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Combat Enemies

A Comprehensive Guide to Hostile Encounters in the Aetherium

“Know your enemy. Study their patterns. Learn their weaknesses. Or die trying.”
—Combat Training Manual, Sky Guild


Overview

The Aetherium is a dangerous place. Between the Rot’s corrupted monstrosities and desperate human outlaws, travelers face constant threats. This guide catalogs the primary hostile entities encountered in combat throughout the floating islands.

Combat encounters fall into two main categories: - Rot-Beasts: Corrupted creatures transformed by the Sky-Rot - Human Threats: Bandits, pirates, and other hostile survivors


Quick Reference: Enemy Tiers

All enemies now come in multiple difficulty tiers that scale with location and player progression:

Enemy Tiers Available Where Found
Rot-Hound Weak / Normal / Strong / Elite All corrupted zones
Bandit Weak / Normal / Strong / Elite Trade routes, wilderness
Gloom-Wraith Normal / Strong / Elite Ruins and deep corruption
Shadow-Griffon Normal / Strong / Elite High altitudes, ruins
Bandit Leader Normal / Strong / Elite Organized camps
Sky Pirate Normal / Strong / Elite Trade lanes, Cartel territory
Murk-Crawler Weak / Normal / Strong / Elite / Boss Caves, underground
Rot-Swarm Weak / Normal / Strong / Elite Corrupted areas
Scrap-Golem Normal / Strong / Elite / Boss Ironhold, ruins
Ironwood Treant Normal / Strong / Elite Ancient forests
Aether-Jellyfish Normal / Strong / Elite Open skies, currents
Constellation-Touched Normal / Strong / Elite Spire, high altitudes
Aether-Leviathan Elite / Boss Deep Aether, Periphery
Void-Touched Hollow-Walker Elite / Boss The Hollow, Void zones
Storm-Serpent Elite / Boss Howling Expanse, storms
The Architect Boss Glimmering Spire

Tier System Explained

Weak Tier (0.6x HP): - Found in starter areas (Windmere Farms, Northern Cliffs) - Balanced for Level 1-3 players with basic equipment - Lower damage, slower speed, fewer special abilities

Normal Tier (1.0x HP): - Found in mid-game locations (Bandit Cave, Glimmering Spire) - Balanced for Level 4-8 players with quality equipment - Standard difficulty, baseline stats

Strong Tier (2.0x HP): - Found in late-game zones (Murky Chasm, Aether Currents) - Balanced for Level 9-15 players with advanced gear - Double HP, increased damage, enhanced abilities

Elite Tier (3.5x HP): - Found in end-game areas (The Hollow, major boss encounters) - Balanced for Level 16+ with legendary equipment - Massive HP pools, devastating attacks, deadly effects


Rot-Beasts

Creatures corrupted by the Sky-Rot, transformed into nightmarish predators. All Rot-Beasts carry infection risk and should be approached with extreme caution.

Rot-Hound

Rot-Hound

Type: Corrupted Canine
Habitat: All corrupted zones (tier varies by location)

Tier Variants

Lesser Rot-Hound (Weak): - HP: 15 / Attack: 8 / Defense: 3 / Speed: 9 - Found: Windmere Farms edges, Northern Cliffs ruins - Attacks: Bite (3-8 dmg, corruption_2), Lunge (5-11 dmg) - Loot: 3-10 coins, rot tooth (30%)

Rot-Hound (Normal): - HP: 25 / Attack: 10 / Defense: 5 / Speed: 10 - Found: Glimmering Spire, Spire Ruins, travel routes - Attacks: Bite (4-10 dmg, corruption_3), Lunge (6-14 dmg) - Loot: 5-15 coins, rot tooth (40%)

Greater Rot-Hound (Strong): - HP: 50 / Attack: 12 / Defense: 8 / Speed: 11 - Found: Murky Chasm, Rot-Touched Enclave - Attacks: Savage Bite (6-14 dmg, corruption_5), Pounce (8-18 dmg) - Loot: 10-25 coins, rot tooth (60%), iron sword (20%)

Ancient Rot-Hound (Elite): - HP: 88 / Attack: 14 / Defense: 10 / Speed: 12 - Found: The Hollow (deep corruption zones) - Attacks: Corrupting Maw (8-18 dmg, corruption_8), Death Pounce (10-22 dmg) - Loot: 15-35 coins, rot tooth (80%), steel sword (30%), wraith blade (10%)

Behavior: Aggressive pack hunter. Often encountered in groups. Uses coordinated tactics to flank and overwhelm prey.

