: Named Shamshir, Named Qatal Dagger, Named Swordlance, Named Polemace, Named Two-Handed Scimitar, Named Spear, Named Axe, Named Billhook, Named Cleaver, Named Dagger, Named Flail, Named Greataxe, Named Greatsword, Named Longaxe, Named Mace, Named Sword, Named Two-Handed Hammer, Named Warbrand, Named Warhammer, Named Pike, Named Polehammer, Named Fencing Sword, Named Two-Handed Mace, Named Two-Handed Flail, Named Three-Headed Flail, Named Spetum, Named Bardiche, Named Battle Whip, Leopard Armor, Golden Lamellar Armor, Black and Gold Armor, Enhanced Coat of Plates, Plated Mail Hauberk, Named Sellsword's Armor, Golden Scale Armor, Heraldic Mail Hauberk, Named Noble Mail Armor, Studded Mail Armor, Hardened Leather Armor, Gold and Black Turban, Red and Gold Band Helmet, Named Steppe Helmet, Named Conic Helmet, Heraldic Bascinet, Sallet, Named Nordic Helmet, Lindwurm Helmet, Feathered Nasal Helmet, Golden Feathered Helmet, Wolf Helmet, Norse Helmet, Named Sipar Shield, Dragon Kite Shield, Metal Heater Shield, Golden Round Shield, Pavise Shield, Relic Heater Shield, Winged Shield, Shamshir, Heavy Southern Mace, Fighting Spear, Fighting Axe, Swordlance, Polemace, Two-Handed Hammer, Greataxe, Two-handed Flail, Two-Handed Flanged Mace, Bardiche, Two-Handed Scimitar, Throwing Spear, Bundle of Throwing Axes, Bundle of Javelins, Gladiator Harness, Padded Armor Pieces, Metal Armor Pieces, Gladiator Helmet, Sipar Shield, Throwing Net

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Gladiator (Enemy)Other humans · BaseHP 110
Representative Gladiator (Enemy) game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
110
Head armor
0–225
Body armor
100–155
Melee skill
75
Melee defense
20
Ranged skill
65
Ranged defense
10
Resolve
90
AP / turn
9
Fatigue capacity
135
Fatigue recovery / turn
20
Initiative
125

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Shamshir, Heavy Southern Mace, Fighting Spear, Fighting Axe, Swordlance, Polemace, Two-Handed Hammer, Greataxe, Two-handed Flail, Two-Handed Flanged Mace, Bardiche, Two-Handed Scimitar, Throwing Spear, Bundle of Throwing Axes, Bundle of Javelins, Gladiator Harness, Padded Armor Pieces, Metal Armor Pieces, Gladiator Helmet, Sipar Shield, Throwing Net

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Goblin AmbusherGoblins · NormalHP 40
Representative Goblin Ambusher game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Accurate poisoned shots; Footwork escapes melee; vulnerable recruits are exposed to focus fire.

Combat data

HP
40
Head armor
25
Body armor
35
Melee skill
60
Melee defense
10
Ranged skill
75
Ranged defense
20
Resolve
45
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
140

Day scaling: Direct damage: ×1.25 before day 180, ×1.35 after

Situational modifiers: Footwork costs half fatigue

Equipment and possible loot

Boondock Bow variants, Notched Blade and possible Goblin Poison.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Use shields/cover and protect the weak. Night reduces accuracy unless a Shaman grants Night Vision.

Goblin Ambusher — LowerGoblins · LowerHP 40
Representative Goblin Ambusher — Lower game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Poison: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
40
Head armor
25
Body armor
35
Melee skill
55
Melee defense
5
Ranged skill
70
Ranged defense
15
Resolve
45
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
140

Situational modifiers: Footwork costs half fatigue

Equipment and possible loot

Possible equipment: Boondock Bow, Notched Blade, Reinforced Boondock Bow, Goblin Poison

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Goblin Ambusher (Champion) — Base statsChampions · Base statsHP 40
Representative Goblin Ambusher (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Poison: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
40
Head armor
25
Body armor
35
Melee skill
60
Melee defense
10
Ranged skill
75
Ranged defense
20
Resolve
45
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
140

Day scaling: Direct damage: ×1.25 before day 180, ×1.35 after

Situational modifiers: Footwork costs half fatigue

Equipment and possible loot

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Reinforced Boondock Bow, Notched Blade, Goblin Poison

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Goblin Ambusher (Champion) — With Champion appliedChampions · With Champion appliedHP 54
Representative Goblin Ambusher (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Poison: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
54
Head armor
25
Body armor
35
Melee skill
69
Melee defense
15
Ranged skill
86
Ranged defense
31
Resolve
67
AP / turn
9
Fatigue capacity
150
Fatigue recovery / turn
15
Initiative
161

Day scaling: Direct damage: ×1.25 before day 180, ×1.35 after

Situational modifiers: Damage dealt: ×1.15 Champion also increases bonus stats from shields, weapons, skills and perks Footwork costs half fatigue

Equipment and possible loot

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Reinforced Boondock Bow, Notched Blade, Goblin Poison

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Goblin OverseerGoblins · BaseHP 70
Representative Goblin Overseer game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Whip: 3 AP / 5 fatigue

Combat data

HP
70
Head armor
120
Body armor
180
Melee skill
75
Melee defense
15
Ranged skill
80
Ranged defense
20
Resolve
70
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
15
Initiative
120

Situational modifiers: Direct damage dealt: ×1.1 Footwork costs half fatigue

Equipment and possible loot

Possible equipment: Spiked Impaler, Cruel Falchion

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Goblin ShamanGoblins · BaseHP 70
Representative Goblin Shaman game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Root prevents movement; Swarm of Insects debilitates; Night Vision removes allies’ night penalties. Can cast in melee.

Combat data

HP
70
Head armor
35
Body armor
45
Melee skill
60
Melee defense
10
Ranged skill
60
Ranged defense
20
Resolve
70
AP / turn
9
Fatigue capacity
90
Fatigue recovery / turn
15
Initiative
110*

Situational modifiers: Initiative: +100 on the first turn at night Footwork costs half fatigue

Equipment and possible loot

Gnarly Staff; does not drop a generic weapon with the Shaman’s spells.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Reaching melee does not silence him. Choose when to free rooted allies; daylight may help more than night when Night Vision is present.

Goblin Skirmisher — LowerGoblins · LowerHP 40
Representative Goblin Skirmisher — Lower game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
40
Head armor
0–40
Body armor
45–55
Melee skill
70
Melee defense
15
Ranged skill
60
Ranged defense
5
Resolve
55
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
20
Initiative
130

Situational modifiers: Footwork costs half fatigue

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Goblin Skewer, Notched Blade, Cruel Falchion, Bundle of Spiked Bolas, Throwing Net, Wooden Skirmisher Shield, Jagged Pike, Reinforced Skirmisher Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Goblin Skirmisher — NormalGoblins · NormalHP 40
Representative Goblin Skirmisher — Normal game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
40
Head armor
40–90
Body armor
45–90
Melee skill
75
Melee defense
20–25*
Ranged skill
65–70*
Ranged defense
10–15*
Resolve
55
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
20
Initiative
130

Day scaling: Ranged skill: 65 before day 90, 70 after Melee defense: 20 before day 50, 25 after Ranged defense: 10 before day 50, 15 after Backstabber from day 50

Situational modifiers: Direct damage dealt: ×1.25 Footwork costs half fatigue

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Goblin Skewer, Notched Blade, Cruel Falchion, Bundle of Spiked Bolas, Throwing Net, Wooden Skirmisher Shield, Jagged Pike, Reinforced Skirmisher Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Goblin Skirmisher (Champion) — Base statsChampions · Base statsHP 40
Representative Goblin Skirmisher (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
40
Head armor
40–90
Body armor
45–90
Melee skill
75
Melee defense
20–25*
Ranged skill
65–70*
Ranged defense
10–15*
Resolve
55
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
20
Initiative
130

Day scaling: Ranged skill: 65 before day 90, 70 after Melee defense: 20 before day 50, 25 after Ranged defense: 10 before day 50, 15 after Backstabber from day 50

Situational modifiers: Direct damage dealt: ×1.25 Footwork costs half fatigue

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Cruel Falchion, Named Jagged Pike, Named Goblin Skewer, Bundle of Spiked Bolas, Throwing Net, Wooden Skirmisher Shield, Reinforced Skirmisher Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Goblin Skirmisher (Champion) — With Champion appliedChampions · With Champion appliedHP 54
Representative Goblin Skirmisher (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
54
Head armor
40–90
Body armor
45–90
Melee skill
86
Melee defense
31–39*
Ranged skill
74–80*
Ranged defense
15–23*
Resolve
82
AP / turn
9
Fatigue capacity
150
Fatigue recovery / turn
20
Initiative
149

Day scaling: Ranged skill: 74 before day 90, 80 after Melee defense: 31 before day 50, 39 after Ranged defense: 15 before day 50, 23 after Backstabber from day 50

Situational modifiers: Damage dealt: ×1.15 Direct damage dealt: ×1.25 Champion also increases bonus stats from shields, weapons, skills and perks Footwork costs half fatigue

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Cruel Falchion, Named Jagged Pike, Named Goblin Skewer, Bundle of Spiked Bolas, Throwing Net, Wooden Skirmisher Shield, Reinforced Skirmisher Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Goblin WolfGoblins · BaseHP 40 · Base attack 20–40
Representative Goblin Wolf game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Bite: 20–40 scripted base damage · 5 AP

Wolf Bite: 5 AP / 10 fatigue

Combat data

HP
40
Melee skill
65
Melee defense
15
Ranged defense
10
Resolve
40
AP / turn
12
Fatigue capacity
150
Fatigue recovery / turn
20
Initiative
140

Equipment and possible loot

No recoverable gear documented in the inspected entry.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Goblin WolfriderGoblins · BaseHP 60 · Base attack 20–40
Representative Goblin Wolfrider game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Bite: 20–40 scripted base damage · 0 AP

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue Mounted wolf bite: 0 AP / 10 fatigue; restrained to once per turn.

Combat data

HP
60
Head armor
40–90
Body armor
55–90
Melee skill
75
Melee defense
15
Ranged skill
50
Ranged defense
15
Resolve
60
AP / turn
13
Fatigue capacity
150
Fatigue recovery / turn
20
Initiative
130

Situational modifiers: Direct damage dealt: ×1.25 Footwork costs half fatigue Weapon skills cost 1 AP more

Equipment and possible loot

Possible equipment: Goblin Skewer, Cruel Falchion

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Greater Flesh GolemFlesh Golems · BaseHP 700 · Base attack 35–50
Representative Greater Flesh Golem game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Clout: 35–50 scripted base damage · 4 AP

Clout: 4 AP / 20 fatigue · stun Corpse Hurl: 8 AP / 30 fatigue Flurry: 12 AP / 30 fatigue Spike: 12 AP / 30 fatigue · line attack

Combat data

HP
700
Head armor
140–210
Body armor
80–300
Melee skill
70
Melee defense
10
Ranged skill
70
Ranged defense
10
Resolve
100
AP / turn
12
Initiative
35

Status effects: Immune: Stun, Disarm, Nighttime, Forced movement, Poison, Morale, Fatigue Not immune: Nets, Injuries, Bleeding, Fire

Situational modifiers: Injury threshold: ×0.7 Movement costs an additional 2 AP per tile

Equipment and possible loot

No recoverable gear documented in the inspected entry.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Greenskin CatapultGoblins · BaseHP 250
Representative Greenskin Catapult game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No single base damage range; scripted behavior follows.

Its actor script has no direct attack or base-damage roll; the catapult itself is a target, not an attacking unit.

Stationary noncombatant objective: does not act each turn and has no active attack skill.

