

Ruins
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Graveyard Slash
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Graveyard Stumble
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Veteran
Graveyard Slash
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Graveyard Stumble
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Champion
Graveyard Slash
1.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
80% Chance to Target
Marked Hero
Graveyard Stumble
1.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
80% Chance to Target
Marked Hero
Graveyard Slash is a Decently Accurate Single Target Attack usable in the Front 3 Positions that deals Decent Damage to a Hero in the Front 3 Ranks.
Graveyard Stumble is a Very Inaccurate Single Target Repositioning Attack wsable from Position 4 that deals Low Damage while Moving the Bone Soldier Forward.
The
Bone Soldier is a relatively Low HP Frontline Enemy with some Prot that deals Damage using
Graveyard Slash.
This Enemy starts every Combat with 2 Turns of Stealth from Veteran Difficulty Onward.
The Bone Soldier isn't much of a threat although Graveyard Slash can deal quite a lot of Damage if it Crits.
Therefore, you will probably want to focus on the more threatening Enemies accompanying the Bone Soldier.
You can use Stuns to shut the Bone Soldier down for a turn or just kill it outright thanks to the Bone Soldier having relatively Low HP.
Moving the Bone Soldier to Position 4 is another way to shut it down since the Bone Soldier will only be able to use Graveyard Stumble, a Weak Repositioning Attack.
Overall Threat Level: Medium Low


Ruins
Cooldowns
Foul Warding - 2 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Axeblade
1.0 Base Chance to be used
4.0 Base Chance to be used as First Action
Targetting Desire
2.0 Base Chance to be Target
Marked Hero
66% Chance to Target
Marked Hero
Dead Weight
1.0 Base Chance to be used if there are 2+ Non
Stunned Heroes
Targetting Desire
2.0 Base Chance to Target Lowest
Move Resist Non
Stunned Hero
66% Chance to Target Hero with Lowest
Move Resist
Clumsy Axeblade
1.0 Base Chance to be used
Veteran
Axeblade
2.0 Base Chance to be used
5.0 Base Chance to be used as First Action
Targetting Desire
3.0 Base Chance to be Target
Marked Hero
75% Chance to Target
Marked Hero
Dead Weight
1.0 Base Chance to be used if there are 2+ Non
Stunned Heroes
Targetting Desire
3.0 Base Chance to Target Lowest
Move Resist Non
Stunned Hero
75% Chance to Target Hero with Lowest
Move Resist
Clumsy Axeblade
1.0 Base Chance to be used
Foul Warding
4.0 Base Chance unless 2+
Guarded Monsters
Champion
Axeblade
2.0 Base Chance to be used
5.0 Base Chance to be used as First Action
Targetting Desire
4.0 Base Chance to be Target
Marked Hero
80% Chance to Target
Marked Hero
Dead Weight
1.0 Base Chance to be used if there are 2+ Non
Stunned Heroes
Targetting Desire
4.0 Base Chance to Target Lowest
Move Resist Non
Stunned Hero
80% Chance to Target Hero with Lowest
Move Resist
Clumsy Axeblade
1.0 Base Chance to be used
Foul Warding
2.0 Base Chance unless 2+
Guarded Monsters
Axeblade is a Single Target Attack usable from the Front 2 Positions that deals Mediocre Damage to a Hero in the Front 2 Positions.
This Attack gains the ability to inflict a - Stun and Move Resist Debuff to the Target Hero from Veteran Difficulty, synergizing with Dead Weight.
Clumsy Axeblade is a Very Inaccurate Single Target Repositioning Attack used in the Back 2 Positions that deals Low Damage to a Hero in the Front 2 Positions while Moving the Bone Defender Forward.
Dead Weight is a Decently Accurate Single Target Attack usable from the Front 2 Positions that deals Low Damage to a Hero in the Front 2 Ranks.
This Attack can Stun the Target Hero while also Knocking them Back, and is used to disrupt your Frontline Heroes.
Foul Warding is a
Support Skill used by the
Bone Defender to
Guard an Ally while also
Buffing its own Prot so it take more hits.
The
Bone Defender is a sturdy frontliner with a Decent HP Pool and High Prot that can disrupt your Heroes with
Dead Weight and deal some Damage using
Axeblade.
The Bone Defender gains the ability to Guard its Allies using Foul Warding from Veteran Difficulty Onward.
The Bone Defender is of no real threat due to its Attacks not dealing much Damage, which is why you should be dealing with the bigger threats accompanying the Bone Defender first.
Stuns can be very effective for shutting down the Bone Defender for a turn while breaking its Guard.
In addition, Moving the Bone Defender to the Back 2 Positions can effectively Shut down the Bone Defender since it will only be able to use Clumsy Axeblade, a Weak Repositioning Attack.
Overall Threat Level: Low


Ruins
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Quarrel
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66% Chance to Target
Marked Hero
Bayonet Jab
1.0 Base Chance to be used
Veteran
Quarrel
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Bayonet Jab
1.0 Base Chance to be used
Champion
Quarrel
1.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
80% Chance to Target
Marked Hero
Bayonet Jab
1.0 Base Chance to be used
Quarrel is a Decently Accurate High Crit Chance Single Target Attack usable from the Back 2 Positions that deals Decent Damage to a Hero in the Back 3 Ranks.
This Attack benefit from a Damage Bonus when Targetting Marked Heroes (+25% on Apprentice // +50% from Veteran Onwards)
Bayonet Jab is a Single Target Repositioning Attack used from the Front 2 Positions which deals Low Damage to a Hero in the Front 2 Positions while
Moving the
Bone Arbalist Back.
The
Bone Arbalist is a Backline Enemy with Decent Speed and HP that uses
Quarrel to deal Damage to your Heroes.
Quarrel can pack a punch with its Decent Damage and High Crit Chance, making it a good idea to get rid of or shut down the Bone Arbalist.
You can easily shut down the Bone Arbalist by Moving it to the Front 2 Positions where it can only use Bayonet Jab, a weak Repositioning Attack.
Stuns are also a good way to shut down the Bone Arbalist for a turn.
Overall Threat Level: Medium


Ruins
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Tempting Goblet
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target Hero with Most
Stress
50% Chance to Target Hero with Most
Stress
Knife in the Dark
1.0 Base Chance to be used
Veteran
Tempting Goblet
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target Hero with Most
Stress
66.7% Chance to Target Hero with Most
Stress
Knife in the Dark
1.0 Base Chance to be used
Champion
Tempting Goblet
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target Hero with Most
Stress
75% Chance to Target Hero with Most
Stress
Knife in the Dark
1.0 Base Chance to be used
Tempting Goblet is a High Accuracy Single Target Attack usable from the Back 3 Positions that deals Low HP Damage and a hefty amount of
Stress Damage to a Hero in any Position.
Knife in the Dark is a Low Accuracy Single Target Attack usable from the Front 2 Positions which deals Low Damage to a Hero in the Front 2 Positions.
The
Bone Courtier is a Low HP Backline Enemy with High Dodge and Speed that uses
Tempting Goblet to inflict
Stress to your Heroes.
Due to the hefty Amount of Stress the Bone Courtier can inflict, it is a good idea to get rid of it quickly.
You can try to Move the Bone Courtier to Position 1 where it can only use Knife in the Dark, a weak Attack.
Otherwise, Using a Hero with High Speed to outspeed and Stun or Kill the Bone Courtier can be a good option.
Champion Level Bone Courtier Enemies have a roughly 4.5% Chance to drop the Tempting Goblet Trinket
Overall Threat Level: Medium High

Ruins
All Skills
1.0 Base Chance to Target Random Hero / Monster
Veteran
Impale
2.0 Base Chance to be used
Spear Thrust
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Champion
Impale
2.0 Base Chance to be used
Spear Thrust
1.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
80% Chance to Target
Marked Hero
Spear Thrust is a Single Target Attack with no Positioning or Targetting Requirements that deals Decently High Damage alongside inflicting
Knockback.
Impale is a Decently Accurate High Crit Chance AoE Attack usable from the Front 2 Positions that deals Damage to all 4 Heroes.
The
Bone Spearman is an Enemy with Decent HP that deals hefty amounts of Damage using
Spear Thrust and
Impale.
The main threat the Bone Spearman poses is Impale, which can be spammed every turn if the Bone Spearman is at the Front 2 Positions, dealing Damage to all 4 of your Heroes.
Due to this, it is advised to make sure the Bone Spearman stays in the Back 2 Positions where it can only use Spear Thrust, a relatively less threatening Attack.
Stuns can also be effective in shutting down the Bone Spearman for a turn, giving your Heroes more time to get rid of it or any other threats.
Overall Threat Level: High
Ruins
All Skills
1.0 Base Chance to Target Random Hero / Monster
Veteran
Crushing Blow
1.0 Base Chance to be used
6.0 Chance to be used as First Action
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Ground Pound
1.0 Base Chance to be used
5.0 Base Chance to be used as Second Action
Champion
Crushing Blow
2.0 Base Chance to be used
7.0 Base Chance to be used as First Action
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Ground Pound
1.0 Base Chance to be used
5.0 Base Chance to be used as Second Action
Crushing Blow is a Decently Accurate High Crit Chance Single Target Attack usable from the Front 3 Positions that deals Very High Damage to a Hero in the Front 2 Ranks.
This Attack also inflicts a - Stun Resist Debuff to the Target Hero, helping Enemies such as the Bone Defender and itself land their Stuns.
Ground Pound is a Decently Accurate AoE Attack usable from any Position that inflicts Damage to all 4 Heroes alongside a relatively Weak
Stun.
The
Bone Captain is a Decently High HP Size 2 Enemy with High Prot that uses
Crushing Blow to deal a Large Amount of Damage to a Hero or
Ground Pound to
Stun your Heroes.
The Bone Captain is a threatening Enemy, being able to deal Very High Damage to your Front Rank Heroes and cause disruption through Stuns.
Even so, due to the Bone Captain being difficult to eliminate quickly, it is usually a better call to deal with the Enemies accompanying the Bone Captain.
Stuns and Debuffs are effective for shutting down the Bone Captain and limiting its Damage Output while dealing with the Bone Captain or the Enemies accompanying it.
Crushing Blow only being able to Target Heroes in the Front 2 Ranks can be taken advantage of by having Heroes with High Prot or Dodge in the Front Ranks to tank the hits.
Overall Threat Level: High
Ruins
Champion
All Skills
1.0 Base Chance to Target Random Hero / Monster
Defend the Icon
3.0 Base Chance to be Used
Wicked Surge
1.0 Base Chance to be Used
Unholy Rally
Requires Ally Corpse
Wicked Surge is a
Support Skill used by the
Bone Bearer to
Buff an Ally's Damage and Accuracy greatly, making them much more of a threat.
Defend the Icon is a Single Target Repositioning Attack used from the Front 2 Positions that deals Mediocre Damage to a Hero in the Front 2 Positions while Moving the Bone Bearer Back.
Unholy Rally is an Auto Action that is performed by the Bone Bearer at the end of a round if any Corpses of its Allies are Present.
This Skill is used to Revive a Fallen Monster, replenishing it to Full HP and removing any Bleed or Blight applied to the Corpse.
It should be noted that this Skill can only revive 1 Enemy at a time.
Alongside being able to use these Skills, the
Bone Bearer also gives all of its Allies a + 25% Damage
Buff just by existing.
The
Bone Bearer is a Backline Enemy with High HP, Speed, and Dodge on top of some Prot and a Sky High
Stun Resist Stat that uses its Skills to greatly
Buff its Allies using
Wicked Surge and is able to Revive them using
Unholy Rally.
The many Buffs the Bone Bearer gives its Allies makes it a significant threat, not to mention its ability to Revive its fallen Allies.
You want to make sure there are no Enemy Corpses remaining at the end of a round if the Bone Bearer is present so Unholy Rally Cannot be used.
When dealing with the Bone Bearer, you can either try to eliminate all Enemies accompanying the Bone Bearer first or attempt to focus down the Bone Bearer itself.
In either case, you can somewhat hinder the Bone Bearer by pulling it to the Front Ranks, where it is very likely to use Defend the Icon in order to return to the Back Ranks.
Overall Threat Level: High


Weald
All Difficulties
Rend the Marked
100.0 Base Chance to be used if
Marked Hero in Front Ranks
Targetting Desire
Always Targets
Marked Hero
Groping Swipe
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target Random Hero / Monster
Harmless Swipe
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target Random Hero / Monster
Groping Swipe is a Single Target Attack usable from the Front 2 Positions that deals Mediocre Damage to a Hero in the Front 2 Ranks, also inflicting
Blight on
Veteran Difficulty Onward.
Rend the Marked is a Decently Accurate Single Target Attack usable from the Front 2 Positions that deals Mediocre Damage to a Hero in the Front 2 Ranks alongside benefitting from a +50% Damage Buff when Targetting Marked Heroes.
Harmless Swipe is a Very Inaccurate Single Target Repositioning Attack used from the Back 2 Positions that deals Low Damage while
Moving the
Fungal Scratcher Forward.
The
Fungal Scratcher is a durable Frontline Enemy with a Decent HP Pool and High Prot that uses
Groping Swipe and
Rend the Marked to deal Damage to your Front Rank Heroes.
Since the Fungal Scratcher doesn't deal much Direct Hp Damage, it can be preferrable to take hits from Rend the Marked rather than take Blight Damage from Groping Swipe.
This can be achieved by having a Hero in the Front 2 Positions use Skills such as Bulwark of Faith to Mark themselves while boosting their Prot to tank Attacks from the Fungal Scratcher.
The Fungal Scratcher can be shut down easily by using Stuns or Moving it to the Back 2 Ranks where it can only use Harmless Swipe.
Due to the Fungal Scratcher being quite durable and it posing little threat to your Heroes, you should be getting rid of all of the other threats accompanying the Fungal Scratcher before trying to kill it.
Overall Threat Level: Low


Weald
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Mark Prey
Not used if 3+ Heroes are
Marked
1.0 Base Chance to be used.
6.0 Base Chance to be used as First Action.
Targetting Desire
2.0 Base Chance to Target
Marked Hero
1.0 Base Chance to Target Hero with Lowest
Blight Resist
50% Chance to Target
Marked Hero
25% Chance to Target Hero with Lowest
Blight Resist
Rain of Blight
1.0 Base Chance to be used
Escape Cloud
1.0 Base Chance to be used
Veteran
Mark Prey
Not used if 3+ Heroes are
Marked
1.0 Base Chance to be used.
6.0 Base Chance to be used as First Action.
Targetting Desire
3.0 Base Chance to Target
Marked Hero
1.0 Base Chance to Target Hero with Lowest
Blight Resist
60% Chance to Target
Marked Hero
20% Chance to Target Hero with Lowest
Blight Resist
Rain of Blight
2.0 Base Chance to be used
Escape Cloud
2.0 Base Chance to be used
Champion
All Skills
Mark Prey
Not used if 3+ Heroes are
Marked
1.0 Base Chance to be used.
6.0 Base Chance to be used as First Action.
Targetting Desire
4.0 Base Chance to Target
Marked Hero
1.0 Base Chance to Target Hero with Lowest
Blight Resist
66.7% Chance to Target
Marked Hero
16.5% Chance to Target Hero with Lowest
Blight Resist
Rain of Blight
1.0 Base Chance to be used
Escape Cloud
1.0 Base Chance to be used
Mark Prey is a High Accuracy Single Target Attack usable from the Back 2 Positions that deals Minimal Damage to a Hero in the Front 2 Positions alongside
Marking them.
This Attack also inflicts a - Dodge Debuff to the Target Hero, helping Enemies that prioritize Targetting Marked Targets focus down the Marked Hero.
Rain of Blight is a High Accuracy AoE Attack usable from the Back 2 Positions that deals Minimal Damage to both Heroes in the Back 2 Positions alongside inflicting Blight.
This Attack also has a hefty 15% Chance to Disease Heroes which can prove to be troublesome.
Escape Cloud is a High Accuracy AoE Attack with minimal Damage used from the Front 2 Positions that deals Minimal Damage and inflicts
Blight to both Heroes in the Front 2 Ranks while
Moving the
Fungal Artillery to the Back Ranks.
The
Fungal Artillery is a Backline Enemy with some Prot that uses
Mark Prey to
Mark your Heroes alongside inflicting
Blight with
Rain of Blight and
Escape Cloud.
The Fungal Artillery itself isn't all that threatening outside of Rain of Blight having a hefty 15% Disease application Chance.
Unlike many other Backline Enemies, Moving the Fungal Artillery to the Front Ranks isn't a very good idea due to Escape Cloud having a nasty habit of Critting your Heroes.
On the other hand, it can sometimes be worth taking the hit from Escape Cloud to prevent the usage of Mark Prey or Rain of Blight.
That being said Moving the Fungal Artillery to the Front 2 Ranks while Stunned can be a good call, stranding it in the Front Positions where it can be more easily dispatched.
This can be achieved by using Skills such as Flashbang or Disorienting Blast or Moving the Fungal Artillery Forwards with one Hero and Stunning it with another.
Although the Fungal Artillery is usually not much of a threat, due to it being able to use Mark Prey to help its Allies land their Attacks and the Fungal Artillery being able to Disease your Heroes, it can be a good call to get rid of them early.
Overall Threat Level: Medium


Weald
Hamlet
Rabid Rush
Apprentice
1.0 Base Chance to Target Random Hero / Monster
Veteran //
Champion
1.0 Base Chance to Target Random Hero / Monster
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Rabid Rush is a Decently Accurate High Crit Chance Single Target Attack with no Positioning or Targetting Requirements that deals Very Low Damage alongside inflicting
Bleed while
Moving the
Rabid Gnasher Forward.
This Attack also has a 10% Chance to inflict the Rabies Disease to the Target Hero, which can be troublesome due to it lowering the Hero's Accuracy.
The
Rabid Gnasher is a Low HP Enemy with High Speed and Dodge that inflicts
Bleed and
Disease using
Rabid Rush.
Due to the Rabid Gnasher having High Dodge, it can be a problem early on when you have minimal methods of boosting the Accuracy of your Heroes.
Although the Rabid Gnasher poses little threat in terms of Damage, the Disease it can spread alongside Rabid Rush having a High Crit Chance can be troublesome, making it a good call to eliminate them early.
Stuns are useful for shutting down the Rabid Gnasher for a turn, and you can take advantage of the Rabid Gnasher having Low HP and try to kill them outright.
Overall Threat Level: Medium Low


Weald
All Difficulties
Slime
4.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target
Marked Hero
1.0 Base Chance to Target Random Hero / Monster
50% Chance to Target
Marked Hero
Cytokinesis
2.0 Base Chance to be used if 1+ Empty Enemy Position Present
(Corpses Count as Empty Positions)
Targetting Desire
1.0 Base Chance to Target
Marked Hero
1.0 Base Chance to Target Random Hero / Monster
50% Chance to Target
Marked Hero
Ectoplasmic Profusion
1.0 Base Chance to be used if 2+ Empty Enemy Position Present
(Corpses Count as Empty Positions)
Slime is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals Mediocre Damage.
This Attack gains the ability to inflict a Minor - Speed Debuff to the Target Hero from Veteran Difficulty Onwards.
Cytokinesis is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals minimal Damage.
This Attack is only usable by the Ectoplasm if 1 or more Enemy Positions are Empty or filled with Corpses.
An Ectoplasm Enemy is Summoned at Position 1 regardless of whether the Attack hits or not.
Ectoplasmic Profusion is a Decently Accurate AoE Attack usable from all Positions that deals Very Low HP Damage and some Stress Damage to all 4 of your Heroes.
This Attack is only usable by the Ectoplasm if 2 or more Enemy Positions are Empty or filled with Corpses.
A
Large Ectoplasm is
Summoned at Position 1 regardless of whether the Attack hits or not.
The
Ectoplasm is a Low HP Enemy with High Overall Resists that uses attacks such as
Cytokinesis and
Ectoplasmic Profusion to prolong the Battle and wear your Heroes down.
It should be a priority to prevent the Ectoplasm from using Ectoplasmic Profusion due to it often unecessarily prolonging the Battle.
A good way to achieve this is to, try to get all Ectoplasm Enemies to Low HP with your Attacks so that your Heroes can easily dispatch them all in quick succession.
Due to the Ectoplasm having High Resists but Low HP, Direct Damage Attacks are best for getting rid of them easily.
Overall Threat Level: Low


Weald
All Difficulties
Big Slime
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target
Marked Hero
2.0 Base Chance to Target Random Hero / Monster
66.7% Chance to Target
Marked Hero
Cytokinesis
1.0 Base Chance to be used if 1+ Empty Enemy Position Present
(Corpses Count as Empty Positions)
Targetting Desire
1.0 Base Chance to Target
Marked Hero
2.0 Base Chance to Target Random Hero / Monster
66.7% Chance to Target
Marked Hero
Slime Smack
1.0 Base Chance to be used
Big Slime is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals Decent Damage.
This Attack gains the ability to inflict a Minor - Speed Debuff to the Target Hero from Veteran Difficulty Onwards.
Cytokinesis is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals minimal Damage.
This Attack is only usable by the Large Ectoplasm if 1 or more Enemy Positions are Empty or filled with Corpses.
Slime Smack is a Decently Accurate AoE Attack usable from any Position that deals Low Damage to both Heroes in the Front 2 Positions alongside a relatively Weak
Stun.
The
Large Ectoplasm is a Size 2 Enemy with some Prot and High Overall Resists that can disrupt your Heroes using
Slime Smack or use
Cytokinesis to
Summon additional
Ectoplasm Enemies.
The Large Ectoplasm lacks much Damage output with it only being able to deal Decent Damage with Slime Smack, making it generally a non threat.
Overall Threat Level: Medium Low

Weald
Cooldowns
Curse of Vulnerability - 2 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Veteran
Curse of Vulnerability
Not used if 2+ Heroes are
Marked
1.0 Base Chance to be used.
6.0 Base Chance to be used as First Action.
Fetid Censer
2.0 Base Chance to be used
Embrace the Dark
2.0 Base Chance to be used
Champion
Curse of Vulnerability
Not used if 2+ Heroes are
Marked
1.0 Base Chance to be used.
7.0 Base Chance to be used as First Action.
Fetid Censer
2.0 Base Chance to be used
Embrace the Dark
3.0 Base Chance to be used
Curse of Vulnerability is a Decently Accurate Attack with no Positioning or Targetting Requirements that deals Minimal Damage to 1 or 2 Heroes alongside
Marking them.
This Attack also inflicts a hefty - Dodge and - Accuracy Debuff to the Heroes, helping Enemies that prioritize Targetting Marked Targets focus down the Marked Hero.
Fetid Censer is a Decently Accurate AoE Attack usable from the Front 2 Positions that deals Very Low HP Damage and some Stress Damage to both Heroes in the Front 2 Ranks alongside inflicting Blight.
This Attack also has a Chance to Disease Heroes (7% on Veteran // 9% on Champion) which can prove to be troublesome.
Embrace the Dark is a Decently Accurate Attack with no Positioning or Targetting Requirements that deals
Stress Damage to 1 or 2 Heroes alongside Lowering the
Light Level.
The
Crone is a Backline Enemy with High Speed and Dodge which deals
Stress Damage with its Attacks alongside
Debuffing and
Marking Heroes.
This Enemy always starts every Combat with 2 turns of Stealth, making them harder to eliminate quickly.
Unlike many other Backline Enemies, Moving the Crone to the Front Ranks isn't a very good idea due to Fetid Censer dealing Stress Damage, inflicting Blight, and most importantly being able to Disease your Front Rank Heroes.
Due to the Crone not being too much of a threat alongside its Stealth making it harder to eliminate, it can be better to ignore it entirely and deal with the other threats accompanying the Crone.
That being said, you should get rid of the Crone early on if you have the tools to eliminate it quickly, stopping the Crone from Marking or dealing Stress to your Heroes
Overall Threat Level: Medium
Weald
Cooldowns
Confusion Spores - 2 rd Cooldown
Poison Spores - 2 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Veteran
Treebranch Smackdown
2.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Poison Spores
2.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
1.0 Base Chance to Target Hero with lowest HP %
50% Chance to Target
Marked Hero
25% Chance to Target Hero with lowest HP %
Confusion Spores
1.0 Base Chance to be used.
4.0 Base Chance to be used as First Action.
Champion
Treebranch Smackdown
2.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Poison Spores
2.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
1.0 Base Chance to Target Hero with lowest HP %
50% Chance to Target
Marked Hero
25% Chance to Target Hero with lowest HP %
Confusion Spores
1.0 Base Chance to be used.
5.0 Base Chance to be used as First Action.
Treebranch Smackdown is a Single Target Attack usable from any Position with a Decent Crit Chance that deals Extremely High Damage to a Hero in the Front 2 Positions alongside Knocking them Back.
Confusion Spores is a Decently Accurate AoE Attack usable from any Position that deals Minimal Damage to all 4 of your Heroes, Shuffling them and causing major disruption.
This Attack also inflicts a - Accuracy Debuff to your Heroes and has a High Chance to used as the Unclean Giant's First Action.
Poison Spores is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals Minimal Damage to a Hero alongside inflicting Blight.
This Attack has a 25% Chance to Target the Hero with the lowest HP %, likely so it could be used to finish off a Hero on
Death's Door.
The
Unclean Giant is an Extremely High HP Size 2 Enemy that can deal Extremely High Damage with Treebrach Smackdown and cause major disruption using
Confusion Spores.
Due to the Unclean Giant posing a Huge threat thanks to Treebranch Smackdown, it can be a good call to focus it down first before it can do serious Damage.
If you are confident you can keep the Unclean Giant at bay using Debuffs and/or Stuns, it can be a good idea to get rid of the Enemies accompanying the Unclean Giant since it cannot
threaten to kill a Hero if by itself.
In any case, Stuns and Debuffs are very useful for keeping the Unclean Giant in check by limiting its damage output.
Treebranch Smackdown only being able to Target Heroes in the Front 2 Ranks can be taken advantage of by having Heroes with High Prot or Dodge in the Front Ranks to tank the hits.
Overall Threat Level: High
Weald
Champion
All Skills
1.0 Base Chance to Target Random Hero / Monster
Ruinous Hex
4.0 Base Chance to be used if 2+ Non
Marked Heroes Present
Putrefying Breath
2.0 Base Chance to be used
From Death Comes Life
Requires Ally Corpse
Ruinous Hex is an Attack with no Positioning or Targetting Requirements which deals Low Damage to 1 or 2 Heroes alongside
Marking them.
This Attack inflicts a hefty Dodge and Accuracy Debuff to the Target Hero Hero on top of Marking them, helping the many Enemies who have a bias towards Targetting Marked Heroes or have a Bonus vs Marked Targets focus down the Marked Hero.
Putrefying Breath is a Single Target Attack usable from any Position that deals Decent Damage to a Hero in the Front 3 Positions alongside inflicting a relatively Weak Blight and causing Knockback.
From Death Comes Life is an Auto Action that is performed by the Hateful Virago at the end of a round if any Enemy Corpses are Present.
This Skill is used to consume the Corpse and
Summon a
Necrotic Fungus which disables all
Healing Skills for your Heroes.
The
Hateful Virago is a High HP Backline Enemy with High Speed and Dodge alongside overall High Resists across the board, notable ones being its Very High
Stun Resist Stat.
The Virago can Mark and Debuff your Heroes using Ruinous Hex, deal Decent Damage using Putrefying Breath,
or Summon a Necrotic Fungus using From Death Comes Life to deny your Heroes from being able to use any Healing Skills.
The Virago doesn't pose much of a threat by itself, dealing middling at best Damage with its Attacks.
However, it can become a great threat if you allow there to be an Enemy Corpse at the end of the round, in which case the Virago will automatically use From Death Comes Life
and consume the Corpse to Summon a Necrotic Fungus Enemy which Disables all Healing Skills for your Heroes.
It is preferrable to eliminate the Hateful Virago quickly to stop this from happening, which is most easily done using Mark Based Heroes to burst the Hateful Virago down.
In addition, although Moving the Virago to the Front Ranks won't hinder it at all, it can be a good idea to do so if it helps your Damage Dealers get rid of the Hateful Virago more easily.
Since From Death Comes Life can only be used if there is an Enemy Corpse present, simply making sure there are none present at the end of a round will prevent the Skill from being used.
Overall Threat Level: High
Weald
The
Necrotic Fungus can be encountered when the
Hateful Virago uses
From Death Comes Life to
Summon it.
It has no actions and cannot directly threaten your Heroes but disables all Healing Skills by existing, which can prove to be lethal.
It is usually better to get rid of it quickly although it may more preferrable to deal with the Hateful Virago and the other Enemies first if your Heroes aren't in a dire need for Healing.
Overall Threat Level: High

Warrens
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Butcher Cut
1.0 Base Chance to be used.
2.0 Base Chance to be used as First Action.
Targetting Desire
2.0 Base Chance to Target
Marked Hero
2.0 Base Chance to Target Lowest
Bleed Resist Hero
40% Chance to Target
Marked Hero
40% Chance to Target Lowest
Bleed Resist Hero
Ball and Chain
1.0 Base Chance to be used if there are at least 2 Non
Stunned Heroes.
Targetting Desire
1.0 Base Chance to Target Highest
Stun Resist Non
Stunned Hero
50% Chance to Target Highest
Stun Resist Non
Stunned Hero
Veteran
Butcher Cut
2.0 Base Chance to be used.
3.0 Base Chance to be used as First Action.
Targetting Desire
3.0 Base Chance to Target
Marked Hero
2.0 Base Chance to Target Lowest
Bleed Resist Hero
50% Chance to Target
Marked Hero
33.3% Chance to Target Lowest
Bleed Resist Hero
Ball and Chain
1.0 Base Chance to be used.
4.0 Base Chance to be used as First Action.
Targetting Desire
1.0 Base Chance to Target Highest
Stun Resist Non
Stunned Hero
50% Chance to Target Highest
Stun Resist Non
Stunned Hero
Champion
Butcher Cut
2.0 Base Chance to be used.
3.0 Base Chance to be used as First Action.
Targetting Desire
4.0 Base Chance to Target
Marked Hero
1.0 Base Chance to Target Lowest
Bleed Resist Hero
66.7% Chance to Target
Marked Hero
16.5% Chance to Target Lowest
Bleed Resist Hero
Ball and Chain
1.0 Base Chance to be used.
4.0 Base Chance to be used as First Action.
Targetting Desire
2.0 Base Chance to Target Highest
Stun Resist Non
Stunned Hero
66.7% Chance to Target Highest
Stun Resist Non
Stunned Hero
Butcher Cut is a Decently Accurate Decently High Crit Chance Single Target Attack usable from the Front 2 Positions that deals Decent Damage to a Hero in the Front 3 Positions alongside inflicting
Bleed.
This Attack gains a nasty - Healing Received Debuff (-33% on Veteran // -50% on Champion) from Veteran Difficulty onward that can prove to be very Troublesome.
Ball and Chain is a Decently Accurate Decently High Crit Chance Single Target Attack usable from all Positions that deals Low Damage to a Hero in the Back 2 Positions.
This Attack can
Stun a Hero whilst also causing
Knockback.
The
Swine Chopper is a Decently High HP Enemy with Prot that can use its Attacks to inflict
Bleeds or cause disruption.
The Swine Chopper is a genuine threat thanks to its decent Damage Dealing capabilities alongside the - Healing Received Debuff
Butcher Cut can inflict from Veteran Difficulty especially when paired with the many High Damage threats that are Present within the Warrens.
However, due to the Swine Chopper being quite difficult to get rid of quickly, it is usually a good idea to use Stuns to keep the Swine Chopper in check
while your Heroes deal with the other threatening Enemies accompanying the Swine Chopper.
Overall Threat Level: Medium High


Warrens
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Drums of Doom
2.0 Base Chance to be used
Drums of Debilitation
1.0 Base Chance to be used.
4.0 Base Chance to be used as First Action.
Veteran
Drums of Doom
3.0 Base Chance to be used
Drums of Debilitation
Not used if 3+ Heroes are
Marked
1.0 Base Chance to be used
6.0 Base Chance to be used as First Action
Champion
Drums of Doom
4.0 Base Chance to be used
Drums of Debilitation
Not used if 3+ Heroes are
Marked
1.0 Base Chance to be used
9.0 Base Chance to be used as First Action
Drums of Debilitation is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals Minimal Damage to the Target Hero.
This Attack Marks a Hero alongside Debuffing their Dodge, helping the many Enemies who have a bias towards Targetting Marked Heroes or have a Bonus vs Marked Targets focus down the Marked Hero.
Drums of Doom is a Decently Accurate AoE Attack usable from any Position that deals Minimal HP Damage and Minor
Stress Damage to all 4 Heroes.
The
Swine Drummer is a Backline Enemy with High Speed that Inflicts
Stress to your entire Party with
Drums of Doom and
Marks Heroes using
Drums of Debilitation.
Although the Swine Drummer by itself is of no real threat, it can set up Marks for other Enemies to take advantage of.
Due to this, you want to either get rid of said Enemies that can take advantage of Marks or get rid of the Swine Drummer quickly before it can Mark your Heroes.
Overall Threat Level
Medium Low
High if Enemies with
Mark Synergy are Present


Warrens
Vomit
All Difficulties
1.0 Base Chance to Target Random Hero / Monster
Apprentice
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Veteran
3.0 Base Chance to Target
Marked Hero
1.0 Base Chance to Target Lowest
Disease Resist Hero
60% Chance to Target
Marked Hero
20% Chance to Target Lowest
Disease Resist Hero
Champion
4.0 Base Chance to Target
Marked Hero
1.0 Base Chance to Target Lowest
Disease Resist Hero
66.7% Chance to Target
Marked Hero
16.5% Chance to Target Lowest
Disease Resist Hero
Vomit is a Decently Accurate High Crit Chance Single Target Attack with no Positioning or Targetting Requirements that deals Minimal HP Damage alongside
Stress Damage.
This Attack can inflict a - Dodge Debuff to the Target Hero from Veteran Difficulty onwards and has a hefty 33% Chance to inflict a Disease.
The
Swine Wretch is a Low HP Backline Enemy with High Speed & Dodge that uses
Vomit to inflict
Diseases and spread
Stress to your Heroes
Although Stress Damage is troublesome, the main threat the Swine Wretch poses is its 33% Chance to Disease the Target Hero.
The fact that Diseases can worsen a Hero by a significant amount alongside the other drawbacks they can cause makes this High Disease Chance very troublesome
Due to these factors, the Swine Wretch should be eliminated quickly before it can cause you any problems.
It is preferrable to have a Hero who can Outspeed the Swine Wretch and Stun them to shut them down for the turn, giving the others Heroes time to finish them off quickly.
Overall Threat Level: Medium


Warrens
Hook Where It Hurts
All Difficulties
1.0 Base Chance to Target Random Hero / Monster
Apprentice
1.0 Base Chance to Target
Marked Hero
50% Chance to Target
Marked Hero
Veteran
2.0 Base Chance to Target
Marked Hero
66% Chance to Target
Marked Hero
Champion
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Hook Where It Hurts is a Decently Accurate Very High Crit Chance Single Target Attack usable from all Positions that deals Decent Damage to a Hero in the Front 3 Ranks while
Moving the
Swine Slasher Back.
This Attack gains a Bleed and Disease Resist Debuff from Veteran Difficulty onwards which synergizes with the many Warrens Enemies that inflict Disease or Bleed.
The
Swine Slasher is a Low HP Enemy with Decent Speed & Dodge alongside High Prot that threatens to dish out High Damage Crits using
Hook Where It Hurts.
This Enemy also gains 2 turns of Stealth at the start of any Combat from Veteran Difficulty onwards, making it harder to get rid of.
The Swine Slasher can prove to be a great threat due to the High Burst Damage potential of Hook Where It Hurts.
It should be noted that the Swine Slasher cannot Target Heroes in the 4th Position.
Although the Swine Slasher is quite dangerous, unless you have a good way to Destealth them, it is usually better to deal with the other threatening Warrens Enemies accompanying the Swine Slasher.
Overall Threat Level: Medium High


Warrens
Courtyard
Munch
All Difficulties
1.0 Base Chance to Target Random Hero / Monster
Apprentice
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Veteran
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Champion
4.0 Base Chance to Target
Marked Hero
80% Chance to Target
Marked Hero
Munch is a Decently Accurate High Crit Chance Single Target Attack usable from any Position that deals Low Baseline Damage to a Hero in the Front 3 Ranks alongside inflicting
Blight.
This Attack benefits from a +100% Damage Buff when Targetting Marked Heroes and has a Chance to inflct a Random Disease from Veteran Difficulty onwards (Veteran - 7% // Champion - 9%).
The
Carrion Eater is a Low HP Enemy with overall High Resistances that can deal Hefty Damage to
Marked Targets using
Munch.
Although the Carrion Eater by itself is of minor threat, it is usually accompanied by Enemies that can set up Marks for the Carrion Eater.
While the Blight Munch inflicts is relatively weak, it is still a threat due to it being able to finish off a Hero at Death's Door.
If a Hero is getting focused down by Carrion Eater Enemies or is in Danger, remember that Munch cannot Target Heroes in the 4th Rank.
If needed, using a Marked Hero with High Prot or Dodge to Tank or Evade the Attacks of the Carrion Eater is a valid option, although this is a risky tactic in the Warrens alongside the fact that the threat of Disease still persists.
It is in your best interest to eliminate any Enemies accompanying the Carrion Eater that can Mark your Heroes.
In addition, due to the Carrion Eater having Low HP, killing them off before they can do much is a viable option.
Overall Threat Level: Medium High
Warrens
Courtyard
All Skills
1.0 Base Chance to Target Random Hero / Monster
Veteran
Tentacle Devour
2.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
80% Chance to Target
Marked Hero
Weaken Prey
1.0 Base Chance to be used unless 2+ Heroes are
Marked
6.0 Base Chance to be used Turn 1 unless 2+ Heroes are
Marked
Champion
Tentacle Devour
3.0 Base Chance to be used
Targetting Desire
5.0 Base Chance to Target
Marked Hero
83.5% Chance to Target
Marked Hero
Weaken Prey
1.0 Base Chance to be used unless 2+ Heroes are
Marked
8.0 Base Chance to be used Turn 1 unless 2+ Heroes are
Marked
Tentacle Devour is a Decently Accurate High Crit Chance Attack usable from all Positions that deals Very High Damage to a Hero in the Front 3 Ranks.
This Attack benefits from a +100% Damage Buff when Targetting Marked Heroes, which Skyrockets its Damage up, making it easily able to bring a Hero at Full Health down to Death's Door.
Weaken Prey is a Decently Accurate Attack usable from all Positions that deals Low Damage to a Hero in the Front 3 Positions alongside Marking them.
This Attack also inflicts a hefty Debuff to the Target Hero's Damage and Accuracy.
The
Large Carrion Eater has a High Chance to use
Weaken Prey as its first action.
The
Large Carrion Eater is a Size 2 Enemy with some Prot and overall High Resists that can set up
Marks for other Enemies to take advantage of using
Weaken Prey,
alongside using
Tentacle Devour to take advantage of it as well, dealing Massive Damage if the Attack lands.
The Large Carrion Eater can be very threatening, although it should be noted that it greatly appreciates other Enemies supporting it.
With that in mind, it can be a good idea to Stun the Large Carrion Eater to keep it in check while dealing with the Enemies accompanying the Large Carrion Eater.
It should be noted that the Large Carrion Eater cannot Target Heroes in the 4th Position.
If needed, using a Marked Hero with High Prot or Dodge to Tank or Evade the Attacks of the Large Carrion Eater is a valid option, although this is a risky tactic in the Warrens.
Overall Threat Level: Medium High
Warrens
All Difficulties
All Skills
1.0 Base Chance to Target Random Hero / Monster
Pig Spear
1.0 Base Chance to be used
Boar Rush
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target Bramded Hero
1.0 Base Chance to Target Highest
Stun Resist Non
Stunned Hero
50% Chance to Target
Marked Hero
25% Chance to Target Highest
Stun Resist Non
Stunned Hero
Trot Retreat
3.0 Base Chance to be used if there is no Ally
Swinetaur Present & at least 1 other Monster is Present
Crunching Backhand
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target Bramded Hero
66.7% Chance to Target
Marked Hero
Pig Spear is a Decently Accurate AoE Attack usable from the Back 3 Positions that deals High Damage to all 4 Heroes.
Boar Rush is a Decently Accurate High Crit Chance Single Target Attack usable from the Back 3 Positions that deals Very High Damage to a Hero in the Front 2 Ranks.
This Attack has an Extremely High Chance to inflict a Stun to the Target Hero while causing Knockback, potentially Moving them to Position 4.
Trot Retreat is a Skill used by the Swinetaur to Move itself to the Back Ranks so it can use its 2 very dangerous Back Rank Attacks on its next turn.
This Skill has a High Chance to be used unless there are no other Monsters present and is only usable if the Swinetaur is in the Front 3 Positions.
In addition, the Skill will not be used if there is another Swinetaur present, preventing an endless loop of 2 Swinetaurs using Trot Retreat.
Crunching Backhand is an Attack usable from Position 1 that deals Decent Damage to 1 or 2 Heroes in the Front 3 Positions alongside a Weak
Stun.
The
Swinetaur is a Very High HP Size 2 Enemy with High Prot alongside a High
Stun and
Move Resist Stat.
The Swinetaur relies on being in the Back 2 Ranks in order to use its 2 highly threatening Attacks - Pig Spear and Boar Rush reliably.
The best way to stop the Swinetaur from getting to the Back 2 Positions is to eliminate the Enemies accompanying it.
Considering that the Swinetaur is very difficult to kill quickly and poses very little threat if on its own, it is in your best interest
to prioritize getting rid of the Enemies accompanying the Swinetaur
Overall Threat Level: Medium
Warrens
Champion
Cooldowns
Spit to Roast - 1 rd Cooldown
Spit to Roast
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target Random Hero / Monster
6.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Cripple Them
1.0 Base Chance to be used
Goring Flight
7.0 Base Chance to be used if 3+ Enemy Positions are occupied by Monsters
Targetting Desire
1.0 Base Chance to Target Random Hero / Monster
Spit to Roast is a Decently Accurate Very High Crit Chance Single Target Attack usable from the Back 3 Positions that deals High Damage to a Hero in the Front 3 Positions while
Moving the
Skiver Forward.
This Attack can inflict a Stun to the Target Hero while inflicting Knockback, potentially Moving them to Position 4.
Goring Flight is a Single Target Repositioning Attack usable in the Front 2 Positions that deals Low Damage to a Hero in the Front 2 Positions while Moving the Skiver Back.
This Attack has a much Higher Chance to be used if at least 3 Enemy Positions are occupied in order to ensure the Swine Skiver ends up at the Back 2 Ranks after it is used.
If not, Goring Flight is only guarenteed to be used if the Swine Skiver is in Position 1, and Spit to Roast will take priority if the Swine Skiver is in Position 2 unless the Attack is on Cooldown.
Cripple Them is an AoE Attack usable from the Back 3 Positions that deals High HP Damage to all Heroes in the Back 3 Positions alongside a relatively Weak Blight.
This Attack can also inflict a Significant - Speed
Debuff alongside a - Dodge
Debuff to all Target Heroes.
The
Swine Skiver is a High HP Backline Enemy with High Speed and Dodge in addition to some Prot that applies a Large amount of offensive pressure to your Heroes using
Spit to Roast and
Cripple Them.
Due to the Swine Skiver having overall superb Stats and the offensive pressure it applies, it is dreaded by many players and is considered to be the most dangerous Enemy in the game.
Using Skills like Disorienting Blast or Flashbang to Shuffle the Swine Skiver to the Front while Stunned effectively shuts it down for 2 turns.
That being Stuns by themselves are still very useful for keeping the Swine Skiver in check while you try to get rid of it.
Using Mark tactics to focus the Skiver down can also be a good way to eliminate it quickly.
Although the Swine Skiver should be a top priority to get rid of, the other threatening Warrens Enemies accompanying it should not be ignored, for
single mindedly focusing on the Swine Skiver will let those Enemies show you what they are made of.
Overall Threat Level: Very High


Cove
Apprentice
Seaward Slash
1.0 Base Chance to Target Random Hero / Monster
1.0 Base Chance to Target
Marked Hero
50% Chance to Target
Marked Hero
Spearfishing
1.0 Base Chance to Target Random Hero / Monster
1.0 Base Chance to Target
Marked Hero
50% Chance to Target
Marked Hero
Veteran
Seaward Slash
2.0 Base Chance to Target Random Hero / Monster
3.0 Base Chance to Target
Marked Hero
60% Chance to Target
Marked Hero
Spearfishing
2.0 Base Chance to Target Random Hero / Monster
3.0 Base Chance to Target
Marked Hero
60% Chance to Target
Marked Hero
Champion
Seaward Slash
3.0 Base Chance to Target Random Hero / Monster
7.0 Base Chance to Target
Marked Hero
70% Chance to Target
Marked Hero
Spearfishing
3.0 Base Chance to Target Random Hero / Monster
7.0 Base Chance to Target
Marked Hero
70% Chance to Target
Marked Hero
Seaward Slash is a Single Target Attack usable from the Front 2 Positions that deals High HP Damage to a Hero in the Front 2 Positions.
Spearfishing is a Single Target Attack usable from the Back 2 Positions that deals High HP Damage to a Hero in the Back 2 Ranks.
This Attack gains the ability to
Pull the Target Hero Forward from
Veteran Difficulty onwards.
The
Pelagic Grouper is an Enemy with Decently High Speed that can dish out High Damage to the Front 2 Ranks using
Seaward Slash and deal Decent Damage to the Back 2 Ranks using
Spearfishing.
Due to their Abysmal Stun Resist Stat, Stuns are very effective for shutting them down for a turn, limiting their Damage output and giving your Heroes more time to deal with them.
When dealing with the Pelagic Grouper, it is useful to keep in mind that they can only use Seaward Slash if in the Front 2 Positions and Spearfishing if in the Back 2 Ranks.
Overall Threat Level: Borderline High


Cove
Cooldowns
Apprentice
Sea Breeze - 3 rd Cooldown
Veteran &
Champion
Sea Breeze - 2 rd Cooldown
All Difficulties
Call of the Deep - 2 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Stress Wave
2.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target Most
Stressed Hero
50% Chance to Target Most
Stressed Hero
Call of the Deep
1.0 Base Chance to be used
Sea Breeze
1.0 Base Chance to be used if any Allies have ≤ 70% HP
Targetting Desire
5.0 Base Chance Target Ally with Lowest HP %
83.3% Chance to Target Ally with Lowest HP %
Veteran
Stress Wave
3.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target Most
Stressed Hero
66% Chance to Target Most
Stressed Hero
Call of the Deep
1.0 Base Chance to be used
Sea Breeze
1.0 Base Chance to be used if any Allies have ≤ 70% HP
Targetting Desire
5.0 Base Chance Target Ally with Lowest HP %
83.3% Chance to Target Ally with Lowest HP %
Champion
Stress Wave
3.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target Most
Stressed Hero
75% Chance to Target Most
Stressed Hero
Call of the Deep
1.0 Base Chance to be used
Sea Breeze
1.0 Base Chance to be used if any Allies have ≤ 70% HP
Targetting Desire
5.0 Base Chance Target Ally with Lowest HP %
83.3% Chance to Target Ally with Lowest HP %
Stress Wave is a Decently Accurate Attack usable from the Back 3 Positions that deals minimal HP Damage alongside a hefty amount of
Stress Damage to 1 or 2 Heroes in any Position whilst
Moving the
Pelagic Shaman Back.
Ceremonial Cut is a Low Accuracy Single Target Attack used from Position 1 that deals Low Damage to a Hero in the Front 2 Ranks.
Call of the Deep is a Support Skill usable from the Back 3 Positions that the Pelagic Shaman uses to Buff an Ally's Accuracy, Crit Chance, and Damage.
Sea Breeze is a Support Skill usable from the Back 3 Positions that the Pelagic Shaman uses to Heal an Ally.
This Skill has a Very High Chance to be used on the Ally with the Lowest HP %
The
Pelagic Shaman is a Low HP Backline Enemy with High Speed and Dodge that deals
Stress Damage to your Heroes alongside supporting their Allies with
Buffs and
Healing.
They also gain 2 Turns of Stealth at the start of any Combat from Veteran Difficulty onwards, making them harder to eliminate.
Sea Breeze can cause you trouble especially if the Pelagic Shaman Targets a Drowned Thrall, and Call of the Deep can make Dangerous Monsters such as the Pelagic Grouper more of a threat.
Due to the Pelagic Shaman being quite troublesome due to its Stress Dealing Attacks and Support Skills, it is a good idea to eliminate them early on.
It is preferrable to have a Hero who can outspeed and Stun the Pelagic Shaman, shutting it down for the turn and giving your other Heroes time to get rid of it.
If possible, Moving the Pelagic Shaman to Position 1 can be a good way to neutralize them due to them only being able to use Ceremonial Cut.
Overall Threat Level: Medium High


Cove
Cooldowns
Barnacle Barrier - 2 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Octocestus
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to be Target
Marked Hero
66% Chance to Target
Marked Hero
Barnacle Barrier
2.0 Base Chance if there are no
Guarded Monsters
Turn 1: 5.0 Base Chance if there are no
Guarded Monsters
Veteran
Octocestus
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to be Target
Marked Hero
75% Chance to Target
Marked Hero
Barnacle Barrier
2.0 Base Chance if there are no
Guarded Monsters
Turn 1: 5.0 Base Chance if there are no
Guarded Monsters
Champion
Octocestus
1.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to be Target
Marked Hero
80% Chance to Target
Marked Hero
Barnacle Barrier
2.0 Base Chance if there are no
Guarded Monsters
Turn 1: 5.0 Base Chance if there are no
Guarded Monsters
Octocestus is a Single Target Attack usable from all Positions that deals Mediocre Damage alongside inflicting
Bleed to a Hero in the Front 2 Positions.
Barnacle Barrier is a Support Skill the Pelagic Guardian uses to Guard an Ally while Buffing its own Prot to let it take more hits.
This Skill can only be used if there are no
Guarded Monsters Present and has a Very High Chance to be used on its first turn.
The
Pelagic Guardian is a High HP Frontline Enemy with High Prot that can
Guard their Allies with
Barnacle Barrier and inflict
Bleed using
Octocestus.
The Pelagic Guardian by itself lacks any significant Damage output, making it not much of a threat
The Pelagic Guardian instead Guards other more threatening Enemies such as the Pelagic Shaman or the Drowned Thrall.
Stuns are especially effective against the Pelagic Guardian, shutting it down for a turn whilst breaking its Guard
Overall Threat Level: Medium Low


Cove
Brine
All Difficulties
1.0 Base Chance to Target Random Hero / Monster
Apprentice
1.0 Base Chance to Target Lowest
Disease Resist Hero
50% Chance to Target Hero with Lowest
Disease Resist
Veteran
2.0 Base Chance to Target Lowest
Disease Resist Hero
66% Chance to Target Hero with Lowest
Disease Resist
Champion
2.0 Base Chance to Target Lowest
Disease Resist Hero
66% Chance to Target Hero with Lowest
Disease Resist
Brine is a Low Accuracy Single Target Attack with no Positioning or Targetting Requirements that deals Low Damage to the Target Hero in addition to inflicting a hefty - Dodge
Debuff and - Speed
Debuff.
This Attack also has an 8% Chance to inflict a Random Disease, which can prove to be troublsome
The
Sea Maggot is a Very Low HP Enemy with very High Prot, High
Stun Resist, and Very Low Speed that can
Debuff your Heroes using
Brine, its only Attack.
Since the Sea Maggot has Very High Prot but Very Low HP, DoTs and Armor Piercing Attacks are best for dealing with it.
Due to Diseases potentially being very disruptive and hindering, it is a good idea to get rid of the Sea Maggot early on in the Battle.
Overall Threat Level: Low


Cove
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Shocker
Requires there to be at least 2 Non
Stunned Heroes to be used
1.0 Base Chance to be used
6.0 Base Chance to be used as First Action
Targetting Desire
2.0 Base Chance to Target Lowest
Stun Resist Non
Stunned Hero
66% Chance to Target Lowest
Stun Resist Non
Stunned Hero
Salty Gouge
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target Lowest
Bleed Resist Hero
50% Chance to Target Hero with the Lowest
Bleed Resist
Veteran
Shocker
1.0 Base Chance to be used
6.0 Base Chance to be used as First Action
+ 5.0 Base Chance to be used if
Uca Crusher is Present
Targetting Desire
3.0 Base Chance to Target Lowest
Stun Resist Non
Stunned Hero
75% Chance to Target Lowest
Stun Resist Non
Stunned Hero
Salty Gouge
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target Lowest
Bleed Resist Hero
66% Chance to Target Hero with the Lowest
Bleed Resist
Champion
Shocker
1.0 Base Chance to be used
6.0 Base Chance to be used as First Action
+5.0 Base Chance to be used if
Uca Crusher is Present
Targetting Desire
4.0 Base Chance to Target Lowest
Stun Resist Non
Stunned Hero
80% Chance to Target Lowest
Stun Resist Non
Stunned Hero
Salty Gouge
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target Lowest
Bleed Resist Hero
75% Chance to Target Hero with the Lowest
Bleed Resist
Shocker is a High Accuracy Single Target Attack without any Positioning or Targetting Requirements that deals Minimal HP Damage to the Target Hero alongside potentially
Stunning them.
The Bleed Resist Debuff the Attack can inflict can be troublesome as well, making the Hero more susceptible to Bleeds from Enemies such as the Deep Stinger itself and the Uca Crusher.
Salty Gouge is a High Accuracy Single Target Attack without any Positioning or Targetting Requirements that deals Low Damage alongside inflicting Bleed in addition to a - Dodge Debuff to the Target Hero.
Both Attacks have a 6% Chance to inflict a Random
Disease to the Target Hero, which can prove to be troublesome
The
Deep Stinger is a Low HP Enemy with High Speed and Dodge alongside a Decently High
Stun Resist Stat that can use its High Accuracy Attacks to
Stun,
Bleed and
Disease your Heroes.
Shocker is used to Stun a Hero while Debuffing their Bleed Resist for itself and other Bleed causing Enemies, and has a Very High Chance to be used on its first turn.
Although the Deep Stinger doesn't deal much Damage, its ability to disrupt your Heroes with Stuns and aid its Allies through the - Bleed Resist Debuff it can inflict
can prove to be troublesome.
Considering both Attacks of the Deep Stinger have a chance to inflict a Disease, it is a good idea to consider eliminating them early on since they aren't too difficult to kill.
Overall Threat Level: Medium Low