Tactical Notes: - Most common Rot-Beast encounter - Pack tactics make them dangerous regardless of tier - Bite inflicts increasing corruption with tier - Fire is highly effective against all variants - Separate pack members when possible

Full Details: See Rot-Hound Bestiary Entry


Gloom-Wraith

Gloom-Wraith

Type: Incorporeal Corruption Entity
Habitat: Deep Hollow, worst corruption zones, absolute darkness

Combat Stats: - HP: 25 / Defense: 5 / Speed: 15 - Attack Power: 18

Primary Attacks: - Chill Touch (10-18 damage, 90% accuracy): Freezing ethereal touch that spreads heavy corruption - Phase Strike (15-22 damage, 70% accuracy): Attack that ignores armor

Behavior: Tactical ambush predator. Partially incorporeal—can phase through walls. Attacks from shadows without warning.

Loot: Aether coins (10-25), void essence (60% uncommon), wraith blade (8% rare)

Tactical Notes: - High damage output with excellent accuracy - Fast movement makes escape difficult - Chill Touch inflicts severe corruption (Stage 2-3) - Phase Strike bypasses all armor - Extremely dangerous—avoid if possible - Holy symbols provide minor protection

Full Details: See Gloom-Wraith Bestiary Entry


Shadow-Griffon

Shadow-Griffon

Type: Aerial Predator (Corrupted)
Habitat: Periphery ruins, high-altitude abandoned structures

Combat Stats: - HP: 50 / Defense: 12 / Speed: 18 - Attack Power: 20

Primary Attacks: - Dive Bomb (15-25 damage, 75% accuracy): Divebomb from above that stuns target - Disorienting Screech (5-10 damage, 95% accuracy): Piercing screech that causes disorientation - Talon Rake (12-20 damage, 80% accuracy): Raking attack that causes bleeding

Behavior: Aggressive aerial hunter. Silent flight allows ambush from above. Can carry victims to nests.

Loot: Aether coins (15-30), griffon feather (70% common), griffon talon (40% uncommon), griffon wing blade (10% rare)

Tactical Notes: - Highest stats of common enemies - Silent approach makes detection difficult - Dive Bomb can stun, leaving you vulnerable - Screech reduces accuracy for multiple turns - Talon Rake causes persistent bleeding damage - Watch the skies constantly in ruins - Ranged weapons recommended - Most dangerous Rot-Beast in game

Full Details: See Shadow-Griffon Bestiary Entry


Murk-Crawler

Murk-Crawler

Type: Cave Predator (Giant Centipede)
Habitat: Caves, underground passages, dark tunnels

Tier Variants

Young Murk-Crawler (Weak): - HP: 18 / Attack: 9 / Defense: 6 / Speed: 11 - Found: Windmere caves, shallow tunnels - Attacks: Mandible Bite (4-9 dmg, poison_2), Scuttle Strike (6-12 dmg) - Loot: 4-12 coins, chitin fragment (40%)

Murk-Crawler (Normal): - HP: 30 / Attack: 11 / Defense: 8 / Speed: 12 - Found: Deep caves, underground ruins - Attacks: Crushing Mandibles (6-13 dmg, poison_3), Ambush Strike (8-15 dmg, surprise) - Loot: 8-18 coins, chitin plate (50%), venom sac (30%)

Alpha Murk-Crawler (Strong): - HP: 60 / Attack: 13 / Defense: 10 / Speed: 13 - Found: Cave systems, underground lairs - Attacks: Venomous Bite (8-16 dmg, poison_5), Coiling Strike (10-18 dmg, immobilize) - Loot: 15-30 coins, hardened chitin (60%), potent venom (40%)

Ancient Murk-Crawler (Elite): - HP: 105 / Attack: 15 / Defense: 12 / Speed: 14 - Found: Deepest caves, forgotten tunnels - Attacks: Toxic Maw (10-20 dmg, poison_8), Crushing Coils (12-22 dmg, stun) - Loot: 25-50 coins, pristine chitin (70%), deadly venom (50%), rare minerals (20%)

Murk-Crawler Matriarch (Boss): - HP: 200 / Attack: 18 / Defense: 15 / Speed: 15 - Found: Quest encounters, deepest lairs - Attacks: Devastating Bite (15-28 dmg, poison_10), Constricting Coils (18-32 dmg, immobilize), Toxic Spray (12-20 dmg, area poison) - Loot: 50-100 coins, legendary chitin (90%), ancient venom (70%), rare gems (40%)

Behavior: Ambush predator. Waits in darkness. Lightning-fast strikes. Can coil around victims.