Combat data

HP
250
Melee defense
-30
Ranged defense
-20
Fatigue capacity
200

Status effects: Immune: Stun, Disarm, Nighttime, Nets, Forced movement, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Fire

Equipment and possible loot

No recoverable gear documented in the inspected entry.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

GunnerCity States · BaseHP 70
Representative Gunner game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
70
Head armor
30
Body armor
60
Melee skill
65
Melee defense
5
Ranged skill
75
Ranged defense
10
Resolve
70
AP / turn
9
Fatigue capacity
120
Fatigue recovery / turn
15
Initiative
120

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Handgonne, Saif, Light Southern Mace, Padded Vest, Gunner's Hat

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Hedge Knight (Champion) — Base statsChampions · Base statsHP 150
Representative Hedge Knight (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
150
Head armor
280–300
Body armor
210–400
Melee skill
85
Melee defense
25
Ranged skill
50
Ranged defense
15
Resolve
90
AP / turn
9
Fatigue capacity
160
Fatigue recovery / turn
25
Initiative
105

Situational modifiers: Damage dealt: ×1.2

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Axe, Named Cleaver, Named Greataxe, Named Greatsword, Named Mace, Named Sword, Named Two-Handed Hammer, Named Warbrand, Named Two-Handed Mace, Named Two-Handed Flail, Named Bardiche, Enhanced Coat of Plates, Plated Mail Hauberk, Golden Scale Armor, Dragon Kite Shield, Metal Heater Shield, Golden Round Shield, Pavise Shield, Relic Heater Shield, Winged Shield, Named Sipar Shield, Bandit Heater Shield, Bandit Kite Shield, Arming Sword, Noble Sword, Warbrand, Greatsword, Fighting Axe, Bardiche, Greataxe, Two-handed Flail, Two-Handed Hammer, Two-Handed Flanged Mace, Coat of Plates, Coat of Scales, Heavy Lamellar Armor, Reinforced Mail Hauberk, Full Helm, Closed Flat Top with Mail, Kite Shield, Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Hedge Knight (Champion) — With Champion appliedChampions · With Champion appliedHP 202
Representative Hedge Knight (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
202
Head armor
280–300
Body armor
210–400
Melee skill
97
Melee defense
39
Ranged skill
57
Ranged defense
23
Resolve
135
AP / turn
9
Fatigue capacity
240
Fatigue recovery / turn
25
Initiative
120

Situational modifiers: Damage dealt: ×1.38 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Axe, Named Cleaver, Named Greataxe, Named Greatsword, Named Mace, Named Sword, Named Two-Handed Hammer, Named Warbrand, Named Two-Handed Mace, Named Two-Handed Flail, Named Bardiche, Enhanced Coat of Plates, Plated Mail Hauberk, Golden Scale Armor, Dragon Kite Shield, Metal Heater Shield, Golden Round Shield, Pavise Shield, Relic Heater Shield, Winged Shield, Named Sipar Shield, Bandit Heater Shield, Bandit Kite Shield, Arming Sword, Noble Sword, Warbrand, Greatsword, Fighting Axe, Bardiche, Greataxe, Two-handed Flail, Two-Handed Hammer, Two-Handed Flanged Mace, Coat of Plates, Coat of Scales, Heavy Lamellar Armor, Reinforced Mail Hauberk, Full Helm, Closed Flat Top with Mail, Kite Shield, Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Hedge Knight (enemy)Mercenaries · BaseHP 150
Representative Hedge Knight (enemy) game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Heavy armor; Berserk and Killing Frenzy can turn one kill into more attacks.

Combat data

HP
150
Head armor
280–300
Body armor
210–320
Melee skill
85
Melee defense
25
Ranged skill
50
Ranged defense
15
Resolve
90
AP / turn
9
Fatigue capacity
160
Fatigue recovery / turn
25
Initiative
105

Situational modifiers: Damage dealt: ×1.2

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

High-tier weapons, Coat of Plates/Scales and Full Helm are possible equipment, not guaranteed drops.

Two-handed rolls need a free off-hand. Two-Handed Flanged Mace and Two-handed Flail require Beasts & Exploration; Bardiche requires Warriors of the North. Carried gear is not a guaranteed drop.

Prepare and respond

Disarm/stun before risky armor farming. Use armor damage; avoid feeding kills to the elite.

HexeBeasts · BaseHP 80
Representative Hexe game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No single base damage range; scripted behavior follows.

Charm and Hex apply control or linked status effects; neither active-skill script sets a direct base-damage range. Damage from affected brothers depends on later actions.

Charm: 5 AP / 15 fatigue Drink Night Owl Elixir: 2 AP / 10 fatigue Hex: 3 AP / 5 fatigue

Combat data

HP
80
Head armor
0
Body armor
25
Melee defense
5
Ranged defense
5
Resolve
160
AP / turn
9
Fatigue capacity
80
Fatigue recovery / turn
15
Initiative
100

Status effects: Immune: Disarm Not immune: Stun, Nighttime, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Equipment and possible loot

Possible loot: Witch Hair, Mysterious Herbs, Poisoned Apple, Black Marsh Stew, Jade Brooch

Scripted loot rolls: Each attempt gives Witch Hair (35%), Mysterious Herbs (35%) or Poisoned Apple (30%); Black Marsh Stew (20%) and Jade Brooch (30%) roll independently per attempt.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

HyenaBeasts · BaseHP 120 · Base attack 20–35
Representative Hyena game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hyena Bite: 20–35 scripted base damage · 4 AP

Hyena Bite: 4 AP / 6 fatigue · bleeding

Combat data

HP
120
Head armor
20
Body armor
20
Melee skill
60
Melee defense
10
Ranged defense
10
Resolve
50
AP / turn
14
Fatigue capacity
180
Fatigue recovery / turn
20
Initiative
90

Status effects: Immune: Disarm, Nighttime Not immune: Stun, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Equipment and possible loot

Possible loot: Raging Hyena Fur, Acidic Saliva, Strange Meat

Scripted loot rolls: Each attempt: 50% for a beast part (60% fur, 40% saliva); if that fails, a separate 33% meat roll. Frenzied Hyenas also roll 20% for a Sabertooth once per kill.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Ifrit — LargeBeasts · LargeHP 440 · Base attack 105–135
Representative Ifrit — Large game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Headbutt: 105–135 scripted base damage · 6 AP

Sand Golem: Passive or cost not listed Size 1 Headbutt: 6 AP / 15 fatigue · head targeting Size 2 Headbutt: 6 AP / 15 fatigue · head targeting Size 3 Headbutt: 6 AP / 15 fatigue · head targeting Merge Living Sands: 6 AP / 25 fatigue Size 2 Throw Living Sand: 6 AP / 15 fatigue Size 3 Throw Living Sand: 6 AP / 15 fatigue

Family behavior: Smaller Ifrits merge with refreshed health/armor; larger ones throw living sand and split into new melee threats.

Combat data

HP
440
Head armor
110*
Body armor
110*
Melee skill
80
Melee defense
5
Ranged skill
80
Ranged defense
-15
AP / turn
8
Fatigue capacity
400
Fatigue recovery / turn
25
Initiative
40

Status effects: Immune: Stun, Disarm, Nighttime, Forced movement, Injuries, Bleeding, Poison, Fire, Morale Not immune: Nets, Fatigue

Situational modifiers: Head armor, body armor: counted ×4 against hitpoint damage; damage to the armor itself is unchanged

Equipment and possible loot

Possible loot: Sulfurous Rocks, Glittering Rock

Scripted loot rolls: A 40% gate starts loot. Sulfurous Rocks then roll 0 or 1 copies before any extra-loot bonus; Glittering Rock has a separate 10% roll after the gate (4% before other conditions).

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Focus targets and keep ranged brothers prepared for contact. Piercing/ranged resistance makes ordinary arrows poor damage.

See documented skills and the enemy’s actual equipment before committing.

Ifrit — MediumBeasts · MediumHP 220 · Base attack 70–90
Representative Ifrit — Medium game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Headbutt: 70–90 scripted base damage · 6 AP

Sand Golem: Passive or cost not listed Size 1 Headbutt: 6 AP / 15 fatigue · head targeting Size 2 Headbutt: 6 AP / 15 fatigue · head targeting Size 3 Headbutt: 6 AP / 15 fatigue · head targeting Merge Living Sands: 6 AP / 25 fatigue Size 2 Throw Living Sand: 6 AP / 15 fatigue Size 3 Throw Living Sand: 6 AP / 15 fatigue

Family behavior: Smaller Ifrits merge with refreshed health/armor; larger ones throw living sand and split into new melee threats.

Combat data

HP
220
Head armor
110*
Body armor
110*
Melee skill
75
Melee defense
0
Ranged skill
70
Ranged defense
-10
AP / turn
8
Fatigue capacity
400
Fatigue recovery / turn
25
Initiative
50*

Status effects: Immune: Stun, Disarm, Nighttime, Injuries, Bleeding, Poison, Fire, Morale Not immune: Nets, Forced movement, Fatigue

Situational modifiers: Initiative: +5 with one same-sized Ifrit adjacent, +10 with two or more Head armor, body armor: counted ×2 against hitpoint damage; damage to the armor itself is unchanged

Equipment and possible loot

Possible loot: Sulfurous Rocks, Glittering Rock

Scripted loot rolls: A 40% gate starts loot. Sulfurous Rocks then roll 0 or 1 copies before any extra-loot bonus; Glittering Rock has a separate 10% roll after the gate (4% before other conditions).

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Focus targets and keep ranged brothers prepared for contact. Piercing/ranged resistance makes ordinary arrows poor damage.

See documented skills and the enemy’s actual equipment before committing.

Ifrit — SmallBeasts · SmallHP 110 · Base attack 35–45
Representative Ifrit — Small game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Headbutt: 35–45 scripted base damage · 6 AP

Sand Golem: Passive or cost not listed Size 1 Headbutt: 6 AP / 15 fatigue · head targeting Size 2 Headbutt: 6 AP / 15 fatigue · head targeting Size 3 Headbutt: 6 AP / 15 fatigue · head targeting Merge Living Sands: 6 AP / 25 fatigue Size 2 Throw Living Sand: 6 AP / 15 fatigue Size 3 Throw Living Sand: 6 AP / 15 fatigue

Family behavior: Smaller Ifrits merge with refreshed health/armor; larger ones throw living sand and split into new melee threats.

Combat data

HP
110
Head armor
110
Body armor
110
Melee skill
65
Melee defense
-5
Ranged defense
-5
AP / turn
8
Fatigue capacity
400
Fatigue recovery / turn
25
Initiative
60*

Status effects: Immune: Stun, Disarm, Nighttime, Injuries, Bleeding, Poison, Fire, Morale Not immune: Nets, Forced movement, Fatigue

Situational modifiers: Initiative: +5 with one same-sized Ifrit adjacent, +10 with two or more

Equipment and possible loot

Possible loot: Sulfurous Rocks, Glittering Rock

Scripted loot rolls: A 40% gate starts loot. Sulfurous Rocks then roll 0 or 1 copies before any extra-loot bonus; Glittering Rock has a separate 10% roll after the gate (4% before other conditions).

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Focus targets and keep ranged brothers prepared for contact. Piercing/ranged resistance makes ordinary arrows poor damage.

See documented skills and the enemy’s actual equipment before committing.