Cove
All Difficulties
Gargling Grab
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target Random Hero
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
The Revenge
100000.0 Base Chance to be used as Second Action
Gargling Grab is a Low Accuracy Single Target Attack usable from any Position that deals High HP Damage and some
Stress Damage to a Hero in the Front 2 Positions.
The Revenge is an AoE Attack usable from any Position that deals Extremely High HP Damage and Decently High Stress Damage to all of your Heroes.
This Attack is used if the
Drowned Thrall Enemy is allowed to take its second action, upon which it kills itself to use
The Revenge.
The
Drowned Thrall is a Slow Enemy with a Middling HP Pool that relies on surviving until it can take its second action so it can use
The Revenge, a Highly threatening Attack.
Although the Drowned Thrall by itself is quite easy to kill, the fact that other Enemies may support it can be troublesome.
For Example, the Pelagic Guardian may Guard the Drowned Thrall, the Pelagic Shaman may Heal it using Sea Breeze,and the Deep Stinger could Stun your Heroes.
Notably, the Drowned Thrall cannot take actions whilst Stunned, making Stuns a viable way to give yourself more time to eliminate it.
Overall Threat Level: Medium Low
Kill Before 2nd Action
Cove
All Skills
1.0 Base Chance to Target Random Hero / Monster
Veteran
Arterial Pinch
2.0 Base Chance to be used
5.0 Base Chance to be used if
Deep Stinger is Present
Targetting Desire
3.0 Base Chance to Target Lowest
Bleed Resist Hero
75% Chance to Target Hero with the Lowest
Bleed Resist
Tidal Slam
1.0 Base Chance to be used
Champion
Arterial Pinch
2.0 Base Chance to be used
6.0 Base Chance to be used if
Deep Stinger is Present
Targetting Desire
4.0 Base Chance to Target Lowest
Bleed Resist Hero
80% Chance to Target Hero with the Lowest
Bleed Resist
Tidal Slam
1.0 Base Chance to be used
Arterial Pinch is a Decently Accurate Single Target Attack usable from any Position that deals Minimal HP Damage alongside a Staggering amount of
Bleed with a nasty -
Healing Received
Debuff to a Target Hero in the Front 3 Positions.
It should be noted that this Attack has a Very High Chance to Target the Hero with the Lowest Bleed Resist Stat.
Tidal Slam is a Decently Accurate Single Target Attack usable from the Front 3 Positions that deals Decent Damage to a Hero in the Front 2 Positions.
This Attack can
Stun a Frontline Hero alongside possibly sending them to the Back Ranks, which can end up greatly hindering the Hero.
The
Uca Crusher is a High HP Size 2 Enemy with High Prot that can dish out huge amounts of
Bleed using
Arterial Pinch or disrupt your Frontline Heroes using
Tidal Slam.
Similarly to the - Healing Received Debuff that Butcher Cut inflicts, this Debuff can prove to be troublesome by making it so the Hero cannot recover from big hits easily.
Although the Bleeds it can inflict alongside the - Healing Received Debuff can be a threat if left unchecked,
the Uca Crusher doesn't deal much Direct Damage, leading it to being completely countered if you have a way to reliably cure its Bleeds or Resist them.
If no Plague Doctor is avaliable to simply cure the Bleeds, using Heroes with High Dodge to Dodge Arterial Pinch can be a Decent Solution.
Stuns can come in handy by being able to limit the amount of Bleed the Uca Crusher can inflict to your Heroes.
Overall Threat Level: Medium
Cove
Cooldowns
Offkilter Jig - 1 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Champion
Maddening Shanty
1.0 Base Chance to be used
Targetting Desire
10000.0 Base Chance to Target Jester if Present
Offkilter Jig
1000000000.0 Base Chance to be used if 3+ Ranks are
occupied by Monsters
Maddening Shanty is a relatively Low Accuracy Single Target Attack without Positioning or Targetting Requirements that deals Minimal HP Damage and some
Stress Damage while
Moving the
Squiffy Ghast to Position 1
This Attack always Targets a Jester if one is Present, and has a Low Chance to apply a +10% Stress Debuff to the Target Hero which lasts until the next time the Party Camps
Offkilter Jig is a relatively Low Accuracy AoE Attack that deals some Stress Damage in addition to inflicting Horror to all 4 of your Heroes while Moving the Squiffy Ghast to the Back Ranks.
This Attack can only be used if the
Squiffy Ghast is in the Front 2 Ranks alongside at least 2 other Enemy Positions being Filled (Corpses do not count).
The
Squiffy Ghast is a High HP Enemy with High, Speed, and Dodge on top of a High
Stun and
Bleed Resist Stat that can potentially deal Massive
Stress Damage with
Offkilter Jig
It should be noted that the Attacks of the Squiffy Ghast have relatively Low Accuracy, making them not too hard to Dodge.
One way to deal with the Squiffy Ghast is the direct approach of taking advantage of its Low Move Resist by using Skills that cause Knockback to send the Squiffy Ghast to the Back Ranks, where it cannot use Offkilter Jig.
Another way to trivialize the Squiffy Ghast is to eliminate the Enemies accompanying it until there are less than 3 total Enemy Positions filled, in which case the Squiffy Ghast cannot use Offkilter Jig
The Squiffy Ghast has many parallels to the Jester with Maddening Shanty and Offkilter Jig being similar to the Jester's Solo and Finale Skills in that the User uses a Skill
to Move to the Front Ranks to use their High Impact Attack.
There being an Achievement to Kill the Squiffy Ghast with Finale and the fact that Maddening Shanty always Targets the Jester if one is present futher confirms their rivalry.
Overall Threat Level: Medium High


Ruins, Weald
Cove, Warrens
Hamlet
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Slice And Dice
1.0 Base Chance to be used
Uppercut Slice
1.0 Base Chance to be used
Shank
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target Lowest
Bleed Resist Hero
2.0 Base Chance to Target
Marked Hero
50% Chance to Target
Marked Hero
25% Chance to Target Hero with Lowest
Bleed Resist
Harmless Poke
1.0 Base Chance to be used
Veteran
Slice And Dice
2.0 Base Chance to be used
7.0 Base Chance to be used as First Action
Uppercut Slice
1.0 Base Chance to be used
Shank
2.0 Base Chance to be used
6.0 Base Chance to be used as Second Action
Targetting Desire
1.0 Base Chance to Target Lowest
Bleed Resist Hero
3.0 Base Chance to Target
Marked Hero
60% Chance to Target
Marked Hero
20% Chance to Target Hero with Lowest
Bleed Resist
Harmless Poke
1.0 Base Chance to be used
Champion
Slice And Dice
2.0 Base Chance to be used
7.0 Base Chance to be used as First Action
Uppercut Slice
1.0 Base Chance to be used
Shank
2.0 Base Chance to be used
6.0 Base Chance to be used as Second Action
Targetting Desire
1.0 Base Chance to Target Lowest
Bleed Resist Hero
4.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
16.65% Chance to Target Hero with Lowest
Bleed Resist
Harmless Poke
1.0 Base Chance to be used
Slice And Dice is a High Crit Chance AoE Attack usable from the Front 3 Positions that deals Decent Damage alongside inflicting a -
Bleed Resist
Debuff to both Heroes in the Front 2 Ranks.
Uppercut Slice is a Single Target Attack usable from the Front 2 Positions that deals Low Damage alongside causing Knockback to a Target Hero in the Front 3 Ranks.
Shank is a Single Target Attack usable from the Front 3 Positions that deals Decently High Damage alongside a Bleed to a Hero in any Rank.
Harmless Poke is a Very Low Accuracy Single Target Repositioning Attack that deals Low Damage while Moving the Brigand Cutthroat Forward.
This Attack is only used if the
Brigand Cutthroat is at Position 4 and can Target Heroes in any Rank and applies a Speed
Buff to the
Brigand Cutthroat if it hits the Target Hero.
The
Brigand Cutthroat is a relatively Low HP Enemy with some Prot that can dish out a surprising amount of Damage with
Slice And Dice alongside
Shank.
The Brigand Cutthroat can apply a large amount of offensive pressure to your Heroes with Slice And Dice & Shank, both of which deal good Damage and have a Higher Chance to be used.
The fact that the
Brigand Cutthroat can pose such a threat on top of having a somewhat Small HP Pool makes them a High Priority to be eliminated quickly.
Stuns can be useful for shutting down the Brigand Cutthroat for a turn, giving your Heroes more time to get rid of the Brigand Cutthroat and other threats
You can also try to Move them to Position 4, where they can only use Harmless Poke, a Weak Repositioning Attack
Overall Threat Level: Borderline High


Ruins, Weald
Cove, Warrens
Hamlet
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Blanket Fire
1.0 Base Chance to be used
Rushed Shot
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target
Marked Hero
50% Chance to Target
Marked Hero
Veteran
Blanket Fire
1.0 Base Chance to be used
Rushed Shot
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Champion
Blanket Fire
1.0 Base Chance to be used
Rushed Shot
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Blanket Fire is an AoE Attack usable from the Back 3 Positions that deals Low Damage alongside inflicting a Minor - Dodge
Debuff to all 4 Heroes.
Rushed Shot is a Low Accuracy Single Target Repositioning Attack that deals Low Damage while Moving the Brigand Fusilier Back.
This Attack is only used if the
Brigand Fusilier is at Position 1 and can Target a Hero in the Front 3 Positions.
The
Brigand Fusilier is a Relatively Low HP Backline Enemy with Decent Speed that uses
Blanket Fire to chip down your Heroes alongside
Debuffing their Dodge.
They also gain 2 Turns of Stealth at the start of any Combat from Veteran Difficulty onwards, making them harder to eliminate.
The Brigand Fusilier poses barely any threat, with Blanket Fire dealing too Low Damage to be of any real concern.
Due to the Brigand Fusilier usually being accompanied by the much more threatening Brigand Cutthroat and/or Brigand Bloodletter Enemies, it is better to focus on the more threatening Brigands first.
This is especially true from Veteran Difficulty onward, where the Brigand Fusilier starts with 2 turns of Stealth, making them harder to eliminate.
Overall Threat Level: Medium Low


Ruins, Weald
Cove, Warrens
Hamlet
Cooldowns
Apprentice
Point Blank Shot - 2 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero
2.0 Base Chance to Target
Marked Hero
Apprentice
Punishment
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target Lowest
Bleed Resist Hero
50% Chance to Target
Marked Hero
25% Chance to Target Hero with Lowest
Bleed Resist
Rain of Whips
1.0 Base Chance to be used
Point Blank Shot
1.0 Base Chance to be used
4.0 Base Chance to be used as First Action
Veteran
Punishment
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target Lowest
Bleed Resist Hero
50% Chance to Target
Marked Hero
25% Chance to Target Hero with Lowest
Bleed Resist
Rain of Whips
1.0 Base Chance to be used
4.0 Base Chance to be used if
Brigand Cutthroat Present
Point Blank Shot
1.0 Base Chance to be used
4.0 Base Chance to be used as First Action
Champion
Punishment
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target Lowest
Bleed Resist Hero
50% Chance to Target
Marked Hero
25% Chance to Target Hero with Lowest
Bleed Resist
Rain of Whips
2.0 Base Chance to be used
6.0 Base Chance to be used if
Brigand Cutthroat Present
Point Blank Shot
1.0 Base Chance to be used
6.0 Base Chance to be used as First Action
Rain of Whips is a Decently Accurate AoE Attack usable in the Front 3 Positions that deals Minimal HP Damage and some Minor
Stress Damage alongside inflicting
Bleed to all 4 Heroes.
From Veteran Difficulty onwards, this Attack has a Higher Chance to be used if a Brigand Cutthroat is Present.
Punishment is a Decently Accurate High Crit Chance Single Target Attack without Positioning or Targetting Requirements that deals Low HP and Stress Damage alongside a Bleed to the Target Hero.
Point Blank Shot is a Decently Accurate Single Target Attack with a Very High Crit Chance that is usable from Position 1 and Targets the Hero in Position 1, potentially dealing Very High Damage.
This Attack is very likely to be used as the First Action of the Brigand Bloodletter and Knocks the Target Hero Back.
The Brigand Bloodletter also suffers a - Speed Debuff upon using this Attack.
It should be noted
Apprentice Level
Brigand Bloodletter Enemies have a 2 round Cooldown on
Point Blank Shot, whereas the Attack has no Cooldown from
Veteran Difficulty onward.
The
Brigand Bloodletter is a Size 2 Enemy that can inflict
Stress Damage and
Bleeds to your Party using
Punishment or
Rain of Whips and deal Very High Damage to the Position 1 Hero using
Point Blank Shot.
The main threat the Brigand Bloodletter poses is Point Blank Shot, which has a Very High Chance to be used as the Brigand Bloodletter's First Action.
You can use the fact that Point Blank Shot can only Target Heroes in Position 1 by having Heroes High Prot or Dodge to tank the hits.
In addition, you can take advantage of the fact that the Brigand Bloodletter must be at Position 1 to use Point Blank Shot, so Moving them to Position 2 or 3 will make the Brigand Bloodletter unable to use Point Blank Shot
Since the Brigand Bloodletter isn't as much of a threat if alone, it may be a good call to use Stuns to keep them in check while getting rid of the Enemies accompanying the Brigand Bloodletter.
Overall Threat Level: Medium High


Ruins
Weald
Cove
Warrens
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Rend for the Old Gods
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Stumbling Scratch
1.0 Base Chance to be used
Veteran
Rend for the Old Gods
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Stumbling Scratch
1.0 Base Chance to be used
Champion
Rend for the Old Gods
1.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
80% Chance to Target
Marked Hero
Stumbling Scratch
1.0 Base Chance to be used
Rend for the Old Gods is a High Crit Chance Single Target Attack usable from the Front 2 Positions that deals Low HP Damage alongside inflicting
Bleed to a Hero in the Front 2 Ranks while
Moving the
Cultist Brawler Forward.
This Attack benefits from a +50% Damage Buff when Targetting Marked Heroes and can apply a + Stress Debuff to your Heroes, which synergizes with the Attack's High Crit Chance and the Stress inflicting Enemies that will likely be accompanying them.
Stumbling Scratch is a Low Accuracy Single Target Repositioning Attack usable from the Back 2 Positions that deals Low Damage to a Hero in the Front 2 Positions while
Moving the
Cultist Brawler Forward.
The
Cultist Brawler is a Frontline Enemy with Decent Speed that can inflict
Bleed and help other Enemies deal more
Stress Damage to your Heroes.
The Cultist Brawler doesn't pose much of a threat due to their main Attack Rend for the Old Gods dealing Decent at best Damage even to Marked Targets.
Both of its Attacks can only Target the Front 2 Positions, making the Cultist Brawler very predictable and easy to deal with.
You can easily Stun the Cultist Brawler or Move it to the Back 2 Positions to render them helpless
Due to these factors, it is usually better to take out the bigger threats that accompanying the Cultist Brawler.
Overall Threat Level: Medium Low


Ruins
Weald
Cove
Warrens
Cooldowns
Veteran &
Champion
Eldritch Push - 2 rd Cooldown
Eldritch Pull - 2 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Stressful Incantation
2.0 Base Chance to be used
7.0 Base Chance to be used as First Action
Targetting Desire
1.0 Base Chance to Target Most
Stressed Hero
50% Chance to Target Most
Stressed Hero
Eldritch Push
1.0 Base Chance to be used
Eldritch Pull
1.0 Base Chance to be used
Veteran
Stressful Incantation
Unless All 4 Heroes are
Virtued or 3+
Marked Heroes are Present
2.0 Base Chance to be used
7.0 Base Chance to be used as First Action
Targetting Desire
2.0 Base Chance to Target Most
Stressed Hero
66.7% Chance to Target Most
Stressed Hero
Eldritch Push
1.0 Base Chance to be used
Eldritch Pull
1.0 Base Chance to be used
Champion
Stressful Incantation
Unless All 4 Heroes are
Virtued or 3+
Marked Heroes are Present
2.0 Base Chance to be used
7.0 Base Chance to be used as First Action
Targetting Desire
3.0 Base Chance to Target Most
Stressed Hero
75% Chance to Target Most
Stressed Hero
Eldritch Push
1.0 Base Chance to be used
Eldritch Pull
1.0 Base Chance to be used
Stressful Incantation is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals minimal HP Damage and a hefty amount of
Stress Damage to the Target Hero alongside Lowering the
Light Level.
This Attack gains the ability to Mark Heroes from Veteran Difficulty onward, helping the many Enemies who have a bias towards Targetting Marked Heroes or have a Bonus vs Marked Targets focus down the Marked Hero.
Eldritch Pull is a Decently Accurate Single Target Attack usable from the Back 3 Positions that deals Minimal HP Damage while Pulling a Hero in the Back 2 Ranks Forward.
This Attack deals Minor Stress Damage from Veteran Difficulty onward alongside a 2 round Cooldown.
Eldritch Push is a Decently Accurate Single Target Attack usable from all positions that deals Minimal HP Damage while Pushing a Hero in the Front 2 Ranks to the Back Ranks.
This Attack deals Minor
Stress Damage from
Veteran Difficulty onward alongside a 2 round Cooldown.
The
Cultist Acolyte is a Backline Enemy with High Speed and Dodge that dishes out
Stress Damage (And can
Mark Heroes from
Veteran Difficulty Onwards)
with
Stressful Incantation and disrupts your Heroes using
Eldritch Pull and
Eldritch Push.
Due to the Cultist Acolyte being able to deal hefty Stress Damage to your Heroes and the disruption they can cause, it is in your best interest to eliminate it quickly.
It is preferrable to have a Hero who can Outspeed the Cultist Acolyte and Stun them to shut them down for the turn, giving your other Heroes time to finish them off quickly.
Overall Threat Level: Medium High


Ruins, Weald
Cove, Warrens
Hamlet
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Accusation
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target Hero with Most
Stress
50% Chance to Target Hero Most
Stress
Doomsay
1.0 Base Chance to be used
Veteran
Accusation
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target Hero with Most
Stress
66.7% Chance to Target Hero Most
Stress
Doomsay
1.0 Base Chance to be used
Champion
Accusation
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target Hero with Most
Stress
75% Chance to Target Hero Most
Stress
Doomsay
1.0 Base Chance to be used
Doomsay is a Very Accurate AoE Attack usable from any Position that deals no Damage but inflicts
Stress Damage to all 4 of your Heroes.
Accusation is a Very Accurate Single Target Attack without any Positioning or Targetting Requirements that deals Minimal HP Damage and inflicts Horror to the Target Hero.
This Attack also has a Chance to inflict a +
Stress Debuff to the Target Hero which lasts until the Party Camps.
The
Madman is a Backline Enemy with Very High Speed and Dodge that can Spread a hefty amount of
Stress using its 2 Attacks.
It is preferrable to have a Hero who can Outspeed the Madman and Stun them to shut them down for the turn and have the other Heroes finish them off quickly.
The Madman has a roughly 4% Chance to drop one of the Music Box Trinkets as Loot, which could come in handy.
Overall Threat Level: High


Ruins
Weald
Warrens
Courtyard
All Difficulties
All Skills
1.0 Base Chance to Target Random Hero / Monster
10.0 Base Chance to Target
Marked Hero
91.4% Chance to Target
Marked Hero
Bite
10.0 Base Chance to be used if
Marked Hero Present
Web
3.0 Base Chance to be used unless 3+ Heroes are
Marked
Web is a Decently Accurate Single Target Attack without any Positioning or Targetting Requirements that deals Minimal Damage alongside a
Marking the Target Hero.
This Attack can also Stun your Heroes in addition to inflicting a - Blight Resist Debuff.
Bite is a Single Target Attack without any Positioning or Targetting Requirements that deals Very Low Damage and inflicts Blight to the Target Hero.
Even though this Attack benefits from a +100% Damage
Buff when Targetting a
Marked Hero, it is not much of a threat due to its Very Low Baseline Damage.
The
Webber is a very Low HP Enemy with Decent Speed and High Dodge that uses
Web to disrupt your Heroes and set of
Marks for
Spitters.
When dealing with Spiders, you want to be taking out the Webbers First due to them having Higher Speed and the fact that Spitters pose no threat without Webbers setting up Marks for them.
Spit cannot be used at the Front 2 Positions, meaning if both Webbers are dead, the remaining Spitters are forced to use Bite, a much less threatening Attack.
Stuns can also be used to stop some of the Spiders from acting, although due to their Low HP Pool, just killing them is preferred and safer
Overall Threat Level: Prioritize over Spitters if possible


Ruins
Weald
Warrens
Courtyard
All Skills
1.0 Base Chance to Target Random Hero / Monster
100.0 Base Chance to Target
Marked Hero
Spit is a Decently Accurate Single Target Attack usable from the Back 2 Positions that deals Mediocre Baseline Damage and inflicts
Blight to a Hero in any Position.
This Attack can also inflict a - Accuracy Debuff to your Heroes, making it harder for them to land their Attacks.
More importantly, This Attack benefits from a +100% Damage Buff when Targetting Marked Heroes, letting the Attack deal a High Amount of Damage.
Bite is a Single Target Attack usable in the Front 2 Positions that deals Very Low Damage and Blight to a Hero in any Position.
Even though this Attack benefits from a +100% Damage
Buff when Targetting a
Marked Hero, it is not much of a threat due to its Very Low Baseline Damage.
The
Spitter is a very Low HP Enemy with High Dodge that uses
Spit to deal very High Damage to
Marked Heroes.
When dealing with Spiders, you want to be taking out the Webbers First due to them having Higher Speed and the fact that Spitters pose no threat without Webbers setting up Marks for them.
Spit cannot be used at the Front 2 Positions, meaning if both Webbers are dead, the remaining Spitters are forced to use Bite, a much less threatening Attack.
Stuns can also be used to stop some of the Spiders from acting, although due to their Low HP Pool, simply killing them is preferred and safer
Overall Threat Level: Medium


Ruins
Weald
Warrens
Courtyard
Grave Nibble
All Difficulties
1.0 Base Chance to Target Random Hero / Monster
3.0 Base Chance to Target Hero with Lowest
Stun Resist
75% Chance to Target Hero with Lowest
Stun Resist
Grave Nibble is a Low Accuracy High Crit Chance Single Target Attack without any Positioning or Targetting Requirements
that deals Low HP Damage and Minor
Stress Damage alongside a relatively Low Chance to
Stun the Target Hero.
The real threat this Attack poses comes in the form of its hefty 15% Chance to inflict a Random Disease, which can prove to be troublesome.
The
Maggot is a Very Low HP Enemy with a High
Stun Resist Stat that can inflict
Stress,
Stuns, and
Disease to your Heroes using
Grave Nibble.
Due to its Small HP Pool. the Maggot can be easily eliminated, which should be done quickly before any Disease can be spread.
Overall Threat Level: Medium Low


Ruins
Weald
Warrens
All Difficulties
1.0 Base Chance to Target Random Hero / Monster
Apprentice
All Skills
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Bump In The Night
1.0 Base Chance to be used
Tic-Toc
1.0 Base Chance to be used
Veteran
All Skills
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Bump In The Night
1.0 Base Chance to be used
Tic-Toc
1.0 Base Chance to be used
Champion
All Skills
4.0 Base Chance to Target
Marked Hero
80% Chance to Target
Marked Hero
Bump In the Night
1.0 Base Chance to be used
Tic-Toc
1.0 Base Chance to be used
Bump in the Night is a Low Accuracy Single Target Attack usable from the Front 3 Ranks that deals Low Damage to Heroes in the Front 2 Positions.
Tic-Toc is a Very Inaccurate Single Target Repositioning Attack used from Position 4 that deals Low Damage to a Hero in the Front 2 Ranks while Moving the Bone Rabble Forward.
The
Bone Rabble has overall Low Stats alongside Weak Attacks with Low Damage and Accuracy.
Due to the Bone Rabble being a non threat, it should be the last thing you deal with.
Overall Threat Level: Very Low
Ruins
Weald
All Skills
1.0 Base Chance to Target Random Hero / Monster
Veteran
Flurry of Claws
1.0 Base Chance to be used
Lash of the Tail
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66% Chance to Target
Marked Hero
Champion
Flurry of Claws
2.0 Base Chance to be used
Lash of the Tail
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target Lowest
Stun Resist Non
Stunned Hero
3.0 Base Chance to Target
Marked Hero
33.3% Chance to Target Lowest
Stun Resist Non
Stunned Hero
50% Chance to Target
Marked Hero
Flurry of Claws is a Decently Accurate AoE Attack usable from the Front 3 Positions that deals Very Low Damage to both Front Rank Heroes and has a Very Low Chance to
Shuffle them.
Lash of the Tail is a Decently Accurate Single Target Attack without any Positioning or Targetting Requirements that deals Minimal Damage to the Target Hero.
This Attack can
Stun the Target Hero and has a Low Chance to cause
Knockback as well.
The
Gargoyle is a Low HP Enemy with High Speed, Decent Dodge, and High
Bleed Resist that attempts to disrupt your Heroes using its Attacks, both of which have a Chance to displace the Target Hero.
That being said although the Stun Chance on Lash of the Tail is standard, the Knockback and Shuffle Chances of the 2 Attacks are too Low to actually do anything.
The Gargoyle is more of an annoyance more than anything and can be largely ignored while you prioritize getting rid of more threatening Enemies.
Overall Threat Level: Medium Low
Ruins, Weald
Warrens, Cove
Courtyard
All Skills
1.0 Base Chance to Target Random Hero / Monster
Veteran
Rend
1.0 Base Chance to be used
4.0 Base Chance to be used as First Action
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Skull Toss
2.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
2.0 Base Chance to Target Hero with Most
Stress
50% Chance to Target
Marked Hero
33.3% Chance to Target Non
Stunned Hero with Most
Stress
Howl
2.0 Base Chance to be used
Champion
Rend
1.0 Base Chance to be used
6.0 Base Chance to be used as First Action
Targetting Desire
4.0 Base Chance to Target
Marked Hero
80% Chance to Target
Marked Hero
Skull Toss
2.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
4.0 Base Chance to Target Hero with Most
Stress
44.4% Chance to Target
Marked Hero
44.4% Chance to Target Non
Stunned Hero with Most
Stress
Howl
3.0 Base Chance to be used
Rend is a Decently Accurate Single Target Attack usable from the Front 3 Positions that deals Decently High Damage alongside a High Crit Chance to a Hero in the Front 2 Ranks.
This Attack can inflict a + Stress Debuff to the Target Hero and has a High Chance to be used on its first turn
Skull Toss is a Decently Accurate Single Target Attack usable from any Position that deals Decently High HP Damage
and a hefty amount of Stress Damage alongside having a Chance to Stun a Hero in the Back 2 Positions.
Howl is a Decently Accurate AoE Attack usable from any Position that can inflict Horror to all 4 Heroes while also Lowering the Light Level
This Attack also has a 5% Chance to give
the Worries Disease to each Target Hero.
The
Ghoul is a relatively Low HP Size 2 Enemy with High Speed and Prot that can inflict
Stress,
Bleed, and
Stuns to your Heroes.
The Ghoul is a troublesome Enemy, with all 3 of its Attacks contributing to your Heroes taking more Stress Damage, which is further enabled by its High Speed.
As is the case with many Size 2 Enemies, Stuns are handy for keeping the Ghoul in check while you either focus on getting rid of the Ghoul or get rid of the threats accompanying it
Overall Threat Level: High
Ruins, Weald
Cove, Warrens
Hamlet
All Skills
1.0 Base Chance to Target Random Hero / Monster
Darkest
Slice And Dice
2.0 Base Chance to be used
Uppercut Slice
1.0 Base Chance to be used
Shank
Not used if 2+ Heroes are
Marked
2.0 Base Chance to be used
6.0 Base Chance to be used as First Action
Targetting Desire
2.0 Base Chance to Target Lowest
Bleed Resist Hero
66.7% Chance to Target Hero with Lowest
Bleed Resist
Harmless Poke
1.0 Base Chance to be used
Slice And Dice is a High Crit Chance AoE Attack usable from the Front 3 Positions that deals Decent Damage alongside inflicting a
Bleed Resist
Debuff to both Heroes in the Front 2 Ranks.
Uppercut Slice is a Single Target Attack usable from the Front 2 Positions that deals Low Damage alongside inflicting Knockback to a Target Hero in the Front 3 Ranks.
Shank is a Single Target Attack usable from the Front 3 Positions that deals Decently High Damage alongside a Bleed to a Hero in any Rank.
The Brigand Raider also Marks the Target Hero with this Attack, helping the many Enemies who have a Higher Chance to Target Marked Heroes focus down the Marked Hero with their Attacks.
Harmless Poke is a Very Low Accuracy Single Target Repositioning Attack usable from Position 4 that deals Low Damage to a Hero in any Position while Moving the Brigand Raider Forward.
The
Brigand Raider gains a + Speed
Buff if the Attack hits.
The
Brigand Raider Enemy is the
Darkest Level version of the
Brigand Cutthroat with Slightly Better Stats and Skills overall.
It can be encountered during the
Brigand Incursion and within
Champion Level Dungeons.
The Brigand Raider gains the ability to Mark Heroes with Shank, helping many Enemies who have a Higher Chance to Target Marked Heroes focus down the Marked Hero with their Attacks.
The fact that they can pose a threat with their High Offensive Pressure on top of having a somewhat Small HP Pool makes them a High Priority to be eliminated.
Stuns can be useful for shutting down the Brigand Raider for a turn, giving your Heroes more time to take care of the Brigand Raider and other threats.
You can also try to Move them to Position 4, where they can only use Harmless Poke, a Weak Repositioning Attack
Overall Threat Level: Borderline High
Ruins, Weald
Cove, Warrens
Hamlet
All Skills
1.0 Base Chance to Target Random Hero / Monster
Darkest
Blanket Fire
1.0 Base Chance to be used
Rushed Shot
1.0 Base Chance to be used
Blanket Fire is an AoE Attack usable from the Back 3 Positions that deals Low Damage alongside inflicting a Minor Dodge
Debuff to all 4 Heroes.
The Brigand Hunter deals minor Stress Damage with Blanket Fire, making the Attack more of a concern.
Rushed Shot is a Low Accuracy Single Target Repositioning Attack usable from Position 1 that deals Low Damage to a Hero in the Front 3 Positions while
Moving the
Brigand Hunter Back.
The
Brigand Hunter is the
Darkest Level version of the
Brigand Fusilier, with Slightly Better Stats and Skills overall.
It can be encountered during the
Brigand Incursion and within
Champion Level Dungeons.
It also starts every Combat with 2 Turns of Stealth, making it harder to deal with.
The Brigand Hunter while being more of a threat than the Brigand Fusilier still proves to be not much of a threat in the Damage department, although the Stress Damage Blanket Fire can inflict can
stack up, especially in the case of a Critial Hit.
Although it would be preferrable to take them out early, unless you have the means necessary to get rid of it quickly, it is
usually better to focus on dealing with the Brigand Cutthroat and Brigand Raider Enemies accompanying it.
Overall Threat Level: Medium High


Shieldbreaker DLC
Ruins, Weald
Cove, Warrens
Farmstead X
All Difficulties
All Skills
2.0 Base Chance to Target Random Hero / Monster
Warning Rattle
5.0 Base Chance to be used unless Self
Guarding /
Guarded or
less than 2 Monsters aren't
Guarded
Targetting Desire
10.0 Base Chance to Target Non
Guarding /
Guarded Monster
83.3% Chance to Target Non
Guarding /
Guarded Monster
Snakebite
1.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
3.0 Base Chance to Target Lowest
Bleed Resist Hero
44.4% Chance to Target
Marked Hero
33.3% Chance to Target Lowest
Bleed Resist Hero
Slther Forwards
1.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Warning Rattle is a
Support Skill the
Rattler uses to
Guard its Allies alongside activating its
Riposte and
Buffing its Prot.
Snakebite is a High Accuracy Single Target Attack usable from the Front 3 Positions that deals Decent Damage alongside inflicting Bleed to a Hero in the Front 3 Positions.
Slither Forward is a Single Target Repositioning Attack used from Position 4 that deals Very Low Damage to a Hero in the Front 2 Ranks while
Moving the
Rattler Forward.
The
Rattler is one of the Enemies introduced with the
Shieldbreaker DLC alongside the
Pilskin and
Adder.
It is a High HP Enemy with Decent Prot and Dodge alongside High Speed that uses Warning Rattle to Guard an Ally and Snakebite to deal Decent Damage in addition to inflicting Bleed.
The Rattler isn't too much of a threat, although alongside the Bleed or Blight the Serpent Enemies accompanying it will be inflicting, the Damage can stack up.
Due to the Rattler being quite durable, it may be a better idea to take care of the Pilskin Enemy first if you have the tools to Destealth and kill it.
Stuns are very useful for dealing with the Rattler thanks to Stuns letting you shut down the Rattler for a turn while also breaking its Guard.
Overall Threat Level: Medium


Shieldbreaker DLC
Ruins, Weald
Cove , Warrens
Farmstead X
All Difficulties
All Skills
2.0 Base Chance to Target Random Hero / Monster
4.0 Base Chance to Target
Marked Hero
3.0 Base Chance to Target Lowest
Blight Resist Hero
44.4% Chance to Target
Marked Hero
33.3% Chance to Target Lowest
Blight Resist Hero
Infuse
1.0 Base Chance to be used
Venomous Gleek
1.0 Base Chance to be used
Venomous Gleek is a High Accuracy Single Target Attack usable from the Back 2 Positions that deals Minimal Damage and inflicts
Blight to a Hero in any Position
Infuse is a High Accuracy Single Target Attack that deals Decent Damage alongside inflicting Blight to the Target Hero.
This Attack can be used if the Pilskin is in the Front 2 Ranks, and can only Target Heroes in the Front 2 Ranks
While the Crit Chance of both Attacks is unremarkable, the +12% Crit Chance
Buff the
Pilskin benefits from while
Stealthed gives it a Very High Chance to Crit if it is allowed to remain
Stealthed
The
Pilskin is one of the Enemies introduced with the
Shieldbreaker DLC alongside the
Rattler and
Adder.
The Pilskin is a Low HP Enemy with Minor Prot, High Dodge and High Speed that deals Blight with its Attacks.
They also gain 2 Turns of Stealth at the start of any Combat from making them harder to eliminate, alongside benefitting from a +12 CRIT Buff if they are Stealthed.
The Pilskin isn't too much of a threat, although alongside the High Crit Chance when Stealthed and the Bleed or Blight the Serpent Enemies accompanying it will be inflicting, the Damage can stack up.
When facing a Pilskin, it is advised to Destealth them to deprive them of their + Crit Chance Buff and eliminate them quickly since they have Low HP, making them
quite easy to kill once they are Destealthed
It may also be useful to note that they cannot use Infuse from the Back 2 Positions, instead using Venomous Gleek which has Very Low Damage and can only Target the Front 2 Ranks.
Overall Threat Level: Medium High


Shieldbreaker DLC
Ruins, Weald
Cove, Warrens
Farmstead X
All Difficulties
All Skills
2.0 Base Chance to Target Random Hero / Monster
Molt
1.0 Base Chance to be used if own HP ≤ 90%
6.0 Base Chance to be used if own HP ≤ 50%
11.0 Base Chance to be used if own HP ≤ 20%
+ 3.0 Base Chance to be used if Self has DoTs
(
Blight /
Bleed)
Adder's Fang
3.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
3.0 Base Chance to Target Lowest
Blight Resist Hero
44.4% Chance to Target
Marked Hero
33.3% Chance to Target Lowest
Blight Resist Hero
Paralyzing Quills
3.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
3.0 Base Chance to Target Lowest
Stun Resist Non
Stunned Hero
44.4% Chance to Target
Marked Hero
33.3% Chance to Target Lowest
Stun Resist Non
Stunned Hero
Adder's Fang is a High Accuracy Single Target Attack without any Positioning or Targetting Requirements that deals Low Damage and inflicts
Blight to a Hero in any Position
Paralyzing Quills is a High Accuracy Single Target Attack usable from all Positions that deals High Damage alongside inflicting a very potent Stun to a Hero in the Front 3 Ranks.
Molt is a Self Healing Skill which Heals the Adder, curing all Bleed, Blight, and Debuffs alongside Buffing its Blight Skill Chance and Damage.
This Skill has a Higher Chance to be used the Less HP the
Adder has or if the
Adder is suffering from any
Bleed or
Blight.
The
Adder is one of the Enemies introduced with the
Shieldbreaker DLC alongside the
Rattler and
Pilskin.
It is a High HP Size 2 Enemy with some Prot that can use its High Accuracy Attacks to Stun or Blight your Heroes alongside being able to cure any Bleed, Blight, or Debuffs inflicted on itself using Molt.
The Adder is only really a threat if other Enemies are present due to it not dealing enough Damage to be of much threat alone.
Due to the Adder not posing much of a threat alone, it is advised to eliminate any Monsters accompanying the Adder while using Stuns to keep it in check.
Overall Threat Level: Medium


Ruins Weald
Cove Warrens
Courtyard
Farmstead X
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
All Skills
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Gather the Blood
4.0 Base Chance to be used
Predigestion
1.0 Base Chance to be used
Veteran &
Champion
All Skills
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Gather the Blood
3.0 Base Chance to be used
Predigestion
1.0 Base Chance to be used
Gather the Blood is a Low Damage Single Target Attack usable from the Front 2 Positions that has a 31% Chance to inflict the
Crimson Curse to a Hero in any Position while
Moving the
Supplicant Forward.
Predigestion is a Single Target Attack without Positioning or Targetting Requirements that deals Low Damage alongside inflicting Blight while Moving the Supplicant Forward.
This Attack can also inflict a -
Bleed Resist
Debuff that synergizes with the
Bleed Heavy
Crimson Court Enemies that will be accompanying the
Supplicant.
The
Supplicant is a relatively Low HP Enemy with some Prot and a Sky High
Stun Resist Stat that can spread the
Crimson Curse using
Gather the Blood and inflict
Blight using
Predigestion.
Due to the Supplicant not dealing much Damage, it doesn't pose much of a threat, and you should be prioritizing the more threatening Crimson Court Enemies accompanying it.
Overall Threat Level: Medium Low


Ruins Weald
Cove Warrens
Farmstead X
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Enraging Slight
1.0 Base Chance to be used
Targetting Desire
10.0 Base Chance to Target Rank 3 or 4
3.0 Base Chance to Target Most
Stressed Hero
71.4% Base Chance to Target Rank 3 or 4
21.4% Chance to Target Most
Stressed Hero
Elusive Exit
3.0 Base Chance to be used as Second Action
1003.0 Base Chance to be used as Third Action
Veteran &
Champion
Enraging Slight
1.0 Base Chance to be used
Targetting Desire
10.0 Base Chance to Target Rank 3 or 4
4.0 Base Chance to Target Most
Stressed Hero
66.7% Base Chance to Target Rank 3 or 4
26.7% Chance to Target Most
Stressed Hero
Elusive Exit
3.0 Base Chance to be used as Second Action
1003.0 Base Chance to be used as Third Action
Enraging Slight is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals minimal HP Damage alongside Decent
Stress Damage.
This Attack also Marks the Target Hero while possibly Pulling them to the Front Ranks, where the Hero will be in more danger of being Focused Down by the many Crimson Court Monsters that have a Higher Chance to Target Marked Heroes.
It should be noted that this Attack has a much Higher Chance to target your (probably) more vulnerable Backline Heroes.
Elusive Exit is a Very Accurate AoE Attack usable from any Position that deals minimal HP Damage and inflicts Horror to all 4 Heroes while the Gatekeeper Escapes from the battle.
After escaping, the Gatekeeper also removes all Enemy Corpses alongside Summoning Sycophant Enemies in all Empty Positions.
This Attack is only usable if the
Gatekeeper is taking its Second Action, with a High Chance to be used as its Second Action (66.7% on
Apprentice // 75% on
Veteran &
Champion) and is essentially guarenteed to be used as its Third Action.
The
Gatekeeper is a Low HP Enemy with High Speed and Very High Dodge that you can encounter when the Infestation Level of the Hamlet is High.
It can use Enraging Slight to deal Stress to your Heroes alongside Marking and Pulling them, and if they are left alive for too long, they will flee the Battle using Elusive Exit, removing any Enemy Corpses and Summoning Sycophant Enemies in empty spaces.
The Gatekeeper always drops an Invitation to the currently active Courtyard Epic Quest alongside being guarenteed to spawn if you interact with a Throbbing Coccoon Curio outside the Courtyard.
Due to Elusive Exit being a highly troublesome Attack, it is in your best interest to eliminate the Gatekeeper quickly.
Thanks to turns while being Stunned not counting as taking an Action, Stunning the Gatekeeper is a good way to delay it from being able to use Elusive Exit.
Overall Threat Level: Very High
Ruins Weald
Cove Warrens
Courtyard
Farmstead X
Cooldowns
Buried Blast - 3 rd Cooldown
All Difficulties
1.0 Base Chance to use Random Skill
All Skills
1.0 Base Chance to Target Random Hero / Monster
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Buried Blast
1.0 Base Chance to be used
Subterranean Skewer
1.0 Base Chance to be used
Subterranean Skewer is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals High Damage alongside inflicting
Bleed while
Moving the
Chevalier Back.
This Attack also inflicts a - Bleed Resist Debuff that synergizes with the Bleed Heavy Crimson Court Enemies accompanying the Chevalier.
Buried Blast is a Decently Accurate Attack which Targets 2 Heroes at once and is usable from the Back 3 Positions alongside being able to Target Heroes in any Position.
Although this Attack cannot Crit, it still deals Decent Damage alongside potentially
Stunning your Heroes and more importantly inflicting a Hefty
Debuff that Nukes a Hero's Dodge
(-40 on
Veteran // -50 on
Champion)
The
Chevalier is a Sturdy Enemy with a Decent Amount of Prot alongside Sky High
Move Resist and a Very Low
Stun,
Bleed, and
Debuff Resist Stat.
They can use Subterranean Skewer to dish out High Damage with a Bleed or use Buried Blast to Cripple the Dodge of your Heroes while Stunning them.
The Chevalier can be difficult to deal with due to it being quite Sturdy and its Sky High Move Resist letting it stay in the Back Ranks.
Even though the Chevalier is a big threat, it being so tanky means you may want to deal with the other Enemies that can pose a threat and can be more easily dispatched first.
On top of that, due to the Chevalier having a Very Low Stun Resist Stat, Stuns are very useful for keeping it in check, letting you focus on the other threats first.
That being said if the Chevalier is posing an immediate threat to your and/or you can dispatch it decently easily, it can be beneficial to take it out earlier on in the battle.
Overall Threat Level: High


Ruins Weald
Cove Warrens
Courtyard
Farmstead X
The AI Behavior and Skills of the Manservant in its Bloodlust Form are covered in a separate Section.
Cooldowns
Enraging Slight - 1 rd Cooldown
Infallible Servitude - 1 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Enraging Slight
2.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target Most
Stressed Hero
75% Chance to Target Most
Stressed Hero
Infallible Servitude
2.0 Base Chance to be used unless 2+ Monsters are
Guarded
The Thirst
3.0 Base Chance to be used if Own HP ≤ 33%
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Veteran &
Champion
Enraging Slight
2.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target Most
Stressed Hero
75% Chance to Target Most
Stressed Hero
Infallible Servitude
2.0 Base Chance to be used unless 2+ Monsters are
Guarded
The Thirst
5.0 Base Chance to be used if Own HP ≤ 55%
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Enraging Slight is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals minimal HP Damage alongside some
Stress Damage.
This Attack also Marks the Target Hero while possibly Pulling them to the Front Ranks, where the Hero will be in more danger of being Focused Down by the many Crimson Court Monsters that have a Higher Chance to Target Marked Heroes.
Infallible Servitude is a Support Skill used by the Manservant to Guard one of their Allies while Buffing its own Prot to make itself more durable.
The Thirst if used in its Thirsty Form is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals some HP and Stress Damage while Moving the Manservant Forward.
The Manservant must have 33% or less HP in order to use this Attack on Apprentice Difficulty and a Higher Chance to use it if it has 55% or less HP on Veteran & Champion Difficulty
This Attack has a 31% Chance to Inflict the Crimson Curse alongside a Chance to apply a Hefty + Stress Debuff to the Target Hero.
In addition, the Manservant Heals some HP & Receives any Blight that was on the Target Hero and changes into its Bloodlust Form.
The Manservant is a Low HP Enemy with High Speed and Dodge that supports its Allies by Guarding them whilst Disrupting your Heroes with Pulls and Stuns and inflicting Stress to your Heroes.
The Manservant doesn't do much Damage Overall, instead it opts to take up more of a supporting role, Guarding its Allies in both Forms with Infallible Servitude and Gibbering Entourage.
In addition, the Manservant uses Attacks such as Enraging Slight and Refined Palate to inflict Stress to your Heroes alongside Disrupting your Heroes.
As is the case with most of the Crimson Court Enemies, The Thirst is used to Heal Themselves while dealing HP and Stress Damage to your Heroes alongside having a Chance to inflict the Crimson Curse.
It should be noted that the Version of The Thirst that the Manservant can use in its Thirsty Form can inflict a Large + Stress Debuff to the Target Hero (+33% on Apprentice // +50% on Veteran // +67% on Champion)
While the Manservant isn't as directly threatening as some of the other Crimson Court Enemies,
they do a good job of being a hinderance by Guarding their Allies and dealing Stress to your Heroes.
It can be a good idea to kill them early on or use Stuns to shut the Manservant down whilst you take care of other threats.
Overall Threat Level: Medium High


Ruins Weald
Cove Warrens
Courtyard
Farmstead X
The AI Behavior and Skills of the Manservant in its Thirsty Form are covered in a separate Section.
Cooldowns
The Thirst - 2 rd Cooldown
Refined Palate - 1 rd Cooldown
Gibbering Entourage - 1 rd Cooldown
Apprentice
All Skills
1.0 Base Chance to Target Random Hero / Monster
Refined Palate
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target Most
Stressed Hero
3.0 Base Chance to Target
Marked Hero
42.85% Chance to Target Most
Stressed Hero
42.85% Chance to Target
Marked Hero
Choice Cut
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Gibbering Entourage
Not used on
Apprentice Difficulty
The Thirst
5.0 Base Chance to be used if Own HP ≤ 33%
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Veteran &
Champion
All Skills
1.0 Base Chance to Target Random Hero / Monster
Refined Palate
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target Most
Stressed Hero
3.0 Base Chance to Target
Marked Hero
42.85% Chance to Target Most
Stressed Hero
42.85% Chance to Target
Marked Hero
Choice Cut
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Gibbering Entourage
1.0 Base Chance to be used if 2+ Non
Guarded Monsters
and at least 3 Monsters are Present
The Thirst
5.0 Base Chance to be used if Own HP ≤ 33%
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Refined Palate is a Decently Accurate Single Target Attack without any Positioning or Targetting Requirements that is used by the
Manservant in its
Bloodlust Form.
This Attack deals minimal HP Damage and some Stress Damage to the Target Hero alongside being able to Stun them as well.
Gibbering Entourage is a Support Skill used by the Manservant in its Bloodlust Form to Guard all of its Allies while Greatly Buffing its Prot to make itself much more durable.
Choice Cut is a Single Target Attack usable from any Position that deals Low Damage alongside a Bleed to a Hero in the Back 2 Positions.
The Thirst if used in its Bloodlust Form is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals mediocre HP Damage and some Stress Damage while Moving the Manservant Forward.
The Manservant must have 33% or less HP in order to use this Attack.
This Attack has a 31% Chance to Inflict the Crimson Curse alongside Healing some HP & Recieving any Blight that was on the Target Hero.
Unlike when used in its
Thirsty Form,
The Thirst Applies an Accuracy and Speed
Debuff to the
Manservant.
The
Manservant is a Low HP Enemy with High Speed and Dodge that supports its Allies by
Guarding them whilst Disrupting your Heroes with
Pulls and
Stuns and inflicting
Stress to your Heroes.
The Manservant doesn't do much Damage Overall, instead it opts to take up more of a supportingg role, Guarding its Allies in both Forms with Infallible Servitude and Gibbering Entourage.
In addition, the Manservant uses Attacks such as Enraging Slight and Refined Palate to inflict Stress to your Heroes alongside Disrupting your Heroes.
As is the case with most of the Crimson Court Enemies, The Thirst is used to Heal Themselves while dealing HP and Stress Damage to your Heroes alongside having a Chance to inflict the Crimson Curse.
While the Manservant isn't as directly threatening as some of the other Crimson Court Enemies,
they do a good job of being a hinderance by Guarding their Allies and dealing Stress to your Heroes.
It can be a good idea to kill them early on or use Stuns to shut the Manservant down whilst you take care of other threats.
Overall Threat Level: Medium High


Ruins Weald
Cove Warrens
Courtyard
Farmstead X
The AI Behavior and Skills of the Sycophant in its Bloodlust Form are covered in a separate Section.
Cooldowns
Maddening Whine - 1 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Maddening Whine
2.0 Base Chance to be used if 2+ Non
Stunned Heroes Present
Targetting Desire
3.0 Base Chance to Target Most
Stressed Hero
2.0 Base Chance to Target
Marked Hero
50% Chance to Target Most
Stressed Hero
33.3% Chance to Target
Marked Hero
The Thirst
1.0 Base Chance to be used
5.0 Base Chance to be used if Own HP ≤ 40%
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Veteran &
Champion
Maddening Whine
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target Most
Stressed Hero
3.0 Base Chance to Target
Marked Hero
42.85% Chance to Target Most
Stressed Hero
42.85% Chance to Target
Marked Hero
The Thirst
1.0 Base Chance to be used
5.0 Base Chance to be used if Own HP ≤ 40%
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Maddening Whine is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals minimal HP Damage alongside a Decent amount of
Stress Damage while
Moving the
Sycophant Back.
The Thirst if used in its Thirsty Form is a High Accuracy Single Target Attack with no Positioning or Targetting Requirements that deals Low HP Damage and some Stress Damage while Moving the Sycophant Forward.
The Sycophant has a much Higher Chance to use this Attack if its HP is at 40% or Lower.
This Attack has a 31% Chance to Inflict the Crimson Curse to the Target Hero and grants the Sycophant a Buff to its Stun Skill Chance.
In addition, the
Sycophant Heals some HP & Receives any
Blight that was on the Target Hero and changes into its
Bloodlust Form.
The
Sycophant is a Low HP Enemy with High Speed and Dodge that deals overall mediocre Damage , mainly inflicting
Stress Damage with its Attacks.
It can also use Deafening Whine in order to Stun your Heroes and dish out some Bleeds using Bombing Run.
As is the case with most of the Crimson Court Enemies, The Thirst is used to Heal Themselves while dealing HP and Stress Damage to your Heroes alongside having a Chance to inflict the Crimson Curse.
While the Sycophant isn't as much of a threat as some of the other Crimson Court Enemies, they can still be troublesome due to their High Speed and Dodge which lets them act quickly and evade your Attacks.
Using a Hero with High Speed to Outspeed and Stun the Sycophant can be effective, in addition to taking advantage of their Low HP and killing them outright.
Overall Threat Level: Medium High


Ruins Weald
Cove Warrens
Courtyard
Farmstead X
The AI Behavior and Skills of the Sycophant in its Thirsty Form are covered in a separate Section.
Cooldowns
All Difficulties
Deafening Whine - 1 rd Cooldown
Apprentice
The Thirst - 2 rd Cooldown
Veteran &
Champion
The Thirst - 1 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Deafening Whine
3.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
The Thirst
2.0 Base Chance to be used
6.0 Base Chance to be used if Own HP ≤ 30%
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Bombing Run
3.0 Base Chance to be used
Veteran &
Champion
Deafening Whine
3.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
The Thirst
2.0 Base Chance to be used
8.0 Base Chance to be used if Own HP ≤ 30%
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Bombing Run
3.0 Base Chance to be used
Deafening Whine is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals minimal HP Damage and minor
Stress Damage while
Moving the
Sycophant Back.
This Attack takes advantage of the Stun Skill Chance Buff the Sycophant gains by using The Thirst in its Thirsty Form, which makes up for its relatively Low Stun Chance.
Bombing Run is an Attack with no Positioning or Targetting Requirements that deals Mediocre Damage to 1 or 2 Heroes alongside Bleed.
The Thirst if used in its Bloodlust Form is a High Accuracy Single Target Attack with no Positioning or Targetting Requirements that deals Decent Damage and Stress while Moving the Sycophant Forward.
The Sycophant has a much Higher Chance to use this Skill if its HP is at 30% or Lower.
This Attack also has a 31% Chance to Inflict the Crimson Curse alongside Healing some HP & Recieving any Blight that was on the Target Hero.
Unlike in its
Thirsty Form,
The Thirst Applies an Accuracy and Speed
Debuff to the
Sycophant.
The
Sycophant is a Low HP Enemy with High Speed and Dodge that can prove to be quite the nuisance.
The Sycophant does overall mediocre Damage, mainly dishing out Stress with its Attacks.
It can also use Deafening Whine in order to Stun your Heroes and dish out some Bleeds using Bombing Run.
As is the case with most of the Crimson Court Enemies, The Thirst is used to Heal Themselves while dealing HP and Stress Damage to your Heroes alongside having a Chance to inflict the Crimson Curse.
While they are not as Threatening as some of the other Crimson Court Enemies, the Sycophant can still be troublesome due to their High Speed and Dodge which lets them act quickly and evade your Attacks.
The best way to deal with them is by Stunning them with a Faster Hero to shut them down for a turn or taking advantage of their Low HP by taking them out early on.
Overall Threat Level: Medium High