Tactical Notes: - Fast and armored—difficult to hit - Poison effects stack over time - Ambush attacks gain surprise bonus - Elite+ can immobilize targets - Boss has area-effect poison spray - Light sources reduce ambush chance

Full Details: See Murk-Crawler Bestiary Entry


Rot-Swarm

Rot-Swarm

Type: Corrupted Insect Collective
Habitat: Corrupted zones, rotting areas, abandoned structures

Tier Variants

Minor Rot-Swarm (Weak): - HP: 12 / Attack: 8 / Defense: 2 / Speed: 14 - Found: Edges of corrupted zones - Attacks: Biting Cloud (3-8 dmg, corruption_2), Swarming Frenzy (5-10 dmg) - Loot: 2-8 coins, rot dust (30%)

Rot-Swarm (Normal): - HP: 20 / Attack: 10 / Defense: 3 / Speed: 15 - Found: Corrupted areas, ruins - Attacks: Corrupted Swarm (5-12 dmg, corruption_4), Engulfing Mass (7-14 dmg, slow) - Loot: 5-15 coins, corrupted essence (40%), rot dust (50%)

Greater Rot-Swarm (Strong): - HP: 40 / Attack: 12 / Defense: 4 / Speed: 16 - Found: Heavy corruption zones - Attacks: Devouring Cloud (8-16 dmg, corruption_6), Maddening Buzz (10-18 dmg, madness) - Loot: 10-25 coins, concentrated corruption (50%), swarm essence (30%)

Plague Swarm (Elite): - HP: 70 / Attack: 14 / Defense: 5 / Speed: 17 - Found: Worst corruption zones - Attacks: Plague Cloud (12-20 dmg, corruption_8), Consuming Horde (15-24 dmg, multiple effects) - Loot: 20-40 coins, plague essence (60%), corrupted core (40%), rare alchemical components (25%)

Behavior: Erratic and aggressive. Difficult to target. Spreads corruption rapidly. Vulnerable to area attacks.

Tactical Notes: - Low HP but very fast - Hard to hit with single-target attacks - Corruption effects are severe - Madness effect reduces accuracy - Fire and area attacks highly effective - Can pass through small openings

Full Details: See Rot-Swarm Bestiary Entry


Scrap-Golem

Scrap-Golem

Type: Animated Construct
Habitat: Ironhold ruins, ancient workshops, abandoned factories

Tier Variants

Damaged Scrap-Golem (Normal): - HP: 45 / Attack: 13 / Defense: 12 / Speed: 6 - Found: Ironhold outskirts, minor ruins - Attacks: Crushing Fist (8-15 dmg), Scrap Throw (6-12 dmg, ranged) - Loot: 10-20 coins, scrap metal (60%), rusty gears (40%)

Scrap-Golem (Strong): - HP: 90 / Attack: 15 / Defense: 15 / Speed: 7 - Found: Ironhold proper, major ruins - Attacks: Hammering Blow (12-20 dmg, stun), Metal Barrage (10-16 dmg, ranged) - Loot: 20-40 coins, quality scrap (70%), intact gears (50%), iron ingots (30%)

War-Golem (Elite): - HP: 158 / Attack: 17 / Defense: 18 / Speed: 8 - Found: Deep Ironhold, ancient armories - Attacks: Devastating Strike (18-28 dmg, knockback), Shrapnel Burst (14-22 dmg, area) - Loot: 40-80 coins, reinforced plating (80%), precision gears (60%), steel ingots (40%)

Titan-Golem (Boss): - HP: 300 / Attack: 20 / Defense: 22 / Speed: 9 - Found: Quest encounters, deepest ruins - Attacks: Titan Smash (25-40 dmg, area stun), Scrap Storm (20-30 dmg, area), Self-Repair (heals 30 HP) - Loot: 80-150 coins, ancient plating (90%), master gears (70%), rare alloys (50%)

Behavior: Slow but relentless. Immune to poison and corruption. Can repair itself. Vulnerable to lightning.