Indebted (Enemy)City States · BaseHP 55
Representative Indebted (Enemy) game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
55
Head armor
0–30
Body armor
0–10
Melee skill
45
Melee defense
5
Ranged skill
35
Ranged defense
5
Resolve
40
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
90

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Pitchfork, Militia Spear, Wooden Stick, Butcher's Cleaver, Pickaxe, Knife, Sackcloth, Tattered Sackcloth, Southern Head Wrap

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

KnightNoble Houses · BaseHP 135
Representative Knight game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
135
Head armor
300–320
Body armor
210–320
Melee skill
90
Melee defense
20
Ranged skill
60
Ranged defense
10
Resolve
90
AP / turn
9
Fatigue capacity
140
Fatigue recovery / turn
20
Initiative
115

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Noble Sword, Warhammer, Winged Mace, Fighting Axe, Coat of Plates, Coat of Scales, Reinforced Mail Hauberk, Heraldic Shoulderguards, Metal Joint Covers, Mail Patch, Decorated Full Helm, Full Helm, Kite Shield, Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Knight (Champion) — Base statsChampions · Base statsHP 135
Representative Knight (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
135
Head armor
291–350
Body armor
210–400
Melee skill
90
Melee defense
20
Ranged skill
60
Ranged defense
10
Resolve
90
AP / turn
9
Fatigue capacity
140
Fatigue recovery / turn
20
Initiative
115

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Axe, Named Greatsword, Named Pollaxe, Named Mace, Named Sword, Dragon Kite Shield, Metal Heater Shield, Golden Round Shield, Pavise Shield, Relic Heater Shield, Winged Shield, Enhanced Coat of Plates, Plated Mail Hauberk, Golden Scale Armor, Heraldic Mail Hauberk, Heraldic Bascinet, Sallet, Noble Sword, Warhammer, Winged Mace, Fighting Axe, Coat of Plates, Coat of Scales, Reinforced Mail Hauberk, Heraldic Shoulderplates, Metal Joint Covers, Mail Patch, Decorated Full Helm, Full Helm, Kite Shield, Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Knight (Champion) — With Champion appliedChampions · With Champion appliedHP 182
Representative Knight (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
182
Head armor
300–320
Body armor
210–400
Melee skill
103
Melee defense
31
Ranged skill
69
Ranged defense
15
Resolve
135
AP / turn
9
Fatigue capacity
210
Fatigue recovery / turn
20
Initiative
132

Situational modifiers: Damage dealt: ×1.15 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Axe, Named Greatsword, Named Pollaxe, Named Mace, Named Sword, Dragon Kite Shield, Metal Heater Shield, Golden Round Shield, Pavise Shield, Relic Heater Shield, Winged Shield, Enhanced Coat of Plates, Plated Mail Hauberk, Golden Scale Armor, Heraldic Mail Hauberk, Heraldic Bascinet, Sallet, Noble Sword, Warhammer, Winged Mace, Fighting Axe, Coat of Plates, Coat of Scales, Reinforced Mail Hauberk, Heraldic Shoulderplates, Metal Joint Covers, Mail Patch, Decorated Full Helm, Full Helm, Kite Shield, Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Kraken — HeadBeasts · HeadHP 3800
Representative Kraken — Head game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No single base damage range; scripted behavior follows.

The head actor equips Devour, which kills enemies on occupied adjacent tiles without a numeric hit-point damage roll. Tentacle Bite has its own damage card.

Devour: 6 AP / 25 fatigue; kills enemies on occupied adjacent tiles. Bite, Ensnare and Move belong to tentacle actors.

Combat data

HP
3800
Head armor
1600
Body armor
1600
Melee defense
-15
Ranged defense
-15
AP / turn
9
Fatigue capacity
999
Fatigue recovery / turn
25
Initiative
-300

Status effects: Immune: Stun, Disarm, Nighttime, Nets, Forced movement, Injuries, Poison, Morale Not immune: Bleeding, Fire, Fatigue

Equipment and possible loot

Possible loot: Horn Plates, Severed Tentacle

Scripted loot rolls: Fixed loot: two Horn Plates and one Severed Tentacle. A third Horn Plate is added when the campaign has an extra-loot bonus.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Kraken — TentacleBeasts · TentacleHP 300 · Base attack 70–110
Representative Kraken — Tentacle game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Bite: 70–110 scripted base damage · 5 AP

Devour: 6 AP / 25 fatigue Bite: 5 AP / 10 fatigue · bleeding Ensnare: 5 AP / 10 fatigue Move Tentacle: 4 AP / 1 fatigue

Combat data

HP
300
Melee skill
80
Melee defense
25
Ranged defense
25
AP / turn
9
Fatigue capacity
999
Fatigue recovery / turn
25
Initiative
100

Status effects: Immune: Disarm, Nighttime, Forced movement, Injuries, Poison, Morale Not immune: Stun, Nets, Bleeding, Fire, Fatigue

Equipment and possible loot

Possible loot: Horn Plates, Severed Tentacle

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Kraken — Tentacle (enraged)Beasts · Tentacle (enraged)HP 300 · Base attack 70–110
Representative Kraken — Tentacle (enraged) game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Bite: 70–110 scripted base damage · 5 AP

Devour: 6 AP / 25 fatigue Bite: 5 AP / 10 fatigue · bleeding Ensnare: 5 AP / 10 fatigue Move Tentacle: 4 AP / 1 fatigue

Combat data

HP
300
Melee skill
80
Melee defense
25
Ranged defense
25
Resolve
60
AP / turn
9
Fatigue capacity
999
Fatigue recovery / turn
25
Initiative
100

Status effects: Immune: Disarm, Nighttime, Forced movement, Injuries, Poison, Morale Not immune: Stun, Nets, Bleeding, Fire, Fatigue

Equipment and possible loot

Possible loot: Horn Plates, Severed Tentacle

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Lindwurm — HeadBeasts · HeadHP 1100 · Base attack 80–140
Representative Lindwurm — Head game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Gorge: 80–140 scripted base damage · 4 AP

Acid Blood: Passive or cost not listed · head targeting Gorge: 4 AP / 15 fatigue Move Tail: 6 AP / 15 fatigue Tail Slam Split: 4 AP / 25 fatigue · daze, stun Tail Slam Sweep: 4 AP / 20 fatigue · daze, stun Tail Slam Thresh: 4 AP / 25 fatigue · daze, stun

Family behavior: Separate head/tail tokens share health; adjacent melee can trigger acid that corrodes armor; both parts attack.

Combat data

HP
1100
Head armor
200
Body armor
400
Melee skill
75–85*
Melee defense
10
Ranged defense
-10
Resolve
180
AP / turn
7
Fatigue capacity
400
Fatigue recovery / turn
30
Initiative
80

Status effects: Immune: Stun, Disarm, Nighttime, Nets, Forced movement Not immune: Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Melee skill: 75 before day 170, 85 after Damage: ×1.1 from day 170

Equipment and possible loot

Possible loot: Lindwurm Blood, Lindwurm Scales, Lindwurm Bones, Lindwurm Hoard, Acid Flask

Scripted loot rolls: Each attempt with Beasts & Exploration gives blood (35%), scales (35%) or bones (30%), plus a separate 33% Lindwurm Hoard roll. Without that DLC it gives an Acid Flask and Lindwurm Hoard.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Use reach attacks from outside adjacent acid exposure. A tail is still dangerous; do not place fragile attackers beside it.

See documented skills and the enemy’s actual equipment before committing.

Lindwurm — TailBeasts · TailHP 1100 · Base attack 60–120
Representative Lindwurm — Tail game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Tail Slam: 60–120 scripted base damage · 4 AP

Acid Blood: Passive or cost not listed · head targeting Gorge: 4 AP / 15 fatigue Move Tail: 6 AP / 15 fatigue Tail Slam Split: 4 AP / 25 fatigue · daze, stun Tail Slam Sweep: 4 AP / 20 fatigue · daze, stun Tail Slam Thresh: 4 AP / 25 fatigue · daze, stun

Family behavior: Separate head/tail tokens share health; adjacent melee can trigger acid that corrodes armor; both parts attack.

Combat data

HP
1100
Head armor
200
Body armor
400
Melee skill
75–85*
Melee defense
10
Ranged defense
-10
Resolve
180
AP / turn
7
Fatigue capacity
400
Fatigue recovery / turn
30
Initiative
80

Status effects: Immune: Stun, Disarm, Nighttime, Nets, Forced movement Not immune: Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Melee skill: 75 before day 180, 85 after Damage: ×1.1 from day 180

Equipment and possible loot

Possible loot: Lindwurm Blood, Lindwurm Scales, Lindwurm Bones, Lindwurm Hoard, Acid Flask

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Use reach attacks from outside adjacent acid exposure. A tail is still dangerous; do not place fragile attackers beside it.

See documented skills and the enemy’s actual equipment before committing.

Lorekeeper's ApparitionAncient Dead · BaseHP 1 · Base attack 25–50
Representative Lorekeeper's Apparition game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Lightning Strike: 25–50 scripted base damage · 5 AP

Incorporeal: Passive or cost not listed Ghastly Touch: 4 AP / 0 fatigue Lightning Storm: 5 AP / 0 fatigue Raise Undead: 3 AP / 10 fatigue · head targeting Wither: 3 AP / 0 fatigue

Combat data

HP
1
Melee skill
75
Melee defense
20
Ranged defense
20
AP / turn
5
Initiative
70

Status effects: Immune: Stun, Disarm, Nighttime, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue Not immune: none listed

Equipment and possible loot

No recoverable gear documented in the inspected entry.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Lost Treasure HunterZombies · BaseHP 180
Representative Lost Treasure Hunter game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Bite: 4 AP / 0 fatigue

Combat data

HP
180
Head armor
30
Body armor
30–80
Melee skill
80–85*
Melee defense
5
Ranged defense
0
Resolve
90
AP / turn
8
Initiative
70

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Melee skill: 80 before day 90, 85 after Fatigue inflicted ×2

Situational modifiers: Damage dealt: ×1.25 Armor damage received: ×0.75 Fatigue inflicted: ×2

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Shamshir, Heavy Southern Mace, Two-Handed Scimitar, Stitched Nomad Armor, Leather Nomad Robe, Thick Nomad Robe, Nomad Robe, Nomad Head Wrap

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Man at ArmsNoble Houses · BaseHP 70
Representative Man at Arms game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
70
Head armor
170–280
Body armor
115–240
Melee skill
70
Melee defense
10
Ranged skill
50
Ranged defense
5
Resolve
70
AP / turn
9
Fatigue capacity
120
Fatigue recovery / turn
15
Initiative
110

Situational modifiers: Underdog requires a one-handed weapon and shield

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Pollaxe, Billhook, Pike, Polehammer, Longsword, Military Pick, Arming Sword, Morning Star, Winged Mace, Flail, Reinforced Mail Hauberk, Footman's Armor, Light Scale Armor, Mail Hauberk, Mail Shirt, Basic Mail Shirt, Metal Joint Covers, Mail Patch, Closed Flat Top with Mail, Bascinet with Mail, Barbute Helmet, Closed and Padded Flat Top, Closed Flat Top Helmet, Flat Top with Closed Mail, Kettle Hat with Closed Mail, Nasal Helmet with Closed Mail, Kite Shield, Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Master ArcherMercenaries · BaseHP 80
Representative Master Archer game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
80
Head armor
0–30
Body armor
35–115
Melee skill
65
Melee defense
15
Ranged skill
85
Ranged defense
25
Resolve
70
AP / turn
9
Fatigue capacity
135
Fatigue recovery / turn
20
Initiative
140

Situational modifiers: Direct damage dealt: ×1.25

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: War Bow, Heavy Crossbow, Dagger, Scramasax, Hatchet, Basic Mail Shirt, Leather Lamellar Armor, Rugged Surcoat, Padded Surcoat, Thick Tunic, Hood, Headscarf

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Master Archer (Champion) — Base statsChampions · Base statsHP 80
Representative Master Archer (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
80
Head armor
0–30
Body armor
35–175
Melee skill
65
Melee defense
15
Ranged skill
85
Ranged defense
25
Resolve
70
AP / turn
9
Fatigue capacity
135
Fatigue recovery / turn
20
Initiative
140

Situational modifiers: Direct damage dealt: ×1.25

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Warbow, Named Crossbow, Studded Mail Armor, Hardened Leather Armor, War Bow, Heavy Crossbow, Dagger, Scramasax, Hatchet, Basic Mail Shirt, Leather Lamellar Armor, Rugged Surcoat, Padded Surcoat, Thick Tunic, Hood, Headscarf

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Master Archer (Champion) — With Champion appliedChampions · With Champion appliedHP 108
Representative Master Archer (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
108
Head armor
0–30
Body armor
35–175
Melee skill
74
Melee defense
23
Ranged skill
97
Ranged defense
39
Resolve
105
AP / turn
9
Fatigue capacity
202
Fatigue recovery / turn
20
Initiative
161

Situational modifiers: Damage dealt: ×1.15 Direct damage dealt: ×1.25 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Warbow, Named Crossbow, Studded Mail Armor, Hardened Leather Armor, War Bow, Heavy Crossbow, Dagger, Scramasax, Hatchet, Basic Mail Shirt, Leather Lamellar Armor, Rugged Surcoat, Padded Surcoat, Thick Tunic, Hood, Headscarf

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Mercenary — LowerMercenaries · LowerHP 75
Representative Mercenary — Lower game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
75
Head armor
0–150
Body armor
50–150
Melee skill
65
Melee defense
10
Ranged skill
55
Ranged defense
10
Resolve
55
AP / turn
9
Fatigue capacity
125
Fatigue recovery / turn
20
Initiative
115