Courtyard
Farmstead X
The AI Behavior and Skills of the Esquire in its Bloodlust Form are covered in a separate Section.
Cooldowns
Skewering Repartee - 2 rd Cooldown
The Thirst - 1 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
All Difficulties
1.0 Base Chance to use Random Skill
Rib Cracker
2.0 Base Chance to be used
Targetting Desire
11.0 Base Chance to Target
Marked Hero
91.7% Chance to Target
Marked Hero
Skewering Repartee
3.0 Base Chance to be used
The Thirst
1.0 Base Chance to be used
11.0 Base Chance to be used if Own HP ≤ 50%
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Rib Cracker is a Decently Accurate Single Target Attack usable in the Front 2 Ranks that deals Mediocre Damage to a Hero in the Front 2 Ranks.
This Attack has a 91% Chance to Target Marked Heroes and can Push a Frontline Hero Back and Debuff their Speed.
More importantly, the Esquire moves Back into the Back Ranks where he can use his highly threatening Skill, Skewering Repartee.
Skewering Repartee is a Decently Accurate AoE Attack usable in the Back 2 Ranks that Deals High Damage with Bleed to your Entire Party alongside Activating the Esquire's Riposte.
The Thirst if used in its Thirsty Form is a High Accuracy Single Target Attack with no Positioning or Targetting Requirements that deals some Damage and Stress while Moving the Esquire Forward.
The Esquire has a much Higher Chance to use this Skill if its HP is at 50% or Lower.
This Attack has a 45% Chance to Inflict the Crimson Curse alongside Healing some HP & Recieving any Blight that was on the Target Hero.
The Thirst Applies an Accuracy and Speed
Debuff to the
Esquire and Clears its
Riposte.
The
Esquire is an Enemy that can potentially dish out Large Amounts of Damage alongside being able to
Support its Allies in its
Bloodlust Form.
The Esquire can deal a Large Amount of Damage if it is allowed to act in the Back 2 Ranks, being able to use Skewering Repartee in its Thirsty Form and Piercing Foreleg in its Bloodlust Form.
Unlike in its Thirsty Form where it mostly does its own thing, the Esquire provides Support to its Allies by Marking Heroes using Needling Execration and inflicting a Bleed Resist Debuff with Piercing Foreleg.
As is the case with most of the Crimson Court Enemies, The Thirst is used to Heal Themselves while dealing HP and Stress Damage to your Heroes alongside having a Chance to inflict the Crimson Curse.
Due to the Esquire being so threatening in the Back 2 Ranks, you want to prioritize not letting the Esquire act in the Back 2 Ranks,
which can happen due to the Esquire Moving Back by itself or other Enemies Moving Forward
Stuns are useful for shutting down the Esquire for a turn, giving your Heroes more time to use displacing Skills to Move the Esquire to the Front Ranks or outright kill it.
Eliminating the Enemies accompanying the Esquire can also be effective since once only 2 Enemies are left the Esquire will be stranded in the Front 2 Positions.
Overall Threat Level: Borderline High
Courtyard
Farmstead X
The AI Behavior and Skills of the Esquire in its Thirsty Form are covered in a separate Section.
Cooldowns
The Thirst - 4 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
All Difficulties
1.0 Base Chance to use Random Skill
Needling Execration
2.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target Most
Stressed Hero
80% Chance to Target Most
Stressed Hero
Piercing Foreleg
2.0 Base Chance to be used
The Thirst
1.0 Base Chance to be used
11.0 Base Chance to be used if Own HP ≤ 50%
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Needling Execration is a Decently Accurate Single Target Attack usable in the Front 3 Ranks that deals Mediocre HP Damage and some
Stress Damage alongside inflicting
Bleed to a Target Hero in the Front 3 Positions.
This Attack applies a Mark to the Target Hero, which helps many Crimson Court Enemies that have a Higher Chance to Target Marked Heroes focus down the Marked Hero
More importantly, when using this Attack the Esquire moves Back into the Back Ranks where he can use his highly threatening Skill, Piercing Foreleg.
Piercing Foreleg is a Decently Accurate AoE Attack usable in the Back 2 Ranks that deals High Damage to your Entire Party.
This Attack also inflicts a Bleed Resist Debuff that synergizes with the Bleed Heavy Crimson Court Enemies.
The Thirst if used in its Bloodlust Form is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals Decent HP and Stress Damage while Moving the Esquire Forward.
The Esquire has a much Higher Chance to use this Skill if its HP is at 50% or Lower.
This Attack also has a 45% Chance to Inflict the Crimson Curse alongside Healing some HP & Recieving any Blight that was on the Target Hero.
The Thirst Applies an Accuracy and Speed
Debuff to the
Esquire.
The
Esquire is an Enemy that can potentially dish out Large Amounts of Damage alongside being able to
Support its Allies in its
Bloodlust Form.
The Esquire can deal a Large Amount of Damage if it is allowed to act in the Back 2 Ranks, being able to use Skewering Repartee in its Thirsty Form and Piercing Foreleg in its Bloodlust Form.
Unlike in its Thirsty Form where it mostly does its own thing, the Esquire provides Support to its Allies by Marking Heroes using Needling Execration and inflicting a Bleed Resist Debuff with Piercing Foreleg.
As is the case with most of the Crimson Court Enemies, The Thirst is used to Heal Themselves while dealing HP and Stress Damage to your Heroes alongside having a Chance to inflict the Crimson Curse.
Due to the Esquire being so threatening in the Back 2 Ranks, you want to prioritize not letting the Esquire act in the Back 2 Ranks,
which can happen due to the Esquire Moving Back by itself or other Enemies Moving Forward
Stuns are useful for shutting down the Esquire for a turn, giving your Heroes more time to use displacing Skills to Move the Esquire to the Front Ranks or outright kill it.
Eliminating the Enemies accompanying the Esquire can also be effective since once only 2 Enemies are left the Esquire will be stranded in the Front 2 Positions.
Overall Threat Level: Borderline High
Courtyard
Farmstead X
The AI Behavior and Skills of the Courtesan in its Bloodlust Form are covered in a separate Section.
Cooldowns
Midnight Minuet - 4 rd Cooldown
Careless Whispers - 2 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
All Difficulties
1.0 Base Chance to use Random Skill
Careless Whispers
12.0 Base Chance to be used
Midnight Minuet
24.0 Base Chance to be used if 3+ Monsters Present
Mind Your Manners
3.0 Base Chance to be used
Damsel In Distress
12.0 Base Chance to be used if no
Guarded Monsters Present
The Thirst
8.0 Base Chance to be used
44.0 Base Chance to be used if Own HP ≤ 60%
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Careless Whispers is a High Accuracy AoE Attack usable from the Back 3 Ranks that deals minimal HP Damage while inflicting
Horror and an Accuracy
Debuff to all of your Heroes.
Midnight Minuet is a Support Skill used by the Courtesan that Shuffles the entire Enemy Party while giving them a hefty Speed and Damage Buff that lasts for 3 Turns while Debuffing their Accuracy for a Turn
Mind Your Manners is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals Mediocre Damage while Marking the Target Hero.
Damsel In Distress is a Support Skill used by the Courtesan that Forces an Ally to Guard the Courtesan while Buffing said Ally with a large amount of Prot to make them Tankier
The Thirst if used in its Thirsty Form is a High Accuracy Single Target Attack with no Positioning or Targetting Requirements that deals some HP and Stress Damage while Moving the Courtesan Forward.
The Courtesan has a much Higher Chance to use this Skill if its HP is at 60% or Lower.
This Attack has a 45% Chance to Inflict the Crimson Curse and grants the Courtesan a Hefty Dodge Buff.
In addition, the
Courtesan Heals some HP & Receives any
Blight that was on the Target Hero alongside changing into its
Bloodlust Form.
The
Courtesan is a relatively Low HP Enemy with High Speed and Decent Dodge which can prove to be quite the nuisance by spreading
Stress,
Buffing their Allies, and
Marking your Heroes.
The Courtesan doesn't deal much Damage Overall, instead Buffing their allies with Midnight Minuet & Damsel in Distress or using Skills such as Careless Whispers and Renewed Appetite to inflict Stress to your Heroes.
In addition, the Courtesan has Attacks that Mark Heroes in both Forms, helping the many Crimson Court Enemies which have a Higher Chance to Target Marked Heroes focus down the Marked Hero.
As is the case with most of the Crimson Court Enemies, The Thirst is used to Heal Themselves while dealing HP and Stress Damage to your Heroes alongside having a Chance to inflict the Crimson Curse.
While The Courtesan isn't as threatening as some of the other Crimson Court Enemies, they can still be troublesome due to their High Speed alongside their ability to Support their Allies and deal Stress Damage to your Heroes.
It is usually a good idea to attempt to take them out quickly, although there will be times where other Enemies take priority over them, in which case Stuns can be good to shut them down while your Heroes deal with the other threats.
Overall Threat Level: Medium High
Courtyard
Farmstead X
The AI Behavior and Skills of the Courtesan in its Thirsty Form are covered in a separate Section.
Cooldowns
The Thirst - 3 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
All Difficulties
1.0 Base Chance to use Random Skill
Renewed Appetite
12.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
5.0 Base Chance to Target Most
Stressed Hero
33.3% Chance to Target
Marked Hero
55.5% Chance to Target Most
Stressed Hero
Expose the Vein
12.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
The Thirst
6.0 Base Chance to be used
42.0 Base Chance to be used if Own HP ≤ 50%
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Renewed Appetite is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals Mediocre HP Damage and some
Stress Damage alongside inflicting
Blight.
Expose the Vein is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals Very Low Damage while Marking the Target Hero.
This Attack also inflicts a Bleed Resist Debuff and a tiny Prot Debuff that synergizes with the Bleed Heavy Crimson Court Enemies.
The Thirst if used in its Bloodlust Form is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals Decent HP and Stress Damage while Moving the Courtesan Forward.
The Courtesan has a much Higher Chance to use this Skill if its HP is at 50% or Lower.
This Attack has a 45% Chance to Inflict the Crimson Curse alongside letting the Courtesan Heal some HP & Receive any Blight that was on the Target Hero.
Unlike in its
Thirsty Form,
The Thirst Applies an Accuracy and Speed
Debuff to the
Courtesan.
The
Courtesan is a relatively Low HP Enemy with High Speed and Decent Dodge which can prove to be quite the nuisance by spreading
Stress,
Buffing their Allies, and
Marking your Heroes.
The Courtesan doesn't deal much Damage Overall, instead Buffing their allies with Midnight Minuet & Damsel in Distress or using Skills such as Careless Whispers and Renewed Appetite to inflict Stress to your Heroes.
In addition, the Courtesan has Attacks that Mark Heroes in both Forms, helping the many Crimson Court Enemies which have a Higher Chance to Target Marked Heroes focus down the Marked Hero.
As is the case with most of the Crimson Court Enemies, The Thirst is used to Heal Themselves while dealing HP and Stress Damage to your Heroes alongside having a Chance to inflict the Crimson Curse.
While The Courtesan isn't as threatening as some of the other Crimson Court Enemies, they can still be troublesome due to their High Speed alongside their ability to Support their Allies and deal Stress Damage to your Heroes.
It is usually a good idea to attempt to take them out quickly, although there will be times where other Enemies take priority over them, in which case Stuns can be good to shut them down while your Heroes deal with the other threats.
Overall Threat Level: Medium High
Farmstead
All Difficulties
All Skills
2.0 Base Chance to Target Random Hero / Monster
Apprentice
Unstable Resonance
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
60% Chance to Target
Marked Hero
Explosive Undoing
1.0 Base Chance to be used
Veteran
Unstable Resonance
1.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Explosive Undoing
1.0 Base Chance to be used
Champion /
Endless
Unstable Resonance
1.0 Base Chance to be used
Targetting Desire
5.0 Base Chance to Target
Marked Hero
71.4% Chance to Target
Marked Hero
Explosive Undoing
1.0 Base Chance to be used
Unstable Resonance is a Decently Accurate Single Target Attack without any Positioning or Targetting Requirements that deals Very High HP Damage and some
Stress Damage alongside some
Blight to the Hero.
Explosive Undoing is a Decently Accurate AoE Attack usable from any Position that hits all 4 Heroes, dealing Relatively Low HP Damage alongside inflicting Horror.
The
Crystalline Aberration can spawn from Enemy Corpses and has a miniscule HP Pool, literally negative Dodge and Speed and High Resists against
Bleeds,
Stuns, and
Debuffs.
Your Heroes get a Minor HP Heal if they kill a Crystalline Aberration (2 HP on Apprentice // 4 HP on Veteran // 5 HP on Champion / Endless)
Due to the Attacks the Crystalline Aberration can use being quite threatening alongside the ease of eliminating them, it is a good idea to get rid of the Crystalline Aberration.
Overall Threat Level: Low
Farmstead
Cooldowns
Pause from Labor - 2 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Sow the Seeds
4.0 Base Chance to be used
Ceaseless Labor
5.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Pause from Labor
1.0 Base Chance to be used if Own HP ≤ 50%
Veteran
Sow the Seeds
4.0 Base Chance to be used
Ceaseless Labor
5.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Pause from Labor
1.0 Base Chance to be used if Own HP ≤ 50%
Endless
Sow the Seeds
4.0 Base Chance to be used
Ceaseless Labor
5.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
80% Chance to Target
Marked Hero
Pause from Labor
1.0 Base Chance to be used if Own HP ≤ 60%
Sow the Seeds is a Decently Accurate Single Target Attack without any Positioning or Targetting Requirements that deals Minimal HP Damage and a hefty amount of
Stress Damage alongside inflicting
Blight to the Target Hero.
Ceaseless Labor is a Single Target Attack usable from any Position that deals Mediocre Damage to a Hero in the Front 2 Ranks.
Pause from Labor is a Skill the
Farmhand can use if their HP is Low enough to
Heal itself and
Buff its Speed.
The
Farmhand is a Relatively Low HP Enemy with Decent Dodge that can inflict
Stress and
Blight with
Sow the Seeds alongside some Damage with
Ceaseless Labor.
The Farmhand isn't much of a threat thanks its Low Damage output, although the Stress Damage Sow the Seeds inflicts can be a concern.
Although the Farmhand isn't very threatening, the nature of the Endless Harvest alongside the Relatively Low HP of the Farmhand makes them good to kill if you can.
Overall Threat Level: Medium Low
Farmstead
Cooldowns
Apprentice /
Veteran
Haunting Revelation - 2 rd Cooldown
Endless
Haunting Revelation - 1 rd Cooldown
Roots - 6 rd Cooldown
Shard of Growth - 3 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Flail the Crops
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Haunting Revelation
1.0 Base Chance to be used
Veteran
Flail the Crops
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Haunting Revelation
1.0 Base Chance to be used
Endless
Flail the Crops
1.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
80% Chance to Target
Marked Hero
Haunting Revelation
1.0 Base Chance to be used
Roots
1.0 Base Chance to be used
Shard of Growth
1.0 Base Chance to be used if 3+ Monsters Present
Haunting Revelation is a Decently Accurate Single Target Attack without any Positioning or Targetting Requirements that deals Very Low Damage alongside some
Horror to a Target Hero.
Flail the Crops is a Decently Accurate Single Target Attack usable from any Position that deals Decent Damage alongside Blight to a Hero in the Front 2 Ranks.
Roots is a Decently Accurate Single Target Attack usable from any Position that deals Low Damage alongside a - Speed and - Accuracy Debuff to a Hero in the Back 3 Ranks.
Shard of Growth is a
Support Skill the
Scarecrow uses to give their Allies
Restoration,
Healing them over time.
The
Scarecrow is an Enemy with High Speed and Dodge alongside a Very High
Bleed Resist and a High
Stun Resist that can Inflict
Horror and
Blight on
Apprentice/
Veteran Levels.
The Scarecrow gains the ability to Debuff your Heroes with Roots and Heal their allies with Shard of Growth during the Endless Harvest.
The Scarecrow enters the Battle with 2 Turns of Stealth on any Difficulty, making them harder to eliminate.
The Scarecrow doesn't pose much of a threat with many of its Attacks dealing minimal Damage outside of Flail the Crops.
Since the Scarecrow isn't very threatening, it is better to get rid of other Enemies that will continue to spawn during the Endless Harvest unless you have a good way to take it out.
Overall Threat Level: Medium Low
Farmstead
Reality Bend
All Difficulties
1.0 Base Chance to Target Random Hero / Monster
Apprentice
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Veteran
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Endless
4.0 Base Chance to Target
Marked Hero
80% Chance to Target
Marked Hero
Reality Bend is a High Accuracy Attack usable from any Position that can Target 1 or 2 Heroes in Any Position, dealing Minimal HP Damage alongside some Minor
Stress Damage.
This Attack can inflict several Debuffs such as - Healing Received, - Accuracy, and Random Target Chance to Target Heroes.
Its
Riposte attack similarly has Very Low Damage and Crit Chance and has a relatively Low Chance to inflict a +
Stress Debuff to the Attacking Hero.
The
Sleeper's Herald is a Very Low HP Enemy with Low Speed, High Prot and overall High Resistances that has a Permanent
Riposte Active.
The Sleeper's Herald is more annoying than anything due to it dealing next to no actual HP Damage, making them a Low Priority to get rid of.
Due to the Sleeper's Herald having High Prot, Bleed Resist, and Blight Resist, Armor Piercing is the best way to kill them.
Overall Threat Level: Low
Farmstead
Cooldowns
Stir The Rabble - 2 rd Cooldown
Many Hands - 2 rd Cooldown
All Difficulties
All Skills
1.0 Base Chance to Target Random Hero / Monster
No Trespassers
2.0 Base Chance to be used
Many Hands
1.0 Base Chance to be used
Stir The Rabble
Used as an
Auto Action if
Farmhand is Present
Targetting Desire
Targets
Farmhands
No Trespassers is a Decently Accurate Single Target Attack without Positioning or Targettng Requirements that deals High Damage and a
Bleed alongside a +
Stress Debuff to the Target Hero.
This Attack also Marks the Target Hero, helping other Enemies who have a High Chance to Target Marked Heroes such as the Scarecrow and Farmhand focus the Marked Hero.
Stir The Rabble is a Support Skill that is used at the start of a Round as a Free Action if a Farmhand is present, granting them a Buff to their Blight Skill Chance, Blight Duration, and Speed.
This Skill also activates the Riposte of the Target Farmhand, letting it strike back at Heroes who Attack it.
Many Hands is a
Support Skill that is used to give an Ally a
Buff to their Speed and Prot.
The
Foreman is a Relatively High HP Enemy with overall Low Resists that can deal High Damage and
Bleed with
No Trespassers and
Buffs their Allies with their other 2 Skills.
The Foreman is the only Enemy in the game to get a Buff from an Enemy spawning in, gaining a Speed Buff with each Farmhand that spawns to join the battle.
The Foreman can prove to be troublesome if you are not ready to deal with No Trespassers, which deals quite a bit of Damage and helps other Enemies focus down a Hero.
Due to the Foreman having a Low Stun Resist Stat, Stuns can be effective at shutting it down for a turn, giving your party more room to breathe.
Overall Threat Level: Medium High
Farmstead
Cooldowns
Rearing Strike - 1 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Apprentice
Paw the Ground
4.0 Base Chance to be used if Own HP ≥ 35%
Trample
Guarenteed to be used if
Paw the Ground has been used.
Rearing Strike
2.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Bestial Scream
1.0 Base Chance to be used
Veteran
Paw the Ground
4.0 Base Chance to be used if Own HP ≥ 35%
Trample
1000.0 Base Chance to be used if
Paw the Ground has been used
Rearing Strike
2.0 Base Chance to be used if at least 2 Non
Stunned Heroes
Targetting Desire
3.0 Base Chance to Target
Marked Hero
75% Chance to Target
Marked Hero
Bestial Scream
1.0 Base Chance to be used
Endless
Paw the Ground
4.0 Base Chance to be used if Own HP ≥ 35%
Trample
1000.0 Base Chance to be used if
Paw the Ground has been used
Rearing Strike
2.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target
Marked Hero
80% Chance to Target
Marked Hero
Bestial Scream
1.0 Base Chance to be used
Paw the Ground is a Skill the
Plow Horse uses to
Move itself into the Back Ranks while giving itself
Stealth to get ready to use
Trample.
Trample is a High Accuracy AoE Attack usable from any Position that deals Damage to all 4 of your Heroes alongside Shuffling them.
This Attack can only be used if Paw the Ground has been used, regardless of whether it is Stealthed or not.
Rearing Strike is a Decently Accurate Attack usable from any Position that deals Decent Damage alongside inflicting a Bleed and a potential Stun to 1 or 2 Heroes in the Front 2 Ranks.
This Attack has a Chance to Target both Heroes in the Front 2 Ranks from Veteran Difficulty onwards.
Bestial Scream is a Very Accurate Single Target Attack without any Positioning or Targetting Requirements that deals Minor
Stress Damage to the Target Hero.
The
Plow Horse is a Low HP Size 2 Enemy with High Speed and some Prot that can disrupt your entire party with
Trample and Spread
Stuns and
Bleed to your Frontline using
Rearing Strike.
The Plow Horse is the only Enemy that can use a Skill to become Stealthed.
The main threat the Plow Horse poses is its ability to disrupt your entire Party if the Plow Horse is allowed to use Trample.
The best way to deal with the Plow Horse is having a Hero that is fast enough to Outspeed and Stun the Plow Horse, preventing it from using Paw the Ground and giving your Heroes more time to dispatch it.
Doing enough Damage to the
Plow Horse to get it below 35% of its Max HP can also be effective since this prevents the
Plow Horse from using
Paw the Ground entirely.
Overall Threat Level: Medium High
Farmstead
The
Sleeper's Dream appears once you have earned 10 Enemy Kills.
If you have killed more than 10 Enemies, the Excess gets carried over to the next wave, making you need to score less than 10 Kills to end the wave.
Its sole purpose is to use Beyond Time and Space to Teleport your party into a room at the end of a wave.
Darkest Dungeon
Floor 1-2
Farmstead X
Cooldowns
Flesh Wall - 2 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
10.0 Base Chance to Target
Cultist Priest
Darkest
Flesh Wall
3.0 Base Chance to be used if there are No
Guarded Monsters
13.0 Base Chance to be used if there are No
Guarded Monsters
and there is a
Cultist Priest Present
Targetting Desire
91% Chance to Target
Cultist Priest if one is Present
Flesh to Flesh
1.0 Base Chance to be used
Targetting Desire
4.0 Base Chance to Target Monster with Lowest HP %
66.7% Chance to Target
Cultist Priests if one is Present
26.7% Chance to Target Monster with Lowest HP %
Flesh Wall is a
Support Skill the
Rapturous Cultist uses to
Guard an Ally, protecting them from harm.
This Skill is very Likely to Target a Cultist Priest if any are Present and isn't used if there are any Enemies being Guarded.
Flesh to Flesh is a Support Skill used by the Rapturous Cultist to Heal an Ally.
This Skill is very Likely to Target a
Cultist Priest if any are Present or the Ally alongside having a Chance to Target the Ally with the Lowest HP %.
The
Rapturous Cultist is a Low HP Enemy with High Speed that uses its 2 Skills to
Guard and
Heal its Allies.
It can be encountered during the First and Second
Darkest Dungeon Missions.
While the Rapturous Cultist cannot harm your Party Directly, it poses an indirect threat by supporting the many dangerous Enemies present in the Darkest Dungeon.
In particular, it has a Very High Chance to Target a Cultist Priest with its Skills, which is a problem due to Cultist Priests being quite the threat.
Stuns are very useful for dealing with the Rapturous Cultist since it Breaks its Guard while dealing little Damage to the Rapturous Cultist itself and stopping it from acting for a turn.
The reason why you don't want to be killing the Rapturous Cultist is that they are very good to have as the last Enemy while you stall to Heal your Party up.
Overall Threat Level: Medium High
Darkest Dungeon
Floor 1
All Skills
1.0 Base Chance to Target Random Hero / Monster
Darkest
Rend for the New God
1.0 Base Chance to be used
Targetting Desire
5.0 Base Chance to Target
Marked Hero
83.3% Chance to Target
Marked Hero
Stumbling Scratch
1.0 Base Chance to be used
Rend for the New God is a relatively Low Damage Single Target Attack with a High Crit Chance that inflicts a larger amount of
Bleed compared to
Rend for the Old Gods.
It is usable from the Front 2 Ranks while being able to Target Heroes in the Front 2 Ranks and Moves the Ascended Brawler Forward.
This Attack benefits from a +50% Damage Buff when Targetting Marked Heroes and can apply a + Stress Debuff to your Heroes, which synergizes with their High Crit Chance and the Ascended Witches that will likely be accompanying them.
Stumbling Scratch is a Low Accuracy Single Target Repositioning Attack usable in the Back 2 Positions that deals Low Damage to a Hero in the Front 2 Positions while
Moving the
Ascended Brawler Forward.
The
Ascended Brawler is the
Darkest Level version of the
Cultist Brawler with Slightly Better Stats and Skills overall.
It can be encountered during the First
Darkest Dungeon Mission.
The Ascended Brawler doesn't pose much of a threat compared to other Darkest Dungeon Mobs, with Rend for the New God dealing Decent at best Damage even to Marked Targets.
It should also be noted that Ascended Brawlers can only Target Heroes in the Front 2 Ranks, making them very predictable and easy to deal with.
Stunning the Ascended Brawler or Moving it to Back 2 Positions is a good way to shut down the Ascended Brawler.
Due to these factors, it is usually better to take out the bigger threats that accompany the Ascended Brawler.
Overall Threat Level: Medium
Darkest Dungeon
Floor 1
Cooldowns
Fate's Push - 3 rd Cooldown
Fate's Pull - 3 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Darkest
Fate's Reveal
Unless All 4 Heroes are
Virtued or 2+
Marked Heroes are Present
3.0 Base Chance to be used
23.0 Base Chance to be used as First Action
Targetting Desire
10.0 Base Chance to Target Most
Stressed Hero
91% Chance to Target Most
Stressed Hero
Fate's Push
1.0 Base Chance to be used
Fate's Pull
1.0 Base Chance to be used
11.0 Base Chance to be used as Second Action
Targetting Desire
10.0 Base Chance to Target
Marked Hero
91% Chance to Target
Marked Hero
Fate's Reveal is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals minimal HP Damage and a hefty amount of
Stress Damage to the Target Hero alongside Lowering the
Light Level..
This Attack also applies a Mark to the Target Hero that lasts for the entire Battle, helping the many Enemies who have a bias towards Targetting Marked Heroes or have a Bonus vs Marked Targets focus down the Marked Hero.
It should be noted that this Attack has a massive 91% Chance to Target the most Stressed Hero, which can lead to them being focused down by Stress Damage, resulting in a potential Affliction.
Fate's Pull is a Decently Accurate Single Target Attack usable from the Back 3 Positions that deals Minimal HP Damage and Minor Stress Damage to the Target Hero in the Back 2 Positions while Pulling them Forward.
This Attack has a Very High (91%) Chance to Target Marked Heroes to bring to the front for Monsters that benefit from Targetting Marked Targets or have a higher chance to Target Marked Heroes can focus down the Marked Hero, which will likely be a relatively flimsy Backline Hero.
Fate's Push is a Decently Accurate Single Target Attack usable from all positions that deals Minimal HP Damage and Minor
Stress Damage to the Target Hero in the Front 2 Positions while
Pushing them Back.
The
Ascended Witch is the
Darkest Level version of the
Cultist Acolyte with Slightly Better Stats and Skills overall.
It can be encountered during the First
Darkest Dungeon Mission.
Due to the Ascended Witch being able to deal hefty Stress Damage to your Heroes alongside Marking them and the disruption they can cause, it is in your best interest to eliminate it quickly.
It is preferrable to have a Hero who can Outspeed the Ascended Witch and Stun them to shut them down for the turn, giving the other Heroes time to finish them off quickly.
Overall Threat Level: High
Darkest Dungeon
Floor 1-2
Cooldowns
The Finger - 1 rd Cooldown
All Skills
3.0 Base Chance to Target Random Hero / Monster
Darkest
Death Lash
1.0 Base Chance to be used
The Finger
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target Lowest
Bleed Resist Hero
25% Chance to Target Lowest
Bleed Resist Hero
Death Lash is a High Accuracy AoE Attack usable from any Position that deals some HP Damage and Minor
Stress Damage to both Heroes in the Front 2 Positions alongside inflicting a -
Bleed Resist
Debuff.
The Bleed Resist Debuff that this Attack inflicts synergizes well with the Bleed Heavy Enemies in the First 2 Floors of the Darkest Dungeon.
The Finger is a High Accuracy and Crit Chance Single Target Attack with no Positioning or Targetting Requirements that deals Decently High HP Damage and hefty Stress Damage alongside a nasty Bleed to the Target Hero.
Despite the
Cultist Priest not having a Higher Chance to do so, this Attack benefits from a +50% Damage
Buff when Targetting a
Marked Hero
The
Cultist Priest is a Decently Fast Enemy that deals HP and
Stress Damage with both of its Attacks, with
The Finger being notable due to its High Crit Chance and nasty
Bleed.
It can be encountered during the First and Second
Darkest Dungeon Missions.
The Cultist Priest is a threatening Enemy that applies a hefty amount of offensive pressure using its Attacks.
It is made more dangerous due to Rapturous Cultist Enemies having a Higher Chance to support the Cultist Priest by Guarding or Healing them.
Due to the Cultist Priest being such a threat, you want to get rid of them as quickly as possible and use Stuns to keep them in check.
It should be noted that The Finger has a 1 turn Cooldown and cannot be used consecutively.
Overall Threat Level: High
Darkest Dungeon
Floor 2
Cooldowns
Grand Guard - 2 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Darkest
Grand Guard
5.0 Base Chance to be used if there are No
Guarded Monsters
Bolster
1.0 Base Chance to be used
Ritualic Restoration
3.0 Base Chance to be used if any Ally Monster HP % ≤ 50%
Targetting Desire
3.0 Base Chance to Target Monster with Lowest HP %
75% Chance to Target Monster with Lowest HP %
Unbearable Tremors
1.0 Base Chance to be used if last Monster remaining
Grand Guard is a
Support Skill used by the
Defensive Growth to
Guard an Ally while
Buffing itself with more Prot and has a High Chance to be used if no Enemies are being
Guarded.
Bolster is used by the Defensive Growth to give an Ally a hefty Buff to their Speed, Accuracy, and Crit Chance.
Ritualic Restoration is used by the Defensive Growth to Heal an Ally if there are any Allies with 50% or less HP.
This Skill has a 75% Chance to be used on the Ally with the Lowest HP %.
Unbearable Tremors is a High Accuracy AoE Attack with High Accuracy usable from any Position that deals some Stress Damage to all 4 of your Heroes.
This Attack is only used if the
Defensive Growth is the last Enemy remaining, making it harder for players to Stall on it.
The
Defensive Growth is a High HP Enemy with High Speed that uses its Skills to
Guard,
Buff, and
Heal its Allies.
It can be encountered during the Second darkest dungeon Mission, alongside
Malignant Growths.
While the Defensive Growth cannot harm your Party Directly, it poses an indirect threat by supporting its High Threat Enemies.
Although it may seem like you should prioritize dealing with other Enemies that pose a direct threat to your Heroes,
it is usually better to get rid of the Defensive Growth first due to it supporting its Allies well.
Overall Threat Level: High
Darkest Dungeon
Floor 1-2
All Skills
1.0 Base Chance to Target Random Hero / Monster
4.0 Base Chance to Target
Marked Hero
Darkest
Maul the Flesh
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target Lowest
Bleed Resist Hero
28.6% Chance to Target Lowest
Bleed Resist Hero
57.1% Chance to Target
Marked Hero
Daze the Mind
1.0 Base Chance to be used
Targetting Desire
2.0 Base Chance to Target Lowest
Stun Resist Non
Stunned Hero
28.6% Chance to Target Lowest
Stun Resist Non
Stunned Hero
57.1% Chance to Target
Marked Hero
Maul the Flesh is a Decently Accurate Single Target Attack with no Positioning or Targetting Requirements that deals Decently High Damage alongside a
Bleed to the Target Hero.
Daze the Mind is a Very Accurate Single Target Attack usable from any Position that deals Mediocre Damage alongside to a Target Hero in the Front 2 Positions alongside potentially Stunning them.
The
Malignant Growth is a High HP Enemy with a Very High
Stun and
Move Resist Stat that
Stuns your Heroes using
Daze the Mind and
Bleeds Your Heroes using
Maul the Flesh.
It can be encountered during the First and Second
Darkest Dungeon Missions.
The Malignant Growth is a threatening Enemy that is particularly threatening due to Maul the Flesh being able to deal Hefty Damage with a Bleed.
It should be noted that Maul the Flesh has a Higher Chance to Target Heroes with the Lowest Bleed Resist and
Daze the Mind has a Higher Chance to Target Non Stunned Heroes with the Lowest Stun Resist.
In addition, the Malignant Growth has a 57% Chance to Target Marked Heroes with both of its Attacks
Although the Malignant Growth is certainly a threat that you want to get rid of, due to it being difficult to deal with quickly
it can be a better call to focus on other threats that you can take care of more quickly.
Stuns are very useful for keeping the Malignant Growth in check and limiting its Damage Output.
Overall Threat Level: High
Darkest Dungeon
Floor 2-3
All Skills
1.0 Base Chance to Target Random Hero / Monster
Darkest
Gnash
2.0 Base Chance to be used
12.0 Base Chance to be used if
Marked Hero is Present
Targetting Desire
5.0 Base Chance to Target
Marked Hero
83.3% Chance to Target
Marked Hero
Fetch
1.0 Base Chance to be used
Nibble
1.0 Base Chance to be used
Gnash is a Decently Accurate Single Target Attack usable from the Front 3 Positions that deals Decent HP Damage and Minor
Stress Damage to a Hero in the Front 3 Positions.
This Attack also benefits from a +50% Damage Buff when Targetting Marked Heroes alongside an 83% Chance to Target Marked Heroes to complement it.
Fetch is a High Accuracy Single Target Attack usable from the Front 3 Positions that deals Mediocre Damage to a Hero in any Position alongside potentially Pulling and Stunning them.
Nibble is a Low Accuracy Repositioning Attack used from Position 4 that deals Minimal Damage to a Hero in any Position while
Moving the
Flesh Hound Forward to Position 1.
The
Flesh Hound is a High Speed Enemy that deals HP and
Stress Damage using
Gnash and disrupts your Heroes using
Fetch.
It can be encountered during the Second and Third
Darkest Dungeon Missions.
The Flesh Hound can be troublesome due to Gnash being able to deal hefty Damage to Marked Heroes and Fetch being a Highly disruptive Attack.
The Flesh Hound should be prioritized if paired with Polyps due to the Flesh Hound dealing the bulk of the Damage between the 2 Enemies alongside the fact that Polyps are rendered completely powerless if
left as the final Enemy unlike the Flesh Hound
Stuns are useful for shutting down the Flesh Hound for a turn and limiting its Damage Output.
Moving the Flesh Hound to Position 4 is a good way to shut it down since it'll be forced to use Nibble, a Very Weak Repositioning Attack.
Overall Threat Level: Medium High
Darkest Dungeon
Floor 2-3
Cooldowns
Venomous Phlegm - 2 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Darkest
Venomous Phlegm
1.0 Base Chance to be used if no Heroes are
Marked
11.0 Base Chance to be used Turn 1 if no Heroes are
Marked
Banish
2.0 Base Chance to be used if at least 3 Heroes are Present
Violent Hack
1.0 Base Chance to be used
Venomous Phlegm is a Decently Accurate Single Target Attack usable from the Back 3 Positions that deals Mediocre Damage and a Hefty
Blight to a Hero in the Back 3 Positions on top of
Marking them as well.
The Polyp has a 91% Chance to use this Attack as its first action if no Heroes are Marked.
This Attack Marking a Hero helps the Flesh Hound and Antibody focus their attacks onto the Marked Hero.
Banish is a High Accuracy Single Target Attack usable from the Front 3 Positions that deals Middling Damage to a Hero in the Front 2 Ranks, potentially Knocking them Back to the Back 2 Ranks.
Violent Hack is a Low Accuracy Single Target Repositioning Attack used if the
Polyp is at Position 1 that deals Minimal Damage to a Hero in the Front 2 Positions while
Moving itself to the Back 2 Ranks.
The
Polyp is a Backline Enemy with Very High Speed and High Dodge that
Blights and
Marks your Heroes using
Venomous Phlegm in addition to dirupting them using
Banish.
It can be encountered during the Second and Third
Darkest Dungeon Missions.
Although the Polyp can be a nusiance by Marking your Heroes or disrupting them, they don't deal much Damage, making them a relatively low threat Enemy.
Due to this, you are usually better off dealing with the more threatening Enemies such as the Flesh Hound and Antibody first while mostly ignoring the Polyp.
Moving the Polyp to Position 1 is a good way to shut it down as it will be forced to use Violent Hack, a Very Weak Repositioning Attack.
Overall Threat Level: Medium
Darkest Dungeon
Floor 3
Darkest
Stunning Secretion
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to be Target Random Hero
2.0 Base Chance to Target
Marked Hero
66.7% Chance to Target
Marked Hero
Stunning Secretion is a High Accuracy Single Target Attack usable from any Position that deals High Damage alongside potentially
Stunning a Hero in the Front 3 Positions.
This Attack cannot Crit and has a 66.7% Chance to Target Marked Heroes.
The
Antibody is a Decently Fast Enemy that uses
Stunning Secretion to deal hefty Damage to a Hero while also
Stunning them.
It can be encountered during the Third
Darkest Dungeon Mission.
The Antibody is more threatening than the Flesh Hound and Polyp, making them the Highest priority to be eliminated between the 3.
Stuns are a good tool for shutting down the Antibody for a turn and limiting its Damage Output although due to its relatively High Stun Resist Stat it is usually better and safer to outright kill it.
Overall Threat Level: High
Darkest Dungeon
Floor 3
Cooldowns
Body Slam - 1 rd Cooldown
All Skills
1.0 Base Chance to Target Random Hero / Monster
Darkest
Torment
1.0 Base Chance to be used
Stinger Stab
1.0 Base Chance to be used
Body Slam
1.0 Base Chance to be used
Torment is a Decently Accurate AoE Attack that deals High Damage to both Heroes in the Front 2 Positions.
Stinger Stab is a Decently Accurate Single Target Attack usable if the Templar Gladiator is in the Front 3 Positions that deals Very High Damage to a Hero in the Back 3 Ranks in addition to applying a massive amount of Blight.
Body Slam is a Single Target Attack with a Decently High Crit Chance which is usable from any Position that deals High Damage to a Hero in the Front 3 Positions while Moving the Templar Gladiator Forward.
This Attack has a High Chance to
Stun the Target Hero while also
Pushing them to the Back Ranks.
The
Templar Gladiator is the Non Boss Version of the
Templar Impaler, having only 1 action per round and being unable to use
Revelation.
It can be encountered during Third Darkest Dungeon Mission and its Stats are identical to the Templar Impaler.
The Templar Gladiator is a very threatening Enemy due to it being able to deal hefty amounts of Damage and Blight to your Heroes using its Attacks.
Thankfully, you will only encounter the Templar Gladiator by itself during the third Darkest Dungeon Mission, making it easier to handle.
Stuns are very useful for shutting down the Templar Gladiator for a turn, and Debuffs are a good way to limit its Damage Output.
While they are not able to use the threatening Revelation Skill, all 3 of its Skills can do very high amounts of Damage.
Thankfully, you will only encounter the Templar Gladiator by itself outside of the Endless Harvest, making it easier to handle.
Overall Threat Level: High (In darkest Dunegon)
Very High in Endless Harvest
Darkest Dungeon
Floor 3
All Skills
1.0 Base Chance to Target Random Hero / Monster
Darkest
Torment
1.0 Base Chance to be used
Stinger Shot
1.0 Base Chance to be used
Doomsday
1.0 Base Chance to be used
Torment is a Decently Accurate AoE Attack that deals High Damage to both Heroes in the Front 2 Positions.
Stinger Shot is a High Accuracy Single Target Attack usable from the Back 2 Ranks that has a Very High Crit Chance and deals Very High Damage to a Hero in the Back 3 Ranks in addition to applying a hefty amount of Blight.
This Attack can also inflict a hefty Debuff to the Hero's Damage and Crit Chance.
Doomsday is a High Accuracy AoE Attack usable from the Back 2 Ranks that deals Decent Damage and
Blight to all of your Heroes.
The
Templar Sniper is the Non Boss Version of the
Templar Warlord, having only 1 action per round and being unable to use
Revelation.
It can be encountered during Third
Darkest Dungeon Mission and its Stats are identical to the
Templar Warlord.
The Templar Sniper is very threatening with it being able to deal hefty amounts of Damage and Blight to your Heroes using its Attacks.
Thankfully, you will only encounter the Templar Sniper by itself during the third Darkest Dungeon Mission, in which case the Templar Sniper can only use Torment, making it much easier to handle
Stuns are very useful for shutting down the Templar Sniper for a turn, and Debuffs are a good way to limit its Damage Output.
Overall Threat Level: Medium High (In Darkest Dungeon)
Very High in Endless Harvest
Graveyard Slash
Graveyard Stumble
Unholy
14 / 17
3
1
8.75
25%
Yes
Graveyard Slash
Graveyard Stumble
Unholy
20 / 24
4
1
21.25
25%
Yes
Graveyard Slash
Graveyard Stumble
Axeblade
Dead Weight
Clumsy Axeblade
Unholy
21 / 26
1
1
8.75
45%
Yes
Axeblade
Dead Weight
Clumsy Axeblade
Foul Warding
Unholy
29 / 35
2
1
21.25
45%
Yes
Axeblade
Dead Weight
Clumsy Axeblade
Foul Warding
Unholy
21 / 26
6
1
13.75
0%
Yes
Quarrel
Bayonet Jab
Unholy
29 / 35
7
1
26.25
0%
Yes
Quarrel
Bayonet Jab
Unholy
10 / 12
8
1
12.5
0%
Yes
Tempting Goblet
Knife in the Dark
Unholy
14 / 17
9
1
21.25
0%
Yes
Tempting Goblet
Knife in the Dark
Unholy
20 / 24
10
1
33.75
0%
Yes
Tempting Goblet
Knife in the Dark
Unholy
21 / 26
4
1
8.75
0%
Yes
Spear Thrust
Impale
Unholy
29 / 35
5
1
21.25
0%
Yes
Spear Thrust
Impale
Unholy
49 / 59
1
2
8.75
33%
Yes
Crushing Blow
Ground Pound
Unholy
68 / 82
2
2
21.25
33%
Yes
Crushing Blow
Ground Pound
Unholy
43 / 52
7
1
34.25
15%
Yes
Defend the Icon
Wicked Surge
Unholy Rally
Bone Bearer Passive
Human
Eldritch
19 / 23
0
1
0
33%
Yes
Groping Swipe
Rend the Marked
Harmless Swipe
Human
Eldritch
27 / 33
1
1
8.75
50%
Yes
Groping Swipe
Rend the Marked
Harmless Swipe
Human
Eldritch
37 / 45
2
1
21.25
50%
Yes
Groping Swipe
Rend the Marked
Harmless Swipe
Human
Eldritch
14 / 17
2
1
5
15%
Yes
Mark Prey
Rain of Blight
Escape Cloud
Human
Eldritch
20 / 24
3
1
13.75
25%
Yes
Mark Prey
Rain of Blight
Escape Cloud
Human
Eldritch
27 / 33
4
1
26.25
25%
Yes
Mark Prey
Rain of Blight
Escape Cloud
Beast
14 / 17
9
1
23.75
0%
No
Rabid Rush
Beast
20 / 24
10
1
36.25
0%
No
Rabid Rush
Slime
Cytokinesis
Ectoplasmic Profusion
Eldritch
11 / 14
2
1
8.75
0%
Yes
Slime
Cytokinesis
Ectoplasmic Profusion
Eldritch
16 / 20
3
1
21.25
0%
Yes
Slime
Cytokinesis
Ectoplasmic Profusion
Eldritch
35 / 42
1
2
0
20%
Yes
Big Slime
Slime Smack
Cytokinesis
Eldritch
49 / 59
2
2
8.75
33%
Yes
Big Slime
Slime Smack
Cytokinesis
Eldritch
68 / 82
3
2
21.25
33%
Yes
Big Slime
Slime Smack
Cytokinesis
Human
18 / 22
9
1
28.75
0%
Yes
Curse of Vulnerability
Fetid Censer
Embrace the Dark
Human
25 / 30
10
1
41.25
0%
Yes
Curse of Vulnerability
Fetid Censer
Embrace the Dark
Human
Beast
98 / 118
1
2
8.75
0%
Yes
Treebranch Smackdown
Confusion Spores
Poison Spores
Human
Beast
137 / 165
2
2
21.25
0%
Yes
Treebranch Smackdown
Confusion Spores
Poison Spores
Human
55 / 66
10
1
46.25
7%
Yes
Ruinous Hex
Putrefying Breath
From Death Comes Life
Human
Beast
21 / 26
3
1
0
15%
Yes
Butcher Cut
Ball and Chain
Human
Beast
29 / 35
4
1
8.75
33%
Yes
Butcher Cut
Ball and Chain
Human
Beast
41 / 50
5
1
21.25
33%
Yes
Butcher Cut
Ball and Chain
Human
Beast
15 / 18
7
1
0
0%
Yes
Drums of Debilitation
Drums of Doom
Human
Beast
21 / 26
8
1
8.75
0%
Yes
Drums of Debilitation
Drums of Doom
Human
Beast
29 / 35
9
1
21.25
0%
Yes
Drums of Debilitation
Drums of Doom
Beast
12 / 15
8
1
12.5
0%
Yes
Vomit
Beast
17 / 21
9
1
21.25
0%
Yes
Vomit
Beast
23 / 28
10
1
33.75
0%
Yes
Vomit
Human
Beast
8 / 10
5
1
7.5
25%
Yes
Hook Where It Hurts
Human
Beast
11 / 14
6
1
16.25
40%
Yes
Hook Where It Hurts
Human
Beast
16 / 20
7
1
28.75
40%
Yes
Hook Where It Hurts
Beast
15 / 18
5
1
8.75
0%
Yes
Munch
Beast
21 / 26
6
1
21.25
0%
Yes
Munch
Beast
52 / 63
2
2
8.75
15%
Yes
Weaken Prey
Tentacle Devour
Beast
72 / 87
3
2
21.25
15%
Yes
Weaken Prey
Tentacle Devour
Human
Beast
63 / 76
1
2
8.75
40%
Yes
Pig Spear
Boar Rush
Trot Retreat
Crunching Backhand
Human
Beast
88 / 106
2
2
21.25
40%
Yes
Pig Spear
Boar Rush
Trot Retreat
Crunching Backhand
Human
Beast
49 / 59
9
1
31.25
15%
Yes
Spit to Roast
Cripple Them
Goring Flight
Eldritch
14 / 17
6
1
5
0%
Yes
Seaward Slash
Spearfishing
Eldritch
20 / 24
7
1
13.75
0%
Yes
Seaward Slash
Spearfishing
Eldritch
27 / 33
8
1
26.25
0%
Yes
Seaward Slash
Spearfishing
Eldritch
12 / 15
10
1
5
0%
Yes
Stress Wave
Call of the Deep
Ceremonial Cut
Sea Breeze
Eldritch
17 / 21
11
1
13.75
0%
Yes
Stress Wave
Call of the Deep
Ceremonial Cut
Sea Breeze
Eldritch
23 / 28
12
1
26.25
0%
Yes
Stress Wave
Call of the Deep
Ceremonial Cut
Sea Breeze
Eldritch
25 / 30
0
1
0
33%
Yes
Octocestus
Barnacle Barrier
Eldritch
35 / 42
1
1
8.75
50%
Yes
Octocestus
Barnacle Barrier
Eldritch
49 / 59
2
1
21.25
50%
Yes
Octocestus
Barnacle Barrier
Eldritch
7 / 9
-4
1
8.75
75%
No
Brine
Eldritch
10 / 12
-3
1
21.25
75%
No
Brine
Eldritch
10 / 12
7
1
12.5
0%
Yes
Shocker
Salty Gouge
Eldritch
14 / 17
8
1
21.25
0%
Yes
Shocker
Salty Gouge
Eldritch
20 / 25
9
1
33.75
0%
Yes
Shocker
Salty Gouge
Eldritch
Unholy
14 / 17
0
1
0
0%
No
Gargling Grab
The Revenge
Eldritch
Unholy
20 / 24
1
1
8.75
0%
No
Gargling Grab
The Revenge
Eldritch
Unholy
27 / 33
2
1
21.25
0%
No
Gargling Grab
The Revenge
Eldritch
59 / 71
1
2
8.75
50%
Yes
Arterial Pinch
Tidal Slam
Eldritch
82 / 99
2
2
21.25
50%
Yes
Arterial Pinch
Tidal Slam
Unholy
53 / 64
8
1
32.25
0%
No
Maddening Shanty
Offkilter Jig
Slice and Dice
Uppercut Slice
Shank
Harmless Poke
Human
17 / 21
4
1
11.25
25%
Yes
Slice and Dice
Uppercut Slice
Shank
Harmless Poke
Human
23 / 28
5
1
23.75
25%
Yes
Slice and Dice
Uppercut Slice
Shank
Harmless Poke
Human
17 / 21
7
1
11.25
0%
Yes
Blanket Fire
Rushed Shot
Human
23 / 28
8
1
23.75
0%
Yes
Blanket Fire
Rushed Shot
Rain of Whips
Punishment
Point Blank Shot
Rain of Whips
Punishment
Point Blank Shot
Human
68 / 82
3
2
21.25
0%
Yes
Rain of Whips
Punishment
Point Blank Shot
Rend for The Old Gods
Stumbling Scratch
Rend for The Old Gods
Stumbling Scratch
Human
29 / 35
7
1
21.25
0%
Yes
Rend for The Old Gods
Stumbling Scratch
Eldritch Pull
Eldritch Push
Stressful Incantation
Human
18 / 22
8
1
21.25
0%
Yes
Eldritch Pull
Eldritch Push
Stressful Incantation
Human
25 / 30
9
1
33.75
0%
Yes
Eldritch Pull
Eldritch Push
Stressful Incantation
Human
20 / 24
10
1
28.75
0%
Yes
Accusation
Doomsay
Human
27 / 33
11
1
41.25
0%
Yes
Accusation
Doomsay
Beast
10 / 12
6
1
23.75
0%
No
Web
Bite
Beast
14 / 17
7
1
36.25
0%
No
Web
Bite
Beast
10 / 12
5
1
23.75
0%
No
Spit
Bite
Beast
14 / 17
6
1
36.25
0%
No
Spit
Bite
Beast
12 / 15
5
1
21.25
0%
No
Grave Nibble
Unholy
11 / 14
2
1
8.75
0%
Yes
Bump In The Night
Tic-Toc
Unholy
16 / 20
3
1
21.25
0%
Yes
Bump In The Night
Tic-Toc
Stonework
Unholy
10 / 12
9
1
16.25
50%
No
Flurry of Claws
Lash of the Tail
Stonework
Unholy
14 / 17
10
1
28.75
50%
No
Flurry of Claws
Lash of the Tail
Unholy
41 / 50
6
2
13.75
40%
Yes
Rend
Skull Toss
Howl
Unholy
57 / 69
7
2
26.25
40%
Yes
Rend
Skull Toss
Howl
Human
25 / 30
5
1
26.25
25%
Yes
72.5%
67.5%
73%
67.5%
62.5%
No
Slice and Dice
Uppercut Slice
Shank
Harmless Poke
Human
25 / 30
8
1
31.25
0%
Yes
72.5%
67.5%
73%
67.5%
62.5%
Yes
Blanket Fire
Rushed Shot
Beast
24 / 29
9
1
7.5
25%
Yes
Warning Rattle
Snakebite
Slither Forward
Rattler Riposte
Beast
34 / 41
10
1
16.25
25%
Yes
Warning Rattle
Snakebite
Slither Forward
Rattler Riposte
Beast
47 / 57
11
1
28.75
25%
Yes
Warning Rattle
Snakebite
Slither Forward
Rattler Riposte
Venomous Gleek
Infuse
Stealthed Passive
Beast
17 / 21
7
1
20.75
10%
Yes
Venomous Gleek
Infuse
Stealthed Passive
Beast
23 / 28
8
1
33.25
10%
Yes
Venomous Gleek
Infuse
Stealthed Passive
Adder's Fang
Paralyzing Quills
Molt
Beast
63 / 76
5
2
13.75
20%
Yes
Adder's Fang
Paralyzing Quills
Molt
Beast
88 / 106
6
2
26.25
20%
Yes
Adder's Fang
Paralyzing Quills
Molt
Bloodsucker
12 / 15
1
1
0
10%
Yes
Gather the Blood
Predigestion
Bloodsucker
17 / 21
2
1
8.75
20%
Yes
Gather the Blood
Predigestion
Bloodsucker
23 / 28
3
1
21.25
20%
Yes
Gather the Blood
Predigestion
Bloodsucker
29 / 35
1
1
8.75
30%
Yes
Buried Blast
Subterranean Skewer
Bloodsucker
41 / 50
2
1
21.25
30%
Yes
Buried Blast
Subterranean Skewer
Bloodsucker
10 / 12
9
1
16
0%
Yes
Enraging Slight (Manservant)
The Thirst (Manservant Thirsty)
Infallible Servitude
Bloodsucker
14 / 17
10
1
24.75
0%
Yes
Enraging Slight (Manservant)
The Thirst (Manservant Thirsty)
Infallible Servitude
Bloodsucker
20 / 24
11
1
37.25
0%
Yes
Enraging Slight (Manservant)
The Thirst (Manservant Thirsty)
Infallible Servitude
Bloodsucker
12 / 15
5
1
21
0%
Yes
Enraging Slight (Gatekeeper)
Elusive Exit
Bloodsucker
17 / 21
6
1
29.75
0%
Yes
Enraging Slight (Gatekeeper)
Elusive Exit
Bloodsucker
23 / 28
7
1
42.25
0%
Yes
Enraging Slight (Gatekeeper)
Elusive Exit
Bloodsucker
10 / 12
9
1
16
0%
Yes
Refined Palate
Choice Cut
Gibbering Entourage
The Thirst (Manservant Bloodlust)
Bloodsucker
14 / 17
10
1
24.75
0%
Yes
Refined Palate
Choice Cut
Gibbering Entourage
The Thirst (Manservant Bloodlust)
Bloodsucker
20 / 24
11
1
37.25
0%
Yes
Refined Palate
Choice Cut
Gibbering Entourage
The Thirst (Manservant Bloodlust)
Bloodsucker
12 / 15
10
1
10
0%
No
Maddening Whine
The Thirst (Sycophant Thirsty)
Bloodsucker
17 / 21
11
1
18.75
0%
No
Maddening Whine
The Thirst (Sycophant Thirsty)
Bloodsucker
23 / 28
12
1
31.25
0%
No
Maddening Whine
The Thirst (Sycophant Thirsty)
Bloodsucker
12 / 15
10
1
10
0%
No
Deafening Whine
Bombing Run
The Thirst (Sycophant Bloodlust)
Bloodsucker
17 / 21
11
1
18.75
0%
No
Deafening Whine
Bombing Run
The Thirst (Sycophant Bloodlust)
Bloodsucker
23 / 28
12
1
31.25
0%
No
Deafening Whine
Bombing Run
The Thirst (Sycophant Bloodlust)
Bloodsucker
22 / 27
3
1
12.75
0%
Yes
Rib Cracker
Skewering Repartee
The Thirst (Esquire Thirsty)
Esquire Riposte
Bloodsucker
31 / 38
4
1
25.25
0%
Yes
Rib Cracker
Skewering Repartee
The Thirst (Esquire Thirsty)
Esquire Riposte
Bloodsucker
22 / 27
3
1
12.75
0%
Yes
Needling Execration
Piercing Foreleg
The Thirst (Esquire Bloodlust)
Bloodsucker
31 / 38
4
1
25.25
0%
Yes
Needling Execration
Piercing Foreleg
The Thirst (Esquire Bloodlust)
Bloodsucker
18 / 22
6
1
14.75
0%
Yes
Careless Whispers
Midnight Minuet
Mind Your Manners
Damsel In Distress
The Thirst (Courtesan Thirsty)
Bloodsucker
25 / 38
7
1
27.25
0%
Yes
Careless Whispers
Midnight Minuet
Mind Your Manners
Damsel In Distress
The Thirst (Courtesan Thirsty)
Bloodsucker
18 / 22
6
1
14.75
0%
Yes
The Thirst (Courtesan Bloodlust)
Renewed Appetite
Expose the Vein
Bloodsucker
25 / 38
7
1
27.25
0%
Yes
The Thirst (Courtesan Bloodlust)
Renewed Appetite
Expose the Vein
Unstable Resonance
Explosive Undoing
Crystal Heal
Unstable Resonance
Explosive Undoing
Crystal Heal
Unstable Resonance
Explosive Undoing
Crystal Heal
Husk
Human
12 / 15
2
1
8
0%
Yes
Sow the Seeds
Pause from Labor
Ceaseless Labor
Farmhand Riposte
Husk
Human
17 / 21
3
1
16.75
0%
Yes
Sow the Seeds
Pause from Labor
Ceaseless Labor
Farmhand Riposte
Husk
Human
22 / 27
4
1
28
0%
Yes
Sow the Seeds
Pause from Labor
Ceaseless Labor
Farmhand Riposte
Haunting Revelation
Flail The Crops
Haunting Revelation
Flail The Crops
Haunting Revelation
Flail The Crops
Roots
Shard of Growth
Reality Bend
Permanent Riposte
Reality Bend
Permanent Riposte
Reality Bend
Permanent Riposte
Husk
Human
26 / 32
3
1
0
15%
Yes
Stir The Rabble
No Trespassers
Many Hands
Farmhand Spawn Buff
Husk
Human
36 / 44
4
1
8.75
15%
Yes
Stir The Rabble
No Trespassers
Many Hands
Farmhand Spawn Buff
Husk
Human
47 / 57
5
1
20
15%
Yes
Stir The Rabble
No Trespassers
Many Hands
Farmhand Spawn Buff
Husk
Beast
20 / 24
7
2
5
15%
Yes
Paw The Ground
Trample
Rearing Strike
Bestial Scream
Husk
Beast
28 / 34
8
2
13.75
15%
Yes
Paw The Ground
Trample
Rearing Strike
Bestial Scream
Husk
Beast
36 / 44
9
2
25
15%
Yes
Paw The Ground
Trample
Rearing Strike
Bestial Scream
Husk
500 / 600
99
1
1000
150%
Yes
Beyond Time and Space
Husk
500 / 600
99
1
1000
150%
Yes
Beyond Time and Space
Husk
500 / 600
99
1
1000
150%
Yes
Beyond Time and Space
Unholy
Human
21 / 26
9
1
0
0%
Yes
47.5%
47.5%
48%
47.5%
47.5%
No
Flesh Wall
Flesh to Flesh
Human
32 / 39
7
1
23.75
0%
Yes
72.5%
67.5%
73%
67.5%
62.5%
No
Rend for the New God
Stumbling Scratch
Human
27 / 33
9
1
36.25
0%
Yes
72.5%
67.5%
58%
67.5%
87.5%
No
Fate's Reveal
Fate's Push
Fate's Pull
Eldritch
Beast
38 / 46
7
1
23.75
0%
Yes
72.5%
57.5%
73%
107.5%
67.5%
No
Death Lash
The Finger
Eldritch
42 / 51
10
1
13.75
0%
Yes
97.5%
77.5%
148%
197.5%
47.5%
No
Grand Guard
Bolster
Ritualic Restoration
Unbearable Tremors
Eldritch
42 / 51
4
1
18.75
0%
Yes
72.5%
77.5%
148%
197.5%
47.5%
No
Maul the Flesh
Daze the Mind
Eldritch
Beast
34 / 41
9
1
28.75
0%
Yes
72.5%
77.5%
73%
67.5%
67.5%
No
Gnash
Nibble
Fetch
Eldritch
Beast
25 / 30
12
1
33.75
0%
Yes
72.5%
87.5%
73%
67.5%
67.5%
No
Venomous Phlegm
Violent Hack
Banish
Eldritch
Beast
38 / 46
6
1
28.75
0%
No
97.5%
67.5%
73%
87.5%
67.5%
No
Stunning Secretion
Eldritch
Beast
137 / 165
5
2
46.25
0%
Yes
97.5%
97.5%
73%
67.5%
67.5%
No
Torment
Stinger Stab
Body Slam
Eldritch
Beast
105 / 126
6
2
46.25
0%
Yes
97.5%
97.5%
48%
67.5%
67.5%
No
Torment
Stinger Shot
Doomsday
Tempting Goblet
Very Rare
Champion Level Bone Courtiers (about 4.5% Chance)
+20% MAX HP
+3 SPD // +8 DODGE
+25% Stress
-10% Virtue Chance
Crescendo Box
Very Rare
Madman Enemies (about 4% Chance)
+2 SPD
+15% DMG
+10% Stress
Aria Box
Very Rare
Madman Enemies (about 4% Chance)
-25% Stress
Overture Box
Very Rare
Madman Enemies (about 4% Chance)
+15% MAX HP
+8 DODGE
-2 ACC
Enemy Info text can be Scrolled Down
Graveyard Slash
Melee
ACC : 82.5 / CRIT : 6% / DMG : 3-8
Graveyard Slash
Melee
ACC : 88.75 / CRIT : 12% / DMG : 4-11
Graveyard Slash
Melee
ACC : 102.5 / CRIT : 14% / DMG : 5-14
Graveyard Stumble
Melee
Forward 1
ACC : 42.5 / Cannot CRIT / DMG : 2-5
Graveyard Stumble
Melee
Forward 1
ACC : 48.75 / Cannot CRIT / DMG : 2-6
Graveyard Stumble
Melee
Forward 1
ACC : 62.5 / Cannot CRIT / DMG : 3-8
Axeblade
Melee
ACC : 72.5 / CRIT : 6% / DMG : 3-5
Axeblade
Melee
ACC : 78.75 / CRIT : 12% / DMG : 4-7
Debuff Target: -20%
Stun Resist (3 rds)
(120% Base) -20%
Move Resist (3 rds)
(120% Base)
Axeblade
Melee
ACC : 92.5 / CRIT : 14% / DMG : 5-10
Debuff Target: -30%
Stun Resist (3 rds)
(140% Base) -30%
Move Resist (3 rds)
(140% Base)
Dead Weight
Melee
ACC : 82.5 / CRIT : 6% / DMG : 2-4
Stun (100% Base) Knockback 1
(100% Base)
Dead Weight
Melee
ACC : 88.75 / CRIT : 12% / DMG : 3-5
Stun (120% Base) Knockback 1
(120% Base)
Dead Weight
Melee
ACC : 102.5 / CRIT : 14% / DMG : 4-7
Stun (140% Base) Knockback 1
(140% Base)
Clumsy Axeblade
Melee
Forward 1
ACC : 42.5 / Cannot CRIT / DMG : 2-4
Clumsy Axeblade
Melee
Forward 1
ACC : 48.75 / Cannot CRIT / DMG : 3-5
Clumsy Axeblade
Melee
Forward 1
ACC : 62.5 / Cannot CRIT / DMG : 4-7
Foul Warding
Support
Guard Ally (3 rds)
Buff Self: +25% PROT (2 rds)
Foul Warding
Support
Guard Ally (3 rds)
Buff Self: +25% PROT (2 rds)
Quarrel
Ranged
ACC : 82.5 / CRIT : 12% / DMG : 3-7
+25% DMG vs
Marked
Bayonet Jab
Melee
Back 1
ACC : 72.5 / CRIT : 2% / DMG : 2-4
Quarrel
Ranged
ACC : 88.75 / CRIT : 16% / DMG : 5-9
+50% DMG vs
Marked
Bayonet Jab
Melee
Back 1
ACC : 78.75 / CRIT : 6% / DMG : 3-5
Quarrel
Ranged
ACC : 102.5 / CRIT : 19% / DMG : 6-13
+50% DMG vs
Marked
Bayonet Jab
Melee
Back 1
ACC : 92.5 / CRIT : 9% / DMG : 4-7
Tempting Goblet
Ranged
ACC : 92.5 / Cannot CRIT / DMG : 2-4
Stress +15
Tempting Goblet
Ranged
ACC : 98.75 / CRIT : 4% / DMG : 3-5
Stress +15
Debuff Target: -3% CRIT (3 rds)
(120% Base)
Tempting Goblet
Ranged
ACC : 112.5 / CRIT : 7% / DMG : 4-7
Stress +15
Debuff Target: -5% CRIT (3 rds)
(140% Base)
Knife in the Dark
Melee
ACC : 62.5 / CRIT : 6% / DMG : 2-4
Knife in the Dark
Melee
ACC : 68.75 / CRIT : 12% / DMG : 3-5
Knife in the Dark
Melee
ACC : 82.5 / CRIT : 14% / DMG : 4-7
Spear Thrust
Melee
ACC : 78.75 / CRIT : 12% / DMG : 5-11
Knockback 1
(120% Base)
Impale
Melee
ACC : 88.75 / CRIT : 16% / DMG : 3-5
Spear Thrust
Melee
ACC : 92.5 / CRIT : 14% / DMG : 7-15
Knockback 1
(140% Base)
Impale
Melee
ACC : 102.5 / CRIT : 19% / DMG : 4-7
Crushing Blow
Melee
ACC : 88.75 / CRIT : 16% / DMG : 8-16
Debuff Target: -30%
Stun Resist (3 rds)
(120% Base)
Ground Pound
Ranged
ACC : 88.75 / CRIT : 12% / DMG : 3-5
Stun (80% Base)
Crushing Blow
Melee
ACC : 102.5 / CRIT : 19% / DMG : 11-22
Debuff Target: -40%
Stun Resist (3 rds)
(140% Base)
Ground Pound
Ranged
ACC : 102.5 / CRIT : 14% / DMG : 4-7
Stun (100% Base)
Wicked Surge
Support
Buff Target: +10 ACC (3 rds)
+20% DMG (3 rds)
Defend the Icon
Melee
Back 1
ACC : 92.5 / CRIT : 11% / DMG : 5-11
Unholy Rally
Auto Action (Round End)
At Round End:
Revives a Corpse to Enemy With full health
Bone Bearer Passive
Support
Buff Target: +25% DMG (Self Excluded)
Groping Swipe
Melee
ACC : 72.5 / CRIT : 6% / DMG : 3-5
Groping Swipe
Melee
ACC : 78.75 / CRIT : 12% / DMG : 4-7
Blight (120% Base) 2pts/rd for 3rds
Groping Swipe
Melee
ACC : 92.5 / CRIT : 14% / DMG : 5-10
Blight (140% Base) 3pts/rd for 3rds
Rend The Marked
Melee
ACC : 82.5 / CRIT : 6% / DMG : 3-5
+50% DMG vs
Marked
Harmless Swipe
Melee
Forward 1
ACC : 42.5 / Cannot CRIT / DMG : 2-4
Rend The Marked
Melee
ACC : 88.75 / CRIT : 12% / DMG : 4-7
+50% DMG vs
Marked
Harmless Swipe
Melee
Forward 1
ACC : 48.75 / Cannot CRIT / DMG : 3-5
Rend The Marked
Melee
ACC : 102.5 / CRIT : 14% / DMG : 5-10
+50% DMG vs
Marked
Harmless Swipe
Melee
Forward 1
ACC : 62.5 / Cannot CRIT / DMG : 4-7
Mark Prey
Ranged
ACC : 92.5 / CRIT : 6% / DMG : 1
Mark Target (3 rds)
Debuff Target: -5 DODGE (4 rds)
(100% Base)
Rain of Blight
Ranged
ACC : 97.5 / CRIT : 6% / DMG : 1
Blight (100% Base) 2 pts/rd for 3 rds
Disease (Any) (15% Chance)
Escape Cloud
Melee
Back 2
ACC : 97.5 / CRIT : 6% / DMG : 1
Blight (100% Base) 1 pts/rd for 3 rds
Mark Prey
Ranged
ACC : 98.75 / CRIT : 12% / DMG : 1-2
Mark Target (3 rds)
Debuff Target: -7 DODGE (4 rds)
(120% Base)
Rain of Blight
Ranged
ACC : 103.75 / CRIT : 12% / DMG : 2
Blight (120% Base) 3 pts/rd for 3 rds
Disease (Any) (15% Chance)
Escape Cloud
Melee
Back 2
ACC : 103.75 / CRIT : 12% / DMG : 2
Blight (120% Base) 2 pts/rd for 3 rds
Mark Prey
Ranged
ACC : 112.5 / CRIT : 14% / DMG : 1-3
Mark Target (3 rds)
Debuff Target: -10 DODGE (4 rds)
(140% Base)
Rain of Blight
Ranged
ACC : 117.5 / CRIT : 14% / DMG : 2
Blight (140% Base) 4 pts/rd for 3 rds
Disease (Any) (15% Chance)
Escape Cloud
Melee
Back 2
ACC : 117.5 / CRIT : 14% / DMG : 2
Blight (140% Base) 3 pts/rd for 3 rds
Rabid Rush
Melee
Forward 3
ACC : 82.5 / CRIT : 16% / DMG : 1-3
Disease (Rabies) (10% Chance)
Bleed (100% Base) 1pt/rd for 3rds
Rabid Rush
Melee
Forward 3
ACC : 88.75 / CRIT : 22% / DMG : 2-4
Disease (Rabies) (10% Chance)
Bleed (120% Base) 2pts/rd for 3rds
Rabid Rush
Melee
Forward 3
ACC : 102.5 / CRIT : 24% / DMG : 2-5
Disease (Rabies) (10% Chance)
Bleed (140% Base) 3pts/rd for 3rds
Slime
Melee
ACC : 82.5 / CRIT : 6% / DMG : 3-5
Slime
Melee
ACC : 88.75 / CRIT : 12% / DMG : 4-7
Debuff Target: -1 SPD (3 rds)
(120% Base)
Slime
Melee
ACC : 102.5 / CRIT : 14% / DMG : 6-9
Debuff Target: -2 SPD (3 rds)
(140% Base)
Cytokinesis
Melee
ACC : 82.5 / CRIT : 6% / DMG : 1
Summon 1 Ectoplasm
Ectoplasmic Profusion
Melee
ACC : 82.5 / Cannot CRIT / DMG : 1
Stress +10
Summon 1 Large Ectoplasm
Cytokinesis
Melee
ACC : 88.75 / CRIT : 12% / DMG : 2
Summon 1 Ectoplasm
Ectoplasmic Profusion
Melee
ACC : 88.75 / Cannot CRIT / DMG : 2
Stress +10
Summon 1 Large Ectoplasm
Cytokinesis
Melee
ACC : 102.5 / CRIT : 14% / DMG : 2
Summon 1 Ectoplasm
Ectoplasmic Profusion
Melee
ACC : 102.5 / Cannot CRIT / DMG : 2
Stress +10
Summon 1 Large Ectoplasm
Big Slime
Melee
ACC : 82.5 / CRIT : 12% / DMG : 4-8
Big Slime
Melee
ACC : 88.75 / CRIT : 16% / DMG : 5-11
Debuff Target: -2 SPD (3 rds)
(120% Base)
Big Slime
Melee
ACC : 102.5 / CRIT : 19% / DMG : 7-15
Debuff Target: -3 SPD (3 rds)
(140% Base)
Slime Smack
Melee
ACC : 82.5 / CRIT : 2% / DMG : 2-4
Stun (100% Base)
Slime Smack
Melee
ACC : 88.75 / CRIT : 6% / DMG : 3-5
Stun (110% Base)
Slime Smack
Melee
ACC : 102.5 / CRIT : 9% / DMG : 4-7
Stun (120% Base)
Cytokinesis
Melee
ACC : 82.5 / CRIT : 2% / DMG : 2-4
Summon 1 Ectoplasm
Cytokinesis
Melee
ACC : 88.75 / CRIT : 6% / DMG : 3-5
Summon 1 Ectoplasm
Cytokinesis
Melee
ACC : 102.5 / CRIT : 9% / DMG : 4-7
Summon 1 Ectoplasm
Curse of Vulnerbility
Ranged
ACC : 88.75 / CRIT : 6% / DMG : 1-2
Mark Target (3 rds)
Debuff Target: -7 ACC (3 rds)
(120% Base) -15 DODGE (3 rds)
(120% Base)
Curse of Vulnerbility
Ranged
ACC : 102.5 / CRIT : 9% / DMG : 1-3
Mark Target (3 rds)
Debuff Target: -10 ACC (3 rds)
(140% Base) -20 DODGE (3 rds)
(140% Base)
Fetid Censer
Melee
ACC : 88.75 / CRIT : 12% / DMG : 2-3
Stress +10
Blight (120% Base) 3 pts/rd for 3 rds
Disease (Any) (7% Chance)
Fetid Censer
Melee
ACC : 102.5 / CRIT : 14% / DMG : 2-5
Stress +10
Blight (140% Base) 4 pts/rd for 3 rds
Disease (Any) (9% Chance)
Embrace the Dark
Ranged
ACC : 88.75 / Cannot CRIT / DMG : 0
Stress +10
-10
Torch
Embrace the Dark
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 0
Stress +10
-10
Torch
Treebranch Smackdown
Melee
ACC : 83.75 / CRIT : 14% / DMG : 14-27
Knockback 1
(120% Base)
Confusion Spores
Ranged
ACC : 88.75 / CRIT : 12% / DMG : 2
Shuffle Party
(90% Base) Debuff Target: -7 ACC (3 rds)
(120% Base)
Poison Spores
Ranged
ACC : 88.75 / CRIT : 6% / DMG : 2
Blight (120% Base) 3 pts/rd for 3 rds
Treebranch Smackdown
Melee
ACC : 97.5 / CRIT : 16% / DMG : 19-37
Knockback 1
(140% Base)
Confusion Spores
Ranged
ACC : 102.5 / CRIT : 14% / DMG : 2
Shuffle Party
(100% Base) Debuff Target: -10 ACC (3 rds)
(140% Base)
Poison Spores
Ranged
ACC : 102.5 / CRIT : 9% / DMG : 2
Blight (140% Base) 4 pts/rd for 3 rds
Ruinous Hex
Melee
ACC : 97.5 / CRIT : 9% / DMG : 4-7
Mark Target (3 rds)
Debuff Target: -10 ACC (3 rds)
(140% Base) -20 DODGE (3 rds)
(140% Base)
Putrefying Breath
Ranged
ACC : 97.5 / CRIT : 14% / DMG : 6-13
Blight (120% Base) 3 pts/rd for 3 rds
Knockback 1
(150% Base)
From Death Comes Life
Auto Action
At Round End:
Consumes a Corpse and
Creates a Necrotic Fungus
Necrotic Fungus Passive
Debuff
All Heroes:
Disable Healing Skills
Butcher Cut
Melee
ACC : 82.5 / CRIT : 12% / DMG : 3-7
Bleed (100% Base) 2 pts/rd for 3 rds
Butcher Cut
Melee
ACC : 88.75 / CRIT : 16% / DMG : 5-9
Bleed (120% Base) 3 pts/rd for 3 rds
Debuff Target: -33%
Healing Received (3 rds)
(120% Base)
Butcher Cut
Melee
ACC : 102.5 / CRIT : 17% / DMG : 7-13
Bleed (140% Base) 4 pts/rd for 3 rds
Debuff Target: -50%
Healing Received (3 rds)
(140% Base)
Ball And Chain
Ranged
ACC : 82.5 / CRIT : 12% / DMG : 2-4
Knockback 1
(100% Base) Stun (100% Base)
Ball And Chain
Ranged
ACC : 88.75 / CRIT : 16% / DMG : 3-5
Knockback 1
(120% Base) Stun (120% Base)
Ball And Chain
Ranged
ACC : 102.5 / CRIT : 17% / DMG : 4-8
Knockback 1
(140% Base) Stun (140% Base)
Vomit
Ranged
ACC : 82.5 / CRIT : 12% / DMG : 1
Stress + 10
Disease (Any) (33% Chance)
Vomit
Ranged
ACC : 88.75 / CRIT : 16% / DMG : 1-2
Stress + 10
Disease (Any) (33% Chance)
Debuff Target: -7 DODGE (3 rds)
(120% Base)
Vomit
Ranged
ACC : 102.5 / CRIT : 19% / DMG : 1-3
Stress + 10
Disease (Any) (33% Chance)
Debuff Target: -10 DODGE (3 rds)
(140% Base)
Drums of Debilitation
Ranged
ACC : 82.5 / CRIT : 6% / DMG : 1
Mark Target (3 rds)
Debuff Target: -10 DODGE (3 rds)
(100% Base)
Drums of Debilitation
Ranged
ACC : 88.75 / CRIT : 12% / DMG : 2
Mark Target (3 rds)
Debuff Target: -15 DODGE (3 rds)
(120% Base)
Drums of Debilitation
Ranged
ACC : 102.5 / CRIT : 14% / DMG : 2
Mark Target (3 rds)
Debuff Target: -20 DODGE (3 rds)
(140% Base)
Drums of Doom
Ranged
ACC : 82.5 / CRIT : 2% / DMG : 1
Stress +5(70% Chance)
Drums of Doom
Ranged
ACC : 88.75 / CRIT : 6% / DMG : 2
Stress +5(70% Chance)
Drums of Doom
Ranged
ACC : 102.5 / CRIT : 9% / DMG : 2
Stress +5(70% Chance)
Hook Where It Hurts
Melee
Back 1
ACC : 82.5 / CRIT : 16% / DMG : 3-7
Hook Where It Hurts
Melee
Back 1
ACC : 88.75 / CRIT : 22% / DMG : 5-9
Debuff Target: -20%
Bleed Resist (3 rds)
(120% Base) -10%
Disease Resist (3 rds)
(120% Base)
Hook Where It Hurts
Melee
Back 1
ACC : 102.5 / CRIT : 24% / DMG : 6-13
Debuff Target: -30%
Bleed Resist (3 rds)
(140% Base) -15%
Disease Resist (3 rds)
(140% Base)
Munch
Melee
ACC : 87.5 / CRIT : 12% / DMG : 2-4
+100% DMG vs
Marked Blight (100% Base) 1 pt/rd for 3 rds
Munch
Melee
ACC : 93.75 / CRIT : 16% / DMG : 3-5
+100% DMG vs
Marked Blight (120% Base) 2 pts/rd for 3 rds
Disease (Any) (7% Chance)
Munch
Melee
ACC : 107.5 / CRIT : 19% / DMG : 4-7
+100% DMG vs
Marked Blight (140% Base) 3 pts/rd for 3 rds
Disease (Any) (9% Chance)
Weaken Prey
Melee
ACC : 93.75 / CRIT : 12% / DMG : 3-5
Mark Target (3 rds)
Debuff Target: -10 ACC (4 rds)
(120% Base) -25% DMG (3 rds)
(120% Base) -15% DMG (4 rds)
(120% Base)
Weaken Prey
Melee
ACC : 107.5 / CRIT : 14% / DMG : 4-7
Mark Target (3 rds)
Debuff Target: -10 ACC (4 rds)
(140% Base) -25% DMG (3 rds)
(140% Base) -15% DMG (4 rds)
(140% Base)
Tentacle Devour
Melee
ACC : 93.75 / CRIT : 16% / DMG : 7-15
+100% DMG vs
Marked Debuff Target: -5% CRIT (4 rds)
(120% Base)
Tentacle Devour
Melee
ACC : 107.5 / CRIT : 19% / DMG : 10-20
+100% DMG vs
Marked Debuff Target: -7% CRIT (4 rds)
(140% Base)
Pig Spear
Melee
Forward 2
ACC : 88.75 / CRIT : 12% / DMG : 4-10
Pig Spear
Melee
Forward 2
ACC : 102.5 / CRIT : 14% / DMG : 6-13
Boar Rush
Melee
Forward 2
ACC : 88.75 / CRIT : 16% / DMG : 8-16
Knockback 3
(140% Base) Stun (145% Base)
Boar Rush
Melee
Forward 2
ACC : 102.5 / CRIT : 19% / DMG : 11-22
Knockback 3
(160% Base) Stun (165% Base)
Trot Retreat
Ranged
Back 3
ACC : 0 / Cannot Crit / DMG : 0
Trot Retreat
Ranged
Back 3
ACC : 0 / Cannot Crit / DMG : 0
Crunching Backhand
Melee
ACC : 78.75 / CRIT : 12% / DMG : 5-9
Stun (80% Base)
Crunching Backhand
Melee
ACC : 92.5 / CRIT : 14% / DMG : 6-13
Stun (95% Base)
Spit to Roast
Ranged
Forward 1
ACC : 107.5 / CRIT : 21% / DMG : 12-18
Knockback 3
(120% Base) Stun (130% Base)
Cripple Them
Ranged
ACC : 97.5 / CRIT : 9% / DMG : 6-13
Blight (120% Base) 3 pts/rd for 3 rds
Debuff Target: -8 DODGE (3 rds)
(130% Base) -6 SPD (3 rds)
(130% Base)
Goring Flight
Melee
Back 4
ACC : 92.5 / CRIT : 7% / DMG : 4-7
Seaward Slash
Melee
ACC : 77.5 / CRIT : 2% / DMG : 5-9
Seaward Slash
Melee
ACC : 83.75 / CRIT : 6% / DMG : 6-13
Seaward Slash
Melee
ACC : 97.5 / CRIT : 9% / DMG : 9-17
Spearfishing
Melee
ACC : 77.5 / CRIT : 6% / DMG : 3-7
Spearfishing
Melee
ACC : 83.75 / CRIT : 12% / DMG : 5-9
Pull 1
(120% Base)
Spearfishing
Melee
ACC : 97.5 / CRIT : 14% / DMG : 6-13
Pull 1
(140% Base)
Octocestus
Melee
ACC : 77.5 / CRIT : 6% / DMG : 3-5
Bleed (100% Base) 2 pts/rd for 3 rds
Octocestus
Melee
ACC : 83.75 / CRIT : 12% / DMG : 4-7
Bleed (120% Base) 3 pts/rd for 3 rds
Octocestus
Melee
ACC : 97.5 / CRIT : 14% / DMG : 5-10
Bleed (140% Base) 4 pts/rd for 3 rds
Barnacle Barrier
Support
Guard Ally (3 rds)
Buff Self: +25% PROT (3 rds)
Barnacle Barrier
Support
Guard Ally (3 rds)
Buff Self: +25% PROT (3 rds)
Barnacle Barrier
Support
Guard Ally (3 rds)
Buff Self: +25% PROT (3 rds)
Stress Wave
Ranged
Back 1
ACC : 82.5 / Cannot CRIT / DMG : 1
Stress +15
Call of the Deep
Support
Buff Target: +5 ACC (3 rds)
+3% CRIT (3 rds)
+25% DMG (3 rds)
Ceremonial Cut
Melee
ACC : 62.5 / CRIT : 2% / DMG : 2-4
Sea Breeze
Support
Target Ally:
Heal 6-12
Stress Wave
Ranged
Back 1
ACC : 88.75 / Cannot CRIT / DMG : 1-2
Stress +15
Call of the Deep
Support
Buff Target: +7 ACC (3 rds)
+5% CRIT (3 rds)
+25% DMG (3 rds)
Ceremonial Cut
Melee
ACC : 68.75 / CRIT : 6% / DMG : 3-5
Sea Breeze
Support
Target Ally:
Heal 8-14
Stress Wave
Ranged
Back 1
ACC : 102.5 / Cannot CRIT / DMG : 1-3
Stress +15
Call of the Deep
Support
Buff Target: +10 ACC (3 rds)
+7% CRIT (3 rds)
+25% DMG (3 rds)
Ceremonial Cut
Melee
ACC : 82.5 / CRIT : 9% / DMG : 4-7
Sea Breeze
Support
Target Ally:
Heal 10-18
Shocker
Melee
ACC : 92.5 / CRIT : 6% / DMG : 1
Stun (100% Base) Disease (Any) (6% Chance)
Debuff Target: -20%
Bleed Resist (3 rds)
(100% Base)
Salty Gouge
Melee
ACC : 92.5 / CRIT : 6% / DMG : 2-4
Bleed (100% Base) 2 pts/rd for 3 rds
Disease (Any) (6% Chance)
Debuff Target: -5 DODGE (3 rds)
(100% Base)
Shocker
Melee
ACC : 98.75 / CRIT : 12% / DMG : 1-2
Stun (120% Base) Disease (Any) (6% Chance)
Debuff Target: -30%
Bleed Resist (3 rds)
(120% Base)
Salty Gouge
Melee
ACC : 98.75 / CRIT : 12% / DMG : 3-5
Bleed (120% Base) 3 pts/rd for 3 rds
Disease (Any) (6% Chance)
Debuff Target: -7 DODGE (3 rds)
(120% Base)
Shocker
Melee
ACC : 112.5 / CRIT : 14% / DMG : 1-3
Stun (140% Base) Disease (Any) (6% Chance)
Debuff Target: -40%
Bleed Resist (3 rds)
(140% Base)
Salty Gouge
Melee
ACC : 112.5 / CRIT : 14% / DMG : 4-7
Bleed (140% Base) 4 pts/rd for 3 rds
Disease (Any) (6% Chance)
Debuff Target: -10 DODGE (3 rds)
(140% Base)
Gargling Grab
Melee
ACC : 62.5 / CRIT : 2% / DMG : 5-9
Stress +10
The Revenge
Melee
ACC : 72.5 / CRIT : 2% / DMG : 5-13
Cannot be
Riposted Stress +5
Kill Self
Gargling Grab
Melee
ACC : 68.75 / CRIT : 6% / DMG : 6-13
Stress +10
The Revenge
Melee
ACC : 78.75 / CRIT : 6% / DMG : 7-17
Cannot be
Riposted Stress +8
Kill Self
Gargling Grab
Melee
ACC : 82.5 / CRIT : 9% / DMG : 9-17
Stress +10
The Revenge
Melee
ACC : 92.5 / CRIT : 9% / DMG : 10-23
Cannot be
Riposted Stress +13
Kill Self
Brine
Melee
ACC : 62.5 / CRIT : 2% / DMG : 2-4
Disease (Any) (8% Chance)
Debuff Target: -20 DODGE (4 rds)
(100% Base) -3 SPD (4 rds)
(100% Base)
Brine
Melee
ACC : 68.75 / CRIT : 6% / DMG : 3-5
Disease (Any) (8% Chance)
Debuff Target: -20 DODGE (4 rds)
(120% Base) -3 SPD (4 rds)
(120% Base)
Brine
Melee
ACC : 82.5 / CRIT : 9% / DMG : 4-7
Disease (Any) (8% Chance)
Debuff Target: -20 DODGE (4 rds)
(140% Base) -3 SPD (4 rds)
(140% Base)
Arterial Pinch
Melee
ACC : 88.75 / CRIT : 12% / DMG : 1-2
Bleed (120% Base) 8 pts/rd for 3 rds
Debuff Target: -33%
Healing Received (3 rds)
(120% Base)
Tidal Slam
Melee
ACC : 88.75 / CRIT : 12% / DMG : 5-9
Knockback 3
(120% Base) Stun (120% Base)
Arterial Pinch
Melee
ACC : 102.5 / CRIT : 14% / DMG : 1-3
Bleed (140% Base) 10 pts/rd for 3 rds
Debuff Target: -33%
Healing Received (3 rds)
(140% Base)
Tidal Slam
Melee
ACC : 102.5 / CRIT : 14% / DMG : 6-13
Knockback 3
(140% Base) Stun (140% Base)
Maddening Shanty
Ranged
Forward 4
ACC : 87.5 / Cannot CRIT / DMG : 1-3
Stress +8
Debuff Target: +10%
Stress (until camp)
(100% Base)
Offkilter Jig
Ranged
Requires 2 or more enemy positions to be filled
Back 4
ACC : 87.5 / Cannot CRIT / DMG : 0
Stress +9
Horror 5 stress/rd for 4 rds
Slice and Dice
Melee
ACC : 72.5 / CRIT : 12% / DMG : 3-5
Debuff Target: -15%
Bleed Resist (3 rds)
(100% Base)
Uppercut Slice
Melee
ACC : 72.5 / CRIT : 6% / DMG : 2-4
Knockback 1
(100% Base)
Shank
Melee
ACC : 72.5 / CRIT : 6% / DMG : 4-8
Bleed (100% Base) 1 pt/rd for 3 rds
Harmless Poke
Melee
Forward 1
ACC : 42.5 / Cannot CRIT / DMG : 2-4
On Attack Hit:
Buff Self: +2 SPD (4 rds)
Slice and Dice
Melee
ACC : 78.75 / CRIT : 16% / DMG : 4-7
Debuff Target: -25%
Bleed Resist (3 rds)
(120% Base)
Uppercut Slice
Melee
ACC : 78.75 / CRIT : 12% / DMG : 3-5
Knockback 1
(120% Base)
Shank
Melee
ACC : 82.5 / CRIT : 12% / DMG : 5-11
Bleed (120% Base) 2 pts/rd for 3 rds
Harmless Poke
Melee
Forward 1
ACC : 52.5 / Cannot CRIT / DMG : 3-5
On Attack Hit:
Buff Self: +2 SPD (4 rds)
Slice and Dice
Melee
ACC : 92.5 / CRIT : 19% / DMG : 5-10
Debuff Target: -35%
Bleed Resist (3 rds)
(140% Base)
Uppercut Slice
Melee
ACC : 92.5 / CRIT : 14% / DMG : 4-7
Knockback 1
(140% Base)
Shank
Melee
ACC : 90 / CRIT : 14% / DMG : 7-15
Bleed (140% Base) 3 pts/rd for 3 rds
Harmless Poke
Melee
Forward 1
ACC : 60 / Cannot CRIT / DMG : 4-7
On Attack Hit:
Buff Self: +2 SPD (4 rds)
Rain of Whips
Melee
ACC : 82.5 / Cannot CRIT / DMG : 1
Bleed (100% Base) 1 pt/rd for 3 rds
Stress + 5
Punishment
Melee
ACC : 82.5 / CRIT : 12% / DMG : 2-4
Bleed (100% Base) 2 pts/rd for 3 rds
Stress + 5
Point Blank Shot
Ranged
ACC : 82.5 / CRIT : 16% / DMG : 4-11
Knockback 1
(100% Base) Debuff Self: -2 SPD (4 rds)
Rain of Whips
Melee
ACC : 88.75 / CRIT : 4% / DMG : 1-2
Bleed (120% Base) 2 pts/rd for 3 rds
Stress + 5
Punishment
Melee
ACC : 88.75 / CRIT : 16% / DMG : 3-5
Bleed (120% Base) 3 pts/rd for 3 rds
Stress + 5
Point Blank Shot
Ranged
ACC : 92.5 / CRIT : 22% / DMG : 5-14
Knockback 1
(120% Base) Debuff Self: -2 SPD (4 rds)
Rain of Whips
Melee
ACC : 102.5 / CRIT : 7% / DMG : 1-3
Bleed (140% Base) 3 pts/rd for 3 rds
Stress + 5
Punishment
Melee
ACC : 102.5 / CRIT : 19% / DMG : 4-7
Bleed (140% Base) 4 pts/rd for 3 rds
Stress + 5
Point Blank Shot
Ranged
ACC : 100 / CRIT : 24% / DMG : 7-20
Knockback 1
(140% Base) Debuff Self: -2 SPD (4 rds)
Blanket Fire
Ranged
ACC : 72.5 / Cannot CRIT / DMG : 1-3
Debuff Target: -2 DODGE (3 rds)
(100% Base)
Rushed Shot
Melee
Back 1
ACC : 62.5 / CRIT : 6% / DMG : 2-4
Blanket Fire
Ranged
ACC : 78.75 / CRIT : 4% / DMG : 1-4
Debuff Target: -4 DODGE (3 rds)
(120% Base)
Rushed Shot
Melee
Back 1
ACC : 68.75 / CRIT : 12% / DMG : 3-5
Blanket Fire
Ranged
ACC : 92.5 / CRIT : 7% / DMG : 2-5
Debuff Target: -6 DODGE (3 rds)
(140% Base)
Rushed Shot
Melee
Back 1
ACC : 82.5 / CRIT : 14% / DMG : 4-7
Rend for the Old Gods
Melee
Forward 1
ACC : 72.5 / CRIT : 12% / DMG : 2-4
+50% DMG vs
Marked Bleed (100% Base) 1 pt/rd for 3 rds
Debuff Target: +10%
Stress (3 rds)
(100% Base)
Stumbling Scratch
Melee
Forward 1
ACC : 42.5 / Cannot CRIT / DMG : 2-4
Rend for the Old Gods
Melee
Forward 1
ACC : 78.75 / CRIT : 16% / DMG : 3-5
+50% DMG vs
Marked Bleed (120% Base) 2 pts/rd for 3 rds
Debuff Target: +15%
Stress (3 rds)
(120% Base)
Stumbling Scratch
Melee
Forward 1
ACC : 48.75 / Cannot CRIT / DMG : 3-5
Rend for the Old Gods
Melee
Forward 1
ACC : 92.5 / CRIT : 19% / DMG : 4-7
+50% DMG vs
Marked Bleed (140% Base) 3 pts/rd for 3 rds
Debuff Target: +20%
Stress (3 rds)
(140% Base)
Stumbling Scratch
Melee
Forward 1
ACC : 62.5 / Cannot CRIT / DMG : 4-7
Stressful Incantation
Ranged
ACC : 82.5 / Cannot CRIT / DMG : 1
Stress +15
Torch -10
Eldritch Pull
Ranged
ACC : 82.5 / CRIT : 6% / DMG : 1
Pull 2
(100% Base)
Eldritch Push
Ranged
ACC : 82.5 / CRIT : 6% / DMG : 1
Knockback 2
(100% Base)
Stressful Incantation
Ranged
ACC : 92.5 / Cannot CRIT / DMG : 1-2
Stress +17
Torch -10
Mark Target (3 rds)
Eldritch Pull
Ranged
ACC : 88.75 / CRIT : 12% / DMG : 1-2
Pull 2
(120% Base) Stress +5
Eldritch Push
Ranged
ACC : 88.75 / CRIT : 12% / DMG : 1-2
Knockback 2
(120% Base) Stress +5
Stressful Incantation
Ranged
ACC : 100 / Cannot CRIT / DMG : 1-3
Stress +20
Torch -10
Mark Target (3 rds)
Eldritch Pull
Ranged
ACC : 102.5 / CRIT : 14% / DMG : 1-3
Pull 2
(140% Base) Stress +8
Eldritch Push
Ranged
ACC : 102.5 / CRIT : 14% / DMG : 1-3
Knockback 2
(140% Base) Stress +8
Accusation
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 1
Horror 3 stress/rd for 4 rds
Debuff Target: +15%
Stress (until camp)
(100% Base)
Doomsay
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 0
Stress +7 (80% Chance)
Accusation
Ranged
ACC : 108.75 / Cannot CRIT / DMG : 1-2
Horror 4 stress/rd for 4 rds
Debuff Target: +15%
Stress (until camp)
(120% Base)
Doomsay
Ranged
ACC : 108.75 / Cannot CRIT / DMG : 0
Stress +9 (80% Chance)
Accusation
Ranged
ACC : 122.5 / Cannot CRIT / DMG : 1-3
Horror 4 stress/rd for 4 rds
Debuff Target: +15%
Stress (until camp)
(140% Base)
Doomsay
Ranged
ACC : 122.5 / Cannot CRIT / DMG : 0
Stress +9 (80% Chance)
Web
Ranged
ACC : 82.5 / CRIT : 6% / DMG : 1
Stun (100% Base) Mark Target (3 rds)
Debuff Target: -15%
Blight Resist (3 rds)
(100% Base)
Bite
Melee
ACC : 72.5 / CRIT : 2% / DMG : 1-3
+100% DMG vs
Marked Blight (100% Base) 1 pt/rd for 3 rds
Web
Ranged
ACC : 88.75 / CRIT : 12% / DMG : 2
Stun (120% Base) Mark Target (3 rds)
Debuff Target: -20%
Blight Resist (3 rds)
(120% Base)
Bite
Melee
ACC : 78.75 / CRIT : 6% / DMG : 2-3
+100% DMG vs
Marked Blight (120% Base) 2 pts/rd for 3 rds
Web
Ranged
ACC : 102.5 / CRIT : 14% / DMG : 2
Stun (140% Base) Mark Target (3 rds)
Debuff Target: -25%
Blight Resist (3 rds)
(140% Base)
Bite
Melee
ACC : 92.5 / CRIT : 9% / DMG : 2-5
+100% DMG vs
Marked Blight (140% Base) 3 pts/rd for 3 rds
Spit
Ranged
ACC : 82.5 / CRIT : 12% / DMG : 3-5
+100% DMG vs
Marked Blight (100% Base) 1 pt/rd for 3 rds
Debuff Target: -5 ACC (4 rds)
(100% Base)
Bite
Melee
ACC : 72.5 / CRIT : 2% / DMG : 1-3
+100% DMG vs
Marked Blight (100% Base) 1 pt/rd for 3 rds
Spit
Ranged
ACC : 88.75 / CRIT : 16% / DMG : 4-7
+100% DMG vs
Marked Blight (120% Base) 2 pts/rd for 3 rds
Debuff Target: -7 ACC (4 rds)
(120% Base)
Bite
Melee
ACC : 78.75 / CRIT : 6% / DMG : 2-3
+100% DMG vs
Marked Blight (120% Base) 2 pts/rd for 3 rds
Spit
Ranged
ACC : 102.5 / CRIT : 19% / DMG : 5-10
+100% DMG vs
Marked Blight (140% Base) 3 pts/rd for 3 rds
Debuff Target: -10 ACC (4 rds)
(140% Base)
Bite
Melee
ACC : 92.5 / CRIT : 9% / DMG : 2-5
+100% DMG vs
Marked Blight (140% Base) 3 pts/rd for 3 rds
Grave Nibble
Melee
ACC : 62.5 / CRIT : 12% / DMG : 2-4
Stress +5
Stun (75% Base) Disease (Any) (15% Chance)
Grave Nibble
Melee
ACC : 68.75 / CRIT : 16% / DMG : 3-5
Stress +5
Stun (85% Base) Disease (Any) (15% Chance)
Grave Nibble
Melee
ACC : 82.5 / CRIT : 19% / DMG : 4-7
Stress +5
Stun (95% Base) Disease (Any) (15% Chance)
Bump in the Night
Melee
ACC : 62.5 / CRIT : 2% / DMG : 2-5
Tic-Toc
Melee
Forward 1
ACC : 42.5 / Cannot CRIT / DMG : 2-5
Bump in the Night
Melee
ACC : 68.75 / CRIT : 6% / DMG : 2-6
Debuff Target: -7 DODGE (3 rds)
(120% Base)
Tic-Toc
Melee
Forward 1
ACC : 48.75 / Cannot CRIT / DMG : 2-6
Bump in the Night
Melee
ACC : 82.5 / CRIT : 9% / DMG : 3-8
Debuff Target: -10 DODGE (3 rds)
(140% Base)
Tic-Toc
Melee
Forward 1
ACC : 62.5 / Cannot CRIT / DMG : 3-8
Flurry of Claws
Melee
ACC : 88.75 / CRIT : 12% / DMG : 2-3
Shuffle Targets
(50% Base)
Lash of the Tail
Ranged
ACC : 88.75 / CRIT : 12% / DMG : 1-2
Stun (120% Base) Knockback 1
(85% Base)
Flurry of Claws
Melee
ACC : 102.5 / CRIT : 14% / DMG : 2-5
Shuffle Targets
(65% Base)
Lash of the Tail
Ranged
ACC : 102.5 / CRIT : 14% / DMG : 1-3
Stun (140% Base) Knockback 1
(100% Base)
Rend
Melee
ACC : 88.75 / CRIT : 16% / DMG : 5-11
Bleed (120% Base) 3 pts/rd for 3 rds
Debuff Target: +15%
Stress (3 rds)
(120% Base)
Skull Toss
Ranged
ACC : 88.75 / CRIT : 12% / DMG : 5-11
Stress +15
Stun (100% Base)
Howl
Ranged
ACC : 92.5 / Cannot Crit / DMG : 0
Horror (75% Chance) 3 stress/rd for 3 rds
Torch -10
Disease (The Worries) (5% Chance)
Rend
Melee
ACC : 102.5 / CRIT : 19% / DMG : 7-15
Bleed (140% Base) 4 pts/rd for 3 rds
Debuff Target: +20%
Stress (3 rds)
(140% Base)
Skull Toss
Ranged
ACC : 102.5 / CRIT : 14% / DMG : 7-15
Stress +15
Stun (130% Base)
Howl
Ranged
ACC : 100 / Cannot Crit / DMG : 0
Horror (75% Chance) 3 stress/rd for 3 rds
Torch -10
Disease (The Worries) (5% Chance)
Slice and Dice
Melee
ACC : 93.75 / CRIT : 20% / DMG : 6-11
Debuff Target: -35%
Bleed Resist (3 rds)
(160% Base)
Uppercut Slice
Melee
ACC : 93.75 / CRIT : 15% / DMG : 4-9
Knockback 1
(140% Base)
Shank
Melee
ACC : 92.5 / CRIT : 11% / DMG : 7-15
Bleed (140% Base) 3 pts/rd for 3 rds
Mark Target (3 rds)
Harmless Poke
Melee
Forward 1
ACC : 62.5 / Cannot CRIT / DMG : 4-9
On Attack Hit:
Buff Self: +2 SPD (4 rds)
Blanket Fire
Ranged
ACC : 93.75 / CRIT : 7% / DMG : 2-6
Debuff Target: -6 DODGE (3 rds)
(160% Base) Stress +4
Rushed Shot
Melee
Back 1
ACC : 83.75 / CRIT : 15% / DMG : 4-9
Gather the Blood
Melee
Forward 4
ACC : 77.5 / Cannot CRIT / DMG : 2-5
Apply
Crimson Curse (31% Chance)
Predigestion
Melee
Forward 1
ACC : 77.5 / CRIT: 4% / DMG : 1-5
Blight (100% Base) 2 pts/rd for 3 rds
Debuff Target: -25%
Bleed Resist (3 rds)
(100% Base)
Gather the Blood
Melee
Forward 4
ACC : 83.75 / CRIT: 4% / DMG : 2-6
Apply
Crimson Curse (31% Chance)
Predigestion
Melee
Forward 1
ACC : 83.75 / CRIT: 9% / DMG : 2-6
Blight (120% Base) 3 pts/rd for 3 rds
Debuff Target: -25%
Bleed Resist (3 rds)
(120% Base)
Gather the Blood
Melee
Forward 4
ACC : 97.5 / CRIT: 7% / DMG : 3-8
Apply
Crimson Curse (31% Chance)
Predigestion
Melee
Forward 1
ACC : 97.5 / CRIT: 12% / DMG : 2-9
Blight (140% Base) 4 pts/rd for 3 rds
Debuff Target: -25%
Bleed Resist (3 rds)
(140% Base)
Buried Blast
Ranged
ACC : 88.75 / Cannot CRIT / DMG : 5-9
Stun (105% Base) Debuff Target: -40 DODGE (3 rds)
(120% Base)
Subterranean Skewer
Melee
Back 1
ACC : 88.75 / CRIT: 12% / DMG : 8-11
Bleed (120% Base) 3 pts/rd for 3 rds
Debuff Target: -25%
Bleed Resist (3 rds)
(120% Base)
Buried Blast
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 7-12
Stun (125% Base) Debuff Target: -50 DODGE (3 rds)
(140% Base)
Subterranean Skewer
Melee
Back 1
ACC : 102.5 / CRIT: 14% / DMG : 10-16
Bleed (140% Base) 3 pts/rd for 3 rds
Debuff Target: -25%
Bleed Resist (3 rds)
(140% Base)
Maddening Whine
Ranged
Back 4
ACC : 82.5 / CRIT: 4% / DMG : 2
Stress + 9
The Thirst
Melee
Forward 4
ACC : 92.5 / CRIT: 2% / DMG : 2-4
Change to
Bloodlust Form
Apply
Crimson Curse (31% Chance)
Stress + 8 (85% Chance)
Self:
Heal 4 & Receive Target
Blight Buff Self: +20%
Stun Skill Chance (6 rds)
The Thirst
Melee
Forward 4
ACC : 92.5 / CRIT: 6% / DMG : 4-6
Apply
Crimson Curse (31% Chance)
Stress + 12 (85% Chance)
Self:
Heal 4 & Receive Target
Blight Debuff Self: -20 ACC (3 rds) // -4 SPD (3 rds)
Deafening Whine
Ranged
Back 4
ACC : 82.5 / CRIT: 4% / DMG : 1-2
Stun (90% Base) Stress +4
Bombing Run
Ranged
Forward 4
ACC : 83.75 / Cannot CRIT / DMG : 3-4
Bleed (100% Base) 2pts/rd for 3 rds
Maddening Whine
Ranged
Back 4
ACC : 88.75 / CRIT: 8% / DMG : 3
Stress + 11
The Thirst
Melee
Forward 4
ACC : 98.75 / CRIT: 6% / DMG : 3-5
Change to
Bloodlust Form
Apply
Crimson Curse (31% Chance)
>
Stress + 8 (85% Chance)
Self:
Heal 4 & Receive Target
Blight Buff Self: +25%
Stun Skill Chance (6 rds)
The Thirst
Melee
Forward 4
ACC : 98.75 / CRIT: 12% / DMG : 6-8
Apply
Crimson Curse (31% Chance)
Stress + 12 (85% Chance)
Self:
Heal 6 & Receive Target
Blight Debuff Self: -18 ACC (3 rds) // -3 SPD (3 rds)
Deafening Whine
Ranged
Back 4
ACC : 88.75 / CRIT: 10% / DMG : 2
Stun (100% Base) Stress +5
Bombing Run
Ranged
Forward 4
ACC : 83.75 / CRIT: 6% / DMG : 4-5
Bleed (120% Base) 3pts/rd for 3 rds
Maddening Whine
Ranged
Back 4
ACC : 102.5 / CRIT: 11% / DMG : 4
Stress + 13
The Thirst
Melee
Forward 4
ACC : 112.5 / CRIT: 9% / DMG : 4-7
Change to
Bloodlust Form
Apply
Crimson Curse (31% Chance)
Stress + 8 (85% Chance)
Self:
Heal 4 & Receive Target
Blight Buff Self: +30%
Stun Skill Chance (4 rds)
The Thirst
Melee
Forward 4
ACC : 112.5 / CRIT: 14% / DMG : 8-11
Apply
Crimson Curse (31% Chance)
Stress + 12 (85% Chance)
Self:
Heal 9 & Receive Target
Blight Debuff Self: -15 ACC (3 rds) // -2 SPD (3 rds)
Deafening Whine
Ranged
Back 4
ACC : 102.5 / CRIT: 12% / DMG : 2-4
Stun (110% Base) Stress +6
Bombing Run
Ranged
Forward 4
ACC : 97.5 / CRIT: 8% / DMG : 5-8
Bleed (140% Base) 3pts/rd for 3 rds
Rib Cracker
Ranged
Back 2
ACC : 88.75 / CRIT: 8% / DMG : 4-7
Push 1
(110% Base) Debuff Target: -2 SPD (4 rds)
(120% Base)
The Thirst
Melee
Forward 4
ACC : 98.75 / CRIT: 6% / DMG : 2-6
Change to
Bloodlust Form
Apply
Crimson Curse (45% Chance)
Stress + 8 (85% Chance)
Self:
Heal 8 & Receive Target
Blight Debuff Self: -18 ACC (3 rds) // -3 SPD (3 rds)
Clear
Riposte
Skewering Repartee
Melee
Forward 2
ACC : 93.75 / CRIT: 6% / DMG : 6-10
-75% DMG vs rank 4 // -40% DMG vs rank 3
-20% DMG vs rank 2
Bleed (120% Base) 3pts/rd for 3 rds
Activate
Riposte (2 rds)
Riposte: -75% DMG // -3% CRIT
Riposte Attack
Melee
ACC : 88.75 / CRIT: 6% / DMG : 6-8
Hidden Modifiers:
Riposte: -75% DMG //
Riposte: -3% CRIT
The Thirst
Melee
ACC : 88.75 / CRIT: 8% / DMG : 5-9
Apply
Crimson Curse (45% Chance)
Stress + 12 (85% Chance)
Self:
Heal 8 & Receive Target
Blight Debuff Self: -18 ACC (3 rds) // -3 SPD (3 rds)
Piercing Foreleg
Melee
Forward 2
ACC : 93.75 / CRIT: 6% / DMG : 8-14
-80% DMG vs rank 4 //-65% DMG vs rank 3 //
-30% DMG vs rank 2
Debuff Target: -23%
Bleed Resist (3 rds)
(120% Base)
Needling Execration
Melee
Back 2
ACC : 88.75 / CRIT: 12% / DMG : 3-8
Stress +10 (90% Chance)
Bleed (120% Base) 3pts/rd for 3 rds
Mark Target (3 rds)
Rib Cracker
Ranged
Back 2
ACC : 102.5 / CRIT: 11% / DMG : 6-9
Push 1
(130% Base) Debuff Target: -2 SPD (4 rds)
(140% Base)
The Thirst
Melee
Forward 4
ACC : 112.5 / CRIT: 9% / DMG : 3-8
Change to
Bloodlust Form
Apply
Crimson Curse (45% Chance)
Stress + 8 (85% Chance)
Self:
Heal 10 & Receive Target
Blight Debuff Self: -15 ACC (3 rds) // -2 SPD (3 rds)
Clear
Riposte
Skewering Repartee
Melee
Forward 2
ACC : 107.5 / CRIT: 11% / DMG : 8-14
-75% DMG vs rank 4 // -40% DMG vs rank 3
-20% DMG vs rank 2
Bleed (140% Base) 3pts/rd for 3 rds
Activate
Riposte (2 rds)
Riposte: -75% DMG // -3% CRIT
Riposte Attack
Melee
ACC : 88.75 / CRIT: 9% / DMG : 8-11
Hidden Modifiers:
Riposte: -65% DMG //
Riposte: -1% CRIT
The Thirst
Melee
ACC : 102.5 / CRIT: 10% / DMG : 6-13
Apply
Crimson Curse (45% Chance)
Stress + 12 (85% Chance)
Self:
Heal 10 & Receive Target
Blight Debuff Self -15 ACC (3 rds) // -2 SPD (3 rds)
Piercing Foreleg
Melee
Forward 2
ACC : 107.5 / CRIT: 9% / DMG : 11-20
-80% DMG vs rank 4 //-65% DMG vs rank 3 //
-30% DMG vs rank 2
Debuff Target: -26%
Bleed Resist (3 rds)
(140% Base)
Needling Execration
Melee
Back 2
ACC : 102.5 / CRIT: 14% / DMG : 5-11
Stress +12 (90% Chance)
Bleed (140% Base) 4pts/rd for 3 rds
Mark Target (3 rds)
Careless Whispers
Ranged
Forward 2
ACC : 98.75 / CRIT: 4% / DMG : 2-3
Horror 3 stress/rd for 3 rds
Debuff Target: -5 ACC (4 rds)
(100% Base)
The Thirst
Melee
Forward 4
ACC : 98.75 / CRIT: 6% / DMG : 3-5
Change to
Bloodlust Form
Apply
Crimson Curse (45% Chance)
Stress + 8 (85% Chance)
Self:
Heal 8 & Receive Target
Blight Buff Self: +18 DODGE (4 rds)
Midnight Minuet
Support
Shuffle Party
Buff Party:
+4 SPD (1 rd) // +25% DMG (1 rd)
Debuff Party:
-16 ACC (1 rd)
Mind Your Manners
Melee
Forward 2
ACC : 93.75 / CRIT: 10% / DMG : 3-6
Mark Target (3 rds)
Damsel In Distress
Support
Target Ally: Force
Guard (2 rds)
Mark Target (2 rds)
Buff Target: +35% PROT (2 rds)
The Thirst
Melee
ACC : 88.75 / CRIT: 6% / DMG : 4-11
Crimson Curse (45% Chance)
Stress + 12 (85% Chance)
Self:
Heal 8 & Receive Target
Blight Debuff Self: -18 ACC (3 rds) // -3 SPD (3 rds)
Renewed Appetite
Ranged
Forward 2
ACC : 88.75 / CRIT: 6% / DMG : 3-6
Blight (120% Base) 3pts/rd for 3 rds
Stress +8
Expose the Vein
Melee
Forward 2
ACC : 93.75 / CRIT: 12% / DMG : 2-3
Mark Target (3 rds)
Debuff Target: -23%
Bleed Resist (3 rds)
(120% Base) -7% PROT (3 rds)
(120% Base)
Careless Whispers
Ranged
Forward 2
ACC : 112.5 / CRIT: 6% / DMG : 3-4
Horror 3 stress/rd for 3 rds
Debuff Target: -5 ACC (4 rds)
(120% Base)
The Thirst
Melee
Forward 4
ACC : 112.5 / CRIT: 8% / DMG : 4-7
Change to
Bloodlust Form
Apply
Crimson Curse (45% Chance)
Stress + 8 (85% Chance)
Self:
Heal 10 & Receive Target
Blight Buff Self: +20 DODGE (4 rds)
Midnight Minuet
Support
Shuffle Party
Buff Party:
+5 SPD (1 rd) // +30% DMG (1 rd)
Debuff Party:
-12 ACC (1 rd)
Mind Your Manners
Melee
Forward 2
ACC : 107.5 / CRIT: 12% / DMG : 5-8
Mark Target (3 rds)
Damsel In Distress
Support
Target Ally: Force
Guard (2 rds)
Mark Target (2 rds)
Buff Target: +45% PROT (2 rds)
The Thirst
Melee
ACC : 102.5 / CRIT: 9% / DMG : 5-14
Crimson Curse (45% Chance) //
Stress + 12 (85% Chance)
Self:
Heal 10 & Receive Target
Blight Debuff Self: -15 ACC (3 rds) // -2 SPD (3 rds)
Renewed Appetite
Ranged
Forward 2
ACC : 102.5 / CRIT: 9% / DMG : 4-9
Blight (140% Base) 4pts/rd for 3 rds
Stress +10
Expose the Vein
Melee
Forward 2
ACC : 107.5 / CRIT: 15% / DMG : 2-5
Mark Target (3 rds)
Debuff Target: -26%
Bleed Resist (3 rds)
(140% Base) -9% PROT (3 rds)
(140% Base)
Enraging Slight
Ranged
ACC : 82.5 / CRIT: 2% / DMG : 1-3
Mark Target (3 rds)
Pull 2
(100% Base) Stress + 10 (90% Chance)
Elusive Exit
Ranged
ACC : 120 / Cannot CRIT / DMG : 2
Cannot be
Riposted Horror 3 stress/rd for 3 rds
Self: Escape from Battle
Remove all Enemy Corpses
Summon Sycophants in all Unoccupied ranks
Enraging Slight
Ranged
ACC : 88.75 / CRIT: 6% / DMG : 2-3
1
Mark Target (3 rds)
Pull 2
(120% Base) Stress + 12 (90% Chance)
Elusive Exit
Ranged
ACC : 120 / Cannot CRIT / DMG : 3
Cannot be
Riposted Horror 3 stress/rd for 3 rds
Self: Escape from Battle
Remove all Enemy Corpses
Summon Sycophants in all Unoccupied ranks
Enraging Slight
Ranged
ACC : 102.5 / CRIT: 9% / DMG : 2-5
Mark Target (3 rds)
Pull 2
(140% Base) Stress + 14 (90% Chance)
Elusive Exit
Ranged
ACC : 120 / Cannot CRIT / DMG : 4
Cannot be
Riposted Horror 3 stress/rd for 3 rds
Self: Escape from Battle
Remove all Enemy Corpses
Summon Sycophants in all Unoccupied ranks
Enraging Slight
Ranged
ACC : 82.5 / CRIT: 2% / DMG : 1-3
Mark Target (3 rds)
Pull 2
(100% Base) Stress + 10 (90% Chance)
Enraging Slight
Ranged
ACC : 88.75 / CRIT: 6% / DMG : 2-3
Mark Target (3 rds)
Pull 2
(120% Base) Stress + 12 (90% Chance)
Enraging Slight
Ranged
ACC : 102.5 / CRIT: 9% / DMG : 2-5
Mark Target (3 rds)
Pull 2
(140% Base) Stress + 14 (90% Chance)
The Thirst
Melee
Forward 4
ACC : 92.5 / CRIT: 2% / DMG : 2-4
Change to
Bloodlust Form
Apply
Crimson Curse (31% Chance)
Stress + 8 (85% Chance)
Self:
Heal 4 & Receive Target
Blight Debuff Target: +33%
Stress (5 rds)
(100% Base)
The Thirst
Melee
Forward 4
ACC : 82.5 / CRIT: 5% / DMG : 2-6
Apply
Crimson Curse (31% Chance)
Stress + 12 (85% Chance)
Self:
Heal 4 & Receive Target
Blight Debuff Self: -20 ACC (3 rds) // -4 SPD (3 rds)
The Thirst
Melee
Forward 4
ACC : 98.75 / CRIT: 6% / DMG : 3-5
Change to
Bloodlust Form
Apply
Crimson Curse (31% Chance)
Stress + 8 (85% Chance)
Self:
Heal 6 & Receive Target
Blight Debuff Target: +50%
Stress (5 rds)
(120% Base)
The Thirst
Melee
Forward 4
ACC : 88.75 / CRIT: 10% / DMG : 2-9
Apply
Crimson Curse (31% Chance)
Stress + 12 (85% Chance)
Self:
Heal 6 & Receive Target
Blight Debuff Self: -18 ACC (3 rds) // -3 SPD (3 rds)
The Thirst
Melee
Forward 4
ACC : 112.5 / CRIT: 9% / DMG : 4-7
Change to
Bloodlust Form
Apply
Crimson Curse (31% Chance)
Stress + 8 (85% Chance)
Self:
Heal 9 & Receive Target
Blight Debuff Target: +67%
Stress (5 rds)
(140% Base)
The Thirst
Melee
Forward 4
ACC : 102.5 / CRIT: 13% / DMG : 3-12
Apply
Crimson Curse (31% Chance)
Stress + 12 (85% Chance)
Self:
Heal 9 & Receive Target
Blight Debuff Self: -15 ACC (3 rds) // -2 SPD (3 rds)
Infallible Servitude
Support
Guard Ally (3 rds)
Buff Self: +33% PROT (2 rds)
Gibbering Entourage
Support
Guard All Allies (3 rds)
Buff Self: +40% PROT (3 rds)
Mark Self (3 rds)
Gibbering Entourage
Support
Guard All Allies (3 rds)
Buff Self: +50% PROT (3 rds)
Mark Self (3 rds)
Gibbering Entourage
Support
Guard All Allies (3 rds)
Buff Self: +60% PROT (3 rds)
Mark Self (3 rds)
Refined Palate
Ranged
ACC : 77.5 / CRIT: 4% / DMG : 1-3
Stun (100% Base) Stress +10
Choice Cut
Melee
ACC : 77.5 / CRIT: 4% / DMG : 2-4
Bleed (100% Base) 2pts/rd for 3 rds
Refined Palate
Ranged
ACC : 83.75 / CRIT: 8% / DMG : 2-3
Stun (110% Base) Stress +10
Choice Cut
Melee
ACC : 83.75 / CRIT: 8% / DMG : 2-6
Bleed (120% Base) 3pts/rd for 3 rds
Refined Palate
Ranged
ACC : 97.5 / CRIT: 11% / DMG : 2-5
Stun (120% Base) Stress +10
Choice Cut
Melee
ACC : 97.5 / CRIT: 11% / DMG : 3-8
Bleed (140% Base) 3pts/rd for 3 rds
Unstable Resonance
Ranged
ACC : 92.5 / Cannot CRIT / DMG : 10-15
Kill Self Blight (100% Base) 2 pts/rd for 3 rds
Stress +8
Crystal Heal
If a Crystalline Aberration is killed by a Hero
Hero: Heal 2
Crystal Heal
If a Crystalline Aberration is killed by a Hero
Hero: Heal 4
Crystal Heal
If a Crystalline Aberration is killed by a Hero
Hero: Heal 5
Explosive Undoing
Melee
ACC : 92.5 / Cannot CRIT / DMG : 2-4
Kill Self Horror 3 stress/rd for 3 rds
Unstable Resonance
Ranged
ACC : 97.5 / Cannot CRIT / DMG : 12-16
Kill Self Blight (110% Base) 2 pts/rd for 3 rds
Stress +8
Explosive Undoing
Melee
ACC : 97.5 / Cannot CRIT / DMG : 3-6
Kill Self Horror 3 stress/rd for 3 rds
Unstable Resonance
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 20-25
Kill Self Blight (120% Base) 3 pts/rd for 3 rds
Stress +8
Explosive Undoing
Melee
ACC : 102.5 / Cannot CRIT / DMG : 5-8
Kill Self Horror 3 stress/rd for 3 rds
Sow the Seeds
Ranged
ACC : 85.5 / Cannot CRIT / DMG : 1
Blight (100% Base) 2 pts/rd for 3 rds
Stress +10
Ceaseless Labor
Melee
ACC : 77.5 / CRIT: 2% / DMG : 3-5
Riposte Attack
Melee
ACC : 92.5 / Cannot CRIT / DMG : 2-4
Hidden Modifier:
Riposte: -40% DMG
Pause From Labor
Support
Self:
Heal 4
Buff Self: +3 SPD (2 rds)
Sow the Seeds
Ranged
ACC : 91.75 / Cannot CRIT / DMG : 1-2
Blight (120% Base) 3 pts/rd for 3 rds
Stress +10
Ceaseless Labor
Melee
ACC : 83.75 / CRIT: 6% / DMG : 4-7
Riposte Attack
Melee
ACC : 98.75 / CRIT: 4% / DMG : 3-5
Hidden Modifier:
Riposte: -40% DMG
Pause From Labor
Support
Self:
Heal 5
Buff Self: +4 SPD (2 rds)
Ceaseless Labor
Melee
ACC : 95 / CRIT: 9% / DMG : 5-9
Sow the Seeds
Ranged
ACC : 103 / Cannot CRIT / DMG : 2-3
Blight (140% Base) 4 pts/rd for 3 rds
Stress +10
Riposte Attack
Melee
ACC : 110 / CRIT: 6% / DMG : 4-7
Hidden Modifier:
Riposte: -40% DMG
Pause From Labor
Support
Self:
Heal 7
Buff Self: +5 SPD (2 rds)
Reality Bend
Ranged
ACC : 92.5 / Cannot CRIT / DMG : 1-2
Stress +8
Debuff Target: -25%
Healing Received (2 rds)
(120% Base) -10 ACC (2 rds)
(100% Base) +35%
Random Target Chance (2 rds)
(100% Base)
Riposte Attack
Melee
ACC : 87.5 / CRIT: 2% / DMG : 3-5
Hidden Modifier:
Riposte: -40% DMG
Debuff Target: +20%
Stress (3 rds)
(85% Base)
Reality Bend
Ranged
ACC : 98.75 / CRIT: 4% / DMG : 1-2
Stress +8
Debuff Target: -25%
Healing Received (3 rds)
(120% Base) -11 ACC (2 rds)
(120% Base) +35%
Random Target Chance (2 rds)
(120% Base)
Riposte Attack
Melee
ACC : 93.75 / CRIT: 6% / DMG : 4-7
Hidden Modifier:
Riposte: -40% DMG // +2% CRIT
Debuff Target: +20%
Stress (3 rds)
(105% Base)
Reality Bend
Ranged
ACC : 110 / CRIT: 7% / DMG : 1-3
Stress +8
Debuff Target: -25%
Healing Received (4 rds)
(140% Base) -12 ACC (2 rds)
(140% Base) +35%
Random Target Chance (2 rds)
(140% Base)
Riposte Attack
Melee
ACC : 105 / CRIT: 9% / DMG : 6-8
Hidden Modifier:
Riposte: -40% DMG // +4% CRIT
Debuff Target: +20%
Stress (3 rds)
(125% Base)
Haunting Revelation
Ranged
ACC : 87.5 / CRIT: 6% / DMG : 1-3
Horror 3 stress/rd for 3 rds
Flail The Crops
Melee
ACC : 87.5 / Cannot CRIT / DMG : 3-7
Blight (100% Base) 2 pts/rd for 3 rds
Haunting Revelation
Ranged
ACC : 93.75 / CRIT: 12% / DMG : 2-4
Horror 4 stress/rd for 3 rds
Flail The Crops
Melee
ACC : 93.75 / CRIT: 6% / DMG : 4-7
Blight (120% Base) 3 pts/rd for 3 rds
Haunting Revelation
Ranged
ACC : 105 / CRIT: 14% / DMG : 2-5
Horror 4 stress/rd for 3 rds
Flail The Crops
Melee
ACC : 105 / CRIT: 6% / DMG : 6-12
Blight (140% Base) 4 pts/rd for 3 rds
Roots
Melee
ACC : 100 / CRIT: 7% / DMG : 4-6
Debuff Target: -5 SPD (2 rds)
(140% Base) -12 ACC (2 rds)
(140% Base)
Shard of Growth
Support
Restoration 5 hp/rds for 2 rds
Paw The Ground
Support
Back 4
Self:
Stealth (2 rds)
Trample
Melee
Forward 4
ACC : 92.5 / CRIT: 4% / DMG : 2-4
-45% DMG vs rank 4 // -30% DMG vs rank 3
-15% DMG vs rank 2
Shuffle Party
(80% Base) Self:
Destealth
Rearing Strike
Melee
ACC : 87.5 / CRIT: 4% / DMG : 3-7
Stun (100% Base) Bleed (100% Base) 1 pt/rd for 3 rds
Bestial Scream
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 0
Stress +8
Trample
Melee
Forward 4
ACC : 98.75 / CRIT: 10% / DMG : 3-5
-45% DMG vs rank 4 // -30% DMG vs rank 3
-15% DMG vs rank 2
Shuffle Party
(100% Base) Self:
Destealth
Rearing Strike
Melee
ACC : 93.75 / CRIT: 8% / DMG : 5-9
Stun (120% Base) Bleed (120% Base) 2 pts/rd for 3 rds
Bestial Scream
Ranged
ACC : 108.75 / Cannot CRIT / DMG : 0
Stress +8
Trample
Melee
Forward 4
ACC : 110 / CRIT: 12% / DMG : 4-7
-45% DMG vs rank 4 // -30% DMG vs rank 3
-15% DMG vs rank 2
Shuffle Party
(120% Base) Self:
Destealth
Rearing Strike
Melee
ACC : 105 / CRIT: 11% / DMG : 6-12
Stun (140% Base) Bleed (140% Base) 3 pts/rd for 3 rds
Bestial Scream
Ranged
ACC : 120 / Cannot CRIT / DMG : 0
Stress +8
Farmhand Spawn Buff
Buff
At Round End:
For every
Farmhand Spawned:
Buff Self: +1 SPD (2 rds)
Farmhand Spawn Buff
Buff
At Round End:
For every
Farmhand Spawned:
Buff Self: +2 SPD (2 rds)
Farmhand Spawn Buff
Buff
At Round End:
For every
Farmhand Spawned:
Buff Self: +3 SPD (2 rds)
Stir The Rabble
Free Action (Round Start)
Buff Target: +10%
Blight Skill Chance (2 rds)
+50%
Blight Duration (2 rds)
+3 SPD (2 rds)
Activate
Riposte Riposte: -40% DMG
Stir The Rabble
Free Action (Round Start)
Buff Target: +10%
Blight Skill Chance (2 rds)
+50%
Blight Duration (2 rds)
+3 SPD (2 rds)
Activate
Riposte Riposte: -40% DMG
Stir The Rabble
Free Action (Round Start)
Buff Target: +15%
Blight Skill Chance (2 rds)
+50%
Blight Duration (2 rds)
+3 SPD (2 rds)
Activate
Riposte Riposte: -40% DMG
Many Hands
Support
Buff Target: +1 SPD (2 rds)
+20% PROT (3 rds)
Many Hands
Support
Buff Target: +2 SPD (2 rds)
+22% PROT (3 rds)
Many Hands
Support
Buff Target: +3 SPD (2 rds)
+25% PROT (3 rds)
No Trespassers
Melee
ACC : 82.5 / CRIT: 2% / DMG : 5-9
Bleed (100% Base) 2 pts/rd for 3 rds
Debuff Target: +20%
Stress (3 rds)
(100% Base) Mark Target (3 rds)
No Trespassers
Melee
ACC : 88.75 / CRIT: 6% / DMG : 7-12
Bleed (120% Base) 3 pts/rd for 3 rds
Debuff Target: +20%
Stress (3 rds)
(120% Base) Mark Target (3 rds)
No Trespassers
Melee
ACC : 100 / CRIT: 9% / DMG : 9-16
Bleed (140% Base) 4 pts/rd for 3 rds
Debuff Target: +20%
Stress (3 rds)
(140% Base) Mark Target (3 rds)
Beyond Time and Space
Teleport
ACC : 152.5 / Cannot CRIT / DMG : 0
Teleports Party to another Room
Teleportation occurs regardless of Dodges
Beyond Time and Space
Teleport
ACC : 158.75 / Cannot CRIT / DMG : 0
Teleports Party to another Room
Teleportation occurs regardless of Dodges
Beyond Time and Space
Teleport
ACC : 170 / Cannot CRIT / DMG : 0
Teleports Party to another Room
Teleportation occurs regardless of Dodges
Warning Rattle
Support
Guard Ally (3 rds)
Buff Self: +10% PROT (3 rds)
Activate
Riposte (2 rds)
Riposte: -60% DMG -3% CRIT
Snakebite
Melee
ACC : 92.5 / CRIT: 2% / DMG : 3-7
Bleed (100% Base) 2pts/rd for 3 rds
Slither Forward
Melee
Forward 2
ACC : 77.5 / Cannot CRIT / DMG : 1-3
Riposte
Melee
ACC : 82.5 / Cannot CRIT / DMG : 1-4
Hidden Modifier:
Riposte: -60% DMG -3% CRIT
Snakebite
Melee
ACC : 98.75 / CRIT: 6% / DMG : 5-9
Bleed (120% Base) 3pts/rd for 3 rds
Slither Forward
Melee
Forward 2
ACC : 83.75 / CRIT: 2% / DMG : 2-3
Riposte
Melee
ACC : 88.75 / CRIT: 2% / DMG : 2-5
Hidden Modifier
Riposte: -60% DMG -3% CRIT
Snakebite
Melee
ACC : 112.5 / CRIT: 9% / DMG : 6-13
Bleed (140% Base) 4pts/rd for 3 rds
Slither Forward
Melee
Forward 2
ACC : 97.5 / CRIT: 5% / DMG : 2-5
Riposte
Melee
ACC : 102.5 / CRIT: 4% / DMG : 2-7
Hidden Modifier:
Riposte: -60% DMG -3% CRIT
undefined
Buff
If
Stealthed: +12% CRIT
Venomous Gleek
Ranged
ACC : 92.5 / CRIT: 2% / DMG : 1
Blight (100% Base) 2pts/rd for 3 rds
Infuse
Melee
ACC : 92.5 / CRIT: 6% / DMG : 3-5
Blight (100% Base) 3pts/rd for 3 rds
Venomous Gleek
Ranged
ACC : 98.75 / CRIT: 8% / DMG : 2
Blight (120% Base) 3pts/rd for 3 rds
Infuse
Melee
ACC : 98.75 / CRIT: 12% / DMG : 4-7
Blight (120% Base) 4pts/rd for 3 rds
Venomous Gleek
Ranged
ACC : 112.5 / CRIT: 10% / DMG : 2
Blight (140% Base) 4pts/rd for 3 rds
Infuse
Melee
ACC : 112.5 / CRIT: 14% / DMG : 5-10
Blight (140% Base) 4pts/rd for 3 rds
Molt
Support
Self:
Heal 8
Cure
Blight /
Bleed /
Debuffs
Buff Self: +10%
Blight Skill Chance (3 rds)
+10% DMG (3 rds)
Adder's Fang
Ranged
ACC : 92.5 / CRIT: 2% / DMG : 2-4
Blight (100% Base) 3pts/rd for 4 rds
Paralyzing Quills
Melee
ACC : 97.5 / CRIT: 2% / DMG : 5-9
Stun (120% Base)
Molt
Support
Self:
Heal 12
Cure
Blight /
Bleed /
Debuffs
Buff Self: +10%
Blight Skill Chance (3 rds)
+10% DMG (3 rds)
Adder's Fang
Ranged
ACC : 98.75 / CRIT: 6% / DMG : 3-5
Blight (120% Base) 4pts/rd for 4 rds
Paralyzing Quills
Melee
ACC : 103.75 / CRIT: 6% / DMG : 6-13
Stun (140% Base)
Molt
Support
Self:
Heal 16
Cure
Blight /
Bleed /
Debuffs
Buff Self: +10%
Blight Skill Chance (3 rds)
+10% DMG (3 rds)
Adder's Fang
Ranged
ACC : 112.5 / CRIT: 9% / DMG : 4-7
Blight (140% Base) 4pts/rd for 4 rds
Paralyzing Quills
Melee
ACC : 117.5 / CRIT: 9% / DMG : 9-17
Stun (160% Base)
Rend for the New God
Melee
Forward 1
ACC : 93.75 / CRIT : 20% / DMG : 4-9
+50% DMG vs
Marked Bleed (150% Base) 6 pts/rd for 3 rds
Debuff Target: +20%
Stress (3 rds)
(150% Base)
Stumbling Scratch
Melee
Forward 1
ACC : 63.75 / Cannot CRIT / DMG : 4-9
Fate's Reveal
Ranged
ACC : 103.75 / Cannot CRIT / DMG : 1-3
Stress +20
Torch -10
Mark Target (Until Combat End)
Fate's Pull
Ranged
ACC : 103.75 / CRIT : 15% / DMG : 1-3
Pull 2
(150% Base) Stress +8
Fate's Push
Ranged
ACC : 103.75 / CRIT : 15% / DMG : 1-3
Knockback 2
(150% Base) Stress +8
Flesh Wall
Support
Guard Ally (3 rds)
Flesh to Flesh
Support
Heal Ally : 10-18 (Cannot Target Self)
Death Lash
Melee
ACC : 113.75 / CRIT: 10% / DMG : 4-7
Stress +5
Debuff Target: -23%
Bleed Resist (3 rds)
(150% Base)
The Finger
Ranged
ACC : 113.75 / CRIT: 20% / DMG : 7-14
Stress +15
Bleed (150% Base) 6 pts/rd for 3 rds
Maul the Flesh
Melee
ACC : 103.75 / CRIT: 12% / DMG : 8-15
Bleed (150% Base) 4 pts/rd for 3 rds
Daze the Mind
Melee
ACC : 113.75 / CRIT: 10% / DMG : 4-9
Stun (150% Base)
Grand Guard
Support
Guard Ally (3 rds)
Buff Self: +33% PROT (4 rds)
Bolster
Support
Buff Target: +5 SPD (4 rds)
+10 ACC (4 rds)
+10% CRIT (4 rds)
Ritualic Restoration
Support
Heal Ally : 10-18 (Cannot Target Self)
Unbearable Tremors
Ranged
ACC : 113.75 / Cannot CRIT / DMG : 0
Stress +7 (90% Chance)
Gnash
Melee
ACC : 103.75 / CRIT: 15% / DMG : 6-13
+50% DMG vs
Marked Stress +5
Nibble
Melee
Forward 3
ACC : 83.75 / Cannot CRIT / DMG : 1-3
Fetch
Melee
ACC : 113.75 / CRIT: 10% / DMG : 4-9
Pull 2
(150% Base) Stun (130% Base)
Venomous Phlegm
Ranged
ACC : 103.75 / CRIT: 15% / DMG : 4-9
Mark Target (3 rds)
Blight (150% Base) 6 pts/rd for 3 rds
Violent Hack
Ranged
Back 3
ACC : 83.75 / Cannot CRIT / DMG : 1-3
Banish
Melee
ACC : 113.75 / CRIT: 10% / DMG : 4-9
Knockback 2
(150% Base)
Stunning Secretion
Ranged
ACC : 113.75 / Cannot CRIT / DMG : 8-17
Stun (150% Base)
Torment
Melee
ACC : 103.75 / CRIT: 10% / DMG : 8-17
Torment
Melee
ACC : 103.75 / CRIT: 10% / DMG : 8-17
Stinger Stab
Melee
ACC : 103.75 / CRIT: 10% / DMG : 9-20
Blight (150% Base) 10pts/rd for 3 rds
Body Slam
Melee
Forward 1
ACC : 98.75 / CRIT: 16% / DMG : 8-18
Push 2
(150% Base) Stun (150% Base)
Stinger Shot
Ranged
ACC : 113.75 / CRIT: 20% / DMG : 12-17
Blight (150% Base) 6pts/rd for 3 rds
Debuff Target: -33% DMG (4 rds)
(150% Base) -10% CRIT (4 rds)
(150% Base)
Doomsday
Ranged
ACC : 113.75 / CRIT: 10% / DMG : 5-8
Blight (150% Base) 4pts/rd for 3 rds
The Ancestor's zeal for blood rituals and summoning rites had begun to ebb, as each attempt invariably brought only failure and disappointment. Progress was halting, and the rapidly accumulating surplus of wasted flesh had become burdensome.
He was unable to store such a prodigious amount of offal, nor was it possible for him to rid of it easily due to it being possessed by unnameable things from outer spheres.
However, When excavations beneath the manor broke through into an ancient network of aqueducts and tunnels, the Ancestor realized he had found a solution to the problem of disposal.
The spasmodically squirming, braying, and snorting half-corpses were heaped each upon the other, until at last the Ancestor was rid of them.
However, due to this the Warrens had become a landfill of snout and hoof, gristle and bone - a mountainous, twitching mass of misshapen flesh, fusing itself together in the darkness..
All Difficulties
All Skills
33.3% Chance to be used
The
Flesh is the second Warrens Boss you will encounter that is comprised of 4 Enemies that share a single HP Pool.
Each
Part of the
Flesh has 1 Action per round.
The Flesh starts the Battle by changing its Parts which will be done at the start of every round. (Reference the Icon Next to Stats)
The Flesh Head can only be present in the Front 2 Positions and has Very High Prot alongside Decent Speed.
It uses Maws of Life, a High Accuracy Attack to deal Very High Damage and inflict Bleed to a Hero in the Front 2 Positions.
The Attack gains a Chance to Target both Front Rank Heroes from Veteran Difficulty Onwards (10% on Veteran // 20% on Champion)
The Flesh Butt can only be present in the Back 2 Positions and has Decently High Prot alongside High Speed.
It uses Undulating Invasion, a High Accuracy Attack to deal High Damage and inflict Blight to a Hero in the Back 2 Positions.
Thu Attack gains a Chance to Target both Back Rank Heroes from Veteran Difficulty Onwards (10% on Veteran // 20% on Champion)
The Flesh Bone can be present in any Position and has Extremely High Prot and Low Speed.
It uses Bone Zephyr, a Single Target Attack to deal Low Damage alongside potentially Stunning a Hero in any Position.
The Flesh Heart can be present in any Position and has Very High Speed and Lower Resistances compared to the other Flesh Parts.
It uses
Sanguine Stroke to
Heal the
Flesh.
The
Flesh is a highly random Boss due to many of its
Parts Changing to other ones at the start of every round.
The Flesh Head and the Flesh Butt are very threatening with them being able to dish out a large amount of Damage to your Heroes.
You should keep in mind that the Flesh Head can only target Heroes in the Front 2 Positions and the Flesh Butt can only Target ones in the Back 2 Positions and make your plays accordingly.
In addition, you may want to bring Heroes with Guard Skills to keep more squishy Heroes safe from the Flesh's Attacks.
Since most of the Flesh Parts have High Prot but Low Bleed & Blight Resist, AoE Attacks that inflict DoTs such as the Plague Doctor's Plague Grenade, the Flagellant's Rain of Sorrows, and the Houndmaster's Hound's Harry are quite effective.
This is due to each Part keeping its Bleed & Blight even after changing forms, letting the Damage stack up very quickly.
In addition, since the Flesh Parts don't have that High of a Stun Resist, AoE Attacks that inflict Stun such as the Plague Doctor's Blinding Gas and other Stun causing Attacks in general are very useful for shutting down threatening Parts such as the Flesh Head or Flesh Butt.
Due to the High Prot of many of the Flesh Parts, Armor Piercing Attacks such as the Grave Robber's Pick to the Face and the Shieldbreaker's Pierce can be nice to have.
While using Mark based Damage with Heroes such as the Bounty Hunter or Houndmaster can be troublesome and inconsistent due to the Flesh Parts constantly Changing,
if you get lucky and your Heroes can land devastating Blows onto the Flesh Heart, letting you make short work of the Flesh.
Eldritch
(Butt)
100 / 120
8
1
1
0
30%
Eldritch
(Heart)
100 / 120
10
1
1
0
0%
Eldritch
(Bone)
100 / 120
1
1
1
0
70%
Eldritch
(Head)
100 / 120
5
1
1
0
50%
Maws of Life
Bone Zephyr
Sanguine Stroke
Undulating Invasion
Eldritch
(Butt)
152 / 183
9
1
1
8.75
40%
Eldritch
(Heart)
152 / 183
11
1
1
8.75
0%
Eldritch
(Bone)
152 / 183
2
1
1
8.75
80%
Eldritch
(Head)
152 / 183
6
1
1
8.75
60%
Maws of Life
Bone Zephyr
Sanguine Stroke
Undulating Invasion
Eldritch
(Butt)
204 / 245
10
1
1
22.5
50%
Eldritch
(Heart)
204 / 245
12
1
1
22.5
0%
Eldritch
(Bone)
204 / 245
3
1
1
22.5
90%
Eldritch
(Head)
204 / 245
7
1
1
22.5
70%
Maws of Life
Bone Zephyr
Sanguine Stroke
Undulating Invasion


