Enemies
Enemy levels scale their strength and pay better loot. Bosses drop guaranteed caches.
- UnlockedBest kill + 1
- Bosses10% of spawns (Combat 10+)
- StylesMelee and Ranged
- Boss twists5, one per spawn
Enemy levels
The Enemy Level box picks the fight, from level 1 up to the highest level you have felled plus one. Killing the frontier enemy unlocks the next level. Every lower level stays selectable, so you can farm easier fights any time. Your level choice never changes on its own.
How stats scale
Enemy health and damage grow with the level. An equal-level fight is long and close, about 20 to 30 turns with the odds slightly against you. Farming a few levels below wins fights and bosses, while fighting higher levels pays more. Every level adds +4% increased drop rates to combat materials. The named enemy you face shifts these numbers by its own multipliers, so the fight at one level is never quite the same twice.
Fighting styles
Every enemy fights Melee or Ranged, and the enemy card shows which. The ranged side strikes first, so a Ranged enemy lands its blow before a melee player can answer, and a killing blow ends the fight before the other side swings. If both sides are ranged you strike first, and two melee fighters exchange blows at the same time. When both blows land together the death check runs first, so a mutual kill still counts as a death for you. Ranged enemies can crit, and melee enemies never can.
Enemy archetypes
Every named enemy carries one of eight profiles. The multipliers ride the level's stats, so a Bruiser is always the tanky one and a Bowman always shoots first. The enemy card and its tooltips show the exact numbers of the enemy you are facing. Enemy thorns hurt you whenever your blow lands, scale with the enemy's damage stat and can land the killing blow. Enemy crits deal double damage. Enemy regen heals at the end of every turn the enemy survives.
| Enemy | Style | Stats | Mechanic |
|---|---|---|---|
| Bruiser | Melee | 1.35x health, 0.70x damage | None |
| Skirmisher | Melee | 0.80x health, 1.30x damage | None |
| Brawler | Melee | 1.00x health, 1.00x damage | Hurts you for 10% of its damage when your blow lands |
| Bowman | Ranged | 0.85x health, 1.05x damage | Strikes first, 15% crit, +10 Accuracy |
| Crossbowman | Ranged | 1.00x health, 1.25x damage | Strikes first, 10% crit, +5 Accuracy |
| Sentinel | Melee | 1.25x health, 0.75x damage | Regenerates 0.4% of its max health each turn |
| Thorned | Melee | 1.10x health, 0.85x damage | Hurts you for 30% of its damage when your blow lands |
| Dummy | Melee | 0.34x health, 0.50x damage | Much lower Accuracy. Only met in your first practice fight |
Hit chance
Both sides carry an Accuracy number. The enemy's is 75 plus its level plus any archetype bonus. Yours is 75 plus your Combat level plus weapon accuracy, so your weapon upgrades make the enemy miss more. Each hit chance is 150 x that side's Accuracy divided by both Accuracy numbers added, so equal Accuracy lands exactly 75% each. Hit chance caps at 100%, and the enemy's never falls to zero. See the Accuracy page for the full math with examples.
Factions
Enemies change name and faction as you climb: Outlaw Camp, Blackwood Bandits, Barony Levies, Knightly Orders and The Crown. Each band mixes archetypes, so every stretch of levels has tanks, glass cannons and enemies that hurt you back, and each band has its own boss. A Rabble is a Bruiser while a Thug hurts you back, and a Deserter shoots first where a Brigand just hits hard.
Bosses
From Combat level 10 on, about 1 in 10 spawns is a boss: 2.4x health, 1.4x damage and 1.5x loot every turn, plus one extreme twist rolled for that spawn. A slain boss always drops a Boss Cache, 10 rolls plus 1 more per 2 levels on coins, skill consumables and trinkets, and pays the same count in turns of bonus combat XP. Melee hurts bosses for 2% of the boss's max health on every landed boss blow. If a boss kills you it vanishes and its cache is lost. Boss kills count on the Bosses Defeated and Boss Caches Opened leaderboards, and the Slayer achievement tracks them. Boss Spawn Mastery tree nodes add 0.5% each to the spawn chance, with no cap.
Boss twists
Every boss rolls one twist when it spawns, so the same boss name can fight very differently from one appearance to the next. The enemy card names the twist and the fight log announces it, so you can judge the fight before committing.
| Twist | Effect |
|---|---|
| Fortified | 2x extra health, 0.8x damage |
| Renewing | Regenerates 3% of its max health each turn |
| Thorned | Hurts you for 50% of its damage when your blow lands |
| Brutal | 1.6x damage |
| Swift | Strikes first, like a ranged enemy |