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Billhook, Pike, Warbrand, Handaxe, Flail, Morning Star, Boar Spear, Arming Sword, Falchion, Bundle of Throwing Axes, Bundle of Javelins, Mail Hauberk, Mail Shirt, Basic Mail Shirt, Padded Leather, Gambeson, Rugged Surcoat, Padded Surcoat, Padded Flat Top Helmet, Padded Kettle hat, Padded Nasal Helmet, Flat Top Helmet, Kettle hat, Nasal Helmet, Closed Mail Coif, Mail Coif, Headscarf, Wooden Shield, Heater Shield, Kite Shield, Throwing Net, Polehammer, Three-Headed Flail, Bardiche, Scimitar, Fighting Spear, Military Pick, Longsword, Throwing Spear, Sellsword's Armor, Lamellar Harness, Reinforced Mail Hauberk, Footman's Armor, Light Scale Armor, Leather Scale Armor, Patched Mail Shirt, Flat Top with Mail, Kettle Hat with Mail, Bascinet with Mail, Nasal Helmet with Mail, Steppe Helmet with Mail, Closed Flat Top Helmet, Nordic Helmet, Reinforced Mail Coif

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Mercenary — NormalMercenaries · NormalHP 90
Representative Mercenary — Normal game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
90
Head armor
0–230
Body armor
80–260
Melee skill
75
Melee defense
20
Ranged skill
65
Ranged defense
10
Resolve
70
AP / turn
9
Fatigue capacity
135
Fatigue recovery / turn
20
Initiative
125

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Billhook, Pike, Warbrand, Handaxe, Flail, Morning Star, Boar Spear, Arming Sword, Falchion, Bundle of Throwing Axes, Bundle of Javelins, Mail Hauberk, Mail Shirt, Basic Mail Shirt, Padded Leather, Gambeson, Rugged Surcoat, Padded Surcoat, Padded Flat Top Helmet, Padded Kettle hat, Padded Nasal Helmet, Flat Top Helmet, Kettle hat, Nasal Helmet, Closed Mail Coif, Mail Coif, Headscarf, Wooden Shield, Heater Shield, Kite Shield, Throwing Net, Polehammer, Three-Headed Flail, Bardiche, Scimitar, Fighting Spear, Military Pick, Longsword, Throwing Spear, Sellsword's Armor, Lamellar Harness, Reinforced Mail Hauberk, Footman's Armor, Light Scale Armor, Leather Scale Armor, Patched Mail Shirt, Flat Top with Mail, Kettle Hat with Mail, Bascinet with Mail, Nasal Helmet with Mail, Steppe Helmet with Mail, Closed Flat Top Helmet, Nordic Helmet, Reinforced Mail Coif

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Mercenary MarksmanMercenaries · BaseHP 65
Representative Mercenary Marksman game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
65
Head armor
0–115
Body armor
35–130
Melee skill
65
Melee defense
10
Ranged skill
75
Ranged defense
15
Resolve
70
AP / turn
9
Fatigue capacity
135
Fatigue recovery / turn
20
Initiative
125

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Hunting Bow, Crossbow, War Bow, Dagger, Scramasax, Hatchet, Bludgeon, Mail Shirt, Basic Mail Shirt, Padded Leather, Rugged Surcoat, Padded Surcoat, Thick Tunic, Kettle hat, Mail Coif, Full Aketon Cap, Full Leather Cap, Aketon Cap, Hood, Headscarf

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

MilitiaCivilian · BaseHP 50
Representative Militia game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
50
Head armor
0–45
Body armor
5–50
Melee skill
50
Melee defense
0
Ranged skill
35
Ranged defense
0
Resolve
40
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
90

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Woodcutter's Axe, Goedendag, Pitchfork, Hooked Blade, Knife, Dagger, Shortsword, Hatchet, Militia Spear, Bludgeon, Wooden Stick, Reinforced Wooden Flail, Wooden Flail, Butcher's Cleaver, Scramasax, Buckler, Padded Surcoat, Thick Tunic, Leather Tunic, Linen Tunic, Sackcloth, Tattered Sackcloth, Full Leather Cap, Open Leather Cap, Aketon Cap, Hood, Headscarf

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Militia CaptainCivilian · BaseHP 70
Representative Militia Captain game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
70
Head armor
30–200
Body armor
80–130
Melee skill
60
Melee defense
10
Ranged skill
50
Ranged defense
0
Resolve
70
AP / turn
9
Fatigue capacity
120
Fatigue recovery / turn
20
Initiative
100

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Boar Spear, Military Cleaver, Arming Sword, Shortsword, Handaxe, Falchion, Billhook, Mail Shirt, Basic Mail Shirt, Padded Leather, Nasal Helmet with Mail, Kettle Hat, Mail Coif, Feathered Hat, Wooden Shield, Kite Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Militia MarksmanCivilian · BaseHP 50
Representative Militia Marksman game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
50
Head armor
0–45
Body armor
5–30
Melee skill
40
Melee defense
0
Ranged skill
50
Ranged defense
0
Resolve
40
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
100

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Short Bow, Knife, Dagger, Hatchet, Bludgeon, Leather Tunic, Linen Tunic, Sackcloth, Tattered Sackcloth, Full Leather Cap, Open Leather Cap, Aketon Cap, Hood

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Militia VeteranCivilian · BaseHP 60
Representative Militia Veteran game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
60
Head armor
0–50
Body armor
30–95
Melee skill
55
Melee defense
5
Ranged skill
40
Ranged defense
0
Resolve
50
AP / turn
9
Fatigue capacity
110
Fatigue recovery / turn
15
Initiative
100

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Pike, Bludgeon, Militia Spear, Boar Spear, Woodcutter's Axe, Shortsword, Handaxe, Goedendag, Warfork, Falchion, Hooked Blade, Leather Lamellar Armor, Padded Leather, Gambeson, Padded Surcoat, Thick Tunic, Leather Tunic, Full Aketon Cap, Aketon Cap, Hood, Wooden Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Nachzehrer — LargeBeasts · LargeHP 380 · Base attack 25–40
Representative Nachzehrer — Large game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Ghoul Claws: 25–40 scripted base damage · 4 AP

Small Ghoul Claws: 4 AP / 6 fatigue Medium Ghoul Claws: 4 AP / 6 fatigue Large Ghoul Claws: 4 AP / 6 fatigue Gruesome Feast: 6 AP / 25 fatigue Swallow Whole: 9 AP / 25 fatigue

Family behavior: Gruesome Feast heals and grows by consuming corpses; large ones can Swallow Whole.

Combat data

HP
380
Melee skill
80
Melee defense
20
Ranged defense
5
Resolve
110
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
15
Initiative
95

Status effects: Immune: Disarm, Nighttime, Poison Not immune: Stun, Nets, Forced movement, Injuries, Bleeding, Fire, Morale, Fatigue

Equipment and possible loot

Possible loot: Jagged Fangs, Nachzehrer Horn, Nachzehrer Brain, Growth Pearls

Scripted loot rolls: A 50% gate starts loot. Each attempt then gives teeth (35%), horn (35%) or brain (30%) with Beasts & Exploration; without it, teeth only. Growth Pearls roll once after that gate: 0% small, 15% medium, 30% large.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Control corpse tiles; avoid creating unguarded food. Kill a swallowing enemy before it escapes with a brother.

See documented skills and the enemy’s actual equipment before committing.

Nachzehrer — MediumBeasts · MediumHP 200 · Base attack 25–40
Representative Nachzehrer — Medium game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Ghoul Claws: 25–40 scripted base damage · 4 AP

Small Ghoul Claws: 4 AP / 6 fatigue Medium Ghoul Claws: 4 AP / 6 fatigue Large Ghoul Claws: 4 AP / 6 fatigue Gruesome Feast: 6 AP / 25 fatigue Swallow Whole: 9 AP / 25 fatigue

Family behavior: Gruesome Feast heals and grows by consuming corpses; large ones can Swallow Whole.

Combat data

HP
200
Melee skill
70
Melee defense
15
Ranged defense
10
Resolve
80
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
15
Initiative
110

Status effects: Immune: Disarm, Nighttime, Poison Not immune: Stun, Nets, Forced movement, Injuries, Bleeding, Fire, Morale, Fatigue

Equipment and possible loot

Possible loot: Jagged Fangs, Nachzehrer Horn, Nachzehrer Brain, Growth Pearls

Scripted loot rolls: A 50% gate starts loot. Each attempt then gives teeth (35%), horn (35%) or brain (30%) with Beasts & Exploration; without it, teeth only. Growth Pearls roll once after that gate: 0% small, 15% medium, 30% large.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Control corpse tiles; avoid creating unguarded food. Kill a swallowing enemy before it escapes with a brother.

See documented skills and the enemy’s actual equipment before committing.

Nachzehrer — SmallBeasts · SmallHP 80 · Base attack 25–40
Representative Nachzehrer — Small game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Ghoul Claws: 25–40 scripted base damage · 4 AP

Small Ghoul Claws: 4 AP / 6 fatigue Medium Ghoul Claws: 4 AP / 6 fatigue Large Ghoul Claws: 4 AP / 6 fatigue Gruesome Feast: 6 AP / 25 fatigue Swallow Whole: 9 AP / 25 fatigue

Family behavior: Gruesome Feast heals and grows by consuming corpses; large ones can Swallow Whole.

Combat data

HP
80
Melee skill
60
Melee defense
10
Ranged defense
15
Resolve
50
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
15
Initiative
125

Status effects: Immune: Disarm, Nighttime, Poison Not immune: Stun, Nets, Forced movement, Injuries, Bleeding, Fire, Morale, Fatigue

Equipment and possible loot

Possible loot: Jagged Fangs, Nachzehrer Horn, Nachzehrer Brain, Growth Pearls

Scripted loot rolls: A 50% gate starts loot. Each attempt then gives teeth (35%), horn (35%) or brain (30%) with Beasts & Exploration; without it, teeth only. Growth Pearls roll once after that gate: 0% small, 15% medium, 30% large.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Control corpse tiles; avoid creating unguarded food. Kill a swallowing enemy before it escapes with a brother.

See documented skills and the enemy’s actual equipment before committing.

NecromancerZombies · BaseHP 50
Representative Necromancer game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Raise Undead resurrects usable corpses; Possess Undead buffs attackers. The Necromancer is living, despite his faction.

Combat data

HP
50
Head armor
30–40
Body armor
55–80
Melee skill
50
Melee defense
5
Ranged defense
10
Resolve
90
AP / turn
7
Fatigue capacity
90
Fatigue recovery / turn
15
Initiative
90

Status effects: Immune: Nighttime Not immune: Stun, Disarm, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Equipment and possible loot

May carry a Dagger, Knife, Butcher's Cleaver or Scramasax, or be unarmed; light clothing varies.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Engage in melee to stop casting. Occupy corpses to prevent resurrection; avoid splitting off into protected bodyguards.

Necromancer (Champion) — Base statsChampions · Base statsHP 50
Representative Necromancer (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Champion: Passive or cost not listed · shield interaction Hand-to-Hand Attack: 4 AP / 5 fatigue Possess Undead: 3 AP / 10 fatigue Raise Undead: 3 AP / 10 fatigue · head targeting

Combat data

HP
50
Head armor
30–40
Body armor
55–80
Melee skill
50
Melee defense
5
Ranged defense
10
Resolve
90
AP / turn
9
Fatigue capacity
90
Fatigue recovery / turn
15
Initiative
90

Status effects: Immune: Nighttime Not immune: Stun, Disarm, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: Named Dagger, Named Qatal Dagger, Dark Rugged Surcoat, Dark Thick Tunic, Witchhunter's Hat, Dark Cowl, Hood

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Necromancer (Champion) — With Champion appliedChampions · With Champion appliedHP 91
Representative Necromancer (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Champion: Passive or cost not listed · shield interaction Hand-to-Hand Attack: 4 AP / 5 fatigue Possess Undead: 3 AP / 10 fatigue Raise Undead: 3 AP / 10 fatigue · head targeting

Combat data

HP
91
Head armor
30–40
Body armor
55–80
Melee skill
57
Melee defense
6
Ranged defense
12
Resolve
135
AP / turn
9
Fatigue capacity
135
Fatigue recovery / turn
15
Initiative
103

Status effects: Immune: Nighttime Not immune: Stun, Disarm, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Situational modifiers: Damage dealt: ×1.15 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: Named Dagger, Named Qatal Dagger, Dark Rugged Surcoat, Dark Thick Tunic, Witchhunter's Hat, Dark Cowl, Hood

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

NecrosavantAncient Dead · NormalHP 225
Representative Necrosavant game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Darkflight bypasses formation; Vampire heals damage dealt; Nine Lives prevents an easy finishing hit.