Mastery over life and death being among the top of the Ancestor's to-do list, he invited a delegation of experts from overseas in order to plumb the depths of their knowledge and share with them certain techniques and alchemical processes he had found to yield wondrous and terrifying results.
Having learned all he could from the scholars, the Ancestor murdered them in their sleep and brought them back from the dead with much of their inteklect intact.
Now freed from the trappings of their humanity, they plied their terrible trade anew: the dead reviving the dead, on and on, down the years. Forever.
The scholars now rule the Ruins as Necromancers, raising an endless number of undead soldiers.
All Difficulties
All Skills
33.3% Chance to be used
The
Necromancer is the first of the 2 Ruins Bosses you will encounter that has High Speed alongside a relatively High
Stun Resist Stat.
He is a Size 1 Boss that has 1 Action per Round.
The Necromancer starts the Combat alone in Position 1 and uses its 3 Attacks to Summon Skeletons in front of itself while Moving Back by 1.
(See Summon Chances by hovering over the Icon to the Left of Boss Minions)
The Flesh is Willing is used to hit both Heroes in the Front 2 Positions, dealing Decent Damage while The Clawing Dead is used to hit both Heroes in the Back 2 Positions, dealing Mediocre Damage.
While Six Feet Under deals no HP Damage, it deals a hefty amount of Stress Damage to all 4 of your Heroes.
All 3 of the
Necromancer's Attacks have Very High Accuracy and have an Equal Chance to be used.
The
Necromancer relies on its Minions to keep it safe as he does not have High Resistances, Prot, or Dodge.
You generally want to focus down the Necromancer before his Minions can cause you too much trouble.
This is especially true from Veteran Difficulty Onwards where Bone Defenders can be Summoned and are able to Guard the Necromancer.
On Champion Difficulty, a Bone General can be Summoned, which can prove very troublesome.
Backline reach is useful when against the Necromancer due to him Moving Back every time he Attacks, although you can still fairly easily Pull the Necromancer to the Front Ranks.
Although the Necromancer has a relatively High Stun Resist Stat, Stuns are still effective at greatly hindering the Boss due to it only having 1 action per Round, and Stun Chance Boosting Trinkets can let Heroes such as the Houndmaster or Occultist fairly reliably Stun the Necromancer.
Using Mark Based Heroes such as the Arbalest or Bounty Hunter is the fastest way to kill the Necromancer due to the massive amount of Damage these Heroes can dish out.