Tactical Notes: - Extremely high defense - Slow speed allows kiting - Stun and knockback attacks - Elite+ have area attacks - Boss can self-heal - Lightning damage bypasses armor - Excellent source of crafting materials

Full Details: See Scrap-Golem Bestiary Entry


Ironwood Treant

Ironwood Treant

Type: Animated Ancient Tree
Habitat: Ancient forests, sacred groves, Windmere old growth

Tier Variants

Young Ironwood Treant (Normal): - HP: 50 / Attack: 12 / Defense: 14 / Speed: 5 - Found: Forest edges, young groves - Attacks: Branch Swipe (8-14 dmg), Root Grasp (6-12 dmg, immobilize) - Loot: 8-18 coins, ironwood bark (50%), living wood (30%)

Ironwood Treant (Strong): - HP: 100 / Attack: 14 / Defense: 16 / Speed: 6 - Found: Deep forests, ancient groves - Attacks: Crushing Limbs (12-20 dmg, stun), Entangling Roots (10-16 dmg, immobilize) - Loot: 18-35 coins, hardened bark (70%), heartwood (50%), forest essence (30%)

Ancient Ironwood Treant (Elite): - HP: 175 / Attack: 16 / Defense: 20 / Speed: 7 - Found: Sacred groves, oldest forests - Attacks: Titan Branch (18-28 dmg, knockback), Root Prison (14-22 dmg, immobilize_strong), Nature’s Wrath (area 12-20 dmg) - Loot: 35-70 coins, ancient bark (80%), pure heartwood (60%), primal essence (40%), rare seeds (25%)

Behavior: Territorial guardian. Slow to anger. Defends nature fiercely. Vulnerable to fire but resistant to physical damage.

Tactical Notes: - Very high defense and HP - Extremely slow movement - Immobilize effects are dangerous - Elite has area attacks - Fire is highly effective - Cutting damage less effective - Will not pursue far from territory - Valuable crafting materials

Full Details: See Ironwood Treant Bestiary Entry


Aether-Jellyfish

Aether-Jellyfish

Type: Aerial Drifter
Habitat: Open skies, Aether currents, high altitudes

Tier Variants

Small Aether-Jellyfish (Normal): - HP: 25 / Attack: 11 / Defense: 6 / Speed: 13 - Found: Low-altitude currents - Attacks: Tentacle Sting (6-12 dmg, shock), Drift Strike (8-14 dmg) - Loot: 6-15 coins, jellyfish membrane (50%), Aether gel (30%)

Aether-Jellyfish (Strong): - HP: 50 / Attack: 13 / Defense: 8 / Speed: 14 - Found: Major Aether currents - Attacks: Electric Discharge (10-16 dmg, shock_strong), Pulsing Tentacles (12-18 dmg, stun) - Loot: 15-30 coins, pristine membrane (70%), pure Aether gel (50%), electric essence (30%)

Greater Aether-Jellyfish (Elite): - HP: 88 / Attack: 15 / Defense: 10 / Speed: 15 - Found: High-altitude currents, storms - Attacks: Lightning Burst (15-24 dmg, shock_severe), Paralyzing Touch (18-26 dmg, stun_long), Chain Lightning (12-20 dmg, area) - Loot: 30-60 coins, legendary membrane (80%), concentrated Aether (60%), storm essence (40%), rare crystals (25%)

Behavior: Passive unless provoked. Drifts with currents. Shocks on contact. Vulnerable to wind-based attacks.

Tactical Notes: - Moderate HP, low defense - Shock effects reduce speed - Elite has area lightning - Difficult to hit while drifting - Ranged attacks recommended - Valuable for Aether-based crafting - Can be avoided with careful navigation

Full Details: See Aether-Jellyfish Bestiary Entry


Constellation-Touched

Constellation-Touched

Type: Star-Blessed Entity
Habitat: Glimmering Spire, high observatories, star-touched zones

Tier Variants

Star-Blessed (Normal): - HP: 35 / Attack: 14 / Defense: 10 / Speed: 12 - Found: Spire lower levels - Attacks: Starlight Ray (8-16 dmg, magic_damage), Cosmic Touch (10-18 dmg) - Loot: 12-25 coins, stardust (50%), constellation fragment (30%)

Constellation-Touched (Strong): - HP: 70 / Attack: 16 / Defense: 12 / Speed: 13 - Found: Spire upper levels, observatories - Attacks: Stellar Beam (14-22 dmg, magic_damage), Gravity Shift (12-20 dmg, pull), Starfall (16-24 dmg) - Loot: 25-50 coins, pure stardust (70%), constellation shard (50%), cosmic essence (30%)

Ascended Star-Touched (Elite): - HP: 123 / Attack: 18 / Defense: 14 / Speed: 14 - Found: Highest Spire levels, star chambers - Attacks: Supernova (20-32 dmg, area magic), Black Hole (18-28 dmg, pull_strong), Meteor Storm (22-30 dmg, area) - Loot: 50-100 coins, celestial crystal (80%), perfect constellation (60%), astral essence (50%), legendary star-metal (30%)

Behavior: Otherworldly and incomprehensible. Attacks with cosmic forces. Resistant to physical damage. Vulnerable to void/darkness.