Combat data

HP
225
Head armor
0
Body armor
20
Melee skill
85
Melee defense
25
Ranged defense
25
AP / turn
8
Initiative
130

Status effects: Immune: Nighttime, Injuries, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Bleeding, Fire

Equipment and possible loot

Khopesh; possible Shimmering Ashes for the Stone Pillars chain.

Scripted loot rolls: 50% chance of Shimmering Ashes when the kill qualifies for company loot.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Guard back/flanks; nets/stuns constrain movement. Dogs can become free healing.

Necrosavant — LowerAncient Dead · LowerHP 56–146
Representative Necrosavant — Lower game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Vampire: Passive or cost not listed Darkflight: 4 AP / 0 fatigue

Combat data

HP
56–146
Head armor
0
Body armor
20
Melee skill
85
Melee defense
25
Ranged defense
25
AP / turn
8
Initiative
130

Status effects: Immune: Nighttime, Injuries, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Bleeding, Fire

Equipment and possible loot

Possible equipment: Khopesh

Scripted loot rolls: 50% chance of Shimmering Ashes when the kill qualifies for company loot.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Nomad ArcherNomads · BaseHP 60
Representative Nomad Archer game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
60
Head armor
30–50
Body armor
20–50
Melee skill
50
Melee defense
5
Ranged skill
65–70*
Ranged defense
15–20*
Resolve
55
AP / turn
9
Fatigue capacity
115
Fatigue recovery / turn
20
Initiative
110

Day scaling: Ranged skill: 65 before day 30, 70 after Ranged defense: 15 before day 60, 20 after Bullseye from day 20 Head Hunter from day 60

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Composite Bow, Wooden Stick, Knife, Nomad Mace, Saif, Thick Nomad Robe, Nomad Robe, Cloth Sash, Nomad Leather Cap, Nomad Head Wrap

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Nomad CutthroatNomads · BaseHP 55
Representative Nomad Cutthroat game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
55
Head armor
30–50
Body armor
20–50
Melee skill
55
Melee defense
5
Ranged skill
45
Ranged defense
5
Resolve
45
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
95

Day scaling: Dodge from day 35

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Saif, Nomad Mace, Wooden Stick, Militia Spear, Bludgeon, Butcher's Cleaver, Thick Nomad Robe, Nomad Robe, Cloth Sash, Leather Wraps, Nomad Leather Cap, Leather Head Wrap, Nomad Head Wrap, Adarga Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Nomad ExecutionerNomads · BaseHP 170
Representative Nomad Executioner game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
170
Head armor
125–290
Body armor
230–285
Melee skill
85
Melee defense
30
Ranged skill
50
Ranged defense
20
Resolve
90
AP / turn
9
Fatigue capacity
160
Fatigue recovery / turn
25
Initiative
115

Situational modifiers: Damage dealt: ×1.2

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Two-Handed Scimitar, Two-Handed Flanged Mace, Two-Handed Flail, Bardiche, Two-Handed Hammer, Heavy Lamellar Armor, Lamellar Harness, Turban Helmet, Southern Helmet with Coif, Nomad Reinforced Helmet

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Nomad Executioner (Champion) — Base statsChampions · Base statsHP 170
Representative Nomad Executioner (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
170
Head armor
125–290
Body armor
230–362
Melee skill
85
Melee defense
30
Ranged skill
50
Ranged defense
20
Resolve
90
AP / turn
9
Fatigue capacity
160
Fatigue recovery / turn
25
Initiative
115

Situational modifiers: Damage dealt: ×1.2

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Two-Handed Hammer, Named Two-Handed Scimitar, Named Two-Handed Mace, Named Two-Handed Flail, Named Bardiche, Leopard Armor, Golden Lamellar Armor, Black and Gold Armor, Two-Handed Scimitar, Two-Handed Flanged Mace, Two-handed Flail, Bardiche, Two-Handed Hammer, Heavy Lamellar Armor, Lamellar Harness, Turban Helmet, Southern Helmet with Coif, Nomad Reinforced Helmet

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Nomad Executioner (Champion) — With Champion appliedChampions · With Champion appliedHP 229
Representative Nomad Executioner (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
229
Head armor
125–290
Body armor
230–362
Melee skill
97
Melee defense
46
Ranged skill
57
Ranged defense
31
Resolve
135
AP / turn
9
Fatigue capacity
240
Fatigue recovery / turn
25
Initiative
132

Situational modifiers: Damage dealt: ×1.38 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Two-Handed Hammer, Named Two-Handed Scimitar, Named Two-Handed Mace, Named Two-Handed Flail, Named Bardiche, Leopard Armor, Golden Lamellar Armor, Black and Gold Armor, Two-Handed Scimitar, Two-Handed Flanged Mace, Two-handed Flail, Bardiche, Two-Handed Hammer, Heavy Lamellar Armor, Lamellar Harness, Turban Helmet, Southern Helmet with Coif, Nomad Reinforced Helmet

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Nomad LeaderNomads · BaseHP 100
Representative Nomad Leader game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
100
Head armor
125–200
Body armor
105–200
Melee skill
75
Melee defense
20
Ranged skill
65
Ranged defense
15
Resolve
75
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
125

Day scaling: Nimble from day 40

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Shamshir, Heavy Southern Mace, Fighting Spear, Two-Handed Scimitar, Throwing Spear, Bundle of Javelins, Southern Long Mail Shirt with Padding, Plated Nomad Mail, Southern Helmet with Coif, Nomad Reinforced Helmet, Sipar Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Nomad Leader (Champion) — Base statsChampions · Base statsHP 100
Representative Nomad Leader (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
100
Head armor
125–362
Body armor
105–362
Melee skill
75
Melee defense
20
Ranged skill
65
Ranged defense
15
Resolve
75
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
125

Day scaling: Nimble from day 40

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Shamshir, Named Qatal Dagger, Named Swordlance, Named Polemace, Named Two-Handed Scimitar, Named Spear, Leopard Armor, Golden Lamellar Armor, Black and Gold Armor, Gold and Black Turban, Red and Gold Band Helmet, Named Steppe Helmet, Named Sipar Shield, Shamshir, Heavy Southern Mace, Fighting Spear, Two-Handed Scimitar, Throwing Spear, Bundle of Javelins, Southern Long Mail Shirt with Padding, Plated Nomad Mail, Southern Helmet with Coif, Nomad Reinforced Helmet, Sipar Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Nomad Leader (Champion) — With Champion appliedChampions · With Champion appliedHP 135
Representative Nomad Leader (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
135
Head armor
125–362
Body armor
105–362
Melee skill
86
Melee defense
31
Ranged skill
74
Ranged defense
23
Resolve
112
AP / turn
9
Fatigue capacity
195
Fatigue recovery / turn
20
Initiative
143

Day scaling: Nimble from day 40

Situational modifiers: Damage dealt: ×1.15 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Shamshir, Named Qatal Dagger, Named Swordlance, Named Polemace, Named Two-Handed Scimitar, Named Spear, Leopard Armor, Golden Lamellar Armor, Black and Gold Armor, Gold and Black Turban, Red and Gold Band Helmet, Named Steppe Helmet, Named Sipar Shield, Shamshir, Heavy Southern Mace, Fighting Spear, Two-Handed Scimitar, Throwing Spear, Bundle of Javelins, Southern Long Mail Shirt with Padding, Plated Nomad Mail, Southern Helmet with Coif, Nomad Reinforced Helmet, Sipar Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Nomad OutlawNomads · BaseHP 75
Representative Nomad Outlaw game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Throw Dirt disrupts targets. Gains Dodge after day 40; carries mixed melee/control weapons.

Combat data

HP
75
Head armor
40–125
Body armor
65–105
Melee skill
65–70*
Melee defense
15
Ranged skill
55–60*
Ranged defense
15
Resolve
60
AP / turn
9
Fatigue capacity
125
Fatigue recovery / turn
20
Initiative
115

Day scaling: Melee skill: 65 before day 40, 70 after Ranged skill: 55 before day 40, 60 after Dodge from day 40

Equipment and possible loot

Scimitar, Polemace, Battle Whip, Three-Headed Flail, Two-Handed Mallet and nomad armor are possible gear.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Expect a difficulty jump after day 40. Protect heads and prioritize dangerous, lightly protected weapons.

Nomad SlingerNomads · BaseHP 55
Representative Nomad Slinger game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue Throw Dirt: 3 AP / 5 fatigue

Combat data

HP
55
Head armor
30
Body armor
20–50
Melee skill
50
Melee defense
0
Ranged skill
60
Ranged defense
10
Resolve
45
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
95

Day scaling: Head Hunter from day 30

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Nomad Sling, Wooden Stick, Knife, Thick Nomad Robe, Nomad Robe, Cloth Sash, Nomad Head Wrap

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

OathbringerOther humans · BaseHP 125
Representative Oathbringer game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
125
Head armor
250–300
Body armor
300
Melee skill
80
Melee defense
20
Ranged skill
50
Ranged defense
5
Resolve
130
AP / turn
9
Fatigue capacity
145
Fatigue recovery / turn
25
Initiative
135

Situational modifiers: Duelist requires an empty off-hand

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Noble Sword, Warhammer, Winged Mace, Fighting Axe, Greatsword, Greataxe, Two-Handed Hammer, Two-Handed Mace, Two-Handed Flail, Bardiche, Adorned Heavy Mail Hauberk, Adorned Closed Flat Top, Full Helm, Adorned Full Helm, Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Oathbringer (Champion) — Base statsChampions · Base statsHP 125
Representative Oathbringer (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
125
Head armor
250–300
Body armor
231–356
Melee skill
80
Melee defense
20
Ranged skill
50
Ranged defense
5
Resolve
130
AP / turn
9
Fatigue capacity
160
Fatigue recovery / turn
25
Initiative
135

Situational modifiers: Duelist requires an empty off-hand

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Axe, Named Greataxe, Named Greatsword, Named Mace, Named Sword, Named Two-Handed Hammer, Named Two-Handed Mace, Named Two-Handed Flail, Named Bardiche, Golden Lamellar Armor, Sellsword's Armor, Golden Scale Armor, Heraldic Mail Hauberk, Dragon Kite Shield, Metal Heater Shield, Golden Round Shield, Pavise Shield, Relic Heater Shield, Winged Shield, Noble Sword, Warhammer, Winged Mace, Fighting Axe, Greatsword, Greataxe, Two-Handed Hammer, Two-Handed Mace, Two-handed Flail, Bardiche, Adorned Heavy Mail Hauberk, Adorned Closed Flat Top, Full Helm, Adorned Full Helm, Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Oathbringer (Champion) — With Champion appliedChampions · With Champion appliedHP 168
Representative Oathbringer (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
168
Head armor
250–300
Body armor
231–356
Melee skill
92
Melee defense
31
Ranged skill
57
Ranged defense
7
Resolve
195
AP / turn
9
Fatigue capacity
240
Fatigue recovery / turn
25
Initiative
155

Situational modifiers: Damage dealt: ×1.15 Champion also increases bonus stats from shields, weapons, skills and perks Duelist requires an empty off-hand

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Axe, Named Greataxe, Named Greatsword, Named Mace, Named Sword, Named Two-Handed Hammer, Named Two-Handed Mace, Named Two-Handed Flail, Named Bardiche, Golden Lamellar Armor, Sellsword's Armor, Golden Scale Armor, Heraldic Mail Hauberk, Dragon Kite Shield, Metal Heater Shield, Golden Round Shield, Pavise Shield, Relic Heater Shield, Winged Shield, Noble Sword, Warhammer, Winged Mace, Fighting Axe, Greatsword, Greataxe, Two-Handed Hammer, Two-Handed Mace, Two-handed Flail, Bardiche, Adorned Heavy Mail Hauberk, Adorned Closed Flat Top, Full Helm, Adorned Full Helm, Heater Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