When excavations beneath the manor were well underway, the Prophet arrived in the hamlet, boasting an uncanny knowledge of the Ancestor's ambitions and prognosticated publicly that, left unchecked, He (The Ancestor) would soon unleash doom upon the world.
Hearing this, the Ancestor attempted to silence the Prophet, but doing so proved maddeningly impossible with him surviving the stockades, the icy waters, and the knives the Ancestor delivered so enthusiastically into his back.
Having yielded to the Prophet's inhuman resilience, the Ancestor lured him to the dig, where he showed him the THING and detailed the full extent of his plans.
This caused the Prophet to tear his eyes from their sockets and ran shrieking into the shadows of the Ruina, wailing maniacally that the end was upon us all.
All Skills
1.0 Base Chance to Target Random Hero / Monster
Prognostication
Always used as a
Free Action at the Start of a Round
Rubble of Ruin
Always used as a
Free Action at the End of a Round
Targets ALL Heroes in
Marked Ranks
Fulminate
1.0 Base Chance to be used
Eye On You
1.0 Base Chance to be used
Targetting Desire
Veteran
2.0 Base Chance to Target Hero with Most
Stress
66.7% Chance to Target Hero with Most
Stress
Champion
3.0 Base Chance to Target Hero with Most
Stress
75% Chance to Target Hero with Most
Stress
The
Prophet is the second Ruins Boss you will encounter which has Sky High
Move Resist and High
Stun Resist.
He is a Size 1 Boss that has 1 Action per Round in addition to taking 2
Free Actions.
The Prophet starts the Combat in Position 4 with 3 Pews in front of him.
He starts every Round by using Prognostication to Mark 1 or 2 Ranks and Targets those Marked Positions with Rubble of Ruin, an Extremely High Damage Attack at the end of the Round, which clears the Rank Marks.
Eye On You is a High Accuracy Attack that deals Minimal HP Damage and some Stress Damage to 1~2 Heroes alongside potentially Stunning them.
Fulminate is an AoE Attack that deals Minimal HP Damage alongside inflicting a Weak
Blight to all 4 of your Heroes which is used so the
Blight can threaten to finish off a Hero on
Death's Door.
The
Prophet relies on its
Pews to keep itself safe as he does not have High Resistances to
Bleed &
Blight and has no Prot alongside a bit of Dodge.
It should be noted that all of the
Prophet's Attacks ignore
Stealth.
The Main threat the Prophet Poses is the devestating Damage Rubble of Ruin can deal to your Heroes.
Due to this, the best way to trivialize the Prophet is to use Debuffs such as the Leper's Intimidate, Occultist's Weakening Curse, or Arbalest/Musketeer's Suppressing Fire/Smokescreen to nerf his Damage and Accuracy to the ground.
Using Guards such as the Houndmaster's Guard Dog and the Man-at-Arms' Defender can be a good failsafe by keeping your Heroes safe.
Since the Prophet starts in Position 4, Attacks with Backline Reach are useful against the Prophet, although you can also destroy the Pews to let your Heroes hit the Prophet more easily.
Using Mark Based Heroes such as the Arbalest or Houndmaster is the fastest way to kill the Prophet due to the massive amount of Damage these Heroes can dish out.
Each Pew you destroy will reward you with 1 Consecrated Pew (Valued at 2500 Gold Each) at the end of the Battle.


The Ancestor had collected many rare and elusive volumes on ancient herbal properties and was set to enjoy several weeks immersed in comfortable study. His work was interrupted, however, by a singularly striking young woman who insisted on repeated calls to the house.
Her knowledge of horticulturalism and its role in various arcane practices impressed the Ancestor greatly and hislicentious impulse gave way to a genuine professional respect, and together, the two began to plant, harvest, and brew.
As time wore on, her wild policy of self-experimentation grew intolerable. She quaffed all manner of strange fungi, herbs, and concoctions, intent on gaining some insight into the horror they both knew to be growing beneath them.
The change in her was appalling, and no longer able to stomach it, the Ancestor sent the Hag to live in the weald, where her wildness would be welcomed. And there, she continues her alchemical experiemnts.
All Skills
1.0 Base Chance to Target Random Hero / Monster
Into the Pot!
100.0 Base Chance to be used if First Action of the Round
Cannot Target Last Hero or any Heroes on
Death's Door
Meat Tenderizer
1.0 Base Chance to be used
Season to Perfection
1.0 Base Chance to be used if
Cauldron is Full
Taste the Stew
Usage Desire
Apprentice
0.0 Base Chance to be used if
Cauldron is Full
Veteran
1.0 Base Chance to be used if
Cauldron is Full
Champion
2.0 Base Chance to be used if
Cauldron is Full
The
Hag is the first Weald Boss you will encounter and has a High
Stun,
Blight, and
Move Resist Stat.
She is a Size 2 Boss that has 2 Actions per Round.
The Hag starts the Combat in the Back 2 Positions with the Empty Cauldron in front of her.
She starts every Round by using Into the Pot!, a Very Accurate Attack to attempt to trap a Hero in the Cauldron unless there is only 1 Hero remaining.
If the Hag fails to trap a Hero inside the Cauldron, she is guarenteed to use Meat Tenderizer, an AoE Attack that deals Low Damage to all 4 of your Heroes, which is used to finish off any Heroes on Death's Door.
If the Hag successfully traps a Hero in the Cauldron, the Empty Cauldron turns into a Full Cauldron and the trapped Hero starts taking HP Damage every time the Hag or your Heroes take an action.
The Hero is released at Position 1 once they hit Death's Door.
While the Hero is Trapped, the Hag can use 2 new Attacks:
Season to Perfection is a Very Accurate Attack that deals Minimal HP Damage and some Stress Damage while inflicting a hefty -Accuracy and -Damage Debuff to a Hero in any Position.
From
Veteran Difficulty Onwards the
Hag can also use
Taste the Stew to deal Minimal HP Damage and some
Stress Damage to a Hero while
Healing herself.
The
Hag herself lacks much Damage Output, and she relies on her
Cauldron to drain down the Trapped Hero to
Death's Door so she can finish them off using
Meat Tenderizer.
Although you can try to free the Trapped Hero by depleting the HP of the Full Cauldron, thanks to the Hag having Low HP, it can be a better idea to burst the Hag down with your 3 remaining Heroes.
You can also try using Heroes with High Dodge to Dodge Into the Pot! and stop the Hag from being able to trap your Heroes, although this can be unreliable due to the Very High Accuracy of Into the Pot!
In addition, due to the Hag using Meat Tenderizer often, you can utilize Heroes with Riposte Skills such as the Highwayman or Man-at-Arms to take advantage of this.
Since the Hag starts in the Back 2 Ranks, Attacks with Backline Reach are useful against the Hag.
Using Mark Based Heroes such as the Arbalest or Houndmaster is the fastest way to kill the Hag due to the massive amount of Damage these Heroes can dish out.



Rumors of the Ancestor's morbid genius and secretive excavations began to fill local legend but in the face of his increasingly egregious flaunting of public taboos, awe turned to ire, and demonstrations were held in the town square.
The wild whispers of heresy roused the rabble to violent action, with the general air of rebellion being so potentthat even the Ancestor's generous offer of gold to the local constabulary was rebuffed.
To reassert his rule, the Ancestor sought out unscrupulous men skilled in the application of force. Tight-lipped and terrifying, these mercenaries brought with them a war machine of terrible implication.
Eager to end the tiresome domestic distraction, the Ancestor instructed his newly formed militia of hardened bandits, brigands, and killers to go forth and do their work.
Compliance and order were restored, and the noisome population of the Hamlet was culled to more manageable numbers.
The Brigands and their imposing warmachine now lies in the Weald, terrorizing any who dares to go through the region.
All Difficulties
Reinforcements!
Always used as an
Auto Action at Round Start
Apprentice
If
Fire in the Hole! is used
BOOOOOOOM! (65%) //
MISFIRE! (35%)
Veteran
If
Fire in the Hole! is used
BOOOOOOOM! (70%) //
MISFIRE! (30%)
Champion
If
Fire in the Hole! is used
BOOOOOOOM! (75%) //
MISFIRE! (25%)
The
Brigand Pounder is the second Weald Boss you will encounter and has Extremely High Resistances alongside Some Prot and a Passive 25% Damage Resistance
Buff.
It is a Size 1 Boss that has no actions per round in addition to taking 1
Free Action.
The Brigand Pounder starts the Combat in Position 2, accompanied by a Brigand Cutthroat, Brigand Matchman, and Brigand Fusilier.
It starts every Round by using Reinforcements! unless all Enemy Ranks are occupied to Summon a Brigand Matchman and additional Brigand Reinforcements.
This Skill gains the ability to Summon a Brigand Bloodletter from Veteran Difficulty Onward.
If the Brigand Matchman gets to take its turn, it uses Fire in the Hole! to let the Brigand Pounder use 1 of 2 Attacks.
BOOOOOOOM! is an Extremely Devestating AoE Attack that deals Sky-High HP Damage alongside hefty Stress Damage to all 4 of your Heroes
MISFIRE!, which has a Lower Chance to be used is an AoE Attack that deals no Damage and provides a Stress Heal to all of your Heroes.
The
Brigand Pounder has a Higher Chance to use
BOOOOOOOM! on Higher Difficulties.
The
Pounder itself cannot deal any Damage to your Heroes without the
Brigand Matchman using
Fire in the Hole!, and relies on its
Brigand Allies to support it.
Although it is possible to Dodge BOOOOOOOM!, this is highly risky and it is better to get rid of the Brigand Matchman to prevent the Attack from being used entirely.
Due to the Brigand Matchman usually being Summoned at the Back 2 Positions, Attacks with Backline Reach are practically mandatory to deal with the Brigand Matchman reliably.
Armor Piercing Attacks such as Pick to the Face or Pierce are useful for bypassing the Brigand Pounder's Prot.
You also want to be able to take care of the other Brigands Summoned by the Brigand Pounder so you can focus on dealing Damage to the Brigand Pounder comfortably.
Using Mark Based Heroes such as the Bounty Hunter or Houndmaster is also an effective method for killing the Brigand Pounder due to the massive amount of Damage these Heroes can dish out.



The Shrieker dwells deep within the heart of the Weald, with its Nest hidden at the top of a gigantic tree, where its gnarled and twisted branches keep it concealed.
The avian has seen better days, as the corruption that plagues the estate has twisted this feathered bird into a feathered fiend.
Despite being corrupted, this feathered fiend is still a Raven at heart and has an eye for everything that glitters and shines, and its Nest is decorated with all the shiny and glittering Trinkets it has stolen from our Trinkets Chest or taken from the dead bodies of our fallen heroes.
Reclaiming these items will not be easy, for the Shrieker will defend its Nest from any intruders. But if Shrieker feels that it is not worth its life to protect his hoard of treasures, it will abandon its nest and escape to live another day, free to steal more of our rare and valuable Trinkets.
All Difficulties
Cooldowns
Pack - 1 Action
All Skills
1.0 Base Chance to Target Random Hero / Monster
Pack
1000.0 Base Chance to be used
Caw
100.0 Base Chance to be used if First Action of the Round
Call the Murder
100.0 Base Chance to be used if First Action of the Round
Regurgitate
1.0 Base Chance to be used
Shrieking Flight
100000000000.0 Base Chance to be used from 12th Action Onwards
The
Shrieker is an Event Boss you can fight in the Weald at the
Shrieker's Nest if the "The Shrieker's Prize" Event Quest is active or the
Shrieker has stolen 8 of your Trinkets.
In both cases, you just need to survive the encounter to receive the Quest Reward, although destroying the Shrieker's Nest will grant you Puzzling Trapezohedrons (See Icon Next to Boss Minions)
and actually defeating the Shrieker gives you a better chance at getting a Positive Corvid's Quirk from the encounter (See Icon to the Right of Stats)
It is a Size 2 Boss that has 3 actions per round alongside High Speed, Sky High Dodge, and High Overall Resistances.
The Shrieker starts the Combat in the Back 2 Positions, accompanied by the Shrieker's Nest which occupies the Front 2 Positions and is used by the Shrieker to constantly Move from the Front and Back 2 Positions.
The Shrieker is Very Likely to use Peck, a High Accuracy and Crit Chance Single Target Attack that deals High Damage and inflicts Bleed to a Hero in any Position while Moving the Shrieker to the Front 2 Positions.
If it is the Shrieker's First Action of the Round and Peck is on Cooldown however, either Caw or Call the Murder is likely to be used.
Caw is a High Accuracy Single Target Attack that deals Minimal HP Damage and High Stress Damage to a Hero in any Position.
Call the Murder is a High Accuracy AoE Attack that deals Minimal HP Damage and hefty Stress Damage to All Heroes while Moving itself to the Back 2 Positions and massively Buffing its own Speed.
If it isn't the Shrieker's First Action of the Round Peck will be used unless it is on Cooldown, in which case Regurgitate is used.
Regurgitate is a High Accuracy Attack that deals Minimal HP Damage to 1 or 2 Heroes in any Position, potentially inflicting a Hefty - Accuracy Debuff to them alongside a 15% Chance to inflict a Random Disease.
The
Shrieker is essentially Guarenteed to use
Shrieking Flight from its 12th Action Onward, an Extremely Accurate AoE Attack that deals Minimal HP Damage and Massive
Stress Damage while letting the
Shrieker Escape from the Battle.
The
Shrieker isn't easy to take down before it can use
Shrieking Flight due to its High Speed, Dodge and Resists.
It should be noted that all of the
Shrieker's Attacks ignore
Stealth.
The High Damage Peck can deal can be a threat especially thanks to the Shrieker using it very frequently, and its other Attacks can disrupt your Heroes alongside dealing Hefty Stress Damage.
If you are looking to simply survive the encounter, you can either bring a Hero with a Guard alongside a Healer who will be Guarded by the Hero with Guard and Heal any Damage the Guarding Hero takes.
Alternatively, you can bring a Leper with Prot Boosting Trinkets and use Holy Water alongside Withstand to tank the hits.
In terms of slaying the Boss, you will want to use Heroes with Accuracy Boosting Trinkets and Attacks that can target both Front and Back Ranks due to the Shrieker having High Dodge and its tendency to constantly Move between the Front and Back 2 Positions.
Heroes with Riposte Skills can also be very effective as the Shrieker uses many Attacks that Target multiple Heroes.
In addition, one or more Jesters can use Skills such as Solo to Charge up Finale quickly and use it to deal Massive Damage to the Shrieker.
Using Mark Based Heroes such as the Arbalest or Houndmaster can also be quite effective, although the Shrieker taking many Actions per Round can cause trouble, as the Mark and Debuffs applied to the Shrieker will quickly wear off.



The Ancestor had been partaking in rituals involving blood sacrifice, which is difficult to master. To summon beings from beyond into our reality, an adequate physical vessel with the proper utterances at precise intervals is needed.
After failing for a time, the Ancestor soon learned that the condition of the host's meat was a critical factor, the best results coming from pigs, whose flesh is most like that of man.
In light of this discovery, the Ancestor at last succeeded to bring the Swine Prince into our reality, where it resided in the Warrens and required prodigious amounts of meat to sustain itself.
Thankfully, this was but a trifling concern thanks to the Ancestor having access to a village full of it in the form of the citizens of the Hamlet at the time.
Now, the Swine Prince dwells within the Warrens with a swinefolk with 2 flags now directs his actions.
All Difficulties
All Skills
2.0 Base Chance to Target Random Hero / Monster
10.0 Base Chance to Target
Marked Hero
83.3% Chance to Target
Marked Hero
Obliterate Body
10.0 Base Chance to be used if
Marked Hero Present
Obliterate Masses
10.0 Base Chance to be used if Both Heroes in Front 2 Positions are
Marked
Takes Priority over
Obliterate Body (?)
Enraged Destruction
If
Wilbur is Alive and takes Direct (Non
Riposte) Damage
Used as a
Free Action even if
Stunned
If
Wilbur is Dead
1000.0 Base Chance to be used as Normal Action
Wild Flailing
1.0 Base Chance to be used
The
Swine Prince is the first Warrens Boss you will encounter that has a High
Stun and
Move Resist Stat.
It is a Size 3 Boss that has 1 action per round and is capable of taking
Free Actions.
The Swine Prince starts the Combat in the Front 3 Positions accompanied by Wilbur.
Wilbur uses its Extremely High Speed and Very High Accuracy Attacks to set up Marks for the Swine Prince.
From Veteran Difficulty Onward, Wilbur will have 2 Actions per Round and will use up its First Action of the Round to use Bit'o Squeal in order to Stun a Hero.
On Champion Difficulty, Bit'o Squeal has a 28% Chance to Target 2 Heroes and End These Two has a 75% Chance to be used compared to the 25% Chance of End This One to be used.
If 1 Hero is Marked, the Swine Prince is very likely (91% Chance) to use Obliterate Body,
a Very Accurate High Crit Chance Single Target Attack that deals High Baseline Damage to a Hero in any Position, clearing the Mark Applied on the Hero if the Attack Hits.
If Both Front Position Heroes are Marked, the Swine Prince will use Obliterate Masses,
a Very Accurate High Crit Chance AoE Attack that deals Decent Damage to both Heroes in the Front 2 Positions, clearing the Mark Applied on the Heroes if the Attack Hits.
Both Attacks benefit from a +100% Damage Buff when Targetting Marked Targets, resulting in Both Attacks dealing Massive amounts of Damage.
If No Heroes are Marked and Wilbur is Alive, the Swine Prince will always use Wild Flailing ,
a Low Accuracy High Crit Chance Single Target Attack that deals High Damage to a Hero in any Position.
If Wilbur is Alive and takes Direct (Non Riposte) Damage, the Swine Prince will use Enraged Destruction as a Free Action even if it is currently Stunned.
If Wilbur is Dead, the Swine Prince will use Enraged Destruction every Round.
Enraged Destruction is a High Accuracy AoE Attack that deals High Damage to all of your Heroes, alongside possibly
Stunning them.
While the
Swine Prince has lacking Resistances and no Prot or much Dodge, it makes up for it by having a Large HP Pool.
Wilbur is the real threat in this Battle, for the Swine Prince isn't very threatening without Mark Support.
Since Wilbur needs to take actual HP Damage for Enraged Destruction to be used, you can shut down Wilbur by using Skills such as the Bounty Hunter's Flashbang or
the Plague Doctor's Disorienting Blast to Shuffle Wilbur to Position 1 while Stunning him.
Even if you fail to Stun Wilbur, just moving him to the Front will stop him from Marking any of your Heroes as he is forced to use Squeal to return to Position 4.
The biggest counter to the Swine Prince Boss Fight is the Arbalest and Musketeer's Rallying Flare/Skeet Shot which clears all Marks and Stuns on all ALLIES
Since they can't clear their own Stun or Mark you can use Heroes with Guard Skills such as the Man-at-Arms or Houndmaster to make sure the Arbalest/Musketeer can clear any Marks applied by Wilbur.
In addition, the Shieldbreaker's Camping Skill, Sandstorm can be used to make a Hero Unmarkable, which helps keep the Hero safe.
Due to the Swine Prince only taking 1 Action per turn and having Low Debuff Resist, Debuff Stacking with Skills such as the Leper's Intimidate or the Occultist's Weakening Curse can be
effective at nerfing the Swine Prince's Damage Output greatly, making it not much of a threat especially if the Boss is already swinging at Heroes with High Prot.
Using Mark Based Heroes such as the Arbalest or Houndmaster is the fastest way to kill the Swine Prince due to the massive amount of Damage these Heroes can dish out.
It should be noted that Killing the Swine Prince is enough to complete the Quest, and if your Heroes are in Danger of being killed, you do not need to kill Wilbur and can Retreat from the Battle.



It was during a time when the Ancestor could walk the streets or raise a glass in the tavern without concern for molestation.
Faithful as the tide, one precocious village waif made it her hobby to shadow his every errand. It was charming then, troublesome later.
In financial desperation, the Ancestor struck a bargain with the ancient things that surfaced in search of sacrifice when the moon was right.
Their price was the delivery of an obscure idol and one other item of more troubling portent. The pact struck, the Ancestor's new-found accomplices slipped silently beneath the brackish water and a fearful stirring at the edge of the torchlight betrayed a familiar witness and gifted him with malign inspiration.
Under the blood moon, the Ancestor lured his wide-eyed prey to the pier's edge, and before she could properly appreciate her position, he clamped down a manacle, chaining her to the leering idol.
A small push was sufficient to send both into the icy waters. And, when at length the tide receded, jewels of the most magnificent grandeur lay scattered upon the shore.
The Siren now acts as the Cove's Queen, forced to do the Fisherfolk's bidding and lure any traveller in with her alluring song.
All Difficulties
Song of Desire
Unless Last Hero or all Heroes are on
Death's Door or a Hero is being Controlled
1002.0 Base Chance to be used on First Initiative
2.0 Base Chance to be used on Second Initiative
Targetting Desire
1.0 Base Chance to Target Random Hero that isn't on
Death's Door
3.0 Base Chance to Target Hero with Lowest
Debuff Resist that isn't on
Death's Door
75% Chance to Target Hero with Lowest
Debuff Resist that isn't on
Death's Door
High Tide
If no Minions are Present and no Heroes have been Controlled
3.0 Base Chance to be used
If no Minions are Present and a Hero has been Controlled
1.0 Base Chance to be used
Pressure Crash
1.0 Base Chance to be used
Devour
1.0 Base Chance to be used
The
Siren is the first Cove Boss you will encounter that has High Dodge and Decently High Speed.
It is a Size 2 Boss that has 2 actions per round.
The Siren starts each Round by using its First Initiative to use Song of Desire to take control of one of your Heroes.
Song of Desire is a Very Accurate Attack that has a 70% Chance to take control of the Target Hero for 2 Rounds.
The Charmed Hero will be Moved to Position 1 in the Enemy Formation and will suffer 10 Stress Damage whenever they take an action while being controlled.
It should be noted that the Charmed Hero can only use Skills that you had equipped on them at the start of the Combat.
In addition, although Song of Desire does not take Debuff Resist into account, the Siren still has a 75% Chance to Target the Hero with the Lowest Debuff Resist Stat.
The Siren can use this Attack on her second Initiative if she failed to take control of a Hero with Song of Desire.
High Tide is a Skill used by the Siren to Summon a Deep Stinger (25%), Pelagic Grouper (25%), or Pelagic Guardian (50%) in front of herself.
This Skill isn't used if a Minion is Present and has a Higher Chance to be used if the Siren has failed to take control of a Hero using Song of Desire.
Pressure Crash is an AoE Attack that deals Minimal HP Damage and deals Stress Damage to all 4 of your Heroes.
Devour is an AoE Attack that deals Minimal HP Damage and inflicts
Bleed to all 4 of your Heroes.
The
Siren itself deals very little Damage and relies on
Charmed Heroes alongside other Minions to threaten your Heroes and keep the
Siren safe.
It should be noted that all of the
Siren's Attacks ignore
Stealth.
Due to Song of Desire having a High Chance to target Heroes with Low Debuff Resist the Antiquarian is often used as "bait" for the Siren to take control of thanks to the Antiquarian posing no threat if Charmed by the Siren.
The Siren doesn't have a very impressive Resistance to Bleed & Blight, and considering the Siren takes multiple actions per round, DoT Damage through Bleed and Blight can be very effective.
In addition, due to the Siren not having that High of a Stun Resist Stat, Stuns can be useful for delaying the use of Somg of Desire or breaking the Guard of a Summoned Pelagic Guardian.
You may also try to use High Dodge Heroes to Dodge Song of Desire, although the Very High Accuracy of Song of Desire makes this tactic rather inconsistent and presents an unecessary risk.
While using Mark based Damage with Heroes such as the Bounty Hunter or Houndmaster remains a good way to burst down the Boss very quickly,
if said Heroes get Charmed, they can dish out hefty Damage to your Heroes or disrupt them, in addition to the Houndmaster being able to Guard the Siren.



Prying eyes had become a nuisance along the old road, and so the Ancestor undertook to receive his most curious deliveries by way of marine shipments.
A sheltered jetty was accessible by a narrow stone stair off the back of the manor, and a discreet system of pulleys could hoist even the heaviest prizes up the rock face from a securely tied dinghy below.
The Ancestor employed a crew of particularly unsavory mariners, who for a time sailed the four corners at his behest, retrieving many valuable artifacts, relics and rare texts.
Predictably, they increased their tariffs to counter the Ancestor's intense stipulations of secrecy. Such resources had long been exhausted, of course, and so he prepared an alternative payment.
While the greedy dogs slept off their revelry, the Ancestor hexed their anchor with every twisted incantation he could muster, imbuing it with the weight of his ambition and contempt for their crude extortion.
At the witching hour, the anchor pulled with preternatural force, dragging craft and crew down into the depths. They must have cried out, but no sound escaped the swirling black waters.
The Drowned Crew seemingly having been reanimated through some sort of Unholy powers now dwells within the deeps of the Cove, waiting to have more sailors meet the same fate as they did.
All Difficulties
All Skills
1.0 Base Chance to Target Random Hero / Monster
All Hands on Deck!
Used as a
Free Action at the Start of Every Round
Targetting Desire
1.0 Base Chance to Target Hero with Lowest
Stress
50% Chance to Target Hero with Lowest
Stress
Boarding Clutch
50% Chance to be used
Drink with the Dead
25% Chance to be used
Mutiny
25% Chance to be used
The
Drowned Crew is the second Cove Boss you will encounter that has a Sky High
Move Resist Stat.
They are a Size 3 Boss that have 2 actions per round alongside taking a
Free Action.
The Drowned Crew starts each Round by using All Hands on Deck!, a Very Accurate Single Target Attack to Summon a Drowned Anchorman in front of it and Pull a Hero from the Back 3 Positions to Position 1.
The Drowned Anchorman is Summoned with a Large Buff to its Prot as well as Stun, Bleed, and Blight Resist, making it harder to get rid of.
If the Drowned Anchorman successfully hits a Hero using Heave to!, Chaining the Hero and immobilizing them in Position 1 alongside transferring the Drowned Anchorman's Buffs to the Crew until the Anchorman is Killed.
In addition, Every time the Drowned Crew or any of your Heroes take an Action (Free Actions are excluded), the Chained Hero suffers minor Stress Damage and the Drowned Crew gets Healed.
(2.5% of Max HP on Apprentice // 3% of Max HP on Veteran // 3.5% of Max HP on Champion)
The Hero gets unchained if the Anchorman is Killed or the Chained Hero hits 100 or 200 Stress.
Mutiny is a Single Target Attack that deals Minimal HP Damage alongside inflicting a hefty - Accuracy and - Damage Debuff to a Hero in the Back 3 Positions.
Drink with the Dead is a Single Target Attack that deals Minimal HP Damage and some Stress Damage to a Hero in the Back 3 Positions.
Boarding Clutch is a Single Target Attack that deals Decent HP Damage in addition to inflicting Bleed to a Hero in any Position.
The
Drowned Crew lacks any significant Damage Output, relying on a Hero to be Chained by the
Anchorman to outlast your Heroes.
Since Heave to! is the only thing you really need to watch out for, strategies for beating the Drowned Crew centers around not letting your Heroes get Chained.
You can try to deny the Drowned Anchorman from using Heave to! by killing it use High Damage or Armor Piercing Attacks.
Even though the Drowned Anchorman has fairly High Stun Resist, Heroes with Stun Skill Chance Boosting Trinkets can fairly reliably land a Stun, stopping the Drowned Anchorman from using Heave to! for a turn and giving you more time to get rid of it or deal more Damage to the Drowned Crew.
Although Heave to! is Very Accurate, Heroes with High Dodge such as a Houndmaster using Guard Dog can fairly consistently Dodge the Attack.
One very niche strategy is to have a Virtued Hero at Position 1 to deny Heave to! since when the Attack is used against a Virtued Hero the Attack fails alongside the other Heroes getting a small Stress Heal.
In terms of killing the Boss, thanks to the Drowned Crew not being very resistant to Bleed & Blight in addition to the Multiple Actions it takes per round makes DoT Damage through Bleed and Blight can be very effective.
Using Mark Based Heroes such as the Bounty Hunter or Houndmaster quite effective as well due to the massive amount of Damage these Heroes can dish out.


