Guide · Enemies

Recognise the corruption

The current bestiary, stat growth, elite-pack rules, and the status of the three dungeons.

World status

Currently defined areas

Available

The Crypt

Levels 1–50; level selected before entry, monsters aligned with dungeon level, procedural generation, and a Sir Veyrann encounter.

Hidden prototype

The Graveyard

Open area with a starting point and Revived encounter; currently absent from the menu.

Hidden blockout

The Cathedral

Static structure ready for decoration; no active encounter and currently absent from the menu.

Current catalogue

The 7 enemy definitions

Values below are for level 1. Resistances are physical / fire / cold / lightning / poison. Health grows exponentially; damage, Armour, critical chance, and resistances follow their per-level values.

Normal · Undead · Rank 1

Crypt Arcanist

Fire projectile caster. Prefers 7 m and retreats below 4 m; projectile speed 11 m/s.

Health
28 · ×1.0751 per level
Damage
3–5 · +1.7–2.5 per level
Defences
0 Armour · no resistance · 0% Parry
Combat
Aggro 13 m · range 10 m · cooldown 4 s · critical 3%
Rewards
35 XP +7/lvl, then ×1.08/lvl · loot ×1

Normal · Undead · Rank 2

Crypt Sentinel

Heavy Crypt guardian with substantially greater durability and armour.

Health
115 · ×1.06 per level
Damage
6–11 · +3.2–4.8 per level
Defences
30 Armour · 12.5% Parry · resistances 10/0/10/5/15
Combat
Range 2.35 m · cooldown 3.2 s · critical 4%
Rewards
120 XP +18/lvl, then ×1.08/lvl · loot ×1.4

Normal · Undead · Rank 1

Crypt Zombie

A slow, straightforward fighter with no innate defence.

Health
40 · ×1.0751 per level
Damage
1–2 · +0.675–1.125 per level
Defences
0 Armour · no resistance · 0% Parry
Combat
Range 1.45 m · cooldown 3 s · critical 0%
Rewards
120 XP, then ×1.08/lvl · loot ×1

Elite · Undead · Rank 2

Emberbound Warrior

An undead warrior used as an elite threat.

Health
45 · ×1.06 per level
Damage
1–3 · +0.375–0.625 per level
Defences
0 Armour · no resistance · 0% Parry
Combat
Range 2.925 m · cooldown 3 s · critical 0%
Rewards
375 XP, then ×1.08/lvl · loot ×1

Normal · Undead · Rank 1

Revived

An undead duellist protected by armour, parry, cold, and poison resistance.

Health
28 · ×1.0751 per level
Damage
3–5 · +1.7–2.5 per level
Defences
20 Armour · 10% Parry · resistances 0/0/5/0/10
Combat
Range 1.75 m · cooldown 2.4 s · critical 3%
Rewards
35 XP +7/lvl, then ×1.08/lvl · loot ×1

Elite · Undead · Rank 2

Sentinel

An elite sentinel with slightly higher damage and rewards.

Health
51 · ×1.06 per level
Damage
1–3 · +0.4125–0.6875 per level · multiplier ×1.05
Defences
1 Armour +1/lvl · no resistance · 0% Parry
Combat
Range 2.35 m · cooldown 3.2 s · critical 0%
Rewards
300 XP, then ×1.08/lvl · loot ×1.1

Boss · Undead · Rank 2

Sir Veyrann

The Last Oath. A ×2-scale boss that cannot be interrupted and does not react to impacts.

Health
1,000 · ×1.05 per level
Damage
18–30 · +3–5 per level
Defences
6 Armour · resistances 10/25/0/0/15 · 0% Parry
Combat
Aggro 13 m · range 2.925 m · cooldown 2.6 s · critical 5%
Rewards
1,500 XP, then ×1.08/lvl · loot ×2

Reinforced threats

The six elite ranks

Multipliers applied to normal statistics
RankHealthDamageSpeedXPItem chance
Elite I×2×1,2×1,1×2×1
Elite II×3×1,4×1,2×3×2
Elite III×4×1,6×1,3×4×3
Elite IV×5×1,8×1,4×5×4
Elite V×6×2×1,5×6×5
Elite VI×7×2,2×1,6×7×6

A ground aura and the displayed mark identify the rank. An elite pack contains exactly five eligible monsters when it appears.

Distribution

Pack frequency and rank

Average frequency among eligible packs
Hero levelFrequency
1–91 pack in 10
10–191 pack in 9
20–291 pack in 8
30–391 pack in 7
40–491 pack in 6
501 pack in 5

Elite rank

Levels 1–10: rank I only. Levels 11–20: 30% I, 70% II. Levels 21–30: 10% I, 25% II, 65% III. Levels 31–40: 10% II, 25% III, 65% IV.

From level 41 to 50, IV / V / VI moves from 20 / 70 / 10% to 10 / 50 / 40%, matching the Noble / Runic / Infernal loot-grade thresholds.