Tactical Notes: - Magic damage ignores armor - Gravity effects reposition targets - Elite has devastating area attacks - Physical resistance is high - Void-based attacks effective - Extremely valuable loot - Unpredictable movement patterns

Full Details: See Constellation-Touched Bestiary Entry


Aether-Leviathan

Aether-Leviathan

Type: Massive Sky Whale (Boss-Tier)
Habitat: Deep Aether, The Periphery, vast open skies

Tier Variants

Aether-Leviathan (Elite): - HP: 200 / Attack: 20 / Defense: 18 / Speed: 10 - Found: Deep Aether currents, far Periphery - Attacks: Tail Sweep (20-30 dmg, knockback), Sonic Blast (18-28 dmg, stun), Aether Dive (25-35 dmg) - Loot: 60-120 coins, leviathan scale (80%), Aether heart fragment (50%), whale oil (60%)

Ancient Aether-Leviathan (Boss): - HP: 400 / Attack: 24 / Defense: 22 / Speed: 11 - Found: Quest encounters, legendary hunts - Attacks: Devastating Breach (30-50 dmg, area knockback), Primordial Roar (25-40 dmg, area stun), Aether Maelstrom (28-45 dmg, area pull), Regeneration (heals 50 HP) - Loot: 150-300 coins, pristine scales (95%), complete Aether heart (70%), legendary whale oil (80%), ancient bones (50%), mythic materials (30%)

Behavior: Majestic and territorial. Slow but devastating. Can regenerate. Requires coordinated attacks or legendary weapons.

Tactical Notes: - Massive HP pool - Extremely high defense - All attacks have knockback/stun - Boss can self-heal significantly - Area attacks hit entire party - Requires end-game gear - Legendary crafting materials - One of the hardest fights in game

Full Details: See Aether-Leviathan Bestiary Entry


Void-Touched Hollow-Walker

Void-Touched Hollow-Walker

Type: Void-Corrupted Horror (Boss-Tier)
Habitat: The Hollow, deepest Void zones, reality tears

Tier Variants

Void-Touched (Elite): - HP: 180 / Attack: 22 / Defense: 14 / Speed: 16 - Found: Hollow edges, Void rifts - Attacks: Void Claw (18-28 dmg, corruption_8), Reality Tear (20-32 dmg, madness), Phase Strike (22-30 dmg, ignores armor) - Loot: 70-140 coins, void essence (80%), corrupted crystal (60%), madness shard (40%)

Hollow-Walker Abomination (Boss): - HP: 350 / Attack: 26 / Defense: 16 / Speed: 18 - Found: Deep Hollow, quest encounters - Attacks: Annihilating Strike (28-45 dmg, corruption_10), Void Storm (25-40 dmg, area madness), Reality Collapse (30-50 dmg, area), Dimensional Shift (teleports, full heal once) - Loot: 200-400 coins, pure void essence (95%), perfect void crystal (75%), madness core (60%), reality fragment (40%), legendary void-touched items (35%)

Behavior: Utterly alien and hostile. Can teleport. Spreads madness and corruption. Partially incorporeal. Extremely dangerous.

Tactical Notes: - Very high attack and speed - Phase attacks ignore all armor - Madness reduces accuracy severely - Corruption effects are maximum level - Boss can teleport and heal once - Area attacks hit entire party - Requires legendary gear and preparation - Mental protection essential - Most dangerous non-Architect enemy

Full Details: See Void-Touched Hollow-Walker Bestiary Entry


Storm-Serpent

Storm-Serpent

Type: Legendary Sky Dragon (Boss-Tier)
Habitat: Howling Expanse, permanent storms, highest skies

Tier Variants

Storm-Serpent (Elite): - HP: 220 / Attack: 21 / Defense: 16 / Speed: 20 - Found: Storm edges, high-altitude hunts - Attacks: Lightning Breath (22-32 dmg, shock), Wind Slash (18-28 dmg, knockback), Storm Dive (25-35 dmg, stun) - Loot: 80-160 coins, serpent scale (85%), storm essence (65%), lightning crystal (50%)

Ancient Storm-Serpent (Boss): - HP: 450 / Attack: 25 / Defense: 20 / Speed: 22 - Found: Heart of storms, legendary hunts - Attacks: Cataclysmic Lightning (35-55 dmg, area shock), Hurricane Force (30-48 dmg, area knockback), Tempest Fury (40-60 dmg, multiple hits), Storm Regeneration (heals 60 HP in storms) - Loot: 250-500 coins, pristine scales (98%), storm heart (80%), perfect lightning crystal (70%), dragon bone (55%), mythic storm-touched gear (40%)

Behavior: Apex predator. Incredibly fast. Controls weather. Regenerates in storms. Requires legendary preparation and skill.