The Collector, the Baleful King donned in yellow roams the halls in seach of more victims to grow his endless collection of Heads and Riches.
He seems to be capable of reanimating corpses like the Necromancer, although his method of reanimation seems to differ, with Blue Eldritch light shining within the reainimated Heads.
Considering how you can find the Collector Head Trinkets and Puzzling Trapezohedrons from Secret Rooms, it is likely that the Secret Room stash is one of the many stashes of the Collector.
All Difficulties
All Skills
1.0 Base Chance to Target Random Hero / Monster
Collect Call
3.0 Base Chance to be used if 2
Collected & at least 1
Collected Highwayman is Present
9.0 Base Chance to be used if 1
Collected & at least 1
Collected Highwayman is Present
10000.0 Base Chance to be used if no
Collected are Present
+100.0 Chance to be used if no
Collected Highwaymen are Present
Show Collection
3.0 Base Chance to be used
Life Steal
2.0 Base Chance to be used
The
Collector is a Size 1 Hallway Boss that can be encountered in the Main 4 Regions.
This Boss can be encountered if at least 13 of your inventory slots are are filled, in which case he has a Chance to replace a Hallway Battle.
(3% on Apprentice // 4% on Veteran // 5% on Champion)
The Collector has a 75% Chance to drop a Puzzling Trapezohedron and a 25% Chance to drop a Random Head Trinket unless you have obtained all 3 Head Trinkets, in which case the Collector will always drop a Puzzling Trapezohedron.
The Collector will use Collect Call on its first turn, Summoning 1 Collected Highwayman Head and 2 other Random Collected Heads in front of it to get itself to Position 4.
(See Specifics by hovering over the Icon to the Left of Boss Minions)
Collect Call has a Higher Chance to be used the less Collected Heads are Present and has a Very High Chance to be used if 1 or less Collected Heads or No Collected Highwaymen are Present.
Show Collection is a High Accuracy AoE Attack that deals Minimal HP Damage and some Stress Damage to both Heroes in the Front 2 Positions.
Life Steal is a Very High Crit Chance Single Target Attack that deals Decent Damage and Bleed to a Hero in the Back 2 Positions in addition to Marking them for 2 turns.
As its Name Suggests, this Attack Heals the Collector and the Mark it inflicts helps Collected Highwayman Heads focus down the Marked Hero with Headhunt which has a 75% Chance to Target Marked Heroes.
Collected Highwaymen provide the bulk of the Damage with Headhunt, a High Crit Single Target Attack that deals Very High Damage and inflicts Bleed to a Hero in any Position.
The Collected Man-at-Arms can use Head Games to Guard the Collector (41.6% Chance) or a Collected Vestal Highwayman (41.6% Chance) and can use Head Knocker, a High Accuracy Single Target Attack to Stun a Hero in any Position.
The Collected Vestal can use Headache to Buff a Collected Highwayman (57.1% Chance), Buffing its Damage, Accuracy, and Crit Chance by a Large Amount, making the already dangerous Collected Highwayman Head even more of a threat.
Head Rush is a High Accuracy Single Target Attack that deals Low HP Damage and some Stress Damage to a Hero in any Position, alongside a 50% Chance to Target the Most Stressed Hero.
Headstrong is a Skill used by the
Collected Vestal to
Heal an Ally, having a High Chance (62.5% Chance) to Target the
Collector.
While the
Collector itself doesn't deal much Damage apart from with
Life Steal, it relies on its
Collected Minions to support it.
The biggest threat to watch out for is the Collected Highwayman due to its Very High Damage Output with Headhunt.
The Collected Vestal and Collected Man-at-Arms can cause some trouble as well, but they are less of a threat when compared to the Collected Highwayman.
Since the Collector can appear in nearly all of your Expeditions, your party compositions will have to be solid enough to deal with the Boss.
You will want some Crowd Control via Stuns, good Damage output to the Back Ranks, and Decent Sustain (Which you want in general anyways)
That being said, the best way to trivialize the Collector is to Stun him on Round 1 before he can Summon any Collected, which lets your Heroes get several free Attacks on the Collector, hopefully letting you finish the fight by Round 2 or 3.
When the Collector Summons its Minions, try your best to use Stuns to shut down the Highly threatening Collected Highwayman Heads and break the Guard of the Collected Man-at-Arms if needed while you focus down the Collector.
Using Mark Based Heroes such as the Bounty Hunter or Houndmaster can make quick work of the Collector due to the massive amount of Damage these Heroes can dish out.




The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
All Difficulties
Obdurous Advancement
1.0 Base Chance to be used
Undulating Withdrawal
1.0 Base Chance to be used
Stentorious Lament
1.0 Base Chance to be used if 1+
Shambler Tentacles are Present
The
Shambler is a Size 2 Hallway Boss with 1 Action per Round that can be encountered in the Main 4 Regions that has Decent Prot and High
Stun Resist.
It can be Summoned to be fought if you use a Torch on the Shambler's Altar Hallway Curio and has a Chance to Replace a Hallway Battle if the Light Level is at Black as Pitch (0).
(1% on Apprentice // 8% on Veteran // 12% on Champion)
The Shambler will drop 1 of 5 Ancestral Trinkets if slain, which can jumpstart your Early Game.
Your Heroes will always be Surprised at the start of a Shambler Encounter, Shuffling their Positions.
The Accuracy and Crit Chance Buff the Shambler and Shambler Tentacles benefit from in addition to the + Stress Penalty your Heroes Suffer from will be considered.
Obdurous Advancement is a High Accuracy Decent Crit Chance AoE Attack that deals Minimal Damage and inflicts Bleed to all 4 of your Heroes while Summoning Shambler Tentacles in all Empty Spaces while Moving the Shambler Forwards.
Undulating Withdrawal is a High Accuracy Decent Crit Chance AoE Attack that deals Minimal Damage and inflicts Blight to all 4 of your Heroes while Summoning Shambler Tentacles in all Empty Spaces while Moving the Shambler Back.
Stentorious Lament is a High Accuracy Decent Crit Chance AoE Attack that deals Minimal HP Damage and hefty Stress Damage to all 4 of your Heroes while Shuffling them.
Shambler Tentacles are Very Fast Enemies with Very High Dodge that use Clapperclaw, a High Accuracy Decent Crit Chance Single Target Attack that deals Low HP Damage and Hefty Stress Damage to a Hero in Any Position.
While this Attack starts off dealing Low Damage, if the Attack hits the Shambler Tentacle will benefit from a Massive Buff to its Accuracy, Crit Chance, Damage, and Crit Chance that makes it much more of a threat, especially after successive blows.
It should be noted that
Shambler Tentacles have a fairly High Chance to Target
Marked Heroes.
(50% on
Apprentice // 66.7% on
Veteran // 71.4% on
Champion)
While the
Shambler doesn't deal much Direct Damage, the
Bleed &
Blight and
Shuffles it can inflict with its 3 Attacks can prove to be troublesome alongside the constant Offensive Pressure the
Shambler Tentacles Present.
While the Shambler itself poses a threat with its AoE Attacks, the Shambler Tentacles can become very threatening and hard to get rid of if they are allowed to stack the Buff from landing Clapperclaw.
Due to this, you will usually want to deal with the Shambler Tentacles quickly, even if it means not dealing as much Damage to the Shambler itself.
Stuns can be good for shutting down the Shambler Tentacles for a turn, although it is better to kill them outright if possible.
Since Shambler Tentacles must actually land their Attacks to benefit from the Buff from Clapperclaw, you can try using Heroes with High Dodge, although thanks to the High Accuracy of their Attacks this can be a unreliable strategy on its own.
The best way to defeat the Shambler easily is to use Heroes with Riposte Skills preferrably alongside High Dodge to take advantage of the Shambler only having AoE Attacks.
Since you'll be dealing steady Damage to the Shambler with Riposte, your Heroes will be able to take care of the Shambler Tentacles while still making good progress.
Using Mark Based Heroes such as the Bounty Hunter or Houndmaster can be a decent strategy to finish off the Boss quickly, although the Shambler Tentacles and Shuffles can still cause you much trouble.
The Shambler will drop one of the five Ancestral Trinkets tied to it and its Darkest Level Counterpart as a Reward.


The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
All Difficulties
1.0 Base Chance to use Random Skill
Cooldowns
(Actions Lost to
Stuns count)
Swarming Corruption - 1 Action
Submerge - 1 Action
All Attacks
1.0 Base Chance to Target Random Hero
Swarming Corruption
1.0 Base Chance to be used
Teeth Rake
2.0 Base Chance to be used
Submerge
100.0 Base Chance to be used if the
Crocodilian has spent at least 1 Round in the same Position
Lurking Fear
10.0 Base Chance to be used if the
Crocodilian has spent at least 1 Round in the same Position
Apex Predator
Always used as next Action if
Submerge has been used
The
Crocodilian is a Size 1 Miniboss with 2 Actions per Round that can be encountered during the Main
Courtyard Quests.
It has High Speed and Dodge with some Prot alongside Overall High Resists save for its
Move Resist.
The Crocodilian will always drop a Crimson Court Rarity Trinket as a Reward if encountered in the Courtyard.
The Crocodilian starts in Position 4 (Position 2 during the Endless Harvest) with Cattail and Bulrush Enemies occupying the other Positions.
Swarming Corruption is an AoE Attack usable from the Back 3 Positions that deals Mediocre HP Damage and Decent Stress Damage to all 4 of your Heroes in addition to inflicting a hefty - Accuracy Debuff for 1 Round.
Teeth Rake is a High Accuracy Single Target Attack usable from the Front 3 Positions that deals Decently High HP Damage, Decent Stress Damage, and inflicts Bleed in addition to having a High CHance to
Pull a Hero in the Back 3 Positions Forward by 2.
Lurking Fear is a Skill used by the Cocodilian to Move itself to Position 2 or 3 from Position 1 and 4 while Buffing its Damage and Prot.
Submerge is a Skill used by the Crocodilian from Position 2 or 3 to Heal itself and gain a Large Dodge Buff. This Skill cures all Bleed and Blight on Champion Difficulty.
Apex Predator is a Very Accurate High Crit Chance Attack that deals Extemely High Damage to 1 or more Heroes while Moving the Crocodilian to Position 1.
This Attack can Target up to 2 Heroes on
Apprentice Difficulty and can Target up to 3 Heroes from
Veteran Difficulty Onwards
The
Crocodilian is a threatening Boss that can use Attacks such as
Apex Predator to devestate your Heroes.
The Most Important thing to keep in mind for this Boss is that Submerge can only be used from Position 2 and 3, and Apex Predator, its most dangerous Attack requires Submerge to be used.
Due to this, you want to be bringing Heroes with Attacks that can displace the Crocodilian into Position 1 or 4.
Heroes such as the Shieldbreaker or the Bounty Hunter are suited for this as they can use Skills such as Puncture, Uppercut, Come Hither, and Flashbang to displace the Crocodilian.
Stuns can be good for potentially using up 1 of the Crocodilian's 2 Actions every turn and keeping the Boss in Check.
Using Mark Based Heroes such as the Bounty Hunter or Houndmaster is a good way to take out the Boss quickly thanks to the Large Amount of Damage they will be able to dish out.


The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
All Difficulties
Cooldowns
(Actions Lost to
Stuns count)
Sentence Rendered - 2 Actions
Righteous Condemnation - 2 Actions
Holy Stake - 1 Action
Brand the Tainted - 3 Actions
Strike the Heretic - 1 Action
Fury of the Righteous - 2 Actions
All Attacks
1.0 Base Chance to Target Random Hero
Sentence Rendered
Unless All Heroes are on
Death's Door or Only 1 Hero remaining
1000.0 Base Chance to be used on First Initiative if
Empty Pyre is Alive and No Heroes are Trapped in the
Pyre
Targetting Desire
Cannot Target Heroes on
Death's Door
12.0 Base Chance to Target Hero with
Crimson Curse
92.3% Chance to Target Hero with
Crimson Curse
Righteous Condemnation
100.0 Base Chance to be used if a Hero is Trapped in the
Pyre
Holy Stake
1.0 Base Chance to be used
Targetting Desire
12.0 Base Chance to Target Hero with
Crimson Curse
12.0 Base Chance to Target
Marked Hero
48% Chance to Target Hero with
Crimson Curse
48% Chance to Target
Marked Hero
Brand the Tainted
25.0 Base Chance to be used
Targetting Desire
6.0 Base Chance to Target Hero with
Crimson Curse
85.7% Chance to Target Hero with
Crimson Curse
Strike the Heretic
1.0 Base Chance to be used
Fury of the Righteous
10.0 Base Chance to be used if
Empty Pyre HP ≤ 37.5%
100.0 Base Chance to be used if
Empty Pyre is Dead
The
Fanatic is a Size 2 Hallway Boss with 3 Actions per Round that can be encountered in the Main 4 Regions if you bring 2 or more Heroes with the
Crimson Curse.
The Fanatic has a Beefy HP Pool for a Hallway Boss alongside High Speed, some Prot, and Overall Solid Resistances that proves to be troublesome for any Hero Composition.
He has a Higher Chance to Spawn the More Heroes with Crimson Curse you Bring to a Mission. (2 Cursed Heroes - 20% // 3 Cursed Heroes - 33% // 4 Cursed Heroes - 75%)
The Fanatic will Drop Many Crests (Apprentice - 24 // Veteran - 36 // Champion - 48 ) and 2 The Cure Items alongside a Crimson Court DLC exclusive Very Rare Trinket.
The Presence of the Fanatic will be announced during the Dungeon Loading Screen, with the normal Area Loading Screen being replaced by a Screen Warning you of the Fanatic.
Once you have encountered the Fanatic in a Hallway Battle, he will always replace the next Hallway Battle you encounter even if you run from him.
The Fanatic starts the Combat at the Back 2 Positions accompanied by his Pyre, which occupies the Front 2 Positions.
Your Heroes will always be Surprised at the start of a Fanatic Encounter, Shuffling their Positions.
The Fanatic will use his First Initiative of the Battle to use Sentence Rendered, a High Accuracy Single Target Attack similar to the Hag's Into the Pot! which traps a Hero in the Pyre while Moving the Fanatic to the Back 2 Positions.
If the Fanatic successfully traps a Hero in the Pyre, the Empty Pyre turns into a Full Pyre and the trapped Hero starts taking HP Damage every time the Fanatic or your Heroes take an action.
The Hero is released at Position 1 once they hit Death's Door.
If a Hero is Trapped in the Pyre, the Fanatic will use Righteous Condemnation, a High Accuracy AoE Attack that deals Minimal HP Damage and Minor Stress Damage to all of your Heroes while Buffing its own Prot and Moving the Fanatic to the Back 2 Positions.
Brand the Tainted is a Very Accurate Single Target Attack that deals Minimal Damage and inflicting Horror to a Hero in any Position while Marking them.
This Mark is utilized by Holy Stake, a High Accuracy Single Target Attack that deals Decently High Damage and inflicts Bleed to the Target Hero while Debuffing their Speed andMoving the Fanatic to the Front 2 Positions.
This Attack benefits from a +33% Damage Buff when used against Marked Targets and a +10% Damage Buff when used against Heroes with the Crimson Curse.
It should be noted that Sentence Rendered (92% Chance) and Brand the Tainted (85.7% Chance) have a Very High Chance to Target Heroes with the Crimson Curse
in addition to Holy Stake having a 48% Chance to Target Marked Heroes and a 48% Chance to Target Heroes with the Crimson Curse.
Strike the Heretic is a High Accuracy Single Target Attack that deals Low HP Damage and hefty Stress Damage to a Hero in Any Position while Moving the Fanatic Forward.
This Attack inflicts Knockback to the Hero, Moving them Back by 2 in addition to a Non Scaling 100% Base Chance Stun.
If you try taking out the Empty Pyre to stop the Fanatic from trapping your Heroes, the Fanatic will start using Fury of the Righteous.
Fury of the Righteous is a High Accuracy AoE Attack that deals Decently High HP Damage and some Stress Damage to all Heroes while Moving the Fanatic Forward.
This Attack will start being used if the
Empty Pyre has 37.5% or less of its HP left and is essentially guaranteed to be used once every round if the
Empty Pyre is destroyed, constantly dealing Damage to all of your Heroes.
The
Fanatic is a Dangerous Boss that has no reliable counterplay. He is dreaded by many and the rewards he drops are not worth facing this menace.
The Fanatic is best completely avoided for the entire playthrough with good management of Heroes with the Crimson Curse, as the Fanatic can only appear if you bring 2 or more Heroes with the Crimson Curse.
It should also be noted that the Fanatic cannot appear during Boss Quests due to the Boss Loading Screen overriding the Fanatic's Loading Screen.
If you insist on fighting him, possibly viable strategies involve Heroes with High Dodge (Example being a Houndmaster spamming Guard Dog) accompanied by Bleed Damage, Riposte, or Mark Boosted Damage.
You really want to be Dodging Sentenced Rendered since the Fanatic takes so many Actions that a Trapped Hero will quickly be dropped down to Death's Door, and you cannot burst down the Fanatic nearly as easily like you could with the Hag.
In addition, you probably won't be able to afford to lose a Hero that could be dealing Damage to the Fanatic or to use up Precious Damage to Target the Pyre.
Bleed Damage Stacking with Heroes such as the Flagellant takes advantage of the Fanatic taking 3 Actions per turn, letting the Bleed Damage deal out its full Damage quickly alongside ignoring any Prot the Fanatic has.
Using Heroes with Riposte Skills such as the Man-at-Arms or Highwayman takes advantage of the Fanatic having many Actions to Attack your Heroes alongside having AoE Attacks.
Compositions with Mark Based Heroes such as the Bounty Hunter or Houndmaster hope to use Marks to deal Large Amounts of Damage, which is hindered by any Marks applied quickly wearing off thanks to the Fanatic taking 3 Actions per round.
That being said, it should be emphasized that fighting the Fanatic is Unecessary and NEVER worth it.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Veteran
Cooldowns
(Actions Lost to
Stuns count)
The Show Begins - 9999 Actions
The Second Act - 9999 Actions
The Third Act - 9999 Actions
The Thirst - 3 Actions
All Attacks
1.0 Base Chance to Target Random Hero / Monster
The Show Begins
Used as a
Free Action at Combat Start
The Second Act
Used as a
Free Action at Round End if Own HP < 66%
The Third Act
Used as a
Free Action at Round End if Own HP < 33%
Crowd Pleaser
1.0 Base Chance to be used
Necessary Discipline
1.0 Base Chance to be used
The Thirst
10.0 Base Chance to be used if 1% ≤ Own HP ≤ 55%
Forced Enthusiasm
+0.5 Base Chance to be used if Sycophant is Present
+0.5 Base Chance to be used if Supplicant is Present
+0.5 Base Chance to be used if Esquire is Present
+0.5 Base Chance to be used if Chevalier is Present
Targetting Desire
Does not Target
Pulsating Eggs
Guests of Honor
Used as a
Free Action at End of Round if no
Pulsating Eggs have been Killed
The
Baron is a Size 1 Boss with 3 Actions per Round that can be encountered during the
Crimson Court Plot Quest
"Morbid Entertainment".
The Baron has High HP, some Prot, High Speed, and High Dodge alongside Average to Decent Resistances.
The Baron starts the Combat at Position 1 alongside 3 Pulsating Eggs, from which he uses The Show Begins to Shuffle himself into a random Position while creating an additional Pulsating Egg and Hiding within 1 of the Pulsating Eggs.
Pulsating Eggs have 1 HP and disable all Healing Skills for your Heroes. When they are destroyed, a Random Crimson Court Enemy will be Summoned in its place. (Reference the Icon Left of Boss Minions)
If you fail to destroy any Pulsating Eggs during a single Round, the Baron will use Guests of Honor to destroy all Pulsating Eggs.
The Baron will use The Second Act once his HP has fallen below 66% and The Third Act once his HP has fallen below 33% at the Start of the Round as a Free Action to Summon a new set of Pulsating Eggs while Hiding in one of them.
Crowd Pleaser is an AoE Attack that deals Decent Damage to all 4 Heroes while Moving the Baron to Position 1.
Necessary Discipline is a High Accuracy Single Target Attack that deals Decently High HP Damage and inflicts Bleed to a Hero in the Back 3 Positions in addition to Pulling them Forward by 1 while Moving the Baron to the Back 2 Positions.
The real danger of this Attack comes with the Massive Stress Damage it can deal, inflicting 20 Stress alongside Horror, on top of the fact that this Attack has no Cooldown and can be spammed.
Forced Enthusiasm is a Skill used by the Baron to Buff the Crimson Court Enemies Summoned from the Pulsating Eggs, increasing their Damage, Crit Chance, and Speed.
This Attack can be used many times thanks to it having no Cooldown and the Baron taking 3 Actions per Round
The Thirst is a High Accuracy Single Target Attack that deals Decent Damage to a Hero in any Position while Moving the Baron to Position 1.
This Attack which is only used if the
Baron has 55% or Less HP
Heals the
Baron alongside
Debuffing his
Bleed Resist and Accuracy in addition to
Buffing his own Speed.
The
Baron can be a fairly Challenging Boss, being able to deal constant AoE Damage with
Crowd Pleaser,
Heal himself with
The Thirst, and deal Large amounts of
Stress to your Heroes using
Necessary Discipline.
The Baron Boss Fight is a test of endurance for your Heroes, potentially requiring you to handle the Baron's Attacks for many Rounds.
When the Baron Summons 4 Pulsating Eggs, it is recommended to break open 1 Egg at a time and defeat any Enemies that spawn one at a time, unless you reveal the Baron Early.
In that case, if you can dish out Damage to the Baron quickly enough to not need to use Healing Skills at all, quickly bringing down the Baron's HP so he goes into his next Set of Pulsating Eggs can be quite effective.
If your Heroes are too hurt and need to be healed or you lack enough Damage Output, focus on breaking the other Pulsating Eggs and dealing with the most Dangerous Minions such as the Chevalier or Esquire First.
In that case, Stuns can be good for somewhat keeping the Baron and any other Enemies in check.
Due to the Baron taking many Actions per Round, using Bleed and Blight against the Baron can be quite effective.
Utilizing Mark Based Heroes such as the Bounty Hunter or Houndmaster can take advantage of their High Damage Output to cut down the Baron quickly, although the fact that the Baron takes 3 Actions per Round
means that any Marks or Debuffs you apply will wear off quickly.
The Most Effective way to easily deal with the Baron is to take advantage of his tendency to spam Crowd Pleaser and use Heroes with Riposte Skills like the Man-at-Arms and Highwayman, preferrably alongside Good amounts of Dodge.
The fact that you will be able to deal consistent Damage to the Baron via Riposte will also free up your Heroes to deal with any of the Crimson Court Enemies accompanying the Baron.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Champion
Cooldowns
(Actions Lost to
Stuns count)
Miserly Morsel - 3 Actions
Square Meal - 3 Actions
Ravenous Feast - 4 Actions
Hungry Eyes - 1 Action
Refined Pairing - 1 Action
Served Rare - 2 Actions
All Attacks
1.0 Base Chance to Target Random Hero
Miserly Morsel
25.0 Base Chance to be used on First Initiative of the Round if
Emaciated Body is Alive
Square Meal
75.0 Base Chance to be used on First Initiative of the Round if Body is Alive
Ravenous Feast
250.0 Base Chance to be used on First Initiative of the Round if
Bloodstuffed Body is Alive
Hungry Eyes
7.0 Base Chance to be used
Refined Pairing
15.0 Base Chance to be used
Served Rare
10.0 Base Chance to be used
The
Viscount is a Low HP Size 1 Boss with 3 Actions per Round that can be encountered during the
Crimson Court Plot Quest
"Served Cold".
The Viscount starts the Combat at Position 1 alongside the Emaciated Body, the Body, and the Bloodstuffed Body.
The Viscount will use its first initiative to eat one of the 3 Bodies which have varying effects.
Miserly Morsel is used by the Viscount to feed on the Emaciated Body, Healing himself for 15 HP and Curing all Bleed & Blight from himself while also stealing all Bleed & Blight that was on the Emaciated Body.
This Skill uses up 1 Extra Action on top of the Normal 1 Action, and the Viscount benefits from a + Crit Buff alongside suffering from a - Damage Debuff.
This Skill can only be used if the Emaciated Body is Alive and is the least likely to be chosen to be used between the 3 Feeding Skills.
Square Meal is used by the Viscount to feed on the Body, Healing himself for 35 HP and Curing all Bleed & Blight from himself while also stealing all Bleed & Blight that was on the Body.
The Viscount benefits from a Large Buff to its Speed, Accuracy, and Dodge, making this the most threatening of the Feed Skills.
This Skill can only be used if the Body is Alive and has the Second Highest Chance to be chosen to be used between the 3 Feeding Skills.
Ravenous Feast is used by the Viscount to feed on the Bloodstuffed Body, Healing himself for 50 HP and Curing all Bleed & Blight from himself while also stealing all Bleed & Blight that was on the Bloodstuffed Body.
This Skill uses up 1 Extra Action on top of the Normal 1 Action, and the Viscount benefits from a Large + Damage Buff while Suffering from a Large Debuff to his Dodge, Accuracy, and Speed.
This Skill can only be used if the Bloodstuffed Body is Alive and has the Highest Chance to be chosen to be used between the 3 Feeding Skills.
Hungry Eyes is an Attack that deals Mimimal HP Damage and hefty Stress Damage to 1 or 3 Heroes in any Position while Shuffling himself, benefitting from a Large + Accuracy Buff, and Activating its Riposte, which deals Decent HP Damage and Minor Stress Damage.
Refined Pairing is a High Crit Chance Attack that deals Decently High HP Damage and some Stress Damage alongside inflicting Bleed to 1 or 2 Heroes in any Position .
Served Rare is an Attack that deals Decently High HP Damage and some
Stress Damage to 1 or both Heroes in the Front 2 Positions, alongside potentially
Pushing them to the Back 2 Positions.
The
Viscount suffers greatly from his Low HP Pool with the
Healing that the Bodies Provide being insufficient to cover for it.
The easiest way to beat the Viscount is to simply sink a bunch of Damage into him until he dies.
Using Bleed and Blight isn't advised despite the Viscount having many Actions per Round on paper due to him usually not actually being able to take all 3 of his Actions and the Fact that Feeding on a Body will Heal all of the Bleed and Blight applied on him.
Heroes with Riposte Skills such as the Highwayman and Man-at-Arms can also be a decent option thanks to many of the Viscount's Attacks having a Good Chance to Target Multiple Heroes.
The most effective and easy way to make quick work of the Viscount is to use Mark Based Heroes such as the Bounty Hunter or Houndmaster that can use their High Damage Output to melt the Viscount.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Darkest
Thirsty Form
Cooldowns
(Actions Lost to
Stuns count)
Sway With Me - 4 Actions
Love Letter - 1 Action
Flushed - Starting Cooldown (3 Actions)
All Skills
1.0 Base Chance to Target Random Hero / Monster
Sway With Me
15.0 Base Chance to be used
Disrobe
2.0 Base Chance to be used
Love Letter
Unless All Heroes have a
Parasite Egg injected or Own HP ≤ 10%
30.0 Base Chance to be used
Targetting Desire
Does not Target Heroes already with
Parasite Eggs injected
Flushed
188.0 Base Chance to be used
Flushed Form
Cooldowns
Momentary Overexertion - 1 Round
Metamorphosis - Starting Cooldown(1 Round)
All Skills
1.0 Base Chance to Target Random Hero / Monster
Momentary Overexertion
15.0 Base Chance to be used
Metamorphosis
45.0 Base Chance to be used
Bloodlust Form
Cooldowns
(Actions Lost to
Stuns count)
The Thirst - 1 Action
Indecent Proposal - 3 Actions
Throes of Ecstasy - 1 Action
Courtship Renewal - Starting Cooldown (3 Actions)
All Skills
1.0 Base Chance to Target Random Hero / Monster
Courtship Renewed
150.0 Base Chance to be used
Not used if Own HP ≤ 9%
Indecent Proposal
10.0 Base Chance to be used
Disrobe
1.0 Base Chance to be used
The Thirst
28.0 Base Chance to be used
Throes of Ecstasy
13.0 Base Chance to be used
Targetting Desire
Does not try to Target
Stunned Heroes
The
Countess is a Size 4 Boss with a Gigantic HP Pool and 3 Forms that can be encountered during the
Crimson Court Plot Quest
"A Bewitching Predator".
The Countess starts the Battle in her Thirsty Form, where she has 3 Actions per Round alongside High Overall Resistances.
Disrobe is a High Accuracy Single Target Attack that deals Decently High Damage to a Hero in any Position.
Love Letter is a Very Accurate Single Target Attack that deals Mediocre Damage to a Hero in any Position.
If the Hero is hit, the Countess suffers 10 HP Damage and a Parasite Egg is injected into them, dealing HP Damage and having a Chance to Hatch whenever the Hero Attacks the Countess whether or not the Attack actually deals Damage. (Refer to the Specifics in the Skill Section)
The Countess will not try to Target Heroes with existing Parasite Eggs with this Attack, and this Attack will not be used if the Countess has 10% or less HP Remaining.
If in her Thirsty Form at the end of the Round, the Countess uses Love Letter as a Free Action at the end of the Round regardless of Cooldowns if Less than 2 Heroes have a Parasite Egg injected in them.
Sway With Me is a High Accuracy AoE Attack that deals Minimal HP Damage and High Stress Damage to all 4 Heroes alongside inflicting a Nasty Blight.
This Attack also has a High Chance to inflict Stumble to all 4 Heroes, which causes affected Heroes to get Shuffled at the start of their Turn.
Both Love Letter and Sway With Me cannot be Riposted.
Once the Countess has used up 3 Actions in this Form, she is very likely to use Flushed to cure all Bleed and Blight from herself while Changing her form to Flushed.
The Countess has only 1 Action per Round if she starts the Round in her Flushed Form, in addition to losing a good bit of Prot & Speed and losing all her Dodge.
She will also suffer a Large Debuff to her Stun, Blight, Bleed, and Debuff Resist, which makes her much more vulnerable.
Any unused Initiatives/Actions from her Previous Form will carry over, letting the Countess use the 2 Skills she can use while in her Flushed Form.
In her Flushed Form, the Countess will first use Momentary Overexertion to compensate the Resistance Debuff from Flushed, and use Metamorphosis as her next Action.
Metamorphosis is a 0 Accuracy AoE Attack used by the Countess to Cure any Bleed & Blight from herself and change into her Bloodlust Form.
The Countess has 4 Actions per Round in her Bloodlust Form, which has High Speed, Prot, and Dodge with Higher Resistances compared to her Thirsty Form.
Disrobe in her Bloodlust Form is a High Accuracy Single Target Attack that deals High Damage to a Hero in any Position.
The Thirst is a High Accuracy Single Target Attack that deals Quite High Damage to a Hero in any Position while Healing the Countess if the Attack hits.
Throes of Ecstasy is a High Accuracy Attack that deals Minimal Damage to 1 or both Heroes in the Back 2 Positions, potentially Stunning them.
Indecent Proposal is a High Accuracy AoE Attack that deals Decently High Damage to all 4 Heroes in addition to inflicting Bleed.
Courtship Renewed is Very Likely to be used by the Countess as her 4th Action in the Bloodlust Form to return to her Thirsty Form unless the Countess has 9% or less HP remaining.
Any unused Initiatives/Actions from her Previous Form will carry over, letting the
Countess take Actions in her
Thirsty Form during the same Round.
The
Countess is a Dangerous Boss with Very High HP and Resistances on top of being able to continuously apply High Offensive Pressure on your Heroes, and proves to be the ultimate test of endurance.
You will want to build a Very Durable Party with preferrably High Move Resistances so your Heroes may Resist the Stumbles the Countess will try to inflict using Sway With Me.
This is due to Stumbled Heroes being Shuffled to Random Positions on the start of their Turn while under the effect, which will cause major disruptions in your Formation and Hero Positioning.
That being said, the Party will also need some Damage Output as well in order to get through the Countess' Giant HP Pool in a somewhat timely manner.
Using Bleed causing Attacks against the Countess can be useful even if she can cure it using Flushed or Metamorphosis thanks to the Countess taking multiple Actions per Round and having a relatively lower Bleed Resist.
Recommended Heroes
Flagellant - Inflicts Bleed, Good Self Sustain, Good Emergency Healing
Leper - Very Tanky and offers good Damage and Self Sustain
Man-at-Arms - Very Good Buff Skills, can Guard Heroes, quite Tanky
Vestal - AoE Healing to help withstand the Countess' Attacks
Crusader - Tanky, Offers Healing and can help deal Damage
Houndmaster - High Dodge with Guard Dog, Self Sustain, and Minor Bleed
Hellion - Good Bleed and Raw HP Damage with If it Bleeds and Especially Bleed Out alongside Self Sustain
Highwayman - Can inflict Bleed with Open Vein and deal sizable Damage with Point Blank Shot
Compositions focused on pure offense are not recommended due to the Countess being essentially impossible to simply kill in just a few turns on top of the constant Offensive Pressure she Applies.
In the case of using Mark Based Heroes to quickly burst the Countess down, not only will the Damage output most likely not be good enough, on top of any applied Marks or Debuffs
wearing off quickly due to the Countess taking Multiple Actions per Turn Most of the time.
At first glance, the abundance of AoE Attacks in the Countess' arsenal may look like a prime target for using Heroes with Riposte Skills to deal consistent Damage to the Countess.
However, it should be noted that many of the Countess' Attacks used in her Thirsty and Flushed Forms cannot be Riposted, making Riposte only effective while the Countess is in her Bloodlust Form.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Champion
Hatred Beyond Time
Used as a
Free Action at Round End if
Stone Shield is Dead
Annihlating Glare
Used as a
Free Action at Round Start if
Stone Shield is Dead
The
Garden Guardian is a Size 2 Boss with 0 Actions per Round that you fight in a
Courtyard Dungeon
in order to collect the rest of the Hero Specific
Crimson Court Rarity Trinkets once the
Countess has been slain.
The Garden Guardian has High Prot and Sky High Resistances.
The Garden Guardian starts the Combat at Position 2 & 3 alongside the Stone Shield at Position 1 and the Blood Fount at Position 4.
The Stone Shield is a High Prot Enemy with Sky High Resistances that alternates between using Skyward Shield and Plummeting Doom.
The Shield Passively Guards the Garden Guardian if it is On-Screen.
Skyward Shield is used by the Stone Shield to go Off-Screen, which results in it becoming Untargettable and its Passive Guard being lifted.
Plummeting Doom, an Extremely Accurate High Crit Chance Attack that deals Decently High Damage to 1 or 2 Front Rank Heroes alongside Potentially Pushing them Back and Stunning them, is then used on its Next Turn.
This Attack returns the Stone Shield to its On-Screen Mode, making the Stone Shield Targettable Again and enabling its Passive Guard again.
The Blood Fount is a High Prot Enemy with Sky High Resistances that uses Feed the Soil Every Round.
Feed the Soil is a Multi-Target Attack that deals Mediocre HP Damage and some Stress Damage to 2 Heroes in any Position in addition to inflicting a Weak Bleed.
If the Stone Shield is Killed, the Garden Guardian starts using 2 Free Actions every Round.
Hatred Beyond Time is a Free Action used at the End of the Round which Buffs the Damage, Accuracy, and Crit Chance of the Garden Guardian for the entire Battle.
Annihlating Glare is a
Free Action AoE Attack used at the Start of the Round that deals High HP Damage and Minor
Stress Damage to all 4 Heroes, which will ramp of Higher as
Hatred Beyond Time is used.
The
Garden Guardian is a Boss that poses 0 Threat unless you destroy the
Stone Shield.
The best way to approach the Garden Guardian Battle is to first Kill off the Blood Fount (which should be quite easy to do) and then to slowly whittle down the Garden Guardian comfortably.
Thanks to the High Prot of all of the Enemies in this Fight, Armor Piercing Attacks such as the Shieldbreaker's Pierce or the Grave Robber's Pick to the Face can Come in Handy.
Using the Shieldbreaker's Camping Skill - Snake Eyes can help accelerate the Battle by letting All Companions ignore 15% of Enemy Prot.
Attacks such as the Jester's Dirk Stab can be used to ignore the Stone Shield's Guard, although it pales in comparison to the Shieldbreaker's Puncture which breaks and disables the Guard completely.
Using Mark Based Heroes such as the Bounty Hunter or Houndmaster can be a good option for making the Battle go faster with the High Damage they can deal, although you will want the Shieldbreaker to break the Stone Shield's Guard in this case in addition to none of the Mark Based Heroes being able to Bypass Prot themselves.


The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
All Difficulties
Cooldowns
(Actions Lost to
Stuns count)
Paralysing Shard - 1 Action
Weakening Shard - 1 Action
Transfixing Shard - 1 Action
All Skills
2.0 Base Chance to Target Random Hero
2.0 Base Chance to Target
Marked Hero
50% Chance to Target
Marked Hero
Return to the Stars
Unless Own HP < 1% or
The Thing from the Stars is
Stunned
Guaranteed to be used as a
Free Action at Round Start from Round 2 Onward
Phase Gnaw
2.0 Base Chance to be used
Vorpal Strike
2.0 Base Chance to be used
Paralysing Shard
1.0 Base Chance to be used
Weakening Shard
1.0 Base Chance to be used
Transfixing Shard
1.0 Base Chance to be used
The Thing from the Stars is a Roaming Hallway Boss that can spawn in one of the 4 Main Regions once you have completed your first expedition into the Farmstead.
There is a 50% Chance for it to appear in a Region where it is currently Roaming in.
The Thing from the Stars will be referred as TTFTS for simplicity reasons.
TTFTS is a Size 2 Boss that has 2 Actions per Round and takes a Free Action every Round Starting from Round 2.
It has overall High Resistances alongside a Decently Large HP Pool.
Return to the Stars is an essentially Undodgable AoE Attack that has a Chance to Deal some Stress Damage to all your Heroes while Summoning a Crystalline Aberration in Position 1.
TTFTS suffers 5 HP Damage every time this Attack is used in return for Curing all Bleed & Blight inflicted on it.
TTFTS uses Return to the Stars at the start of every Round from Round 2 unless it is Stunned at the end of the Round or it has less than 1% of its HP remaining.
The First time Return to the Stars is used, TTFTS gains a Passive Buff that triggers once it is below 45% HP, letting it benefit from +80% Prot, +6 Speed, +40% Damage, and +13% Crit Chance,
which makes TTFTS much more of a threat. These Buffs should be considered when looking at TTFTS' Skills.
Phase Gnaw is a High Accuracy Single Target Attack that deals Mediocre Armor Piercing HP Damage and hefty Stress Damage to a Hero in the Front 2 Positions alongside inflicting a Nasty Blight.
This Attack also has a Chance to inflict the Sky Taint Disease to your Heroes (Apprentice - 20% // Veteran - 22% // Champion - 25%), which is a highly troublesome Disease that makes the Hero take more Stress Damage and lose 20% of their Bleed and Blight Resist.
Vorpal Strike is a High Accuracy Single Target Attack that deals Quite High HP Damage and some Stress Damage to a Hero in any Position.
Paralysing Shard is a High Accuracy Single Target Attack that deals Minimal HP Damage and Decent Stress Damage to a Hero in any Position in addition to having a High Chance to Stun them.
Weakening Shard is a High Accuracy Single Target Attack that deals Minimal HP Damage and Decent Stress Damage to a Hero in any Position in addition to having a High Chance to Debuff their Bleed, Blight, Stun, and Debuff Resistances.
Transfixing Shard is a High Accuracy Single Target Attack that deals Minimal HP Damage and Decent
Stress Damage to a Hero in any Position in addition to having a High Chance to
Debuff their Speed and Damage Considerably.
TTFTS is a threatening Boss that can be difficult to get rid of easily alongside being able to dish out constant HP and
Stress Damage to your Heroes.
The biggest problem this battle poses is the massive Buffs TTFTS benefits from when under 45% HP, making all of its Attacks have Very High Crit Chance and Damage alongside making TTFTS extremely tanky.
Since TTFTS will constantly Stress out your Heroes using Attacks such as Return to the Stars and the Potential for Attacks such as Vorpal Strike and Phase Gnaw to be very threatening, you want to be done with it as quickly as possible.
It should be noted that Guards can be useful for protecting Heroes that have been hit by a nasty Crit from TTFTS' Attacks and while quite unreliable even with Stun Skill Chance Boosting Trinkets, Stuns can be good for keeping TTFTS in check.
The Crystalline Aberrations TTFTS summons should be killed before it can act due to Unstable Resonance dealing Massive Damage and Explosive Undoing dealing AoE Horror alongside them being easy to kill anyways.
The best strategies for dealing with TTFTS quickly focus on being able to negate or ignore the Sky High Prot TTFTS will gain during the Battle.
One way is to use Armor Piercing Attacks with the Shieldbreaker or Grave Robber (Although both have quite Low HP and will need to be protected to some degree) to ignore the 80% Prot TTFTS will gain.
Although TTFTS will use Return to the Stars to cure and Bleed & Blight applied to it at the start of every turn, DoT Damage can still be effective since they can still deal 2 ticks of Damage if it is applied before TTFTS can take any of its Non-Free Actions and ignore Prot.
The best method for dealing with TTFTS however, is to use Mark Based Damage alongside abundant usage of -Prot Debuffs to bypass the High Prot of TTFTS.
Heroes such as the Bounty Hunter or Houndmaster have Mark Skills that Lower Prot, with Houndmaster's being preferrable thanks to its much Higher Chance to apply and the Houndmaster being able to Self Heal, Guard, and Inflict some Minor Bleed as well.