OfficerCity States · BaseHP 110
Representative Officer game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
110
Head armor
200–290
Body armor
135–290
Melee skill
85
Melee defense
25
Ranged skill
60
Ranged defense
15
Resolve
80
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
110

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Heavy Southern Mace, Shamshir, Two-Handed Scimitar, Padded Mail and Lamellar Hauberk, Southern Long Mail Shirt with Padding, Mail with Lamellar Plating, Turban Helmet, Heavy Lamellar Helmet, Southern Helmet with Coif, Sipar Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Officer (Champion) — Base statsChampions · Base statsHP 110
Representative Officer (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
110
Head armor
200–362
Body armor
135–362
Melee skill
85
Melee defense
25
Ranged skill
60
Ranged defense
15
Resolve
80
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
110

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Mace, Named Two-Handed Scimitar, Named Spear, Named Shamshir, Named Swordlance, Named Polemace, Leopard Armor, Golden Lamellar Armor, Black and Gold Armor, Gold and Black Turban, Red and Gold Band Helmet, Named Steppe Helmet, Named Sipar Shield, Heavy Southern Mace, Shamshir, Two-Handed Scimitar, Padded Mail and Lamellar Hauberk, Southern Long Mail Shirt with Padding, Mail with Lamellar Plating, Turban Helmet, Heavy Lamellar Helmet, Southern Helmet with Coif, Sipar Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Officer (Champion) — With Champion appliedChampions · With Champion appliedHP 148
Representative Officer (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
148
Head armor
200–362
Body armor
135–362
Melee skill
97
Melee defense
39
Ranged skill
69
Ranged defense
23
Resolve
120
AP / turn
9
Fatigue capacity
195
Fatigue recovery / turn
20
Initiative
126

Situational modifiers: Damage dealt: ×1.15 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Mace, Named Two-Handed Scimitar, Named Spear, Named Shamshir, Named Swordlance, Named Polemace, Leopard Armor, Golden Lamellar Armor, Black and Gold Armor, Gold and Black Turban, Red and Gold Band Helmet, Named Steppe Helmet, Named Sipar Shield, Heavy Southern Mace, Shamshir, Two-Handed Scimitar, Padded Mail and Lamellar Hauberk, Southern Long Mail Shirt with Padding, Mail with Lamellar Plating, Turban Helmet, Heavy Lamellar Helmet, Southern Helmet with Coif, Sipar Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Orc BerserkerOrcs · BaseHP 250 · Base attack 15–30
Representative Orc Berserker game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hand-to-Hand Attack: 15–30 scripted base damage · 4 AP

Only while unarmed or disarmed; equipped weapons use their own damage.

Rage grows after hits/kills; Berserk rewards kills with extra action. Often attacks the flank.

Combat data

HP
250
Head armor
0–120
Body armor
0–110
Melee skill
70–75*
Melee defense
5
Ranged skill
30
Ranged defense
5
Resolve
90–95*
AP / turn
9
Fatigue capacity
200
Fatigue recovery / turn
35
Initiative
125

Status effects: Immune: Stun Not immune: Disarm, Nighttime, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Melee skill: 70 before day 190, 75 after Resolve: 90 before day 190, 95 after Damage: ×1.2 before day 190, ×1.3 after

Equipment and possible loot

Head Splitter, Head Chopper, Man Splitter or Berserk Chain may be carried.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Prioritize before they snowball. Disarm or ranged damage can reduce risk; disposable dogs can feed their kill effects.

Orc WarlordOrcs · BaseHP 300 · Base attack 15–30
Representative Orc Warlord game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hand-to-Hand Attack: 15–30 scripted base damage · 4 AP

Only while unarmed or disarmed; equipped weapons use their own damage.

Warcry rallies orcs and pressures your morale; very heavy armor.

Combat data

HP
300
Head armor
500
Body armor
500
Melee skill
80–85*
Melee defense
-10
Ranged skill
40
Ranged defense
-10
Resolve
90
AP / turn
8
Fatigue capacity
250
Fatigue recovery / turn
30
Initiative
125

Status effects: Immune: Stun, Forced movement Not immune: Disarm, Nighttime, Nets, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Melee skill: 80 before day 200, 85 after Damage: ×1.35 before day 200, ×1.45 after

Equipment and possible loot

Head Splitter/Chopper or Man Splitter; champion gear differs from an ordinary named Warlord.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Bring anti-armor damage and Rally support. Do not assume a broken frontline ends the fight while the Warlord can rally it.

Orc Warlord (Champion) — Base statsChampions · Base statsHP 300 · Base attack 15–30
Representative Orc Warlord (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hand-to-Hand Attack: 15–30 scripted base damage · 4 AP

Only while unarmed or disarmed; equipped weapons use their own damage.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Captain: Passive or cost not listed Shield Bash: Passive or cost not listed · knockback, shield interaction Line Breaker: 4 AP / 30 fatigue · shield interaction, line attack Orc Hand-to-Hand Attack: 4 AP / 5 fatigue Warcry: 3 AP / 15 fatigue · arc attack

Combat data

HP
300
Head armor
500
Body armor
500
Melee skill
80–85*
Melee defense
-10
Ranged skill
40
Ranged defense
-10
Resolve
90
AP / turn
8
Fatigue capacity
250
Fatigue recovery / turn
30
Initiative
125

Status effects: Immune: Stun, Forced movement Not immune: Disarm, Nighttime, Nets, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Melee skill: 80 before day 200, 85 after Damage: ×1.35 before day 200, ×1.45 after

Equipment and possible loot

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Orc Cleaver, Named Orc Axe, Named Orc Heavy Shield, Head Splitter, Head Chopper

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Orc Warlord (Champion) — With Champion appliedChampions · With Champion appliedHP 546 · Base attack 15–30
Representative Orc Warlord (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hand-to-Hand Attack: 15–30 scripted base damage · 4 AP

Only while unarmed or disarmed; equipped weapons use their own damage.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Captain: Passive or cost not listed Shield Bash: Passive or cost not listed · knockback, shield interaction Line Breaker: 4 AP / 30 fatigue · shield interaction, line attack Orc Hand-to-Hand Attack: 4 AP / 5 fatigue Warcry: 3 AP / 15 fatigue · arc attack

Combat data

HP
546
Head armor
500
Body armor
500
Melee skill
92–97*
Melee defense
-8
Ranged skill
46
Ranged defense
-8
Resolve
135
AP / turn
8
Fatigue capacity
375
Fatigue recovery / turn
30
Initiative
143

Status effects: Immune: Stun, Forced movement Not immune: Disarm, Nighttime, Nets, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Melee skill: 92 before day 200, 97 after Damage: ×1.5525 before day 200, ×1.6675 after

Situational modifiers: Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Orc Cleaver, Named Orc Axe, Named Orc Heavy Shield, Head Splitter, Head Chopper

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Orc WarriorOrcs · NormalHP 200 · Base attack 15–30
Representative Orc Warrior game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hand-to-Hand Attack: 15–30 scripted base damage · 4 AP

Only while unarmed or disarmed; equipped weapons use their own damage.

Line Breaker pushes defenders aside and ends stance skills, opening access to the backline.

Combat data

HP
200
Head armor
240–360
Body armor
280–400
Melee skill
70–75*
Melee defense
-10
Ranged skill
40
Ranged defense
-10
Resolve
75
AP / turn
8
Fatigue capacity
200
Fatigue recovery / turn
30
Initiative
120

Status effects: Immune: Stun, Forced movement Not immune: Disarm, Nighttime, Nets, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Melee skill: 70 before day 200, 75 after Damage: ×1.15 before day 200, ×1.25 after

Equipment and possible loot

Loot/loadout should be checked per encounter; destroying a shield consumes attacks without removing the body armor.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Use anti-armor weapons. Leave no easy route to fragile backliners; Indomitable prevents pushing.

Orc Warrior — LowerOrcs · LowerHP 200 · Base attack 15–30
Representative Orc Warrior — Lower game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hand-to-Hand Attack: 15–30 scripted base damage · 4 AP

Only while unarmed or disarmed; equipped weapons use their own damage.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Shield Bash: Passive or cost not listed · knockback, shield interaction Line Breaker: 4 AP / 30 fatigue · shield interaction, line attack Orc Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
200
Head armor
0–300
Body armor
280–340
Melee skill
70–75*
Melee defense
-10
Ranged skill
40
Ranged defense
-10
Resolve
75
AP / turn
8
Fatigue capacity
200
Fatigue recovery / turn
30
Initiative
120

Status effects: Immune: Stun, Forced movement Not immune: Disarm, Nighttime, Nets, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Melee skill: 70 before day 200, 75 after Damage: ×1.05 before day 200, ×1.15 after

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Head Splitter, Head Chopper, Looted Reinforced Mail, Looted Scale Armor, Looted Kettle Hat, Looted Nasal Helmet, Heavy Metal Shield, Looted Plate Armor, Metal Plate Helmet

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Orc Warrior (Champion) — Base statsChampions · Base statsHP 200 · Base attack 15–30
Representative Orc Warrior (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hand-to-Hand Attack: 15–30 scripted base damage · 4 AP

Only while unarmed or disarmed; equipped weapons use their own damage.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Shield Bash: Passive or cost not listed · knockback, shield interaction Line Breaker: 4 AP / 30 fatigue · shield interaction, line attack Orc Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
200
Head armor
240–360
Body armor
280–400
Melee skill
70–75*
Melee defense
-10
Ranged skill
40
Ranged defense
-10
Resolve
75
AP / turn
8
Fatigue capacity
200
Fatigue recovery / turn
30
Initiative
120

Status effects: Immune: Stun, Forced movement Not immune: Disarm, Nighttime, Nets, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Melee skill: 70 before day 200, 75 after Damage: ×1.15 before day 200, ×1.25 after

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Orc Cleaver, Named Orc Axe, Named Orc Heavy Shield, Head Splitter, Head Chopper, Looted Plate Armor, Looted Reinforced Mail, Looted Scale Armor, Metal Plate Helmet, Looted Kettle Hat, Looted Nasal Helmet, Heavy Metal Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Orc Warrior (Champion) — With Champion appliedChampions · With Champion appliedHP 364 · Base attack 15–30
Representative Orc Warrior (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hand-to-Hand Attack: 15–30 scripted base damage · 4 AP

Only while unarmed or disarmed; equipped weapons use their own damage.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Shield Bash: Passive or cost not listed · knockback, shield interaction Line Breaker: 4 AP / 30 fatigue · shield interaction, line attack Orc Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
364
Head armor
240–360
Body armor
280–400
Melee skill
80–86*
Melee defense
-8
Ranged skill
46
Ranged defense
-8
Resolve
112
AP / turn
8
Fatigue capacity
300
Fatigue recovery / turn
30
Initiative
138

Status effects: Immune: Stun, Forced movement Not immune: Disarm, Nighttime, Nets, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Melee skill: 80 before day 200, 86 after Damage: ×1.3225 before day 200, ×1.4375 after

Situational modifiers: Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Orc Cleaver, Named Orc Axe, Named Orc Heavy Shield, Head Splitter, Head Chopper, Looted Plate Armor, Looted Reinforced Mail, Looted Scale Armor, Metal Plate Helmet, Looted Kettle Hat, Looted Nasal Helmet, Heavy Metal Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Orc YoungOrcs · NormalHP 125 · Base attack 15–30
Representative Orc Young game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hand-to-Hand Attack: 15–30 scripted base damage · 4 AP

Only while unarmed or disarmed; equipped weapons use their own damage.

Charge can stun on arrival; high raw damage despite lighter armor.

Combat data

HP
125
Head armor
0–120
Body armor
0–120
Melee skill
60
Melee defense
-5
Ranged skill
50–55*
Ranged defense
-5
Resolve
65
AP / turn
9
Fatigue capacity
150
Fatigue recovery / turn
25
Initiative
120

Day scaling: Ranged skill: 50 before day 150, 55 after Throwing Mastery from day 70

Situational modifiers: Damage dealt: ×1.15

Equipment and possible loot

Random orc/human weapons and shields; do not mistake their hide armor for guaranteed wearable loot.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Successful Spearwall can repel the charge. Concentrate on exposed damage dealers; do not treat them as harmless early enemies.