Tactical Notes: - Highest speed in game - Massive damage output - All attacks have secondary effects - Boss regenerates in storm conditions - Area attacks devastate parties - Flight makes melee difficult - Ranged/magic recommended - Requires absolute best gear - Legendary hunt—ultimate challenge

Full Details: See Storm-Serpent Bestiary Entry


The Architect

The Architect

Type: Ancient Construct Overlord (Unique Boss)
Habitat: Glimmering Spire depths (quest-only encounter)

The Architect (Boss): - HP: 500 / Attack: 28 / Defense: 25 / Speed: 12 - Found: Spire core chamber (quest only) - Attacks: - Reality Forge (30-50 dmg, magic_damage) - Construct Swarm (25-40 dmg, area) - Dimensional Anchor (35-55 dmg, immobilize_strong) - System Override (heals 80 HP, summons constructs) - Final Protocol (50-80 dmg, area, used below 25% HP) - Loot: 500-1000 coins, Architect’s Core (100%, unique), Master Blueprints (100%, unique), Ancient Alloys (90%), Legendary Construct Parts (80%), Reality Shards (70%), Mythic Crafting Materials (60%)

Behavior: Hyper-intelligent. Multi-phase fight. Summons construct minions. Can repair itself. Uses environment as weapon. Ultimate challenge.

Tactical Notes: - Highest stats in entire game - Multi-phase boss fight - Summons Scrap-Golem minions - Can self-heal significantly - Final phase is devastating - Requires perfect gear and strategy - Unique loot only from this fight - Story-critical encounter - Prepare extensively before attempting

Full Details: See The Architect Bestiary Entry


Human Threats

Desperate survivors, outlaws, and raiders. While not corrupted, human enemies are intelligent, tactical, and well-armed.

Bandit

Type: Outlaw / Raider
Habitat: Northern Cliffs, trade routes, remote areas

Combat Stats: - HP: 35 / Defense: 10 / Speed: 10 - Attack Power: 12

Primary Attacks: - Slash (6-12 damage, 80% accuracy): Quick slash with a blade - Dirty Strike (10-16 damage, 75% accuracy): Underhanded attack that causes bleeding

Behavior: Tactical fighter. Uses terrain and positioning. Often works in small groups (2-4). Will flee if outmatched.

Loot: Aether coins (8-20), bandage (50% common), stamina potion (30% common), iron sword (15% uncommon), steel dagger (5% rare)

Tactical Notes: - Moderate threat individually - Dangerous in groups - Tactical AI—uses cover and flanking - Dirty Strike inflicts bleeding - Good source of healing items and weapons - May surrender if severely wounded

Full Details: See Bandits Bestiary Entry


Bandit Leader

Type: Outlaw Commander
Habitat: Northern Cliffs, bandit camps, quest encounters

Combat Stats: - HP: 50 / Defense: 12 / Speed: 11 - Attack Power: 16

Primary Attacks: - Vicious Slash (10-18 damage, 85% accuracy): Brutal attack with notched blade - Commanding Strike (14-22 damage, 80% accuracy): Powerful attack that causes bleeding - Desperate Fury (20-28 damage, 65% accuracy): Wild, desperate attack when cornered

Behavior: Aggressive commander. More skilled than regular bandits. Fights to the death. Uses powerful attacks when health is low.

Loot: Aether coins (15-35), bandage (70% common), stamina potion (50% common), iron sword (40% uncommon), leather armor (30% uncommon), steel sword (15% rare)

Tactical Notes: - Significantly tougher than regular bandits - High HP and defense make for lengthy fights - Desperate Fury deals massive damage but has lower accuracy - Often encountered as quest boss - Excellent loot table—worth the risk - Will not flee—prepare for fight to finish

Full Details: See Bandits Bestiary Entry


Sky Pirate

Type: Aerial Raider
Habitat: Trade routes, airship lanes, Skyport Eos vicinity

Combat Stats: - HP: 45 / Defense: 14 / Speed: 11 - Attack Power: 16

Primary Attacks: - Saber Slash (10-18 damage, 85% accuracy): Curved blade slash - Pistol Shot (18-28 damage, 65% accuracy, 2-turn cooldown): Rare firearm shot

Behavior: Defensive fighter. Well-equipped and trained. Uses pistol strategically. Prefers ranged combat when possible.