The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
All Difficulties
Cooldowns
(Actions Lost to
Stuns count)
The Harvest - 4 Actions
The Master Beckons
Farmhand Summon - 8 Actions
Scarecrow Summon - 7 Actions
Sleeper's Herald Summon - 5 Actions
Winter's Breath - 6 Actions
Immortal Beloved - 5 Actions
All Skills
1.0 Base Chance to Target Random Hero / Monster
The Harvest
100000.0 Base Chance to be used if there is at least 1 Hero with 50+
Stress and the
Miller has 70% or less HP
Targetting Desire
10000000000000.0 Base Chance to Target Most
Stressed Hero
The Reaping
5.0 Base Chance to be used
The Master Beckons
Farmhand Summon
100.0 Base Chance to be used unless a
Farmhand is already Present
Sleeper's Herald Summon
10.0 Base Chance to be used
Scarecrow Summon
10.0 Base Chance to be used
Winter's Breath
100000.0 Base Chance to be used if No Monsters are being
Guarded and a
Farmhand is Present
Targetting Desire
100000000.0 Base Chance to Target
Farmhand
Immortal Beloved
Used as a
Free Action at Round Start if a Hero has the
Mildred's Locket Equipped
Targetting Desire
100000000.0 Base Chance to Target Hero Equipping the
Mildred's Locket
The
Miller is a Size 2 Boss that has 2 Actions per Round in addition to being able to take a
Free Action which can be encountered within the Farmstead.
It has some Prot and Decent Overall Resistances, with his
Bleed Resist being Very High.
The Miller starts the Combat alone, and if there is a Hero with the Mildred's Locket Equipped will use Immortal Beloved on that Hero at the start of the Round roughly every 2 Rounds.
Immortal Beloved is an essentially Undodgable Free Action Single Target Attack that Deals Minimal Damage to the Target Hero while giving the Hero a -15% Stress Buff and the Miller suffers from a -20% Prot Debuff.
The Miller will use The Harvest on the Hero with the Most Stress if there are any Heroes with 50 or More Stress.
The Harvest is a High Accuracy Single Target Attack that deals Low Damage to a Hero in any Position, relieving a bit of Stress from the Hero in return for the Miller benefitting from a +15% Prot Buff and Healing himself as well.
The Master Beckons is a Summon Skill that Summons either a Farmhand, Scarecrow, or a Sleeper's Herald at Position 1, with said Minions being able to Act on the same Round they have been Summoned.
The Skill is actually split into 3 different Summon Skills for the Farmhand, Scarecrow, and Sleeper's Herald with their own Cooldowns.
The Farmhand Summon has a much Higher Chance to be used over the other 2 Summon Skills unless a Farmhand is already present.
Winter's Breath is essentially guarenteed to be used if a Farmhand is present, and is used to Transform the Farmhand into a Frozen Farmhand.
The Frozen Farmhand does not pose much of a direct threat, although its only Attack Hollow Keening can deal a hefty amount of Stress thanks to the Horror it inflicts.
More importantly, the Frozen Farmhand Passively Guards the Miller and disables all Guard Skills for your Heroes.
The Frozen Farmhand will turn back into a Farmhand on the 4th Round after it has been Transformed.
The Reaping is a High Accuracy AoE Attack that deals hefty HP Damage to all 4 of your Heroes, and can be spammed thanks to having no Cooldown.
It can be useful to note that this Attack deals less Damage the further back a Hero is, with Heroes in Rank 4 taking the least Damage.
The biggest threat the
Miller poses is the constant Partywide Damage
The Reaping inflicts, and since your
Healing won't be able to keep up, you want to deal with the
Miller quickly if possible.
While the Frozen Farmhand Guarding the Miller can be troublesome, it isn't too difficult to use Stuns to Break its Guard or use the Shieldbreaker's Puncture.
Although somewhat unreliable even with Stun Chance Boosting Trinkets, Stuns can help keep the Miller in check somewhat, and Blight can do decently against the Miller.
That being said, the best way to easily beat the Miller is to use Heroes with Riposte Skills such as the Highwayman or Man-at-Arms preferrably alongside good amounts of Dodge to take advantage of the fact that the Miller will use The Reaping very often, letting you constantly deal Damage.
Using Mark Based Heroes such as the Bounty Hunter or Houndmaster to deal Large Amounts of Damage can also be a good way to defeat the Miller quickly.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Endless
Cooldowns
(Actions Lost to
Stuns count)
Seeds of Despair - 9999 Actions
Vile Focusing - 1 Action
All Skills
1.0 Base Chance to Target Random Hero / Monster
Seeds of Despair
Used as a
Free Action at the Start of Combat
Vile Focusing
Used as a
Free Action at the Start of Round unless all Enemy Positions are Occupied
7.0 Base Chance to be used unless all Enemy Positions are Occupied
Slow the Sands
1.0 Base Chance to be used if at least 2 Enemies are Present
Blooming Chaos
10000.0 Base Chance to be used if Own HP ≤ 20%
Befouling Tint
If a
Focus Point is Present
Grow Focus Point into Unfinished Traumatic Aberration
10.0 Base Chance to be used
Grow Focus Point into Unfinished Temporal Aberration
10.0 Base Chance to be used
Grow Focus Point into Unfinished Unstable Aberration
10.0 Base Chance to be used
Grow Focus Point into Unfinished Pestilential Aberration
10.0 Base Chance to be used
Unless
Unfinished Adamantite Aberration or
Adamantite Aberration is Present
Grow Focus Point into Unfinished Adamantite Aberration
10.0 Base Chance to be used
Ceaseless Expansion
If the corresponding
Unfinished Aberration is Present
Grow Unfinished Aberration to Traumatic Aberration
10.0 Base Chance to be used
Grow Unfinished Aberration to Temporal Aberration
10.0 Base Chance to be used
Grow Unfinished Aberration to Unstable Aberration
10.0 Base Chance to be used
Grow Unfinished Aberration to Pestilential Aberration
10.0 Base Chance to be used
Grow Unfinished Aberration to Adamantite Aberration
5.0 Base Chance to be used
The
Fracture is a Low HP Size 1 Boss that has 3 Actions per Round in addition to being able to take a
Free Action which you encounter during the
Endless Harvest.
It has High Overall Resistances, with its
Bleed Resist being especially High alongside some Prot and Decent Speed.
The Fracture Starts the Combat by using Seeds of Despair as a Free Action to Summon 3 Focus Points in Front of it.
Vile Focusing is usable both as a Normal and Free Action, with the Fracture using it as a Free Action at the Start of the Round if there are any Empty Enemy Positions.
This Attack Summons a Focus Point at Position 1, keeping the Fracture at the Back Ranks.
Befouling Tint is used by the Fracture to Grow a Focus Point into an Unfinished Aberration.
While the Fracture usually has a equal chance of Growing a Focus Point into any type of Unfinished Aberration (Traumatic, Temporal, Unstable, Pestilential , Adamantite ),
if there is already a Unfinished or Finished Adamantite Aberration Present, the Fracture will not Grow the Focus Point into the Unfinished Adamantite Aberration.
Ceaseless Expansion is used by the Fracture to Grow an Unfinished Aberration into a Finished Aberration.
The Fracture has an equal chance to Grow a Traumatic, Temporal, Unstable or Pestilential Unfinished Aberration with this Skill, the Unfinished Adamantite Aberration has half the Chance of the other Unfinished Aberrations to have the Skill used on it.
Focus Points have a Sky High Stun Resist and High Bleed & Blight Resists alongside a Low Move Resist Stat.
They have Minor Prot and serve as a roadblock to keep the Fracture at Position 4 while they wait to become a Unfinished Aberration.
Unfinished Aberrations have a Sky High Stun Resist and High Bleed & Blight Resists alongside a Relatively Low Move Resist Stat.
They have Minor Prot and serve as a roadblock to keep the Fracture at Position 4 while they wait to become a Finished Aberration.
Finished Aberrations have a Sky High Stun Resist and High Bleed & Blight Resists alongside a Relatively Low Move Resist Stat.
They have some Prot and serve as a roadblock to keep the Fracture at Position 4 while they wait to become a Finished Aberration.
The Traumatic, Temporal, Unstable and Pestilential Aberrations have 1 Attack - Eternal Blossom, where the Finished Aberrations Attack your Heroes with varying Effects depending on the type of Aberration.
The Traumatic Aberration's Version of Eternal Blossom is a High Accuracy AoE Attack that deals Very Low HP Damage to all 4 Heroes while Killing itself in return.
This Attack inflicts Horror to our Heroes alongside possibly inflicting a nasty -75% Healing Received Debuff.
The Temporal Aberration's Version of Eternal Blossom is a Very High Accuracy AoE Attack that deals Mediocre HP Damage to all 4 Heroes alongside having a Chance to Stun them while Killing itself in return.
The Unstable Aberration's Version of Eternal Blossom is an AoE Attack that deals Low HP Damage to all 4 Heroes while Killing itself in return.
The Fracture is Healed by the Amount of Damage the Attack has dealt to your Heroes.
The Pestilential Aberration's Version of Eternal Blossom is a Very High Accuracy AoE Attack that deals Mediocre HP Damage and inflicts Blight to all 4 Heroes while Killing itself in return.
The Adamantite Aberration is different from the others in that it has Less Prot and Much Lower Resistances across the board (barring its slightly Higher Move Resist Stat) with its Stun Resist especially being drastically lowered.
Instead of being able to use Eternal Blossom, the Adamantite Aberration Passively Guards the Fracture.
Slow the Sands is an AoE Attack that deals Very Low Damage to all 4 Heroes alongside having a Low 100% Chance to Stun them as well.
This Attack can also inflict a -2 Speed Debuff to your Heroes and is only used if at least 2 Enemies are Present.
Blooming Chaos is a Skill used by the Fracture if it has 20% or less of its HP left which Transforms the Fracture into The Sleeper.
It should be noted that even if you get the
Fracture's HP down to 0, it will still use
Blooming Chaos to Transform into
The Sleeper.
The
Fracture relies on its Minions to keep it at the Back Ranks and soften up your Heroes for its second Phase.
It is quite difficult to defeat the Fracture's Minions quickly enough to be able to bring it Forward, making Attacks with Backline Reach very useful for the Boss.
In addition, due to the Fracture's Second Phase, The Sleeper being a highly dangerous fight, you want to keep your Heroes as healthy as possible going into the Fracture's Second Phase.
Due to this, it is usually best to ignore the Aberrations completely and focus down the Fracture.
The Adamantite Aberration's Guard can be troublesome as well, making it necessary to Kill or Stun the Aberration to expose the Fracture once more.
The Shieldbreaker's Puncture can be useful for breaking the Guard as well.
Blight can be useful for dealing Damage to the Fracture quickly thanks to it taking 3 Actions per Round, although its Blight Resist Stat is still relatively High, making Blight Skill Chance Boosting Trinkets necessary for consistency.
The best way to defeat the Fracture quickly is to utilize Mark Based Heroes that can hit the Back Ranks such as the Arbalest or Houndmaster to deal Large Amounts of Damage to the Boss.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Endless
Cooldowns
(Turns Lost to
Stuns count)
The Sleeper Awakens - 1 Round
The Sleeper Awakens
1.0 Base Chance to be used
The Sleeper Stirs
1.0 Base Chance to be used
The Sleeper is the Phase 2 Form of the
Fracture Boss, now being a Size 4 Boss with 1 Action per Round.
It has a Decent Amount of Prot and HP alongside Overall High Resistances.
The Sleeper Awakens is a Very Accurate Low Crit Chance AoE Attack that deals Extremely High HP Damage and High Stress Damage to all 4 Heroes.
The only real saving grace of this Attack is that it cannot be used on back to back Turns and its Low Crit Chance.
The Sleeper Stirs is a High Accuracy and Crit Chance AoE Attack that deals Decently High HP Damage and inflicts Horror to all 4 Heroes alongside a Blight that has a Low 100% Chance to be applied.
Although this Attack deals less Damage compared to
The Sleeper Awakens, its High Crit Chance and Decent Damage Output makes this Attack very troublesome.
The Sleeper is a very nasty Boss that essentially forces a Damage Race with both of its Attacks dealing High AoE HP and
Stress Damage.
The Sleeper is difficult to truly reliably counter thanks to it having High Resists and High Accuracy Attacks.
The best way to somewhat keep The Sleeper's Damage Output in check is to use Debuff to its Accuracy and Damage Output alongside a good amount of Dodge on your Heroes.
Debuffs such as the Arbalest/Musketeer's Suppressing Fire/Smokescreen can cut down the High Crit Chance on The Sleeper Stirs on top of applying a Accuracy Debuff.
Other good examples include the Leper's Intimidate, the Occultist's Weakening Curse, and the Antiquarian's Flashpowder Skill.
The Vestal's Divine Comfort Skill can also be very useful for getting your Heroes off of Death's Door.
Using Heroes with Riposte (Preferrably the more durable and overall more useful Man-at-Arms) can be useful for taking advantage of both of The Sleeper's Attacks being AoE Attacks.
The most effective way to defeat The Sleeper quickly is to use Mark Based Heroes such as the Arbalest or Houndmaster that can use their High Damage Output to deal Damage quickly.
Their Damage Output will also be bolstered by the fact that the Houndmaster or Bounty Hunter (Preferrably using the Houndmaster's Mark as it has a Higher Debuff Chance) being able to strip away The Sleeper's Prot.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Darkest
Cooldowns
(Actions Lost to
Stuns count)
Tower Shield - 2 Actions
All Skills
1.0 Base Chance to Target Random Hero / Monster
Bombs Away
Used as a
Free Action at Round Start
Time's Up!
Used as a
Free Action at Round End if
Barrel O' Bombs is Present
Targets Hero in
Marked Rank
Get Them!
If
Barrel O' Bombs is Present and 2 Monsters are Present
10.0 Base Chance to be used
If
Barrel O' Bombs is Dead
10000.0 Base Chance to be used as First Action of Round
Tower Shield
If no Monsters are being
Guarded and at least 3 Monsters are Present
30.0 Base Chance to be used
Targetting Desire
Does not Target
Barrel O' Bombs
100.0 Base Chance to Target Ally with Lowest HP %
Warcry
0.001 Base Chance to be used
If
Barrel O' Bombs is Dead
1.001 Base Chance to be used
Brigand Vvulf is a Size 1 Boss with 2 Actions per Round that is encountered during the
Brigand Incursion.
He has a High
Stun Resist Stat and a Sky High
Move Resist Stat.
Vvulf starts the Battle at Position 1 accompanied by a Barrel O' Bombs behind him.
He uses Bombs Away as a Free Action at the start of the Round to Mark a Rank (The Rank Mark Succeeds regardless of Dodges)
If the Barrel O' Bombs is still alive at the end of the Round, he uses Time's Up! to deal Extemely High Damage to the Hero in the Marked Rank.
While it is technically possible to Dodge this Attack, its monsterous 222.5 Accuracy makes this insanely impractical.
It should be noted that both of Vvulf's Free Action Attacks ignore Stealth.
Brigand Vvulf will use Get Them! to Summon 1 or 2 Brigand Raider Enemies onto the field.
Get Them! is a High Accuracy Single Target Attack that dealss Minimal Damage to a Hero in any Position while Summoning 1(100% Chance) or 2 (33% Chance) Brigand Raiders alongside possibly Stunning the Hero.
This Attack is essentially guarenteed to be used by Vvulf as his first Action of the Round if the Barrel O' Bombs is dead, Summoning a Barrel O' Bombs at Position 4.
Tower Shield is a Skill used by Vvulf to Guard a Brigand Raider alongside Summoning 1 (100% Chance) or 2 (75% Chance) Brigand Raiders to fight alongside him.
This Attack is very likely to be used if no Brigand Raiders are being Guarded.
Warcry is a High Accuracy Multi-Target Attack that deals some
Stress Damage to 2 Heroes in any Position.
Brigand Vvulf is a Boss that relies on Time's Up dealing massive Damage to your Heroes alongside help from its
Brigand Raider Allies.
There are a few ways to counter Time's Up!
The first is to kill off the Barrel O' Bombs every Round, preventing the Attack from being used at all.
The Second is to have a High Prot Hero to tank the Damage, which is best done by the Man-at-Arms by a Large Margin thanks to him being quite Tanky on top of
the fact that he can use Defender to keep his Prot at the Cap (80%) and can reliably Guard the Hero in the Marked Rank so he can absorb the Damage instead.
While the first method can work, you are forced to sink several Attacks into the Barrel O' Bombs every Round while taking Riposte Damage from the Barrel O' Bombs.
Since you won't be dealing as much Damage to Brigand Vvulf, the Battle will get stretched out, letting the quite threatening Brigand Raider Enemies dish out Damage to your Heroes.
Using the Man-at-Arms to Guard a Hero every Turn only uses up 1 Action at worst, letting the rest of your Heroes deal with Vvulf and his Brigand Raider Allies.
Even if you can easily absorb the Damage from Time's Up with the Man-at-Arms, you will want to finish the Battle quickly since
Brigand Vvulf will continue dealing Stress Damage to you, which while not too High can still stack up in addition to the threat his Brigand Raider Allies can pose.
Thanks to Vvulf having not too High Resistances to Bleed & Blight and the fact that he takes multiple Actions per Round, using DoT Damage can be a viable option.
That being said, the easiest way to quickly defeat Vvulf is to use Mark Based Heroes such as the Bounty Hunter or Houndmaster to dish out Large amounts of Damage to the Boss.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Darkest
Cooldowns
(Actions Lost to
Stuns count)
Lacerate - 1 Action
Undulations - 1 Action
All Skills
1.0 Base Chance to Target Random Hero / Monster
Lacerate
1.0 Base Chance to be used
Targetting Desire
10.0 Base Chance to Target Hero with Lowest
Bleed Resist
91% Chance to Target Hero with Lowest
Bleed Resist
Undulations
1.0 Base Chance to be used
Echoing Disassembly
100.0 Base Chance to be used as First Action of the Round if no Minions Present
The
Shuffling Horror is a Size 3 Boss with 2 Actions per Round that you will Encounter at the end of the First
Darkest Dungeon Mission.
It has a Decent Amount of Prot alongside High Overall Resistances, with its
Stun Resist Stat being especially High.
The Shuffling Horror Starts the Battle at Position 1 accompanied by a Cultist Priest in Position 4.
As long as the Cultist Priest is not slain, the Shuffling Horror will alternate between using Lacerate and Undulations.
Lacerate is a High Accuracy Multi-Target Attack that deals Mediocre Damage to 2 Heroes in any Position alongside inflicting Bleed.
It should be noted that this Attack has a 91% Chance to Target Heroes with the Lowest Bleed Resist.
Undulations is a High Accuracy AoE Attack that deals Minimal Damage to All 4 Heroes in addition to Shuffling them.
While this Attack deals Very Little Damage, it will constantly Displace your entire Party.
Echoing Disassembly is a Very High Accuracy AoE Attack that deals Minimal HP Damage and hefty Stress Damage to all 4 Heroes in addition to Lowering the Light Level by 25.
If the
Cultist Priest is slain, the
Shuffling Horror is essentially guarenteed to use
Echoing Disassembly to
Summon either a
Cultist Priest or
Defensive Growth at Position 4.
The
Shuffling Horror relies on the Constant
Shuffles it inflicts to hinder your Party while it and its Minion deals Damage to your Heroes.
While the Cultist Priest Enemy at Position 4 isn't ideal to be left alive, the fact that Echoing Disassembly greatly Stresses out your Heroes makes it not worth killing.
In addition, a Defensive Growth being Summoned can be even more troublesome due to it being able to Buff, Heal, and Guard the Shuffling Horror.
Since the Shuffling Horror will be using Undulations every Round to Shuffle your entire Party, Heroes that do well regardless of Position are recommended.
Good examples include the Shieldbreaker, Crusader, and Highwayman.
Using Heroes with Riposte Skills such as the Highwayman or Man-at-Arms can be effective thanks to the Shuffling Horror only being able to use Multi Target or AoE Attacks,
meaning Heroes with Riposte will be dealing consistent Damage to the Boss.
One Downside of this tactic is that you will likely eventually Kill the Cultist Priest at Position 4 via Riposte.
Since the Shuffling Horror's Bleed Resist isn't Very High, using Attacks that inflict Bleed can be a good way to deal Decent Damage to the Shuffling Horror.
Blight is less recommended for the Boss itself due to its Higher Blight Resist but it can be viable due to Many Enemies in the First Darkest Dungeon Mission having Lower Blight Resist than Bleed Resist.
Using Mark Based Heroes such as the Houndmaster or Bounty Hunter can be good for defeating the Boss quickly, with the Prot Debuff those Heroes can inflict helping them deal their Full Damage.
If things are down to the wire, it may be useful to keep in mind that you only need to kill the Shuffling Horror to be able to complete the Mission and any Enemies that remain can be ignored, letting you retreat from the Battle if needed.
The Shuffling Horror will drop a Shambler Ancestral Trinket if you haven't collected them all yet.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Darkest
All Skills
3.0 Base Chance to Target Random Hero / Monster
Torment
1.0 Base Chance to be used
Stinger Stab
1.0 Base Chance to be used
Body Slam
1.0 Base Chance to be used
Revelation
100.0 Base Chance to be used as First Action of Round
g the Second
Darkest Dungeon Mission.
It has Overall Average to Decent Resistances and appears in 2 Battles, starting in the Front 2 Positions during both.
The Templar Impaler is essentially Guarenteed to use Revelation as its First Action of the Round.
Revelation is a Very High Accuracy Single Target Attack that deals Extremely High HP and Stress Damage to a Hero in any Position.
Torment is an AoE Attack that deals High Damage to both Heroes in the Front 2 Positions.
The
Templar Impaler is a Size 2 Miniboss with 2 Actions per Round that you will Encounter durin
Stinger Stab is a Single Target Attack usable if the Templar Impaler is in the Front 3 Positions that deals Very High Damage to a Hero in the Back 3 Ranks in addition to applying a massive amount of Blight.
Body Slam is a Decently High Crit Chance Single Target Attack usable from any Position that deals High Damage to a Hero in the Front 3 Positions while Moving the Templar Impaler Forward.
This Attack has a High Chance to
Stun the Target Hero while also
Pushing them to the Back Ranks.
The
Templar Impaler is able to use its High Damage Attacks to greatly threaten your Heroes while also inflicting High Amounts of
Blight.
Due to Revelation being extremely dangerous and only 3 Heroes being able to equip a Talisman of the Flame, you will want to keep the Hero without the Trinket safe by Guarding them with a Houndmaster or Man-at-Arms.
Since the Templar Impaler's Bleed Resist isn't very High, using Attacks that inflict Bleed can be a decent way to deal Decent Damage to the Boss. with Blight being less ideal due to the Templar Impaler having a Higher Blight Resist.
While the Templar Impaler may have a Decently High Stun Resist, Stuns can still be good for keeping its Damage Output in Check if you use Stun Skill Chance Boosting Trinkets to make it more consistent.
This is due to the Templar Impaler almost always using Revelation as its only Action of the Round if it has lost an Action to being Stunned.
That being said, using Mark Based Heroes such as the Bounty Hunter or Houndmaster to deal Large Amounts of Damage quickly is the most effective way to handle the Boss.
The Templar Impaler will be encountered once while accompanied by 2 Polyp Enemies and one more time while accompanied by a Templar Warlord.
During the Battle where it is accompanied by 2 Polyps, it is better to focus down the Templar Impaler first due to Polyps being not much of a threat compared to the Boss.
During the Battle where it is accompanied by the Templar Warlord, the Templar Warlord should be dealt with First due to its Smaller HP Pool.
Although probably unecessary it can also be a good idea to try to Move the Templar Warlord to the Front and the Templar Impaler to the Back where the Templar Warlord will be forced to use Torment as its Second Action of the Round and the Templar Impaler won't be able to use Stinger Stab, its most dangerous Attack.
Attacks such as Disorienting Blast and to an extent Flashbang & Uppercut can be especially good for this since you get to Displace the Templars whilst possibly Stunning one as well.
Disorienting Blast is preferred over the other 2 Skills due to the Plague Doctor being able to Boost her Stun Chance much more than the Bounty Hunter can.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Darkest
All Skills
3.0 Base Chance to Target Random Hero / Monster
Torment
1.0 Base Chance to be used
Stinger Shot
1.0 Base Chance to be used
Doomsday
1.0 Base Chance to be used
Revelation
100.0 Base Chance to be used as First Action of Round
The
Templar Warlord is a Size 2 Miniboss with 2 Actions per Round that you will Encounter during the Second
Darkest Dungeon Mission.
It has Overall Average to Decent Resistances and appears in 2 Battles, starting in the Back 2 Positions during both.
The Templar Warlord is essentially Guarenteed to use Revelation as its First Action of the Round.
Revelation is a Very High Accuracy Single Target Attack that deals Extremely High HP and Stress Damage to a Hero in any Position.
Torment is an AoE Attack that deals High Damage to both Heroes in the Front 2 Positions.
Stinger Shot is a High Accuracy Very High Crit Chance Single Target Attack usable from the Back 2 Ranks that deals Very High Damage to a Hero in the Back 3 Ranks in addition to applying a hefty amount of Blight.
This Attack can also inflict a hefty Debuff to the Hero's Damage and Crit Chance.
Doomsday is a High Accuracy AoE Attack usable from the Back 2 Ranks that deals Decent Damage and inflicts
Blight to all of your Heroes.
The
Templar Warlord is able to use its High Damage Attacks to greatly threaten your Heroes while also inflicting High Amounts of
Blight.
Due to Revelation being extremely dangerous and only 3 Heroes being able to equip a Talisman of the Flame, you will want to keep the Hero without the Trinket safe by Guarding them with a Houndmaster or Man-at-Arms.
Since the Templar Warlord's Bleed Resist isn't very High, using Attacks that inflict Bleed can be a decent way to deal Decent Damage to the Boss. with Blight being less ideal due to the Templar Warlord having a Higher Blight Resist.
While the Templar Warlord may have a Decently High Stun Resist, Stuns can still be good for keeping its Damage Output in Check if you use Stun Skill Chance Boosting Trinkets to make it more consistent.
This is due to the Templar Warlord almost always using Revelation as its only Action of the Round if it has lost an Action to being Stunned.
That being said, using Mark Based Heroes such as the Bounty Hunter or Houndmaster to deal Large Amounts of Damage quickly is the most effective way to handle the Boss.
The Templar Warlord will be encountered once while accompanied by 2 Flesh Hound Enemies and one more time while accompanied by a Templar Impaler.
During the Battle where it is accompanied by 2 Flesh Hounds, it can be a good idea to deal with the Flesh Hounds first due to them being able to deal hefty Damage to your Heroes.
In addition, the Templar Warlord can only use Torment as its second Action of the Round if it is in the Front 2 Positions, making it much more manageable.
That being said, dealing with the Templar Warlord First is still a much viable option if you can manage it.
During the Battle where it is accompanied by the Templar Impaler, the Templar Warlord should be dealt with First due to its Smaller HP Pool.
Although probably unecessary it can also be a good idea to try to Move the Templar Warlord to the Front and the Templar Impaler to the Back where the Templar Warlord will be forced to use Torment as its Second Action of the Round and the Templar Impaler won't be able to use Stinger Stab, its most dangerous Attack.
Attacks such as Disorienting Blast and to an extent Flashbang & Uppercut can be especially good for this since you get to Displace the Templars whilst possibly Stunning one as well.
Disorienting Blast is preferred over the other 2 Skills due to the Plague Doctor being able to Boost her Stun Chance much more than the Bounty Hunter can.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Darkest
Mammoth Cyst
Cooldowns
(Actions Lost to
Stuns count)
Revivify - 2 Actions
All Skills
1.0 Base Chance to Target Random Hero / Monster
Summon
100.0 Base Chance to be used as First Action of Round if no Minion Present
Bulging Gaze
1.0 Base Chance to be used
Digestion
1.0 Base Chance to be used
Revivify
If Own HP ≤ 50%
20.0 Base Chance to be used as First Action of Round
White Cell Stalk
All Skills
1.0 Base Chance to Target Random Hero / Monster
Teleport
4.0 Base Chance to be used
If First Action - Not used
+ 7.0 Chance to be used Every Turn
(EX) 11.0 Chance on Round 2 // 25.0 Chance on Round 4
Displace
25.0 Base Chance to be used
Reconstitute
25.0 Base Chance to be used
If any Monster's HP ≤ 50%
50.0 Base Chance to be used
Targetting Desire
10.0 Base Chance to Target
Mammoth Cyst if both
White Cell Stalk and
Mammoth Cyst HP ≤ 50%
91% Chance to Target
Mammoth Cyst
The
Mammoth Cyst is a Size 3 Miniboss with 2 Actions per Round that you encounter during the Third
Darkest Dungeon Mission.
The Boss has Overall Average to Decent Resistances alongside some Prot. All of the Mammoth Cyst's Attacks ignore Stealth.
The Mammoth Cyst Starts the Battle at Position 1 with a White Cell Stalk at Position 4.
Bulging Gaze is a High Accuracy Attack that deals Decently High HP and Stress Damage to 1 or 2 Heroes in any Position alongside possibly inflicting a -20% Damage Debuff.
Digestion is a High Accuracy Attack that deals High HP Damage and inflicts a Nasty Amount of Blight to 1 or 2 Heroes in any Position.
If the White Cell Stalk is slain, the Mammoth Cyst is essentially guaranteed to use Summon as its First Action of the Round to Summon a White Cell Stalk at Position 1
The Mammoth Cyst has a High Chance to use Revivify as its First Action of the Round if it has 50% or less HP Remaining.
This Skill Heals the Mammoth Cyst alongside letting it benefit from a +25% Damage Buff.
The White Cell Stalk is a High Speed and Dodge Enemy that is arguably more of a threat than the Mammoth Cyst.
Displace is a High Accuracy Single Target Attack that deals Minimal HP Damage to a Hero in any Position, having a Low Chance to Shuffle the Hero alongside a Chance to Debuff their Speed.
Reconstitute is a Skill used by the White Cell Stalk to Heal a Monster's HP alongside Buffing their Prot and Speed.
This Skill has a Higher Chance to be used if any Monster has 50% or less HP remaining, with a 91% Chance to Target the Mammoth Cyst instead of itself.
The true threat the White Cell Stalk poses however is Teleport, a Single Target Attack that can never Miss, Teleporting your Party to a Random Room.
This Attack cannot be used on Round 1 and starts with a relatively Low Chance to be used, becoming more and more likely to be used the more Rounds have passed since it started existing.
This Attack will likely put your Heroes in a faraway Room, foced to trek back towards the Quest Objective while the many Battles wear your Party down.
While the
Mammoth Cyst can pose a threat, the
White Cell Stalk has the most potential to hinder your party using Teleport.
Rank 4 reach is practically required to comfortably deal with the White Cell Stalk, making Heroes with Backline Reach very desirable.
If you for some reason lack enough Rank 4 Reach (Which you shouldn't), you can use Skills that Pull or Push an Enemy to get the White Cell Stalk into Position 1.
Since the White Cell Stalk will get more Chances to use Teleport the longer the Battle goes on if you don't get rid of it immediately every turn
and the fact that the Mammoth Cyst will be putting some Offensive Pressure on your Heroes, it is best to finish the Battle quickly.
Stuns are useful for keeping the Mammoth Cyst in check, with Bonus points if you use the Plague Doctor's Blinding Gas to Stun both Enemies at once.
In addition, if the Mammoth Cyst has lost an Action to being Stunned and the White Cell Stalk is dead, the Mammoth Cyst will use Summon as its only Action of the Round
Since the White Cell Stalk has High Speed and Dodge, you will want to make it so your Heroes have good enough Accuracy to reliably hit it.
Utilizing one of the Many Firewood Items you are given for the Quest to bolster your Heroes' Stats is highly recommended, as if played right you can finish the Mission quite quickly.
Thanks to the Mammoth Cyst lacking very High Resistances to Bleed & Blight and it taking Multiple Actions per Round,
using DoT Attacks can be quite effective at dealing Damage to the Boss, with Bonus Points if you use DoT Attacks that can hit both Enemies at once, such as the Flagellant's Rain of Sorrows and the Plague Doctor's Plague Grenade.
Using Mark Based Heroes such as the Arbalest/Musketeer or Houndmaster can effective as well, with them being able to deal Large Amounts of Damage to the Mammoth Cyst and also Attack the White Cell Stalk if needed.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Darkest
The Ancestor
All Skills
1.0 Base Chance to Target Random Hero / Monster
Perfect Replication
If First Action of Battle
100000.0 Base Chance to be used
Imperfect Reproduction
Unless all Positions are Occupied
2.0 Base Chance to be used as First Action
+ 6.0 Chance to be used Every Turn
(EX) 2.0 Chance on Round 1 // 14.0 Chance on Round 3
Sporadic Reproduction
If 1 Minion is Present
50.0 Base Chance to be used
If 2 Minions are Present
50.0 Base Chance to be used
Time Heals All
If any Monster's HP ≤ 50%
5.0 Base Chance to be used
Perfect Reflection
All Skills
1.0 Base Chance to Target Random Hero / Monster
Reunion
1.0 Base Chance to be used
5.0 Base Chance to be used if
Marked Hero Present
Targetting Desire
5.0 Base Chance to Target
Marked Hero
83.3% Chance to Target
Marked Hero
We are the Same
1.0 Base Chance to be used
Targetting Desire
1.0 Base Chance to Target Most
Stressed Hero
50% Chance to Target Most
Stressed Hero
Imperfect Reflection
Cooldowns
It Chooses - 2 Rounds
All Skills
1.0 Base Chance to Target Random Hero / Monster
It Chooses
Unless any Heroes are
Marked
10.0 Base Chance to be used as First Action
5.0 Base Chance to be used
Targetting Desire
5.0 Base Chance to Target
Marked Hero
83.3% Chance to Target
Marked Hero
We are the Same
1.0 Base Chance to be used
Targetting Desire
3.0 Base Chance to Target Most
Stressed Hero
75% Chance to Target Most
Stressed Hero
The First Form of
The Ancestor is a Size 1 Boss with 1 Action per Round that uses his Skills to
Summon Reflections of himself and
Heal them.
He has Sky High Bleed & Blight Resist and a High Stun Resist Stat alongside being Immune to all Damage dealt by your Heroes.
The Ancestor starts the Battle by using Perfect Replication to Summon 3 Perfect Reflections in front of him.
Imperfect Reproduction is used by The Ancestor if there are any Empty Enemy Positions to Summon Minions in Position 1 until all Positions are full.
There is a 50% Chance for each Summoned Minion to be a Perfect Reflection and a 50% Chance for each Summoned Minion to be a Imperfect Reflection.
Sporadic Reproduction is used by The Ancestor if there are any Empty Enemy Positions to Summon Minions in Position 1 until all Positions are full.
There is a 66.7% Chance for each Summoned Minion to be a Perfect Reflection and a 33.3% Chance for each Summoned Minion to be a Imperfect Reflection.
Sporadic Reproduction is only used if there are 1 or 2 Reflections are Present.
Imperfect Reproduction starts with a Much Lower Chance to be used compared to Sporadic Reproduction if there are 1 or 2 Reflections are Present.
This Skill gains a Higher Chance to be used the more Rounds have passed and will always be used if no Reflections are present.
Time Heals All is a Skill used by The Ancestor to Heal all Allies if All Enemy Positions are occupied or any Monster has 50% or less HP remaining.
The Ancestor can only be Damaged when you kill an Imperfect Reflection, dealing 1 HP Damage to The Ancestor for each one that has been killed.
Once enough Imperfect Reflections have been slain and The Ancestor falls to 0 HP, the Second Phase of the Battle will begin.
The Perfect Reflection uses its Attacks to deal Stress Damage and/or inflict Bleed to your Heroes.
Reunion is a High Accuracy Single Target Attack that deals Low HP Damage and some Stress Damage in addition to inflicting Bleed to a Hero in any Position.
This Attack has a 83% Chance to be used if any Marked Heroes are Present and has a 83% Chance to target a Marked Hero in order to benefit from the +50% Damage Buff the Attack gains when Targetting Marked Heroes.
In addition, Reunion deals 4 more Stress Damage on Stygian/Bloodmoon Difficulty.
We Are the Same is a High Accuracy Single Target Attack that deals Minimal HP Damage and High Stress Damage to a Hero in any Position.
This Attack has a 50% Chance to Target the Most Stressed Hero and deals 4 more Stress Damage on Stygian/Bloodmoon Difficulty.
The Imperfect Reflection uses its Attacks to deal Stress Damage to your Heroes in addition to being able to Stun and Mark your Heroes.
We Are the Same is a High Accuracy Single Target Attack that deals Minimal HP Damage and some Stress Damage to a Hero in any Position.
This Attack has a 75% Chance to Target the Most Stressed Hero and deals 4 more Stress Damage on Stygian/Bloodmoon Difficulty.
It Chooses is a High Accuracy Single Target Attack that deals Minimal HP Damage to a Hero in any Position, Marking them and having a Chance to Stun them as well.
It has a Higher Chance to be used over We Are the Same, with an even Higher Chance to be used as its First Action assuming no Marked Heroes are present.
This Attack is used to
Mark your Heroes so that the
Perfect Reflections can capitalize on it by using
Reunion, focusing down the
Marked Hero.
The Ancestor starts the Battle by engaging your Heroes in a War of Attrition, with its
Reflections dealing constant
Stress Damage to your Heroes.
Since you cannot harm The Ancestor directly and have to instead wait for Imperfect Reflections to be Summoned by The Ancestor, you want to be constantly clearing out at least 1 Reflection every Turn.
If you aren't making progress quickly enough, more and more Stress will be dealt to your Heroes, which won't help you especially this is only the start of your Fight Against The Ancestor.
A decent but somewhat tricky way to improve your Odds is to try to make it so you can kill off all 3 Perfect Reflections at once so The Ancestor is forced into using Imperfect Reproduction, which has a Higher Chance to Summon an Imperfect Reflection.
Thankfully The Ancestor will have a Higher Chance to use Imperfect Reproduction over Sporadic Reproduction as the Battle continues.
Stuns can be decent for shutting down the Reflections for a turn and can help lessen their Stress Damage Output.
AoE Attacks can be good for dealing Damage to multiple Reflections at once or finishing off one while also dealing some Damage to other Reflections.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Darkest
All Skills
1.0 Base Chance to Target Random Hero / Monster
Refashion Them
1.0 Base Chance to be used
Unmake Them All
1.0 Base Chance to be used
Embrace Futility
1.0 Base Chance to be used
Once it has been defeated during the First Phase,
The Ancestor Summons 3
Absolute Nothingness Enemies in Front of it, starting the Second Phase at Position 4.
Absolute Nothingness Enemies serve no purpose other than letting The Ancestor Move Around to other Positions when using his Attacks.
The Ancestor in this Phase takes 1 Action per Round and has overall Average Resistances alongside High Speed.
Refashion Them is a High Accuracy Decent Crit Chance Multi Target Attack that deals Decently High HP Damage and some Stress Damage in addition to inflicting Bleed to 2 Heroes in any Position while Shuffling The Ancestor to a different Position.
This Attack deals 2 more Stress on Stygian/Bloodmoon Difficulty in addition to inflicting 1 more Bleed per Round.
Unmake Them All is a High Accuracy AoE Attack that deals Mediocre HP Damage and some Stress Damage in addition to having a relatively Low Chance to inflict Bleed to all 4 Heroes while Shuffling The Ancestor to a different Position.
This Attack deals 2 more Stress on Stygian/Bloodmoon Difficulty in addition to inflicting 1 more Bleed per Round.
It also Ignores Stealth, letting The Ancestor Attack even if all Heroes are Stealthed.
Embrace Futility is a High Accuracy Single Target Attack that deals Minimal HP Damage and Hefty Stress Damage to a Hero in any Position.
It has a Decently High Chance to Shuffle the Target Hero in addition to inflicting a hefty Debuff to their Damage, Speed, and Crit Chance.
This Attack deals 2 more Stress on Stygian/Bloodmoon Difficulties and Cannot Crit.
All 3 Attacks have an Equal Chance to be used by
The Ancestor at all times.
During the Second Phase of the Battle,
The Ancestor uses his Attacks to deal more
Stress Damage to your Heroes in addition to inflicting Decently High Amounts of
Bleed.
The constant Stress Damage and Bleed that The Ancestor inflicts means you want to be done with this Phase of the Battle before your Heroes become too Stressed.
Since The Ancestor starts the Battle in Position 4 and constantly Moves around when he uses 2 of his Attacks, you ideally want to have Heroes that can hit all 4 Positions or at least have something to do if they cannot Target The Ancestor.
Having a way to Cure the constant Bleeds from The Ancestor will also be useful due to you having a limited number of Bandages and Holy Water.
Thanks to The Ancestor lacking much Resistances to Blight/Bleed during this Phase, they can be used to deal Damage to The Ancestor, although the fact that The Ancestor only takes 1 Action per Round
limits how quickly they can deal Damage.
Since The Ancestor quite literally has 0 Move Resist during this Phase, you can use Attacks to Pull or Push The Ancestor into your desired Position, although The Ancestor is quite likely to use
Refashion Them or Unmake Them All and Shuffle himself to a different Rank.
Using Mark Based Heroes such as the Houndmaster or Bounty Hunter can deal Large Amounts of Damage to The Ancestor, letting you finish this Phase quickly.
If you plan to bring any Heroes with Riposte Skills, this Phase is where it will be the most useful due to The Ancestor having AoE and Multi Target Attacks.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Darkest
All Skills
1.0 Base Chance to Target Random Hero / Monster
Dispersion
1.0 Base Chance to be used
Ascension
100000.0 Base Chance to be used as Third Action
The
Gestating Heart is a Size 4 Boss with 1 Action per Round that serves as
The Ancestor's Third Form.
Dispersion is a High Accuracy AoE Attack that inflicts Blight to all 4 of your Heroes. This Attack deals 1 more Blight on Stygian/Bloodmoon Difficulty.
When any Hero uses a Skill that Targets the Gestating Heart, the Hero will Healed with a Chance to be Blighted in return.
On Radiant/Darkest Difficulty the Hero gets Healed for 12 HP while possibly getting Blighted for 2 points of Blight per turn.
On Stygian/Bloodmoon Difficulty the Hero gets Healed for a much smaller 4 HP while possibly getting Blighted for a much higher 6 points of Blight per turn.
Unless the Gestating Heart is killed before this point, the Gestating Heart will use Ascension as its Third Action to Transform into the Heart of Darkness
If the Gestating Heart hasn't taken more than 25% of its Health in Damage when Transforming, the Heart of Darkness will start at the same HP% as what the Gestating Heart had before Transforming.
If the Gestating Heart is Killed by your Heroes rather than Transforming into the Heart of Darkness by using Ascension or the Gestating Heart has lost 25% or more of its HP by that point,
the Heart of Darkness will start with 75% of its HP remaining
Any
Marks,
Bleed, or
Blight on the
Gestating Heart will be carried over to the
Heart of Darkness while all
Debuffs that were on the
Gestating Heart being cleared
The
Gestating Heart serves as a resting point for your Heroes before the Final Phase of the Battle can begin.
Since the only way the Gestating Heart can harm your Heroes is by Blighting them, using Holy Water to bolster their Blight Resistance can be a good idea.
You will want to Heal your Heroes and pop any Buffs if you haven't in preparation for what is to come.
If you need more time to Heal or set up, Stunning the Gestating Heart can delay its usage of Ascension, giving your Heroes more time to get ready.
If you do not need to or cannot do so, you may try to kill the Gestating Heart early to enter the Final Phase quickly.
You can try to stack Bleed & Blight on the Gestating Heart before it Transforms so the Heart of Darkness inherits said DoTs and take Damage from them.
The Shambler is a cosmic monstrosity of Eldritch origins who dwells within the Darkness and its own cosmic plane of existence, waiting to drag any who is foolish enough to activate its altar or stay in the Darkness.
The Shambler seems to be an entity that is worshipped by some, having altars dedicated to it.
The Shambler's mere presence seems to have a property or power that snuffs out all Light, with you being unable to raise the Torchlight above 0 as long as it is still alive.
Darkest
Cooldowns
Know This - 1 Round
Puncture - 1 Round
Dissolution - 1 Round
All Skills
1.0 Base Chance to Target Random Hero / Monster
Know This
1.0 Base Chance to be used
Targetting Desire
100.0 Base Chance to Target Most
Stressed Hero
Puncture
1.0 Base Chance to be used
Targetting Desire
50% Chance to Target Hero with Lowest HP %
50% Chance to Target Hero with Lowest
Bleed Resist
Dissolution
1.0 Base Chance to be used
Targetting Desire
33% Chance to Target Hero with Lowest HP %
33% Chance to Target Hero with Lowest
Stun Resist
33% Chance to Target Hero with Lowest
Blight Resist
Come Unto Your Maker
Free Action used during or at the End of the Round
Used Once if 4 Heroes are Present and Boss HP < 67%
Used Again if 3 Heroes are Present and Boss HP < 33%
Targetting Desire
Chosen by the Player
The
Heart of Darkness is a Size 4 Boss with 1 Action per Round that serves as the Fourth and Final Phase of your Battle against
The Ancestor.
It has High Speed alongside largely unremarkable Resistances, with only its Stun Resist Stat being decently High.
The Heart of Darkness ignores Stealth with 3 of its Attacks & Skills, with only Dissolution being unable to Target Stealthed Heroes.
The Heart of Darkness faces your Heroes alone, dishing out High HP and/or Stress Damage alongside Bleeding, Blighting, or Stunning them.
Know This is a High Accuracy Single Target Attack that deals a Large Amount of Stress Damage to a Hero in any Position.
This Attack is essentially guarenteed to Target the Most Stressed Hero.
This Attack deals 2 more Stress on Stygian/Bloodmoon Difficulty and Cannot Crit.
Puncture is a High Accuracy Decent Crit Chance Single Target Attack that deals High HP Damage and Decent Stress Damage in addition to inflicting Bleed to a Hero in any Position.
This Attack has a 50% Chance to Target the Hero with the Lowest HP % and a 50% Chance to Target the Hero with the Lowest Bleed Resist.
This Attack deals 2 more Stress on Stygian/Bloodmoon Difficulty in addition to inflicting 1 more Bleed per Round.
Dissolution is a High Accuracy Decent Crit Chance Single Target Attack that deals High HP Damage and Decent Stress Damage to a Hero in any Position.
It also inflicts a good bit of Blight on the Hero in addition to having a High Chance to Stun them.
This Attack has a 33% Chance to Target the Hero with the Lowest HP %, a 33% Chance to Target the Hero with the Lowest Blight Resist, and a 33% Chance to Target the Hero with the Lowest Stun Resist.
This Attack deals 2 more Stress on Stygian/Bloodmoon Difficulty in addition to inflicting 1 more Blight per Round.
It should be noted that all 3 mentioned Attacks have a 1 Round Cooldown, making them unable to be used 2 times in a row.
The Heart of Darkness is most known for its signature Attack, Come Unto Your Maker
When Come Unto Your Maker is used, the player is forced to Choose a Hero to be sacrificed, and the selected Hero will be Killed instantly.
This Attack is only used as a Free Action during or at the End of the Round if the HP Ratio requirements have been met.
The Attack is used if the Heart of Darkness has less than 67% of its Health Remaining and 4 Heroes are Present.
The Attack can also be used if the
Heart of Darkness has less than 33% of its
Health Remaining and 3 Heroes are Present.
The
Heart of Darkness is the Final obstacle blocking you and your Heroes from Victory, and it won't be giving up without putting up a fight.
Stuns are great for keeping the Heart of Darkness in check thanks to its Stun Resist Stat being not very High and the Boss only having 1 Action per Round.
When Choosing Heroes to sacrifice when the Boss uses Come Unto Your Maker, you need to consider the fact that you need to have at least 1 Damage Dealing Hero
(Preferrably one that has some Self Sustain) to get through the last 33% of the Heart of Darkness' HP.
Since the 2 Heroes remaining once Come Unto Your Maker has been used will be stuck at the Front 2 Positions, you should make sure said 2 Heroes can use the Skills and Attacks they need to from there.
In addition, you will likely want a Hero that can keep themselves and the other remaining Hero alive with Healing Skills.
Keeping a Hero who is able to reliably Stun the Heart of Darkness is also a good way to increase your odds of victory.
These things will need to be considered when you are choosing which Heroes to bring into the 4th Darkest Dungeon Mission.
It is possible to defeat the Boss with 4 Heroes remaining if you manage to deal enough Damage to instantly one shot the Boss before it can get to any of the HP thresholds where Come Unto Your Maker is used.
Unholy
Eldritch
105 / 126
8
1
1
0
0%
The Flesh Is Willing
The Clawing Dead
Six Feet Under
Unholy
Eldritch
158 / 190
9
1
1
8.75
0%
The Flesh Is Willing
The Clawing Dead
Six Feet Under
Unholy
Eldritch
215 / 258
10
1
1
22.5
0%
The Flesh Is Willing
The Clawing Dead
Six Feet Under
Prognostication
Rubble of Ruin
Eye On You
Fulminate
Unholy
158 / 190
1
1
1*
13.75
0%
Prognostication
Rubble of Ruin
Eye On You
Fulminate
Unholy
215 / 258
2
1
1*
27.5
0%
Prognostication
Rubble of Ruin
Eye On You
Fulminate
Into The Pot!
Meat Tenderizer
Season to Perfection
Taste the Stew
Human
99 / 119
6
2
2
13.75
0%
Into The Pot!
Meat Tenderizer
Season to Perfection
Taste the Stew
Human
135 / 162
7
2
2
27.5
0%
Into The Pot!
Meat Tenderizer
Season to Perfection
Taste the Stew
Ironwork
76 / 92
0
1
0*
0
20%
BOOOOOOOM!
MISFIRE!
Reinforcements!
Pounder Passive
Ironwork
114 / 137
1
1
0*
8.75
20%
BOOOOOOOM!
MISFIRE!
Reinforcements!
Pounder Passive
Ironwork
156 / 188
2
1
0*
22.5
25%
BOOOOOOOM!
MISFIRE!
Reinforcements!
Pounder Passive
Eldritch
Beast
75 / 90
7
2
3
40
0%
Peck
Caw
Call the Murder
Regurgitate
Shrieking Flight
Eldritch
Beast
113 / 136
8
2
3
48.75
0%
Peck
Caw
Call the Murder
Regurgitate
Shrieking Flight
Eldritch
Beast
154 / 185
9
2
3
62.5
0%
Peck
Caw
Call the Murder
Regurgitate
Shrieking Flight
Eldritch
Beast
154 / 185
9
2
3
62.5
0%
Peck
Caw
Call the Murder
Regurgitate
Shrieking Flight
Obliterate Body
Obliterate Masses
Enraged Destruction
Wild Flailing
Beast
198 / 238
1
3
1*
8.75
0%
Obliterate Body
Obliterate Masses
Enraged Destruction
Wild Flailing
Beast
271 / 326
2
3
1*
22.5
0%
Obliterate Body
Obliterate Masses
Enraged Destruction
Wild Flailing
Eldritch
119 / 143
5
2
2
12.5
0%
Song of Desire
High Tide
Pressure Crash
Devour
Eldritch
179 / 215
6
2
2
21.25
0%
Song of Desire
High Tide
Pressure Crash
Devour
Eldritch
244 / 293
7
2
2
35
0%
Song of Desire
High Tide
Pressure Crash
Devour
All Hands on Deck!
Mutiny
Drink with the Dead
Boarding Clutch
Unholy
150 / 180
4
3
2*
8.75
0%
All Hands on Deck!
Mutiny
Drink with the Dead
Boarding Clutch
Unholy
205 / 246
5
3
2*
22.5
0%
All Hands on Deck!
Mutiny
Drink with the Dead
Boarding Clutch
Human
Eldritch
70 / 84
5
1
1
0
0%
Collect Call
Show Collection
Life Steal
Human
Eldritch
98 / 118
6
1
1
8.75
0%
Collect Call
Show Collection
Life Steal
Human
Eldritch
137 / 165
7
1
1
21.25
0%
Collect Call
Show Collection
Life Steal
Obdurous Advancement
Undulating Withdrawal
Stentorious Lament
Eldritch
116 / 136
1
2
1
8.75
33%
Obdurous Advancement
Undulating Withdrawal
Stentorious Lament
Eldritch
158 / 190
2
2
1
22.5
33%
Obdurous Advancement
Undulating Withdrawal
Stentorious Lament
Eldritch
174 / 209
3
2
1
25
33%
Obdurous Advancement
Undulating Withdrawal
Stentorious Lament
Bloodsucker
109 / 131
7
1
2
10
10%
Swarming Corruption
Teeth Rake
Submerge
Lurking Fear
Apex Predator
Bloodsucker
164 / 197
8
1
2
18.75
10%
Swarming Corruption
Teeth Rake
Submerge
Lurking Fear
Apex Predator
Bloodsucker
223 / 268
9
1
2
32.5
10%
Swarming Corruption
Teeth Rake
Submerge
Lurking Fear
Apex Predator
Sentence Rendered
Righteous Condemnation
Holy Stake
Brand the Tainted
Strike the Heretic
Fury of the Righteous
Human
149 / 179
8
2
3
11.75
15%
Sentence Rendered
Righteous Condemnation
Holy Stake
Brand the Tainted
Strike the Heretic
Fury of the Righteous
Human
203 / 244
9
2
3
25.5
15%
Sentence Rendered
Righteous Condemnation
Holy Stake
Brand the Tainted
Strike the Heretic
Fury of the Righteous
Bloodsucker
233 / 280
10
1
3
21.75
10%
The Show Begins
The Second Act
The Third Act
Crowd Pleaser
Necessary Discipline
The Thirst (Baron)
Forced Enthusiasm
Guests of Honor
Bloodsucker
127 / 153
5
1
3
22.5
0%
Miserly Morsel
Square Meal
Ravenous Feast
Hungry Eyes
Viscount Riposte
Refined Pairing
Served Rare
Bloodsucker
400 / 480
4
4
3
25
30%
Flushed
Disrobe (Thirsty)
Sway With Me
Love Letter
Parasite Egg
Bloodsucker
400 / 480
1
4
1
0
10%
Momentary Overexertion
Metamorphosis
Bloodsucker
400 / 480
8
4
4
30
40%
Indecent Proposal
Courtship Renewed
Disrobe (Bloodlust)
The Thirst (Countess)
Throes of Ecstasy
Stonework
Eldritch
246 / 296
3
2
0*
0
50%
Hatred Beyond Time
Annihilating Glare
Eldritch
106 / 128
2
2
2*
5
0%
Return to the Stars
Low HP Buff
Phase Gnaw
Vorpal Strike
Paralysing Shard
Weakening Shard
Transfixing Shard
Eldritch
148 / 178
3
2
2*
13.75
0%
Return to the Stars
Low HP Buff
Phase Gnaw
Vorpal Strike
Paralysing Shard
Weakening Shard
Transfixing Shard
Eldritch
191 / 230
4
2
2*
25
0%
Return to the Stars
Low HP Buff
Phase Gnaw
Vorpal Strike
Paralysing Shard
Weakening Shard
Transfixing Shard
Poor Soul
143 / 172
5
2
2*
13.75
20%
The Reaping
The Harvest
The Master Beckons
Winter's Breath
Immortal Beloved
Poor Soul
191 / 230
6
2
2*
25
20%
The Reaping
The Harvest
The Master Beckons
Winter's Breath
Immortal Beloved
Seeds of Despair
Vile Focusing
Befouling Tint
Ceaseless Expansion
Slow the Sands
Blooming Chaos
The Sleeper Awakens
The Sleeper Stirs
Human
160 / 240
4
1
2*
20/ 25
0%
Bombs Away
Time's Up!
Get Them!
Tower Shield
Warcry
Eldritch
162 / 195
2
3
2
23.75
33%
147.5%
107.5%
98%
67.5%
87.5%
No
Lacerate
Echoing Disassembly
Undulations
Eldritch
Beast
137 / 165
5
2
2
26.25
0%
97.5%
97.5%
73%
67.5%
67.5%
No
Torment
Stinger Stab
Body Slam
Revelation
Eldritch
Beast
105 / 126
6
2
2
28.75
0%
97.5%
97.5%
98%
67.5%
67.5%
No
Torment
Stinger Shot
Doomsday
Revelation
Eldritch
Beast
158 / 190
3
3
2
23.75
25%
97.5%
87.5%
73%
67.5%
67.5%
Yes
Bulging Gaze
Digestion
Revivify
Summon
Eldritch
Human
5 / 6
12
1
1
23.75
100%
122.5%
247.5%
73%
247.5%
72.5%
Yes
Perfect Replication
Imperfect Reproduction
Sporadic Reproduction
Time Heals All
Eldritch
Human
252 / 303
10
1
1
15.75
0%
72.5%
67.5%
0%
77.5%
67.5%
Partly
Refashion Them
Unmake Them All
Embrace Futility
Eldritch
189 / 227
2
4
1
23.75
0%
72.5%
87.5%
73%
67.5%
67.5%
Yes
Dispersion
Gestating Heart Heal
Ascension
Gestating Heart Death
Cosmic
252 / 303
10
4
1
23.75
0%
87.5%
47.5%
88%
47.5%
67.5%
Partly
Come Unto Your Maker
Know This
Puncture
Dissolution