Orc Young — LowerOrcs · LowerHP 125 · Base attack 15–30
Representative Orc Young — Lower game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Hand-to-Hand Attack: 15–30 scripted base damage · 4 AP

Only while unarmed or disarmed; equipped weapons use their own damage.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Charge: 4 AP / 25 fatigue · stun, shield interaction Orc Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
125
Head armor
0–60
Body armor
0–80
Melee skill
60
Melee defense
-5
Ranged skill
50–55*
Ranged defense
-5
Resolve
65
AP / turn
9
Fatigue capacity
150
Fatigue recovery / turn
25
Initiative
120

Day scaling: Ranged skill: 50 before day 150, 55 after Throwing Mastery from day 70

Situational modifiers: Damage dealt: ×1.15

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Tree Limb, Cudgel, Cruel Falchion, Hatchet, Morning Star, Bundle of Crude Javelins, Feral Shield, Head Splitter, Head Chopper

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

PeasantCivilian · BaseHP 50
Representative Peasant game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
50
Head armor
0–30
Body armor
5–35
Melee skill
40
Melee defense
0
Ranged skill
30
Ranged defense
0
Resolve
35
AP / turn
9
Fatigue capacity
100
Fatigue recovery / turn
15
Initiative
90

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Knife, Pitchfork, Wooden Stick, Pickaxe, Butcher's Cleaver, Thick Tunic, Apron, Linen Tunic, Sackcloth, Tattered Sackcloth, Hood, Straw Hat, Feathered Hat, Headscarf

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Rachegeist — GhostZombies · GhostHP 275
Representative Rachegeist — Ghost game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Bite: 4 AP / 0 fatigue

Combat data

HP
275
Melee skill
90
Melee defense
50
Ranged defense
999
Resolve
130
AP / turn
9
Initiative
105

Status effects: Immune: Stun, Disarm, Nighttime, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue Not immune: none listed

Equipment and possible loot

Possible equipment: Reproach of the Old Gods

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Rachegeist — NormalZombies · NormalHP 500
Representative Rachegeist — Normal game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Bite: 4 AP / 0 fatigue

Combat data

HP
500
Head armor
250
Body armor
400
Melee skill
95
Melee defense
25
Ranged defense
0
AP / turn
7
Initiative
75

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Situational modifiers: Fatigue inflicted: ×2

Equipment and possible loot

Possible equipment: Reproach of the Old Gods

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

SaplingBeasts · BaseHP 75 · Base attack 40–60
Representative Sapling game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Uproot: 40–60 scripted base damage · 5 AP

Weak Uproot: 5 AP / 25 fatigue · stagger

Combat data

HP
75
Melee skill
80
Melee defense
15
Ranged defense
15
Resolve
150
AP / turn
7
Fatigue capacity
400
Fatigue recovery / turn
15
Initiative
80

Status effects: Immune: Stun, Disarm, Nighttime, Nets, Forced movement, Injuries, Bleeding, Poison Not immune: Fire, Morale, Fatigue

Equipment and possible loot

No recoverable gear documented in the inspected entry.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

SchratBeasts · BaseHP 600 · Base attack 70–100
Representative Schrat game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Uproot: 70–100 scripted base damage · 5 AP

Shielded greatly reduces damage; Grow Shield restores protection; Uproot hits a line; heavy hits can spawn Saplings.

Combat data

HP
600
Melee skill
70–75*
Melee defense
-5
Ranged defense
-5
Resolve
200
AP / turn
7
Fatigue capacity
400
Fatigue recovery / turn
25
Initiative
60

Status effects: Immune: Stun, Disarm, Nighttime, Nets, Forced movement, Injuries, Bleeding, Poison Not immune: Fire, Morale, Fatigue

Day scaling: Melee skill: 70 before day 250, 75 after

Equipment and possible loot

Ancient Wood, Glowing Resin or Heart of the Forest; its shield does not drop.

Scripted loot rolls: A 90% gate starts loot. Each attempt then gives Ancient Wood (40%), Glowing Resin (40%) or Heart of the Forest (20%). Ancient Amber has a separate 25% roll after the gate.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Bring Split Shield axes and avoid lining several brothers up behind each other. Budget attacks to break shields again.

Screaming SkullAncient Dead · BaseHP 25 · Base attack 20–40
Representative Screaming Skull game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Death explosion: 20–40 scripted base damage

Triggers on death, including after Explode; adjacent allied units take half damage.

Explode: 2 AP / 0 fatigue

Combat data

HP
25
Melee defense
10
Ranged defense
10
AP / turn
6
Initiative
80

Status effects: Immune: Stun, Disarm, Nighttime, Nets, Injuries, Bleeding, Poison, Fire, Morale, Fatigue Not immune: Forced movement

Day scaling: Direct damage: +5% on days 25–50, +10% after

Equipment and possible loot

No recoverable gear documented in the inspected entry.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

SergeantNoble Houses · BaseHP 100
Representative Sergeant game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
100
Head armor
0
Body armor
150–210
Melee skill
80
Melee defense
25
Ranged skill
60
Ranged defense
15
Resolve
80
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
110

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Arming Sword, Fighting Axe, Military Cleaver, Winged Mace, Warhammer, Reinforced Mail Hauberk, Mail Hauberk

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

SerpentBeasts · BaseHP 130 · Base attack 50–70
Representative Serpent game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Serpent Bite: 50–70 scripted base damage · 5 AP

Drag pulls a target into the pack and ends stance skills; Backstabber rewards surrounding.

Combat data

HP
130
Head armor
40
Body armor
40
Melee skill
65
Melee defense
10–15*
Ranged defense
25
Resolve
100
AP / turn
9
Fatigue capacity
110
Fatigue recovery / turn
15
Initiative
50–100*

Status effects: Immune: Disarm, Nighttime Not immune: Stun, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Melee defense: 10 before day 20, 15 after Direct damage: ×1.15 from day 50

Situational modifiers: Initiative: +15 when adjacent to an enemy

Equipment and possible loot

Serpent Skin/Glistening Scales; possible Rainbow Scale.

Scripted loot rolls: A 75% gate starts loot. Each attempt then gives Serpent Skin (60%) or Glistening Scales (40%). Rainbow Scale has a separate 15% roll after the gate.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Keep rescue routes for exposed brothers; Indomitable prevents dragging. Avoid relying only on formation distance.

Standard BearerNoble Houses · BaseHP 80
Representative Standard Bearer game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Captain: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
80
Head armor
0–230
Body armor
115–150
Melee skill
65
Melee defense
10
Ranged skill
50
Ranged defense
10
Resolve
90
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
105

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Battle Standard, Mail Hauberk, Mail Shirt, Basic Mail Shirt, Flat Top with Mail, Padded Flat Top Helmet, Flat Top Helmet, Mail Coif, Kettle Hat with Mail, Padded Kettle Hat, Kettle Hat, Nasal Helmet with Mail, Padded Nasal Helmet, Nasal Helmet

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Swordmaster (Champion) — Base statsChampions · Base statsHP 70
Representative Swordmaster (Champion) — Base stats game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
70
Head armor
0–200
Body armor
115–200
Melee skill
100
Melee defense
80
Ranged skill
50
Ranged defense
15
Resolve
90
AP / turn
9
Fatigue capacity
115
Fatigue recovery / turn
20
Initiative
115

Situational modifiers: Direct damage dealt: ×1.25

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Sword, Named Shamshir, Named Noble Mail Armor, Studded Mail Armor, Hardened Leather Armor, Arming Sword, Shamshir, Noble Sword, Footman's Armor, Light Scale Armor, Mail Hauberk, Leather Scale Armor, Mail Shirt, Basic Mail Shirt, Nasal Helmet with Mail, Nasal Helmet, Mail Coif, Feathered Hat, Headscarf

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Swordmaster (Champion) — With Champion appliedChampions · With Champion appliedHP 94
Representative Swordmaster (Champion) — With Champion applied game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Champion: Passive or cost not listed · shield interaction Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
94
Head armor
0–200
Body armor
115–200
Melee skill
115
Melee defense
125
Ranged skill
57
Ranged defense
23
Resolve
135
AP / turn
9
Fatigue capacity
172
Fatigue recovery / turn
20
Initiative
132

Situational modifiers: Damage dealt: ×1.15 Direct damage dealt: ×1.25 Champion also increases bonus stats from shields, weapons, skills and perks

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Named models this enemy may carry; the exact roll is not guaranteed:

Possible equipment: named item, Named Sword, Named Shamshir, Named Noble Mail Armor, Studded Mail Armor, Hardened Leather Armor, Arming Sword, Shamshir, Noble Sword, Footman's Armor, Light Scale Armor, Mail Hauberk, Leather Scale Armor, Mail Shirt, Basic Mail Shirt, Nasal Helmet with Mail, Nasal Helmet, Mail Coif, Feathered Hat, Headscarf

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Swordmaster (Enemy)Mercenaries · BaseHP 70
Representative Swordmaster (Enemy) game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Battle Flow: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
70
Head armor
0–200
Body armor
115–190
Melee skill
100
Melee defense
80
Ranged skill
50
Ranged defense
15
Resolve
90
AP / turn
9
Fatigue capacity
115
Fatigue recovery / turn
20
Initiative
115

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Arming Sword, Shamshir, Noble Sword, Footman's Armor, Light Scale Armor, Mail Hauberk, Leather Scale Armor, Mail Shirt, Basic Mail Shirt, Nasal Helmet with Mail, Nasal Helmet, Mail Coif, Feathered Hat, Headscarf

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

The ConquerorAncient Dead · BaseHP 350
Representative The Conqueror game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Resistant to Ranged Attacks: Passive or cost not listed Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
350
Head armor
50
Body armor
380
Melee skill
90
Melee defense
20
Ranged defense
10
Resolve
140
AP / turn
9
Initiative
70

Status effects: Immune: Disarm, Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Nets, Forced movement, Fire

Situational modifiers: Damage dealt: ×1.35

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Crypt Cleaver, The Emperor's Armor

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

The Grand DivinerFlesh Golems · BaseHP 115 · Base attack 30–60 / 25–50
Representative The Grand Diviner game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Corpse Explosion: 30–60 / 25–50 scripted base damage · 8 AP

First range is the target tile; second is adjacent tiles. Requires a consumable corpse or intact flesh cradle.

Adrenaline and reach flail threaten vulnerable brothers; surviving Fault Finders replace themselves to resurrect him.

Combat data

HP
115
Head armor
75
Body armor
125
Melee skill
80
Melee defense
15
Ranged defense
20
Resolve
130
AP / turn
9
Fatigue capacity
110
Fatigue recovery / turn
15
Initiative
105

Status effects: Immune: Nighttime Not immune: Stun, Disarm, Nets, Forced movement, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Situational modifiers: Weapon skills cost 2 AP less

Equipment and possible loot

Censer of the Diviner is granted after the Artifact Reliquary battle, not looted from his corpse.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Kill Fault Finders first; control the boss and move out of miasma. A corpse kill alone is not victory while a caster survives.

The IjirokBeasts · BaseHP 2200 · Base attack 100–130
Representative The Ijirok game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Gore: 100–130 scripted base damage · 6 AP

Ijirok Regeneration: Passive or cost not listed Gore: 6 AP / 20 fatigue · stagger Spirit Walk: 3 AP / 10 fatigue

Combat data

HP
2200
Head armor
140
Body armor
140
Melee skill
95
Melee defense
20
Ranged defense
15
AP / turn
9
Fatigue capacity
400
Fatigue recovery / turn
30
Initiative
95

Status effects: Immune: Stun, Disarm, Nighttime, Nets, Forced movement, Injuries, Poison, Morale Not immune: Bleeding, Fire, Fatigue

Equipment and possible loot

No recoverable gear documented in the inspected entry.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

The LorekeeperAncient Dead · BaseHP 240 · Base attack 25–50
Representative The Lorekeeper game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Lightning Strike: 25–50 scripted base damage · 5 AP

Sunken Library boss: phylacteries, apparitions, screaming skulls, terrain changes and undead resurrection complicate the fight.