Loot: Aether coins (20-40), sky rum (50% common), curved saber (25% uncommon), pistol ammo (15% uncommon), flintlock pistol (3% rare)

Tactical Notes: - Highest defense of human enemies - Pistol Shot deals heavy damage but limited uses - Defensive AI—waits for openings - Best loot potential (flintlock pistol is extremely rare) - Saber attacks are consistent and accurate - Close combat reduces pistol effectiveness

Full Details: See Sky Pirates Bestiary Entry


Combat Strategies

General Tactics

Against Rot-Beasts: - Carry fire (torches, fire weapons) - Watch for corruption effects - Seek treatment immediately after bites/touches - Use holy symbols for minor protection - Avoid prolonged exposure to corruption auras - Area attacks effective against Rot-Swarms

Against Human Enemies: - Use cover and positioning - Exploit tactical mistakes - Target leaders first in groups - Ranged weapons are effective - Negotiation sometimes possible (except leaders)

Against Constructs (Golems, The Architect): - Lightning damage bypasses armor - Slow movement allows kiting tactics - Immune to poison and corruption - High defense requires sustained attacks - Watch for self-repair abilities

Against Natural Creatures (Murk-Crawlers, Treants): - Light sources reduce ambush chance (Murk-Crawlers) - Fire highly effective against Treants - Watch for poison and immobilize effects - Treants won’t pursue far from territory - Murk-Crawlers fast—use ranged attacks

Against Aether Creatures (Jellyfish, Leviathans): - Ranged attacks recommended - Watch for shock and stun effects - Can often be avoided with careful navigation - Leviathans require end-game preparation - Wind-based attacks effective against Jellyfish

Against Star-Touched (Constellation-Touched, Void-Touched): - Magic damage ignores armor - Physical resistance is high - Void-based attacks effective against Constellation-Touched - Mental protection essential against Void-Touched - Unpredictable—stay mobile

Against Boss-Tier Enemies: - Legendary gear required - Study attack patterns - Manage resources carefully - Watch for phase transitions - Self-healing abilities require burst damage - Area attacks can devastate—keep distance - Bring maximum healing supplies

Progression Guide

Early Game (Levels 1-3, Iron Sword + Leather Armor): - Safe: Weak Bandits, Weak Rot-Hounds, Weak Murk-Crawlers - Challenging: Normal Bandits, Normal Rot-Hounds, Normal Murk-Crawlers - Avoid: All Strong/Elite/Boss enemies, Gloom-Wraiths, Shadow-Griffons, Treants - Recommended Areas: Windmere Farms, Windmere Caves, Northern Cliffs

Mid Game (Levels 4-8, Steel Sword + Chain Mail): - Safe: All Weak enemies, Normal Bandits, Normal Rot-Hounds, Normal Murk-Crawlers - Challenging: Normal Gloom-Wraiths, Normal Sky Pirates, Normal Shadow-Griffons, Normal Scrap-Golems, Normal Constellation-Touched, Normal Aether-Jellyfish - Avoid: All Strong/Elite/Boss enemies, Treants, Leviathans - Recommended Areas: Bandit Cave, Glimmering Spire, Aether Currents, Ironhold Ruins

Late Game (Levels 9-15, Battle Axe + Quality Gear): - Safe: All Weak/Normal enemies - Challenging: Strong Rot-Hounds, Strong Bandits, Strong Gloom-Wraiths, Strong Murk-Crawlers, Strong Scrap-Golems, Strong Treants, Strong Rot-Swarms - Avoid: Elite/Boss enemies until Level 13+, avoid all Leviathans and Storm-Serpents - Recommended Areas: Murky Chasm, Spire Ruins, The Deeps, Veiled Heights

End Game (Levels 16+, Legendary Weapons + Best Armor): - Safe: All Weak/Normal/Strong enemies - Challenging: Elite Rot-Hounds, Elite Gloom-Wraiths, Elite Shadow-Griffons, Elite Murk-Crawlers, Elite Scrap-Golems, Elite Constellation-Touched, Elite Aether-Jellyfish - Boss Ready: Murk-Crawler Matriarch, Titan-Golem, Aether-Leviathan, Void-Touched Abomination, Storm-Serpent, The Architect - Recommended Areas: The Hollow, The Periphery, Howling Expanse, quest encounters


Encounter Locations by Difficulty

Starter Areas (Levels 1-3)

Windmere Farms (Very Low Danger 0.05): - Weak Bandits (75%) - Weak Rot-Hounds (25%, rare encounters)