Combat data

HP
240
Head armor
80
Body armor
60
Melee defense
15
Ranged defense
15
Resolve
130
AP / turn
12
Initiative
50

Status effects: Immune: Stun, Disarm, Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Nets, Forced movement, Fire

Situational modifiers: Damage received: ×0.5

Equipment and possible loot

The Black Book after the Sunken Library victory; reading/trading it is a separate event chain.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

Prepare mobile or ranged attacks for dispersed phylacteries. The Sunken Library encounter page explains the phases; current-build gameplay review is pending.

Unhold — Bog UnholdBeasts · Bog UnholdHP 500 · Base attack 40–80
Representative Unhold — Bog Unhold game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Sweeping Strike: 40–80 scripted base damage · 4 AP

Regeneration: Passive or cost not listed Fling Back: 4 AP / 20 fatigue Sweep: 4 AP / 20 fatigue · stagger Unstoppable Charge: 6 AP / 30 fatigue · stagger, stun

Family behavior: Regenerates; Sweep/Fling Back displace the line; charge cannot be stopped like an Orc Young charge.

Combat data

HP
500
Melee skill
70
Melee defense
10
Ranged defense
5
Resolve
130
AP / turn
9
Fatigue capacity
400
Fatigue recovery / turn
30
Initiative
75

Status effects: Immune: Stun, Disarm, Forced movement Not immune: Nighttime, Nets, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Damage: ×1.1 from day 90

Equipment and possible loot

Possible loot: Giant Skull and Bones, Unhold Hide, Unhold's Heart, Thick White Fur, Strange Meat, Deformed Valuables

Scripted loot rolls: Each attempt gives bones (40%), hide or Frost Unhold fur (40%), or heart (20%). Strange Meat (33%) and Deformed Valuables (20%) each roll once per kill.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Focus damage rather than spreading it. Keep fragile brothers out of obvious fling routes; Indomitable resists displacement.

See documented skills and the enemy’s actual equipment before committing.

Unhold — Frost UnholdBeasts · Frost UnholdHP 600 · Base attack 40–80
Representative Unhold — Frost Unhold game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Sweeping Strike: 40–80 scripted base damage · 4 AP

Regeneration: Passive or cost not listed Fling Back: 4 AP / 20 fatigue Sweep: 4 AP / 20 fatigue · stagger Unstoppable Charge: 6 AP / 30 fatigue · stagger, stun

Family behavior: Regenerates; Sweep/Fling Back displace the line; charge cannot be stopped like an Orc Young charge.

Combat data

HP
600
Head armor
90
Body armor
90
Melee skill
75
Melee defense
10
Ranged defense
0
Resolve
150
AP / turn
9
Fatigue capacity
400
Fatigue recovery / turn
30
Initiative
85

Status effects: Immune: Stun, Disarm, Forced movement Not immune: Nighttime, Nets, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Damage: ×1.15 before day 90, ×1.25 after

Equipment and possible loot

Possible loot: Giant Skull and Bones, Unhold Hide, Unhold's Heart, Thick White Fur, Strange Meat, Deformed Valuables

Scripted loot rolls: Each attempt gives bones (40%), hide or Frost Unhold fur (40%), or heart (20%). Strange Meat (33%) and Deformed Valuables (20%) each roll once per kill.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Focus damage rather than spreading it. Keep fragile brothers out of obvious fling routes; Indomitable resists displacement.

See documented skills and the enemy’s actual equipment before committing.

Unhold — UnholdBeasts · UnholdHP 500 · Base attack 40–80
Representative Unhold — Unhold game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Sweeping Strike: 40–80 scripted base damage · 4 AP

Regeneration: Passive or cost not listed Fling Back: 4 AP / 20 fatigue Sweep: 4 AP / 20 fatigue · stagger Unstoppable Charge: 6 AP / 30 fatigue · stagger, stun

Family behavior: Regenerates; Sweep/Fling Back displace the line; charge cannot be stopped like an Orc Young charge.

Combat data

HP
500
Melee skill
70
Melee defense
10
Ranged defense
0
Resolve
130
AP / turn
9
Fatigue capacity
400
Fatigue recovery / turn
30
Initiative
75

Status effects: Immune: Stun, Disarm, Forced movement Not immune: Nighttime, Nets, Injuries, Bleeding, Poison, Fire, Morale, Fatigue

Day scaling: Damage: ×1.1 from day 90

Equipment and possible loot

Possible loot: Giant Skull and Bones, Unhold Hide, Unhold's Heart, Thick White Fur, Strange Meat, Deformed Valuables

Scripted loot rolls: Each attempt gives bones (40%), hide or Frost Unhold fur (40%), or heart (20%). Strange Meat (33%) and Deformed Valuables (20%) each roll once per kill.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Focus damage rather than spreading it. Keep fragile brothers out of obvious fling routes; Indomitable resists displacement.

See documented skills and the enemy’s actual equipment before committing.

WardogAnimals · BaseHP 50 · Base attack 20–35
Representative Wardog game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Bite: 20–35 scripted base damage · 5 AP

Wardog Bite: 5 AP / 10 fatigue

Combat data

HP
50
Head armor
0
Body armor
0–85
Melee skill
50
Melee defense
20
Ranged defense
25
Resolve
40
AP / turn
12
Fatigue capacity
130
Fatigue recovery / turn
15
Initiative
130

Status effects: Immune: Disarm, Injuries Not immune: Stun, Nighttime, Nets, Forced movement, Bleeding, Poison, Fire, Morale, Fatigue

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Heavy Wardog Armor, Wardog Armor

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

WarhoundAnimals · BaseHP 70 · Base attack 25–40
Representative Warhound game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Bite: 25–40 scripted base damage · 5 AP

Warhound Bite: 5 AP / 10 fatigue

Combat data

HP
70
Head armor
0
Body armor
0–85
Melee skill
55
Melee defense
20
Ranged defense
20
Resolve
50
AP / turn
11
Fatigue capacity
140
Fatigue recovery / turn
15
Initiative
110

Status effects: Immune: Disarm, Injuries Not immune: Stun, Nighttime, Nets, Forced movement, Bleeding, Poison, Fire, Morale, Fatigue

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Heavy Wardog Armor, Wardog Armor

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

WebknechtBeasts · BaseHP 60 · Base attack 20–40
Representative Webknecht game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Webknecht Bite: 20–40 scripted base damage · 6 AP

Webs stop movement and weaken targets; eggs add reinforcements; poisoned bites punish webbed brothers.

Combat data

HP
60
Head armor
20
Body armor
20
Melee skill
60
Melee defense
10–15*
Ranged defense
20–25*
Resolve
45*
AP / turn
11
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
150

Status effects: Immune: Disarm, Nighttime, Poison Not immune: Stun, Nets, Forced movement, Injuries, Bleeding, Fire, Morale, Fatigue

Day scaling: Melee defense: 10 before day 50, 15 after Ranged defense: 20 before day 50, 25 after Direct damage: +5% on days 25–50, +10% after

Situational modifiers: Resolve: +3 for each ally Direct damage dealt to Webbed targets: ×2

Equipment and possible loot

Possible Gossamer/Poison Gland; newly hatched spiders drop no loot.

Scripted loot rolls: Only adult Webknechts pass the size check. A 60% gate then starts loot: each attempt gives Gossamer (60%) or Poison Gland (40%); Webbed Valuables have a separate 5% roll after the gate.

Any listed armor is innate/non-wearable unless the cited page specifies equipment.

Prepare and respond

Free the endangered brother before attacking when needed. Keep spare AP/support to break webs; eggs make passive defense costly.

WiedergangerZombies · BaseHP 100
Representative Wiederganger game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Bite: 4 AP / 0 fatigue

Combat data

HP
100
Head armor
0–50
Body armor
2–30
Melee skill
45
Melee defense
-5
Ranged defense
-5
AP / turn
6
Initiative
45

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Damage ×1.1 from day 90

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Bludgeon, Militia Spear, Butcher's Cleaver, Pickaxe, Wooden Stick, Knife, Pitchfork, Leather Tunic, Apron, Butcher's Apron, Linen Tunic, Monk's Robe, Leather Wraps, Sackcloth, Tattered Sackcloth, Full Aketon Cap, Full Leather Cap, Aketon Cap, Open Leather Cap, Hood

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Wiederganger BrotherZombies · BaseHP 130 · Base attack 15–35
Representative Wiederganger Brother game battle sprite
Base undead body; a fallen brother keeps their own appearance and equipment.

Attack and threats

Bite: 15–35 scripted base damage · 4 AP

Bite works only without a main-hand weapon or while disarmed. A risen brother can retain its former weapon, which then uses that weapon’s damage instead. The Bite skill lists 10 fatigue.

Bite: 4 AP / 10 fatigue when unarmed or disarmed

Combat data

HP
130
Melee skill
50
Melee defense
5
Ranged defense
5
AP / turn
6
Initiative
50

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Damage ×1.1 from day 90 Fatigue inflicted ×2

Situational modifiers: Fatigue inflicted: ×2

Equipment and possible loot

No recoverable gear documented in the inspected entry.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Wiederganger NomadZombies · BaseHP 130
Representative Wiederganger Nomad game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Bite: 4 AP / 0 fatigue

Combat data

HP
130
Head armor
15–125
Body armor
15–105
Melee skill
50
Melee defense
-5
Ranged defense
-5
AP / turn
6
Initiative
45

Status effects: Immune: Nighttime, Injuries, Bleeding, Poison, Morale, Fatigue Not immune: Stun, Disarm, Nets, Forced movement, Fire

Day scaling: Damage ×1.1 from day 90 Fatigue inflicted ×2 from day 20

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Saif, Scimitar, Nomad Mace, Boar Spear, Bludgeon, Butcher's Cleaver, Light Southern Mace, Two-Handed Saif, Two-Handed Mallet, Woodcutter's Axe, Plated Nomad Mail, Stitched Nomad Armor, Leather Nomad Robe, Thick Nomad Robe, Nomad Robe, Nomad Reinforced Helmet, Nomad Light Helmet, Nomad Leather Cap, Leather Head Wrap, Nomad Head Wrap, Adarga Shield

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

WolfAnimals · BaseHP 90 · Base attack 20–40
Representative Wolf game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

Bite: 20–40 scripted base damage · 5 AP

Wolf Bite: 5 AP / 10 fatigue

Combat data

HP
90
Melee skill
65
Melee defense
25
Ranged defense
25
Resolve
60
AP / turn
12
Fatigue capacity
150
Fatigue recovery / turn
20
Initiative
135

Status effects: Immune: Disarm, Injuries Not immune: Stun, Nighttime, Nets, Forced movement, Bleeding, Poison, Fire, Morale, Fatigue

Equipment and possible loot

No recoverable gear documented in the inspected entry.

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

ZweihanderNoble Houses · BaseHP 90
Representative Zweihander game battle sprite
Representative game sprite; loadout and colors may vary.

Attack and threats

No fixed attack damage verified for this form; equipment or ability can change it.

Possible weapons and their listed base damage

These are possible equipment rolls, not one enemy’s final damage.

Hand-to-Hand Attack: 4 AP / 5 fatigue

Combat data

HP
90
Head armor
70–160
Body armor
150–240
Melee skill
75
Melee defense
20
Ranged skill
50
Ranged defense
10
Resolve
70
AP / turn
9
Fatigue capacity
130
Fatigue recovery / turn
20
Initiative
115

Equipment and possible loot

Possible armor, helmets, shields and attachments

An equipment roll is not a guaranteed drop; open an item to check its known acquisition routes.

Possible equipment: Greatsword, Scale Armor, Reinforced Mail Hauberk, Footman's Armor, Mail Hauberk, Zweihander's Helmet, Duelist's Hat

Shown armor can include equipped protection; loot depends on its actual loadout and recovery.

Prepare and respond

See documented skills and the enemy’s actual equipment before committing.

Click the picture or scroll to zoom, drag to move. Click outside it or press Esc to close.

Unofficial fan wiki, not affiliated with Overhype Studios. Game content belongs to its owners.