Windmere Caves (Low Danger 0.10): - Weak Murk-Crawlers (60%) - Weak Bandits (30%) - Normal Murk-Crawlers (10%)

Windmere Forest (Low Danger 0.08): - Weak Bandits (50%) - Normal Ironwood Treants (30%) - Weak Rot-Hounds (20%)

Northern Cliffs (Low Danger 0.15): - Weak Bandits (65%) - Weak Rot-Hounds (35%)

Eos-Northern Travel (Low Danger 0.10): - Weak Bandits (60%) - Normal Rot-Hounds (30%) - Normal Bandits (10%)

Mid-Game Locations (Levels 4-8)

Bandit Cave (Medium Danger 0.25): - Normal Bandits (75%) - Normal Rot-Hounds (15%) - Normal Bandit Leaders (10%)

Glimmering Spire (Medium Danger 0.25): - Normal Rot-Hounds (35%) - Normal Gloom-Wraiths (25%) - Normal Constellation-Touched (25%) - Normal Bandits (15%)

Spire Observatory (Medium Danger 0.20): - Normal Constellation-Touched (50%) - Normal Scrap-Golems (30%) - Normal Gloom-Wraiths (20%)

Spire Underlayers (Medium Danger 0.30): - Normal Scrap-Golems (40%) - Strong Scrap-Golems (30%) - Normal Constellation-Touched (30%)

Ironhold Ruins (Medium Danger 0.28): - Normal Scrap-Golems (50%) - Strong Scrap-Golems (30%) - Normal Rot-Hounds (20%)

Aether Currents (Medium Danger 0.20): - Normal Sky Pirates (40%) - Normal Aether-Jellyfish (35%) - Normal Shadow-Griffons (25%)

Late-Game Zones (Levels 9-15)

Murky Chasm (High Danger 0.35): - Strong Rot-Hounds (30%) - Strong Gloom-Wraiths (25%) - Strong Shadow-Griffons (20%) - Strong Rot-Swarms (15%) - Strong Bandits (10%)

Spire Ruins (Medium Danger 0.25): - Strong Rot-Hounds (35%) - Strong Gloom-Wraiths (30%) - Strong Constellation-Touched (20%) - Normal Bandits (15%)

The Deeps (High Danger 0.40): - Strong Murk-Crawlers (40%) - Elite Murk-Crawlers (25%) - Strong Gloom-Wraiths (20%) - Strong Rot-Swarms (15%)

Veiled Heights (High Danger 0.38): - Strong Aether-Jellyfish (35%) - Strong Shadow-Griffons (30%) - Strong Constellation-Touched (20%) - Elite Aether-Jellyfish (15%)

End-Game Areas (Levels 16+)

The Hollow (Extreme Danger 0.50): - Elite Rot-Hounds (25%) - Elite Gloom-Wraiths (25%) - Elite Shadow-Griffons (20%) - Elite Void-Touched (20%) - Void-Touched Boss (10%, rare)

The Periphery (Extreme Danger 0.45): - Elite Shadow-Griffons (30%) - Elite Aether-Jellyfish (25%) - Elite Constellation-Touched (20%) - Elite Aether-Leviathan (15%) - Aether-Leviathan Boss (10%, rare)

Howling Expanse (Extreme Danger 0.55): - Elite Storm-Serpent (60%) - Elite Shadow-Griffons (25%) - Ancient Storm-Serpent Boss (15%, legendary hunt)



In-World Survival Guide

COMBAT READINESS CHECKLIST

Before venturing into dangerous areas:

Equipment: - [ ] Weapon (maintained, sharp) - [ ] Armor (fitted, repaired) - [ ] Fire source (torch, oil, flint) - [ ] Healing supplies (bandages, potions) - [ ] Antidote/purification (for corruption)

Preparation: - [ ] Know your enemy (study this guide) - [ ] Plan escape routes - [ ] Travel in groups when possible - [ ] Inform others of your route - [ ] Carry signal flares

During Combat: - [ ] Assess threat level immediately - [ ] Use terrain to your advantage - [ ] Conserve stamina for escapes - [ ] Focus fire on dangerous targets - [ ] Retreat if overwhelmed

After Combat: - [ ] Check for injuries - [ ] Treat corruption exposure - [ ] Collect valuable loot - [ ] Report encounters to authorities - [ ] Rest before continuing


“Every enemy teaches a lesson. Rot-Hounds teach vigilance. Bandits teach tactics. Gloom-Wraiths teach fear. Shadow-Griffons teach humility. Learn these lessons or become another corpse in the Murk.”
Commandant Theron Vask, Combat Training Address