Lifelink
Sycophant (Bloodlust)
Esquire (Bloodlust)
Sycophant
Esquire
Unholy
8 / 10
1
Yes
Yes
1
1
0
0%
Bump In the Night
Tic-Toc
Unholy
11 / 14
2
Yes
Yes
1
1
8.75
0%
Bump In the Night
Tic-Toc
Unholy
10 / 12
2
Yes
Yes
1
1
0
15%
Graveyard Slash
Graveyard Stumble
Unholy
14 / 17
3
Yes
Yes
1
1
8.75
25%
Graveyard Slash
Graveyard Stumble
Unholy
20 / 24
4
Yes
Yes
1
1
21.25
25%
Graveyard Slash
Graveyard Stumble
Unholy
21 / 26
1
Yes
Yes
1
1
8.75
45%
Axeblade
Dead Weight
Clumsy Axeblade
Foul Warding
Unholy
29 / 35
2
Yes
Yes
1
1
21.25
45%
Axeblade
Dead Weight
Clumsy Axeblade
Foul Warding
Unholy
68 / 82
2
Yes
Yes
2
1
21.25
33%
Crushing Blow
Ground Pound
Carpentry
25 / 30
0
No
Yes
1
0
0
0%
Carpentry
38 / 46
1
No
Yes
1
0
8.75
0%
Carpentry
51 / 62
2
No
Yes
1
0
22.5
0%
Carpentry
40 / 48
0
No
Yes
1
0
0
0%
Carpentry
60 / 72
1
No
Yes
1
0
8.75
0%
Carpentry
82 / 99
2
No
Yes
1
0
22.5
0%
Carpentry
55 / 66
0
No
Yes
1
0
0
0%
Carpentry
83 / 100
1
No
Yes
1
0
8.75
0%
Carpentry
113 / 136
2
No
Yes
1
0
22.5
0%
Crockery
100 / 120
0
No
Yes
2
0
0
100%
Crockery
150 / 180
1
No
Yes
2
0
10
100%
Crockery
205 / 246
2
No
Yes
2
0
20
100%
Crockery
14 / 17
0
No
Yes
2
0
0
0%
Cauldron Passive
Crockery
21 / 26
1
No
Yes
2
0
8.75
0%
Cauldron Passive
Crockery
29 / 35
2
No
Yes
2
0
22.5
0%
Cauldron Passive
Human
8 / 10
-20
No
Yes
1
1
12.5
0%
Fire in the Hole!
Hot Shot
Human
12 / 15
-19
No
Yes
1
1
21.25
0%
Fire in the Hole!
Hot Shot
Human
16 / 20
-18
No
Yes
1
1
35
0%
Fire in the Hole!
Hot Shot
Human
12 / 15
3
Yes
Yes
1
1
2.5
15%
Slice and Dice
Uppercut Slice
Shank
Harmless Poke
Human
17 / 21
4
Yes
Yes
1
1
11.25
25%
Slice and Dice
Uppercut Slice
Shank
Harmless Poke
Human
23 / 28
5
Yes
Yes
1
1
23.75
25%
Slice and Dice
Uppercut Slice
Shank
Harmless Poke
Human
12 / 15
6
Yes
Yes
1
1
2.5
0%
Blanket Fire
Rushed Shot
Human
17 / 21
7
Yes
Yes
1
1
11.25
0%
Blanket Fire
Rushed Shot
Human
23 / 28
8
Yes
Yes
1
1
23.75
0%
Blanket Fire
Rushed Shot
Human
49 / 59
2
Yes
Yes
2
1
8.75
0%
Rain of Whips
Punishment
Point Blank Shot
Human
68 / 82
3
Yes
Yes
2
1
21.25
0%
Rain of Whips
Punishment
Point Blank Shot
Thatchery
60 / 72
0
No
Yes
2
0
0
0%
Thatchery
90 / 108
0
No
Yes
2
0
0
0%
Thatchery
123 / 148
0
No
Yes
2
0
0
0%
Beast
17 / 21
20
No
No
1
1
15
0%
Squeal
End This One
End These Two
Bit'o Squeal
Beast
26 / 32
21
No
No
1
2
23.75
0%
Squeal
End This One
End These Two
Bit'o Squeal
Beast
35 / 42
22
No
No
1
2
37.5
0%
Squeal
End This One
End These Two
Bit'o Squeal
Eldritch
10 / 12
7
Yes
Yes
1
1
12.5
0%
Shocker
Salty Gouge
Eldritch
14 / 17
8
Yes
Yes
1
1
21.25
0%
Shocker
Salty Gouge
Eldritch
20 / 24
9
Yes
Yes
1
1
33.75
0%
Shocker
Salty Gouge
Eldritch
14 / 17
6
Yes
Yes
1
1
5
0%
Seaward Slash
Spearfishing
Eldritch
20 / 24
7
Yes
Yes
1
1
13.75
0%
Seaward Slash
Spearfishing
Eldritch
27 / 33
8
Yes
Yes
1
1
26.25
0%
Seaward Slash
Spearfishing
Eldritch
25 / 30
0
Yes
Yes
1
1
0
33%
Octocestus
Barnacle Barrier
Eldritch
35 / 42
1
Yes
Yes
1
1
8.75
50%
Octocestus
Barnacle Barrier
Eldritch
49 / 59
2
Yes
Yes
1
1
21.25
50%
Octocestus
Barnacle Barrier
Unholy
14 / 17
0
No
Yes
1
1*
0
0%
Heave to!
Innate Self Buff
Chained Passive
Unholy
21 / 26
1
No
Yes
1
1*
8.75
0%
Heave to!
Innate Self Buff
Chained Passive
Unholy
29 / 35
2
No
Yes
1
1*
22.5
0%
Heave to!
Innate Self Buff
Chained Passive
Eldritch
16 / 20
3
No
Yes
1
1
7.5
0%
Headhunt
Eldritch
22 / 27
4
No
Yes
1
1
16.25
0%
Headhunt
Eldritch
31 / 38
5
No
Yes
1
1
28.75
0%
Headhunt
Eldritch
16 / 20
3
No
Yes
1
1
7.5
0%
Head Games
Head Knocker
Eldritch
22 / 27
4
No
Yes
1
1
16.25
0%
Head Games
Head Knocker
Eldritch
31 / 38
5
No
Yes
1
1
28.75
0%
Head Games
Head Knocker
Eldritch
16 / 20
3
No
Yes
1
1
7.5
0%
Headstrong
Headache
Head Rush
Eldritch
22 / 27
4
No
Yes
1
1
16.25
0%
Headstrong
Headache
Head Rush
Eldritch
31 / 38
5
No
Yes
1
1
28.75
0%
Headstrong
Headache
Head Rush
Eldritch
9 / 11
10
No
No
1
1
17.5
0%
Clapperclaw
Eldritch
12 / 15
11
No
No
1
1
26.25
0%
Clapperclaw
Eldritch
16 / 20
12
No
No
1
1
40
0%
Clapperclaw
Eldritch
18 / 22
13
No
No
1
1
42.5
0%
Clapperclaw
Vegetation
100 / 120
0
No
Yes
1
0
200
200%
Vegetation
150 / 180
0
No
Yes
1
0
208.75
200%
Vegetation
205 / 246
0
No
Yes
1
0
222.5
200%
Vegetation
100 / 120
0
No
Yes
1
0
200
200%
Vegetation
150 / 180
0
No
Yes
1
0
208.75
200%
Vegetation
205 / 246
0
No
Yes
1
0
222.5
200%
Unholy
Wood
70 / 84
0
No
Yes
2
0
0
0%
Unholy
Wood
105 / 126
0
No
Yes
2
0
0
0%
Unholy
Wood
144 / 173
0
No
Yes
2
0
0
0%
Unholy
Wood
18 / 22
0
No
Yes
2
0
0
0%
Pyre Passive
Unholy
Wood
27 / 33
0
No
Yes
2
0
0
0%
Pyre Passive
Unholy
Wood
37 / 45
0
No
Yes
2
0
0
0%
Pyre Passive
Eldritch
Bloodsucker
1
0
No
Yes
1
0
0
0%
Pulsating Eggs Passive
Bloodsucker
17 / 21
2
Yes
Yes
1
1
8.75
20%
Gather the Blood
Predigestion
Bloodsucker
29 / 35
1
Yes
Yes
1
1
8.75
30%
Buried Blast
Subterranean Skewer
Bloodsucker
17 / 21
11
No
Yes
1
1
18.75
0%
Maddening Whine
The Thirst (Sycophant Thirsty)
Deafening Whine
Bombing Run
The Thirst (Sycophant Bloodlust)
Bloodsucker
22 / 27
3
Yes
Yes
1
1
12.75
0%
Rib Cracker
Skewering Repartee
The Thirst (Esquire Thirsty)
Esquire Riposte
Needling Execration
Piercing Foreleg
The Thirst (Esquire Bloodlust)
Stonework
Eldritch
62 / 75
0
No
Yes
1
1
0
40%
Feed the Soil
Stonework
Eldritch
72 / 87
0
No
Yes
1
1
0
60%
Skyward Shield
Plummeting Doom
Shield Passive
Unstable Resonance
Explosive Undoing
Crystal Heal
Unstable Resonance
Explosive Undoing
Crystal Heal
Unstable Resonance
Explosive Undoing
Crystal Heal
Husk
Human
17 / 21
3
Yes
Yes
1
1
16.75
0%
Sow the Seeds
Pause from Labor
Ceaseless Labor
Farmhand Riposte
Husk
Human
22 / 27
4
Yes
Yes
1
1
28
0%
Sow the Seeds
Pause from Labor
Ceaseless Labor
Farmhand Riposte
Husk
Human
25 / 30
2
Yes
Yes
1
1
0
35%
Hollow Keening
The Soil Thaws
Frozen Farmhand Passive
Husk
Human
35 / 42
3
Yes
Yes
1
1
0
0%
Hollow Keening
The Soil Thaws
Frozen Farmhand Passive
Husk
17 / 21
7
Yes
Yes
1
1
23.75
0%
Haunting Revelation
Flail The Crops
Husk
22 / 27
8
Yes
Yes
1
1
35
0%
Haunting Revelation
Flail The Crops
Roots
Shard of Growth
Husk
8 / 10
2
No
Yes
1
1
8.75
45%
Reality Bend
Permanent Riposte
Husk
11 / 14
3
No
Yes
1
1
20
45%
Reality Bend
Permanent Riposte
Husk
25 / 30
4
No
Yes
1
0
0
10%
Husk
25 / 30
3
No
Yes
1
0
0
15%
Husk
30 / 36
5
No
Yes
1
1
0
20%
Traumatic Aberration
Temporal Aberration
Unstable Aberration
Pestilential Aberration
Carpentry
25 / 30
0
No
Yes
1
0
0
0%
Bomb Barrel Riposte
Human
25 / 30
5
Yes
Yes
1
1
26.25
25%
72.5%
67.5%
73%
67.5%
62.5%
No
Slice and Dice
Uppercut Slice
Shank
Harmless Poke
Eldritch
Beast
38 / 46
7
Yes
No
1
1
23.75
0%
72.5%
57.5%
73%
107.5%
67.5%
No
Death Lash
The Finger
Eldritch
42 / 51
10
Yes
No
1
1
13.75
0%
97.5%
77.5%
148%
197.5%
47.5%
No
Grand Guard
Bolster
Ritualic Restoration
Unbearable Tremors
Eldritch
Beast
34 / 41
9
Yes
No
1
1
28.75
0%
72.5%
77.5%
73%
67.5%
67.5%
No
Gnash
Nibble
Fetch
Eldritch
Beast
25 / 30
12
Yes
No
1
1
33.75
0%
72.5%
87.5%
73%
67.5%
67.5%
No
Venomous Phlegm
Violent Hack
Banish
Eldritch
Beast
25 / 30
8
No
No
1
1
38.75
0%
72.5%
67.5%
73%
87.5%
67.5%
No
Reconstitute
Teleport
Displace
Eldritch
Human
36 / 44
9
No
Yes
1
1
17.75
0%
72.5%
57.5%
73%
67.5%
57.5%
No
Reunion
We Are the Same (Perfect)
Eldritch
Human
29 / 35
4
No
Yes
1
1
16.75
0%
72.5%
57.5%
58%
57.5%
57.5%
No
It Chooses
We Are the Same (Imperfect)
Imperfect Reflection Death
Cosmic
999 / 1199
0
No
Yes
1
0
999
0%
1000%
1000%
1000%
1000%
1000%
No
Necromancer's Collar
Trophy
+20% DMG vs Unholy
+8% CRIT vs Unholy
Prophet's Eye
Trophy
+15 ACC if in position 4
+3 SPD if in position 4
-15% Stress if in position 4
Hag's Ladle
Trophy
+30% Blight Skill Chance
+40% Blight Resist
+40% Disease Resist
Fuseman's Matchstick
Trophy
+2 SPD
+10% DMG Ranged Skills
+6% CRIT Ranged Skills
Callous Talon
Shrieker
+7% CRIT
+33% Disease Resist if Torch below 75
+33% Bleed Skill Chance if Torch below 50
+15% Stress
Distended Crowseye
Shrieker
+10 ACC
+33% Disease Resist if Torch below 75
+15% Scouting Chance if Torch below 50
+15% Stress
Molted Tailfeather
Shrieker
+4 SPD
+33% Disease Resist if Torch below 75
+33% Stun Resist if Torch below 50
+15% Stress
Molted Wingfeather
Shrieker
+10 DODGE
+33% Disease Resist if Torch below 75
+33% Move Resist if Torch below 50
+15% Stress
Wilbur's Flag
Trophy
+50% Stun Resist
+10 DODGE
Flesh's Heart
Trophy
+50% Bleed Resist
+15% MAX HP
Siren's Conch
Trophy
+50% Debuff Resist
-20% Stress
Crew's Bell
Trophy
+50% Move Resist
+20% Healing Received
Dismas' Head
Very Rare
+25% DMG
-10% MAX HP
+20% Stress
Barristan's Head
Very Rare
+25% PROT
+20% Stress
Junia's Head
Very Rare
+30% Healing Skills
+20% Stress
Ancestor's Map
Ancestral
+25% Trap Disarm Chance
+25% Scouting Chance
+10% Stress
Ancestor's Bottle
Ancestral
+25% MAX HP
+50% Food Consumed
+10% Stress
Ancestor's Candle
Ancestral
+15% DMG if Torch above 50
+2 SPD if Torch above 50
+5 DODGE if Torch above 50
+10% Stress
Ancestor's Tentacle Idol
Ancestral
+20% Virtue Chance
+8% Death Blow Resist
Ancestor's Scroll
Ancestral
+25% Healing Skills
+25% Stress Skills
+10% Stress
Baron's Lash
Trophy
+75% Debuff Resist if has Crimson Curse
+4 SPD if has Crimson Curse
-10% Stun Resist if has Crimson Curse
Viscount's Spices
Trophy
+5% CRIT if has Crimson Curse
+100% Healing when Eating if has Crimson Curse
+100% Food Consumed if has Crimson Curse
Countess' Fan
Trophy
+50% Healing Received if has Crimson Curse
-25% Bleed Resist if has Crimson Curse
Thing's Mesmerizing Eye
Thing
+4% CRIT if HP above 41%
+8% CRIT if HP below 40%
Obtained by killing a Thing From the Stars (6.7% > Chance)
Crystalline Fang
Thing
+10% Stun Skill Chance if HP above 40%
+40% Stun Skill Chance if HP below 41%
Obtained by killing a Thing From the Stars (6.7% > Chance)
Phase Shifting Hide
Thing
-15% Stress if HP above 41%
-50% Stress if HP below 40%
Obtained by killing a Thing From the Stars (6.7% > Chance)
Prismatic Heart Crystal
Thing
+35% Blight Skill Chance vs Thing
+35% Bleed Skill Chance vs Thing
+12% CRIT vs Thing
Obtained by killing a Thing From the Stars (6.7% > Chance)
Vvulf's Tassle
Trophy
+20% DMG vs Marked
+10 ACC vs Marked
+5% CRIT vs Size 2 or Above
Ancestor's Map
Ancestral
+25% Trap Disarm Chance
+25% Scouting Chance
+10% Stress
Ancestor's Bottle
Ancestral
+25% MAX HP
+50% Food Consumed
+10% Stress
Ancestor's Candle
Ancestral
+15% DMG if Torch above 50
+2 SPD if Torch above 50
+5 DODGE if Torch above 50
+10% Stress
Ancestor's Tentacle Idol
Ancestral
+20% Virtue Chance
+8% Death Blow Resist
Ancestor's Scroll
Ancestral
+25% Healing Skills
+25% Stress Skills
+10% Stress
The Flesh Is Willing
Melee
Back 1
ACC : 102.5 / CRIT : 6% / DMG : 4-8
Summon 1 Skeleton
The Clawing Dead
Ranged
Back 1
ACC : 102.5 / CRIT : 6% / DMG : 3-5
Summon 1 Skeleton
Six Feet Under
Ranged
Back 1
ACC : 102.5 / Cannot CRIT / DMG : 0
Summon 1 Skeleton
Stress +15
The Flesh Is Willing
Melee
Back 1
ACC : 108.75 / CRIT : 12% / DMG : 5-11
Summon 1 Skeleton
The Clawing Dead
Ranged
Back 1
ACC : 108.75 / CRIT : 12% / DMG : 4-7
Summon 1 Skeleton
Six Feet Under
Ranged
Back 1
ACC : 108.75 / Cannot CRIT / DMG : 0
Summon 1 Skeleton
Stress +15
The Flesh Is Willing
Melee
Back 1
ACC : 122.5 / CRIT : 14% / DMG : 7-15
Summon 1 Skeleton
The Clawing Dead
Ranged
Back 1
ACC : 122.5 / CRIT : 14% / DMG : 5-10
Summon 1 Skeleton
Six Feet Under
Ranged
Back 1
ACC : 122.5 / Cannot CRIT / DMG : 0
Summon 1 Skeleton
Stress +15
Prognostication
Ranged Free Action (Round Start)
ACC : 202.5 / Cannot CRIT / DMG : 0
Mark Target Ranks
Rubble of Ruin
Ranged Free Action (Round End)
ACC : 82.5 / Cannot CRIT / DMG : 11-23
Targets the
Marked Ranks
Eye On You
Ranged
ACC : 92.5 / CRIT: 2% / DMG : 1
Stun (100% Base) Stress +11
Fulminate
Ranged
ACC : 82.5 / CRIT: 6% / DMG : 1
Blight (100% Base) 1pt/rd for 2rds
Prognostication
Ranged Free Action (Round Start)
ACC : 208.75 / Cannot CRIT / DMG : 0
Mark Target Ranks
Rubble of Ruin
Ranged Free Action (Round End)
ACC : 88.75 / Cannot CRIT / DMG : 15-31
Targets the
Marked Ranks
Eye On You
Ranged
ACC : 98.75 / CRIT: 6% / DMG : 1-2
Stun (120% Base) Stress +11
Fulminate
Ranged
ACC : 88.75 / CRIT: 12% / DMG : 1-2
Blight (120% Base) 2pts/rd for 2rds
Prognostication
Ranged Free Action (Round Start)
ACC : 222.5 / Cannot CRIT / DMG : 0
Mark Target Ranks
Rubble of Ruin
Ranged Free Action (Round End)
ACC : 102.5 / Cannot CRIT / DMG : 21-42
Targets the
Marked Ranks
Eye On You
Ranged
ACC : 112.5 / CRIT: 9% / DMG : 1-3
Stun (140% Base) Stress +11
Fulminate
Ranged
ACC : 102.5 / CRIT: 14% / DMG : 1-3
Blight (140% Base) 3pts/rd for 2rds
Into The Pot!
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 0
Traps Hero in Cauldron
Heroes trapped inside the Cauldron suffer 8.75% HP DMG
Whenever the Hag or any Hero takes an action.
Into The Pot!
Ranged
ACC : 108.75 / Cannot CRIT / DMG : 0
Traps Hero in Cauldron
Heroes trapped inside the Cauldron suffer 8.75% HP DMG
Whenever the Hag or any Hero takes an action.
Into The Pot!
Ranged
ACC : 122.5 / Cannot CRIT / DMG : 0
Traps Hero in Cauldron
Heroes trapped inside the Cauldron suffer 8.75% HP DMG
Whenever the Hag or any Hero takes an action.
Meat Tenderizer
Melee
ACC : 87.5 / 6% / DMG : 2-4
Season to Perfection
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 1
Debuff Target: -10 ACC (4 rds)
(100% Base) -25% DMG (4 rds)
(100% Base) Stress +10
Taste the Stew
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 1
Target Hero:
Stress +10
Self:
Heal 6
Meat Tenderizer
Melee
ACC : 93.75 / CRIT: 12% / DMG : 3-5
Season to Perfection
Ranged
ACC : 108.75 / Cannot CRIT / DMG : 1-2
Debuff Target: -10 ACC (4 rds)
(120% Base) -25% DMG (4 rds)
(120% Base) Stress +10
Taste the Stew
Ranged
ACC : 108.75 / Cannot CRIT / DMG : 2
Target Hero:
Stress +10
Self:
Heal 10
Meat Tenderizer
Melee
ACC : 107.5 / CRIT: 14% / DMG : 4-7
Season to Perfection
Ranged
ACC : 122.5 / Cannot CRIT / DMG : 1-3
Debuff Target: -10 ACC (4 rds)
(140% Base) -25% DMG (4 rds)
(140% Base) Stress +10
Taste the Stew
Ranged
ACC : 122.5 / Cannot CRIT / DMG : 2
Target Hero:
Stress +10
Self:
Heal 14
Pounder Passive
Buff
25% Damage Resistance
Reinforcements!
Free Action (Round Start)
Summon Brigand Fuseman
Summon Brigands (55% Chance)
BOOOOOOOM!
Ranged
ACC : 82.5 / Cannot CRIT / DMG : 9-27
Stress +15
MISFIRE!
Ranged
ACC : 0 / Cannot CRIT / DMG : 0
Stress -10
Reinforcements!
Free Action (Round Start)
Summon Brigand Fuseman
Summon Brigands (60% Chance)
BOOOOOOOM!
Ranged
ACC : 88.75 / Cannot CRIT / DMG : 12-37
Stress +15
MISFIRE!
Ranged
ACC : 0 / Cannot CRIT / DMG : 0
Stress -10
Reinforcements!
Free Action (Round Start)
Summon Brigand Fuseman
Summon Brigands (67% Chance)
BOOOOOOOM!
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 17-50
Stress +15
MISFIRE!
Ranged
ACC : 0 / Cannot CRIT / DMG : 0
Stress -10
Peck
Melee
Forward 4
ACC : 87.5 / CRIT : 16% / DMG : 6-10
Bleed (100% Base) 2pts/rd for 3 rds
Caw
Ranged
ACC : 87.5 / CRIT : 2% / DMG : 1
Stress + 20
Call the Murder
Ranged
Back 4
ACC : 87.5 / CRIT : 2% / DMG : 1
Stress +12 (70% Chance)
Buff Self: +6 SPD (3 rds)
Regurgitate
Ranged
ACC : 87.5 / CRIT : 2% / DMG : 1
Debuff Target: -15 ACC (3 rds)
(100% Base) Disease (Any) (15% Chance)
Shrieking Flight
Ranged
ACC : 135.5 / CRIT : 2% / DMG : 1
Escapes from Battle
Stress +40
Cannot be
Riposted
Peck
Melee
Forward 4
ACC : 93.75 / CRIT : 22% / DMG : 9-13
Bleed (120% Base) 3pts/rd for 3 rds
Caw
Ranged
ACC : 93.75 / CRIT : 6% / DMG : 2
Stress + 23
Call the Murder
Ranged
Back 4
ACC : 93.75 / CRIT : 6% / DMG : 2
Stress +14 (70% Chance)
Buff Self: +7 SPD (3 rds)
Regurgitate
Ranged
ACC : 93.75 / CRIT : 6% / DMG : 2
Debuff Target: -15 ACC (3 rds)
(120% Base) Disease (Any) (15% Chance)
Shrieking Flight
Ranged
ACC : 141.75 / CRIT : 6% / DMG : 2
Escapes from Battle
Stress +45
Cannot be
Riposted
Peck
Melee
Forward 4
ACC : 107.5 / CRIT : 24% / DMG : 12-18
Bleed (140% Base) 4pts/rd for 3 rds
Caw
Ranged
ACC : 107.5 / CRIT : 9% / DMG : 2
Stress + 23
Call the Murder
Ranged
Back 4
ACC : 107.5 / CRIT : 9% / DMG : 2
Stress +16 (70% Chance)
Buff Self: +8 SPD (3 rds)
Regurgitate
Ranged
ACC : 107.5 / CRIT : 9% / DMG : 2
Debuff Target: -15 ACC (3 rds)
(140% Base) Disease (Any) (15% Chance)
Shrieking Flight
Ranged
ACC : 155.5 / CRIT : 9% / DMG : 2
Escapes from Battle
Stress +50
Cannot be
Riposted
Peck
Melee
Forward 4
ACC : 110 / CRIT : 20% / DMG : 12-18
Bleed (140% Base) 4pts/rd for 3 rds
Caw
Ranged
ACC : 110 / CRIT : 6% / DMG : 2
Stress + 23
Call the Murder
Ranged
Back 4
ACC : 110 / CRIT : 6% / DMG : 2
Stress +16 (70% Chance)
Buff Self: +8 SPD (3 rds)
Regurgitate
Ranged
ACC : 110 / CRIT : 6% / DMG : 2
Debuff Target: -15 ACC (3 rds)
(140% Base) Disease (Any) (15% Chance)
Shrieking Flight
Ranged
ACC : 158 / CRIT : 6% / DMG : 2
Escapes from Battle
Stress +15
Cannot be
Riposted
Obliterate Body
Melee
ACC : 102.5 / CRIT : 12% / DMG : 5-9
+100% DMG vs
Marked Clears
Mark on Hit if Target is
Marked
Obliterate Masses
Melee
ACC : 102.5 / CRIT : 12% / DMG : 3-7
+100% DMG vs
Marked Clears
Mark on Hit if Target is
Marked
Enraged Destruction
Melee
ACC : 92.5 / CRIT : 6% / DMG : 5-9
Used as a
Free Action if Wilbur takes non
Riposte Direct Damage
Is used as its only action every round if Wilbur is Dead
Stun (100% Base)
Wild Flailing
Melee
ACC : 72.5 / CRIT : 12% / DMG : 5-9
Obliterate Body
Melee
ACC : 108.75 / CRIT : 16% / DMG : 6-13
+100% DMG vs
Marked Clears
Mark on Hit if Target is
Marked
Obliterate Masses
Melee
ACC : 108.75 / CRIT : 16% / DMG : 5-9
+100% DMG vs
Marked Clears
Mark on Hit if Target is
Marked
Enraged Destruction
Melee
ACC : 98.75 / CRIT : 12% / DMG : 6-13
Used as a
Free Action if Wilbur takes non
Riposte Direct Damage
Is used as its only action every round if Wilbur is Dead
Stun (120% Base)
Wild Flailing
Melee
ACC : 78.75 / CRIT : 16% / DMG : 6-13
Obliterate Body
Melee
ACC : 122.5 / CRIT : 19% / DMG : 9-17
+100% DMG vs
Marked Clears
Mark on Hit if Target is
Marked
Obliterate Masses
Melee
ACC : 122.5 / CRIT : 19% / DMG : 6-13
+100% DMG vs
Marked Clears
Mark on Hit if Target is
Marked
Enraged Destruction
Melee
ACC : 112.5 / CRIT : 14% / DMG : 9-17
Used as a
Free Action if Wilbur takes non
Riposte Direct Damage
Is used as its only action every round if Wilbur is Dead
Stun (140% Base)
Wild Flailing
Melee
ACC : 92.5 / CRIT : 19% / DMG : 9-17
Maws of Life
Melee
ACC : 92.5 / CRIT : 2% / DMG : 6-12
Bleed (100% Base) 2pts/rd for 3 rds
Bone Zephyr
Melee
ACC : 82.5 / CRIT : 1% / DMG : 2-4
Stun (100% Base)
Sanguine Stroke
Support
Heal 4-8
Undulating Invasion
Melee
ACC : 92.5 / CRIT : 6% / DMG : 5-9
Blight (100% Base) 2pts/rd for 3 rds
Maws of Life
Melee
ACC : 98.75 / CRIT : 6% / DMG : 8-16
Bleed (120% Base) 3pts/rd for 3 rds
Bone Zephyr
Melee
ACC : 88.75 / CRIT : 1% / DMG : 3-5
Stun (110% Base)
Sanguine Stroke
Support
Heal 5-10
Undulating Invasion
Melee
ACC : 98.75 / CRIT : 12% / DMG : 6-13
Blight (120% Base) 3pts/rd for 3 rds
Maws of Life
Melee
ACC : 112.5 / CRIT : 9% / DMG : 11-22
Bleed (140% Base) 4pts/rd for 3 rds
Bone Zephyr
Melee
ACC : 102.5 / CRIT : 1% / DMG : 4-7
Stun (120% Base)
Sanguine Stroke
Support
Heal 6-12
Undulating Invasion
Melee
ACC : 112.5 / CRIT : 14% / DMG : 9-17
Blight (140% Base) 4pts/rd for 3 rds
High Tide
Support
Summon Aquatic Monster
Deep Stinger (25% Chance)
Pelagic Grouper (25% Chance)
Pelagic Guardian (50% Chance)
Song of Desire
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 0
Take Control of Target (2 Rounds) (70% Chance)
Controlled Hero:
Stress +10 (On their turn)
On Control Release at End of Round: Return at Position 4
Pressure Crash
Ranged
ACC : 82.5 / Cannot CRIT / DMG : 1
Stress +10
Devour
Ranged
ACC : 82.5 / CRIT : 2% / DMG : 1
Bleed (100% Base) 1pt/rd for 3 rds
Song of Desire
Ranged
ACC : 108.75 / Cannot CRIT / DMG : 0
Take Control of Target (2 Rounds) (70% Chance)
Controlled Hero:
Stress +10 (On their turn)
On Control Release at End of Round: Return at Position 4
Pressure Crash
Ranged
ACC : 88.75 / Cannot CRIT / DMG : 1-2
Stress +10
Devour
Ranged
ACC : 88.75 / CRIT : 6% / DMG : 1-2
Bleed (120% Base) 2pts/rd for 3 rds
Song of Desire
Ranged
ACC : 122.5 / Cannot CRIT / DMG : 0
Take Control of Target (2 Rounds) (70% Chance)
Controlled Hero:
Stress +10 (On their turn)
On Control Release at End of Round: Return at Position 4
Pressure Crash
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 1-3
Stress +10
Devour
Ranged
ACC : 102.5 / CRIT : 9% / DMG : 1-3
Bleed (140% Base) 3pts/rd for 3 rds
All Hands on Deck!
Melee Free Action(Round Start)
ACC : 102.5 / Cannot CRIT / DMG : 0
Summon 1 Drowned Anchorman
Pull 3
(100% Base)
Mutiny
Ranged
ACC : 82.5 / Cannot CRIT / DMG : 1
Debuff Target: -10% CRIT (4 rds)
(100% Base) -33% DMG (4 rds)
(100% Base)
Drink with the Dead
Ranged
ACC : 82.5 / Cannot CRIT / DMG : 1
Stress +10
Boarding Clutch
Ranged
ACC : 82.5 / CRIT : 2% / DMG : 3-7
Bleed (100% Base) 2pts/rd for 3 rds
All Hands on Deck!
Melee Free Action(Round Start)
ACC : 108.75 / Cannot CRIT / DMG : 0
Summon 1 Drowned Anchorman
Pull 3
(120% Base)
Mutiny
Ranged
ACC : 88.75 / Cannot CRIT / DMG : 1-2
Debuff Target: -10% CRIT (4 rds)
(120% Base) -33% DMG (4 rds)
(120% Base)
Drink with the Dead
Ranged
ACC : 88.75 / Cannot CRIT / DMG : 1-2
Stress +10
Boarding Clutch
Ranged
ACC : 88.75 / CRIT : 6% / DMG : 5-9
Bleed (120% Base) 3pts/rd for 3 rds
All Hands on Deck!
Melee Free Action(Round Start)
ACC : 122.5 / Cannot CRIT / DMG : 0
Summon 1 Drowned Anchorman
Pull 3
(140% Base)
Mutiny
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 1-3
Debuff Target: -10% CRIT (4 rds)
(140% Base) -33% DMG (4 rds)
(140% Base)
Drink with the Dead
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 1-3
Stress +10
Boarding Clutch
Ranged
ACC : 102.5 / CRIT : 9% / DMG : 6-13
Bleed (140% Base) 4pts/rd for 3 rds
Collect Call
Support
Summon 1 Collected Highwayman in Position 1 if less than 2 are Present
Summon 2 Random Collected in Position 1
Show Collection
Melee
ACC : 92.5 / Cannot CRIT / DMG : 1
Stress +10 (80% Chance)
Life Steal
Ranged
ACC : 82.5 / CRIT : 16% / DMG : 3-7
Bleed (100% Base) 2pts/rd for 3 rds
Mark Target (2 rds)
Self:
Heal 10
Show Collection
Melee
ACC : 98.75 / Cannot CRIT / DMG : 1-2
Stress +10 (80% Chance)
Life Steal
Ranged
ACC : 88.75 / CRIT : 22% / DMG : 5-9
Bleed (110% Base) 2pts/rd for 3 rds
Mark Target (2 rds)
Self:
Heal 14
Show Collection
Melee
ACC : 112.5 / Cannot CRIT / DMG : 1-3
Stress +10 (80% Chance)
Life Steal
Ranged
ACC : 102.5 / CRIT : 24% / DMG : 6-13
Bleed (120% Base) 3pts/rd for 3 rds
Mark Target (2 rds)
Self:
Heal 18
Obdurous Advancement
Melee
Forward 1
ACC : 82.5 / CRIT : 2% / DMG : 1
Bleed (100% Base) 2pts/rd for 3 rds
Summon Shambler Tentacles in Front until All Ranks are Occupied
Undulating Withdrawal
Ranged
Back 1
ACC : 82.5 / CRIT : 2% / DMG : 1
Blight (100% Base) 2pts/rd for 3 rds
Summon Shambler Tentacles in Front until All Ranks are Occupied
Stentorious Lament
Ranged
ACC : 82.5 / CRIT : 2% / DMG : 1
Stress +10
Shuffle Party
(80% Base)
Obdurous Advancement
Melee
Forward 1
ACC : 88.75 / CRIT : 6% / DMG : 1-2
Bleed (120% Base) 3pts/rd for 3 rds
Summon Shambler Tentacles in Front until All Ranks are Occupied
Undulating Withdrawal
Ranged
Back 1
ACC : 88.75 / CRIT : 6% / DMG : 1-2
Blight (120% Base) 3pts/rd for 3 rds
Summon Shambler Tentacles in Front until All Ranks are Occupied
Stentorious Lament
Ranged
ACC : 92.5 / CRIT : 6% / DMG : 1-2
Stress +10
Shuffle Party
(90% Base)
Obdurous Advancement
Melee
Forward 1
ACC : 102.5 / CRIT : 9% / DMG : 1-3
Bleed (140% Base) 4pts/rd for 3 rds
Summon Shambler Tentacles in Front until All Ranks are Occupied
Undulating Withdrawal
Ranged
Back 1
ACC : 102.5 / CRIT : 9% / DMG : 1-3
Blight (140% Base) 4pts/rd for 3 rds
Summon Shambler Tentacles in Front until All Ranks are Occupied
Stentorious Lament
Ranged
ACC : 100 / CRIT : 9% / DMG : 1-3
Stress +10
Shuffle Party
(100% Base)
Obdurous Advancement
Melee
Forward 1
ACC : 115 / CRIT : 14% / DMG : 2-3
Bleed (150% Base) 5pts/rd for 3 rds
Summon Shambler Tentacles in Front until All Ranks are Occupied
Undulating Withdrawal
Ranged
Back 1
ACC : 115 / CRIT : 14% / DMG : 2-3
Blight (150% Base) 5pts/rd for 3 rds
Summon Shambler Tentacles in Front until All Ranks are Occupied
Stentorious Lament
Ranged
ACC : 112.5 / CRIT : 14% / DMG : 2-3
Stress +10
Shuffle Party
(110% Base)
Swarming Corruption
Ranged
ACC : 82.5 / Cannot CRIT / DMG : 1-6
Stress +8 (90% Chance)
Debuff Target: -10 ACC (1 rd)
(100% Base)
Swarming Corruption
Ranged
ACC : 88.75 / Cannot CRIT / DMG : 2-7
Stress +10 (90% Chance)
Debuff Target: -12 ACC (1 rd)
(120% Base)
Swarming Corruption
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 3-10
Stress +12 (90% Chance)
Debuff Target: -15 ACC (1 rd)
(140% Base)
Swarming Corruption
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 3-10
Stress +12 (90% Chance)
Debuff Target: -15 ACC (1 rd)
(140% Base)
Teeth Rake
Melee
ACC : 92.5 / CRIT : 6% / DMG : 4-8
Bleed (100% Base) 2pts/rd for 3 rds
Stress +9 (80% Chance)
Pull 2
(115% Base)
Teeth Rake
Melee
ACC : 98.75 / CRIT : 12% / DMG : 5-11
Bleed (120% Base) 3pts/rd for 3 rds
Stress +10 (80% Chance)
Pull 2
(135% Base)
Teeth Rake
Melee
ACC : 112.5 / CRIT : 14% / DMG : 7-15
Bleed (140% Base) 4pts/rd for 3 rds
Stress +12 (80% Chance)
Pull 2
(155% Base)
Teeth Rake
Melee
ACC : 112.5 / CRIT : 14% / DMG : 7-15
Bleed (140% Base) 4pts/rd for 3 rds
Stress +12 (80% Chance)
Pull 2
(155% Base)
Submerge
Support
Self:
Heal 12 (Cannot Crit
Heal)
Buff Self: +35 DODGE (2 rds)
Submerge
Support
Self:
Heal 15 (Cannot Crit
Heal)
Buff Self: +45 DODGE (2 rds)
Submerge
Support
Self:
Heal 18 (Cannot Crit
Heal)
Cure
Bleed &
Blight Buff Self: +55 DODGE (2 rds)
Submerge
Support
Self:
Heal 18 (Cannot Crit
Heal)
Cure
Bleed &
Blight Buff Self: +55 DODGE (2 rds)
Lurking Fear
Support
If at Rank 4 -
Forward 1
If at Rank 1 -
Back 1
Buff Self: +20% DMG (4 rds)
+10% PROT (4 rds)
Lurking Fear
Support
If at Rank 4 -
Forward 1
If at Rank 1 -
Back 1
Buff Self: +22% DMG (4 rds)
+15% PROT (4 rds)
Lurking Fear
Support
If at Rank 4 -
Forward 1
If at Rank 1-
Back 1
Buff Self: +25% DMG (4 rds)
+15% PROT (4 rds)
Lurking Fear
Support
If at Rank 4 -
Forward 1
If at Rank 1 -
Back 1
Buff Self: +25% DMG (4 rds)
+15% PROT (4 rds)
Apex Predator
Melee
Forward 4
ACC : 99.5 / CRIT : 12% / DMG : 11-13
Apex Predator
Melee
Forward 4
ACC : 105.75 / CRIT : 16% / DMG : 14-18
Apex Predator
Melee
Forward 4
ACC : 119.5 / CRIT : 19% / DMG : 20-24
Apex Predator
Melee
Forward 4
ACC : 119.5 / CRIT : 19% / DMG : 20-24
Sentence Rendered
Melee
Back 4
ACC : 102.5 / Cannot CRIT / DMG : 1
Traps Hero in Pyre(Full)
Heroes trapped inside the Pyre suffer 6% HP DMG
Whenever the Fanatic or any Hero takes an action.
Righteous Condemnation
Melee
Back 4
ACC : 92.5 / Cannot CRIT / DMG : 1
Stress +5 (70% Chance)
Buff Self: +25% PROT (5 rds)
Holy Stake
Melee
Forward 4
ACC : 92.5 / CRIT: 6% / DMG : 3-7
+33% DMG vs
Marked
+10% DMG vs
Crimson Curse
Bleed (100% Base) 4pts/rd for 2 rds
Debuff Target: -3 SPD (4 rds)
(100% Base)
Brand the Tainted
Melee
ACC : 102.5 / Cannot CRIT / DMG : 1-2
Mark Target (3 rds)
Horror 4 stress/rd for 3 rds
Strike the Heretic
Melee
Forward 4
ACC : 92.5 / CRIT: 6% / DMG : 2-4
Stun (100% Base) Knockback 2
(100% Base) Stress +15
Fury of the Righteous
Melee
Forward 4
ACC : 92.5 / Cannot CRIT / DMG : 4-6
-75% DMG vs Rank 4 //-40% DMG vs Rank 3 // -20% DMG vs Rank 2
Stress +7 (70% Chance)
Sentence Rendered
Melee
Back 4
ACC : 108.75 / Cannot CRIT / DMG : 1-2
Traps Hero in Pyre(Full)
Heroes trapped inside the Pyre suffer 8% HP DMG
Whenever the Fanatic or any Hero takes an action.
Righteous Condemnation
Melee
Back 4
ACC : 98.75 / Cannot CRIT / DMG : 1-2
Stress +5 (70% Chance)
Buff Self: +25% PROT (5 rds)
Holy Stake
Melee
Forward 4
ACC : 98.75 / CRIT: 12% / DMG : 5-9
+33% DMG vs
Marked +10% DMG vs
Crimson Curse Bleed (100% Base) 4pts/rd for 2 rds
Debuff Target: -3 SPD (4 rds)
(100% Base)
Brand the Tainted
Melee
ACC : 108.75 / Cannot CRIT / DMG : 1-2
Mark Target (3 rds)
Horror 4 stress/rd for 3 rds
Strike the Heretic
Melee
Forward 4
ACC : 98.75 / CRIT: 12% / DMG : 3-5
Stun (100% Base) Knockback 2
(120% Base) Stress +15
Fury of the Righteous
Melee
Forward 4
ACC : 98.75 / Cannot CRIT / DMG : 6-8
-75% DMG vs Rank 4 //-40% DMG vs Rank 3 // -20% DMG vs Rank 2
Stress +7 (70% Chance)
Sentence Rendered
Melee
Back 4
ACC : 111.25 / Cannot CRIT / DMG : 1-2
Traps Hero in Pyre(Full)
Heroes trapped inside the Pyre suffer 9% HP DMG
Whenever the Fanatic or any Hero takes an action.
Righteous Condemnation
Melee
Back 4
ACC : 112.5 / Cannot CRIT / DMG : 1-3
Stress +5 (70% Chance)
Buff Self: +25% PROT (5 rds)
Holy Stake
Melee
Forward 4
ACC : 112.5 / CRIT: 14% / DMG : 6-13
+33% DMG vs
Marked +10% DMG vs
Crimson Curse Bleed (100% Base) 4pts/rd for 2 rds
Debuff Target: -3 SPD (4 rds)
(100% Base)
Brand the Tainted
Melee
ACC : 122.5 / Cannot CRIT / DMG : 1-3
Mark Target (3 rds)
Horror 4 stress/rd for 3 rds
Strike the Heretic
Melee
Forward 4
ACC : 112.5 / CRIT: 14% / DMG : 4-7
Stun (100% Base) Knockback 2
(140% Base) Stress +15
Fury of the Righteous
Melee
Forward 4
ACC : 112.5 / Cannot CRIT / DMG : 8-11
-75% DMG vs Rank 4 //-40% DMG vs Rank 3 // -20% DMG vs Rank 2
Stress +7 (70% Chance)
The Show Begins
Free Action (Round Start)
Baron Hides in one
Pulsating Egg while creating an additional one
Shuffle Self
The Second Act
Free Action (Round Start)
Baron Spawns 4
Pulsating Eggs and hides in one of them
Shuffle Self
The Third Act
Free Action (Round Start)
Baron Spawns 4
Pulsating Eggs and hides in one of them
Shuffle Self
Crowd Pleaser
Melee
Forward 3
ACC : 93.75 / CRIT: 6% / DMG : 5-6
-85% DMG vs rank 4 // -67% DMG vs rank 3 // -33% DMG vs rank 2
Necessary Discipline
Melee
Back 2
ACC : 103.75 / CRIT: 12% / DMG : 5-11
Stress +20 (95% Chance)
Horror 4 stress/rd for 2 rds
Bleed (120% Base) 4pts/rd for 3 rds
Pull 1
(120% Base)
The Thirst
Melee
Forward 3
ACC : 103.75 / CRIT: 6% / DMG : 5-9
Self:
Heal 18
Debuff Self: -23%
Bleed Resist (3 rds)
-15 ACC (4 rds)
Buff Self: +3 SPD (4 rds)
Forced Enthusiasm
Support
Buff Target: +10% DMG (3 rds)
+4 SPD (3 rds)
+5% CRIT (3 rds)
Guests of Honor
Free Action (Round End)
Destroys all
Pulsating Eggs if no Eggs have been destroyed for an entire Round
Miserly Morsel
Support
Consumes 1 extra Action
Self:
Heal 15 (Cannot CRIT
Heal) // Cure
Bleed &
Blight Steal all
Bleed &
Blight on Emaciated Body
Buff Self: +5% CRIT (3 rds)
Debuff Self: -25% DMG (3 rds)
Square Meal
Support
Self:
Heal 35 (Cannot CRIT
Heal) // Cure
Bleed &
Blight Steal all
Bleed &
Blight on the Body
Buff Self: +20 ACC (3 rds)
+25 DODGE (3 rds)
+6 SPD (3 rds)
Ravenous Feast
Support
Consumes 1 extra Action
Self:
Heal 50 (Cannot CRIT
Heal) // Cure
Bleed &
Blight Steal all
Bleed &
Blight on Bloodstuffed Body
Buff Self: +50% DMG (3 rds)
Debuff Self: -25 DODGE (3 rds) // -20 ACC (3 rds) // -4 SPD (3 rds)
Hungry Eyes
Ranged
ACC : 97.5 / CRIT: 5% / DMG : 2-5
Stress +15 (95% Chance)
Activates
Riposte (3 rds)
Riposte: -15% DMG //
Riposte: +2% CRIT
Buff Self: +20 ACC (3 rds)
Shuffle Self
Riposte Attack
Melee
ACC : 102.5 / CRIT: 9% / DMG : 6-13
Hidden Modifier:
Riposte: -15% DMG //
Riposte: +2% CRIT
Stress +5 (90% Chance)
Refined Pairing
Melee
ACC : 97.5 / CRIT: 19% / DMG : 5-14
Stress +8 (90% Chance)
Bleed (140% Base) 3pts/rd for 3 rds
Served Rare
Melee
ACC : 102.5 / CRIT: 3% / DMG : 7-12
Stress +10 (90% Chance)
Push 3
(140% Base)
Love Letter
Melee
ACC : 120 / CRIT: 15% / DMG : 6-10
Inject Target with a
Parasite Egg Self: Take 10 HP DMG
Cannot be
Riposted
Sway With Me
Ranged
ACC : 115 / Cannot CRIT / DMG : 4
Stress +25
Stumble(2 rds)
(155% Base) At the start of their turn affected Hero gets
Shuffled Blight (140% Base) 6pts/rd for 2 rds
Cannot be
Riposted
Disrobe
Melee
ACC : 115 / CRIT: 10% / DMG : 8-16
Flushed
Support
Self:
Change Form to
Flushed Cure
Bleed &
Blight Debuff Self: -40%
Stun Resist (2 rds) // -40%
Blight Resist (2 rds)
-40%
Bleed Resist (2 rds) // -40%
Debuff Resist (2 rds)
Parasite Egg Effects
Using Attacking Skills will trigger the Hatching or Gestation and progress the Effects
Turn 1: Gestation: 4 DMG // Hatching (25% Chance) - 15 DMG
Debuff Target (100% Base) -2 SPD (3 rds) // -10 ACC (3 rds)
Turn 2: Gestation: 6 DMG // Hatching (50% Chance) - 18 DMG
Debuff Target (120% Base) -3 SPD (3 rds) // -20 ACC (3 rds)
Turn 3: Gestation: 8 DMG // Hatching (95% Chance) - 24 DMG
Debuff Target (120% Base) -3 SPD (3 rds) // -20 ACC (3 rds)
Turn 4: Hatching (100% Chance) - 24 DMG
Debuff Target (140% Base) -4 SPD -30 ACC (3 rds)
Hatching Effect (All Turns): Buff Countess: +3 SPD +15% PROT (5 rds)
Momentary Overexertion
Support
Buff Self: +10%
Stun Resist (2 rds)
+10%
Blight Resist (2 rds)
+10%
Bleed Resist (2 rds)
+10%
Debuff Resist (2 rds)
Indecent Proposal
Melee
ACC : 115 / CRIT: 3% / DMG : 3-13
Bleed (140% Base) 3pts/rd for 4 rds
-45% DMG vs Rank 4 // -30% DMG vs Rank 3 // -15% DMG vs Rank 2
Disrobe
Melee
ACC : 110 / CRIT: 15% / DMG : 10-14
The Thirst
Melee
ACC : 110 / CRIT: 2% / DMG : 7-17
Self:
Heal 20
Throes of Ecstasy
Ranged
ACC : 118 / CRIT: 5% / DMG : 2-4
Stun (140% Base)
Courtship Renewed
Support
Self: Change Form to
Thirsty
Hatred Beyond Time
Free Action (Round End)
Used Every Round if
Stone Shield is dead
Buff Self: +10% DMG (1 battle)
+5 ACC (1 battle)
+3% CRIT (1 battle)
Annihilating Glare
Ranged Free Action (Round Start)
ACC : 102.5 / CRIT: 14% / DMG : 9-13
Used Every Round if
Stone Shield is dead
Stress + 5
Low HP Buff
First time that Return to the Stars has been used
Buff Self:
+80% PROT // +6 SPD // +40% DMG // +13% CRIT
When Below 45% HP (1 Battle)
Return to the Stars
Ranged Free Action (Round Start)
ACC : 202.5 / Cannot CRIT / DMG : 0
Stress +7 (60% Chance)
Summon 1
Crystalline Aberration Self: -5 HP // Cure
Bleed &
Blight
Phase Gnaw
Melee
ACC : 92.5 / CRIT: 2% / DMG : 3-5
Armor Piercing Stress +14
Blight (110% Base) 5pts/rd for 3 rds
Disease -
Sky Taint (20% Chance)
Vorpal Strike
Melee
ACC : 97.5 / CRIT: 10% / DMG : 6-9
Stress +9
Paralysing Shard
Ranged
ACC : 97.5 / CRIT: 6% / DMG : 1
Stress +11
Stun (115% Base)
Weakening Shard
Ranged
ACC : 102.5 / CRIT: 6% / DMG : 1
Stress +11
Debuff Target:
-20%
Stun Resist (4 rds)
(115% Base)
-20%
Bleed Resist (4 rds)
(115% Base)
-20%
Blight Resist (4 rds)
(115% Base)
-20%
Debuff Resist (4 rds)
(115% Base)
Transfixing Shard
Ranged
ACC : 97.5 / CRIT: 6% / DMG : 1
Stress +11
Debuff Target: -4 SPD (4 rds)
(115% Base) -25% DMG (4 rds)
(115% Base)
Return to the Stars
Ranged Free Action (Round Start)
ACC : 208.75 / Cannot CRIT / DMG : 0
Stress +7 (60% Chance)
Summon 1
Crystalline Aberration Self: -5 HP // Cure
Bleed &
Blight
Phase Gnaw
Melee
ACC : 98.75 / CRIT: 6% / DMG : 5-6
Armor Piercing Stress +14
Blight (130% Base) 6pts/rd for 3 rds
Disease -
Sky Taint (22% Chance)
Vorpal Strike
Melee
ACC : 103.75 / CRIT: 11% / DMG : 9-12
Stress +9
Paralysing Shard
Ranged
ACC : 103.75 / CRIT: 12% / DMG : 2
Stress +11
Stun (135% Base)
Weakening Shard
Ranged
ACC : 108.75 / CRIT: 12% / DMG : 2
Stress +11
Debuff Target:
-20%
Stun Resist (4 rds)
(135% Base)
-20%
Bleed Resist (4 rds)
(135% Base)
-20%
Blight Resist (4 rds)
(135% Base)
-20%
Debuff Resist (4 rds)
(135% Base)
Transfixing Shard
Ranged
ACC : 103.75 / CRIT: 12% / DMG : 2
Stress +11
Debuff Target: -5 SPD (4 rds)
(115% Base) -25% DMG (4 rds)
(135% Base)
Return to the Stars
Ranged Free Action (Round Start)
ACC : 220 / Cannot CRIT / DMG : 0
Stress +7 (60% Chance)
Summon 1
Crystalline Aberration Self: -5 HP // Cure
Bleed &
Blight
Phase Gnaw
Melee
ACC : 110 / CRIT: 9% / DMG : 6-8
Armor Piercing Stress +14
Blight (150% Base) 7pts/rd for 3 rds
Disease -
Sky Taint (25% Chance)
Vorpal Strike
Melee
ACC : 115 / CRIT: 12% / DMG : 11-16
Stress +9
Paralysing Shard
Ranged
ACC : 115 / CRIT: 14% / DMG : 2
Stress +11
Stun (155% Base)
Weakening Shard
Ranged
ACC : 120 / CRIT: 14% / DMG : 2
Stress +11
Debuff Target:
-20%
Stun Resist (4 rds)
(155% Base)
-20%
Bleed Resist (4 rds)
(155% Base)
-20%
Blight Resist (4 rds)
(155% Base)
-20%
Debuff Resist (4 rds)
(155% Base)
Transfixing Shard
Ranged
ACC : 117.5 / CRIT: 14% / DMG : 2
2X Chance to Target
Marked Hero
Stress +11
Debuff Target: -6 SPD (4 rds)
(115% Base) -25% DMG (4 rds)
(155% Base)
The Reaping
Melee
ACC : 103.75 / CRIT: 8% / DMG : 6-10
6-10 vs Rank 1 // 5-8 vs Rank 2
5-7 vs Rank 3 // 2-4 vs Rank 4
The Reaping
Melee
ACC : 115 / CRIT: 10% / DMG : 8-14
8-14 vs Rank 1 // 7-12 vs Rank 2 & 3 // 4-7 vs Rank 4
The Harvest
Melee
Back 2
ACC : 103.75 / Cannot CRIT / DMG : 3-5
Target:
Stress -5
Self:
Heal 15
Buff Self: +15% PROT (2 rds)
The Harvest
Melee
Back 2
ACC : 115 / Cannot CRIT / DMG : 4-7
Target:
Stress -7
Self:
Heal 20
Buff Self: +15% PROT (2 rds)
The Master Beckons
Support
Summon Farmhand Cooldown - 8 actions
Summon Scarecrow Cooldown - 7 actions
Summon Sleeper's Herald Cooldown - 5 actions
Winter's Breath
Support
Transform
Farmhand into
Frozen Farmhand
Immortal Beloved
Ranged
ACC : 208.75 / Cannot CRIT / DMG : 2
Targets Hero with the
Mildred's Locket equipped
Buff Target: -15%
Stress (3 rds)
Debuff Self: -20% PROT (3 rds)
Immortal Beloved
Ranged
ACC : 222.5 / Cannot CRIT / DMG : 2
Targets Hero with the
Mildred's Locket equipped
Buff Target: -15%
Stress (3 rds)
Debuff Self: -20% PROT (3 rds)
Seeds of Despair
Free Action(Start of Round 1)
Summon 3
Focus Points
Vile Focusing
Support
Summon 1
Focus Point
Slow the Sands
Ranged
ACC : 105 / CRIT: 7% / DMG : 3-5
Stun (100% Base) Debuff Target: -2 SPD (2 rds)
(130% Base)
Blooming Chaos
Support
Kill all other Enemies
Transform into
The Sleeper
Befouling Tint
Support
Grow
Focus Point into
Unfinished Aberration (Traumatic) (20% Chance)
Grow
Focus Point into
Unfinished Aberration (Temporal) (20% Chance)
Grow
Focus Point into
Unfinished Aberration (Unstable) (20% Chance)
Grow
Focus Point into
Unfinished Aberration (Pestilential) (20% Chance)
Grow
Focus Point into
Unfinished Aberration (Adamantite) (20% Chance)
Ceaseless Expansion
Support
Grow Target
Unfinished Aberration into corresponding
Finished Aberration
The Sleeper Awakens
Ranged
ACC : 120 / CRIT: 3% / DMG : 14-22
Stress +20
The Sleeper Stirs
Ranged
ACC : 115 / CRIT: 19% / DMG : 6-14
Blight (100% Base) 4pts/rd for 5 rds
Horror 3 stress/rd for 5 rds
Bombs Away
Ranged Free Action (Round Start)
ACC : 112.5 / Cannot CRIT / DMG : 0
Mark Target Rank
Succeeds regardless of Dodges
Time's Up!
Ranged Free Action (Round End)
ACC : 222.5 / CRIT: 10% / DMG : 23-45
Targets
Marked Ranks
Not used if the Barrel O' Bombs is destroyed
Get Them!
Melee
ACC : 112.5 / CRIT: 10% / DMG : 2-5
Summon Barrel O' Bombs
Summon 1 Brigand Raider
Summon Additional Brigand Raider (33%)
Stun (140% Base)
Tower Shield
Support
Guard a Brigand Raider (3 rds)
Summon 1 Brigand Raider
Summon Additional Brigand Raider (75%)
Warcry
Ranged
ACC : 112.5 / Cannot CRIT / DMG : 0
Stress +8
Lacerate
Melee
ACC : 110 / CRIT: 5% / DMG : 5-9
Bleed (150% Base) 4pts/rd for 3 rds
Echoing Disassembly
Ranged
ACC : 120 / CRIT: 10% / DMG : 1-3
Stress +15
Torch -25
Summon at Position 4
Cultist Priest (50% Chance)
Defensive Growth (50% Chance)
Undulations
Ranged
ACC : 110 / Cannot CRIT / DMG : 1
Shuffle Party
(140% Base)
Torment
Melee
ACC : 103.75 / CRIT: 10% / DMG : 8-17
Revelation
Ranged
ACC : 123.75 / Cannot CRIT / DMG : 16-26
Stress +40
Torment
Melee
ACC : 103.75 / CRIT: 10% / DMG : 8-17
Revelation
Ranged
ACC : 123.75 / Cannot CRIT / DMG : 16-26
Stress +40
Stinger Stab
Melee
ACC : 103.75 / CRIT: 10% / DMG : 9-20
Blight (150% Base) 10pts/rd for 3 rds
Body Slam
Melee
Forward 1
ACC : 98.75 / CRIT: 16% / DMG : 8-18
Push 2
(150% Base) Stun (150% Base)
Stinger Shot
Ranged
ACC : 113.75 / CRIT: 20% / DMG : 12-17
Blight (150% Base) 6pts/rd for 3 rds
Debuff Target: -33% DMG (3 rds)
(150% Base) -10% CRIT (3 rds)
(150% Base)
Doomsday
Ranged
ACC : 113.75 / CRIT: 10% / DMG : 5-8
Blight (150% Base) 4pts/rd for 3 rds
Bulging Gaze
Ranged
ACC : 113.75 / Cannot CRIT / DMG : 8-13
Stress +15 (80% Chance)
Debuff Target: -20 DMG (3 rds)
(150% Base)
Digestion
Ranged
ACC : 113.75 / CRIT: 6% / DMG : 8-17
Blight (150% Base) 8pts/rd for 3 rds
Revivify
Support
Self:
Heal 10-20
Buff Self: +25% DMG (4 rds)
Summon
Support
Summon White Cell Stalk at Position 4
Perfect Replication
Support
Summon 3 Perfect Reflections
in Front until all positions are occupied
Imperfect Reproduction
Support
Summon Perfect Reflections (50%) or Imperfect Reflections (50%)
in Front until all positions are occupied
Sporadic Reproduction
Support
Summon Perfect Reflections (66.7%) or Imperfect Reflections (33.3%)
in Front until all positions are occupied
Time Heals All
Support
Heal Allies : 7-11
Refashion Them
Ranged
ACC : 113.75 / CRIT: 15% / DMG : 5-14
Stress +7
Bleed (140% Base) 5pts/rd for 3 rds
On
Stygian /
Bloodmoon Stress +9
Bleed (140% Base) 6pts/rd for 3 rds
Shuffle Self (All Difficulties)
Unmake Them All
Ranged
ACC : 113.75 / CRIT: 10% / DMG : 2-7
Stress +7
Bleed (135% Base) 3pts/rd for 3 rds
On
Stygian /
Bloodmoon Stress +9
Bleed (135% Base) 4pts/rd for 3 rds
Shuffle Self (All Difficulties)
Embrace Futility
Ranged
ACC : 113.75 / Cannot CRIT / DMG : 1-3
Stress +18 (+20 on
Stygian /
Bloodmoon)
Shuffle (150% Base) Debuff Target: -20% DMG (4 rds)
(150% Base) -5 SPD (4 rds)
(150% Base) -10% CRIT (4 rds)
(150% Base)
Dispersion
Ranged
ACC : 113.75 / Cannot CRIT / DMG : 0
Blight (140% Base) 2pts/rd for 3 rds
On
Stygian /
Bloodmoon Blight (140% Base) 3pts/rd for 3 rds
Gestating Heart Heal
On Being Hit:
Target: Heal 12
Blight (150% Base) 2pts/rd for 3 rds
On Stygian / Bloodmoon
Target: Heal 4
Blight (150% Base) 6pts/rd for 3 rds
Gestating Heart Death
If Killed before its 3rd Turn
On Death: Transform into Heart of Darkness
Heart of Darkness will start with 75% of its MAX HP
Ascension
Support
Transform into Heart of Darkness
Come Unto Your Maker
Ranged Free Action (During Round)
ACC : Cannot Miss / CRIT: 15% / DMG : 11-23
Used once if HP below 67% & 4 Heroes are Present
and again if HP below 33% & 3 Heroes are Present
Instantly Kills Selected Hero
Know This
Melee
ACC : 113.75 / Cannot CRIT / DMG : 0
Stress +22 (+24 on
Stygian /
Bloodmoon)
Puncture
Ranged
ACC : 113.75 / CRIT: 15% / DMG : 13-16
Stress +10 //
Bleed (150% Base) 5pts/rd for 3 rds
On
Stygian /
Bloodmoon Stress +12 //
Bleed (150% Base) 6pts/rd for 3 rds
Dissolution
Ranged
ACC : 113.75 / CRIT: 15% / DMG : 13-16
Stun (160% Base) (All Difficulties)
Stress +10 //
Blight (150% Base) 5pts/rd for 3 rds
On
Stygian /
Bloodmoon Stress +12 //
Blight (150% Base) 6pts/rd for 3 rds
Bump in the Night
Melee
ACC : 62.5 / CRIT : 2% / DMG : 2-5
Tic-Toc
Melee
Forward 1
ACC : 42.5 / Cannot CRIT / DMG : 2-5
Bump in the Night
Melee
ACC : 68.75 / CRIT : 6% / DMG : 2-6
Debuff Target: -7 DODGE (3 rds)
(120% Base)
Tic-Toc
Melee
Forward 1
ACC : 48.75 / Cannot CRIT / DMG : 2-6
Bump in the Night
Melee
ACC : 82.5 / CRIT : 9% / DMG : 3-8
Debuff Target: -10 DODGE (3 rds)
(140% Base)
Tic-Toc
Melee
Forward 1
ACC : 62.5 / Cannot CRIT / DMG : 3-8
Graveyard Slash
Melee
ACC : 82.5 / CRIT : 6% / DMG : 3-8
Graveyard Slash
Melee
ACC : 88.75 / CRIT : 12% / DMG : 4-11
Graveyard Slash
Melee
ACC : 102.5 / CRIT : 14% / DMG : 5-14
Graveyard Stumble
Melee
Forward 1
ACC : 42.5 / Cannot CRIT / DMG : 2-5
Graveyard Stumble
Melee
Forward 1
ACC : 48.75 / Cannot CRIT / DMG : 2-6
Graveyard Stumble
Melee
Forward 1
ACC : 62.5 / Cannot CRIT / DMG : 3-8
Axeblade
Melee
ACC : 72.5 / CRIT : 6% / DMG : 3-5
Axeblade
Melee
ACC : 78.75 / CRIT : 12% / DMG : 4-7
Debuff Target: -20%
Stun Resist (3 rds)
(120% Base) -20%
Move Resist (3 rds)
(120% Base)
Axeblade
Melee
ACC : 92.5 / CRIT : 14% / DMG : 5-10
Debuff Target: -30%
Stun Resist (3 rds)
(140% Base) -30%
Move Resist (3 rds)
(140% Base)
Dead Weight
Melee
ACC : 82.5 / CRIT : 6% / DMG : 2-4
Stun (100% Base) Knockback 1
(100% Base)
Dead Weight
Melee
ACC : 88.75 / CRIT : 12% / DMG : 3-5
Stun (120% Base) Knockback 1
(120% Base)
Dead Weight
Melee
ACC : 102.5 / CRIT : 14% / DMG : 4-7
Stun (140% Base) Knockback 1
(140% Base)
Clumsy Axeblade
Melee
Forward 1
ACC : 42.5 / Cannot CRIT / DMG : 2-4
Clumsy Axeblade
Melee
Forward 1
ACC : 48.75 / Cannot CRIT / DMG : 3-5
Clumsy Axeblade
Melee
Forward 1
ACC : 62.5 / Cannot CRIT / DMG : 4-7
Foul Warding
Support
Guard Ally (3 rds)
Buff Self: +25% PROT (2 rds)
Foul Warding
Support
Guard Ally (3 rds)
Buff Self: +25% PROT (2 rds)
Crushing Blow
Melee
ACC : 88.75 / CRIT : 16% / DMG : 8-16
Debuff Target: -30%
Stun Resist (3 rds)
(120% Base)
Ground Pound
Ranged
ACC : 88.75 / CRIT : 12% / DMG : 3-5
Stun (80% Base)
Crushing Blow
Melee
ACC : 102.5 / CRIT : 19% / DMG : 11-22
Debuff Target: -40%
Stun Resist (3 rds)
(140% Base)
Ground Pound
Ranged
ACC : 102.5 / CRIT : 14% / DMG : 4-7
Stun (100% Base)
Cauldron Passive
The Hero inside the Cauldron takes 8.75% HP Dmg
after any action taken by your Heroes or the Hag
Once the Trapped Hero hits Death's Door,or the Cauldron hits 0 HP the Hero is released at position 1
Fire In the Hole
Support
Lets the Pounder use
BOOOOOOOM! (65% Chance)
or
MISFIRE! (35% Chance)
Hot Shot
Melee
ACC : 77.5 / CRIT : 2% / DMG : 1
Has an Extremely Low Chance (1/1000) to be Used
Fire In the Hole
Support
Lets the Pounder use
BOOOOOOOM! (70% Chance)
or
MISFIRE! (30% Chance)
Hot Shot
Melee
ACC : 83.75 / CRIT : 2% / DMG : 1-2
Has an Extremely Low Chance (1/1000) to be Used
Fire In the Hole
Support
Lets the Pounder use
BOOOOOOOM! (75% Chance)
or
MISFIRE! (25% Chance)
Hot Shot
Melee
ACC : 97.5 / CRIT : 2% / DMG : 1-3
Has an Extremely Low Chance (1/1000) to be Used
Slice and Dice
Melee
ACC : 72.5 / CRIT : 12% / DMG : 3-5
Debuff Target: -15%
Bleed Resist (3 rds)
(100% Base)
Uppercut Slice
Melee
ACC : 72.5 / CRIT : 6% / DMG : 2-4
Knockback 1
(100% Base)
Shank
Melee
ACC : 72.5 / CRIT : 6% / DMG : 4-8
Bleed (100% Base) 1 pt/rd for 3 rds
Harmless Poke
Melee
Forward 1
ACC : 42.5 / Cannot CRIT / DMG : 2-4
On Attack Hit:
Buff Self: +2 SPD (3 rds)
Slice and Dice
Melee
ACC : 78.75 / CRIT : 16% / DMG : 4-7
Debuff Target: -25%
Bleed Resist (3 rds)
(120% Base)
Uppercut Slice
Melee
ACC : 78.75 / CRIT : 12% / DMG : 3-5
Knockback 1
(120% Base)
Shank
Melee
ACC : 82.5 / CRIT : 12% / DMG : 5-11
Bleed (120% Base) 2 pts/rd for 3 rds
Harmless Poke
Melee
Forward 1
ACC : 52.5 / Cannot CRIT / DMG : 3-5
On Attack Hit:
Buff Self: +2 SPD (3 rds)
Slice and Dice
Melee
ACC : 92.5 / CRIT : 19% / DMG : 5-10
Debuff Target: -35%
Bleed Resist (3 rds)
(140% Base)
Uppercut Slice
Melee
ACC : 92.5 / CRIT : 14% / DMG : 4-7
Knockback 1
(140% Base)
Shank
Melee
ACC : 90 / CRIT : 14% / DMG : 7-15
Bleed (140% Base) 3 pts/rd for 3 rds
Harmless Poke
Melee
Forward 1
ACC : 60 / Cannot CRIT / DMG : 4-7
On Attack Hit:
Buff Self: +2 SPD (3 rds)
Rain of Whips
Melee
ACC : 88.75 / CRIT : 4% / DMG : 1-2
Bleed (120% Base) 2 pts/rd for 3 rds
Stress + 5
Punishment
Melee
ACC : 88.75 / CRIT : 16% / DMG : 3-5
Bleed (120% Base) 3 pts/rd for 3 rds
Stress + 5
Point Blank Shot
Ranged
ACC : 92.5 / CRIT : 22% / DMG : 5-14
Knockback 1
(120% Base) Debuff Self: -2 SPD (3 rds)
Rain of Whips
Melee
ACC : 102.5 / CRIT : 7% / DMG : 1-3
Bleed (140% Base) 3 pts/rd for 3 rds
Stress + 5
Punishment
Melee
ACC : 102.5 / CRIT : 19% / DMG : 4-7
Bleed (140% Base) 4 pts/rd for 3 rds
Stress + 5
Point Blank Shot
Ranged
ACC : 100 / CRIT : 24% / DMG : 7-20
Knockback 1
(140% Base) Debuff Self: -2 SPD (3 rds)
Blanket Fire
Ranged
ACC : 72.5 / Cannot CRIT / DMG : 1-3
Debuff Target: -2 DODGE (3 rds)
(100% Base)
Rushed Shot
Melee
Back 1
ACC : 62.5 / CRIT : 6% / DMG : 2-4
Blanket Fire
Ranged
ACC : 78.75 / CRIT : 4% / DMG : 1-4
Debuff Target: -4 DODGE (3 rds)
(120% Base)
Rushed Shot
Melee
Back 1
ACC : 68.75 / CRIT : 12% / DMG : 3-5
Blanket Fire
Ranged
ACC : 92.5 / CRIT : 7% / DMG : 2-5
Debuff Target: -6 DODGE (3 rds)
(140% Base)
Rushed Shot
Melee
Back 1
ACC : 82.5 / CRIT : 14% / DMG : 4-7
Squeal
Ranged
Back 3
ACC : 102.5 / CRIT: 1% / DMG : 1
Stun (100% Base)
End This One
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 1
Mark Target (2 rds)
End These Two
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 1
Mark Target (2 rds)
Bit'o Squeal
Ranged
ACC : 102.5 / CRIT: 2% / DMG : 1
Stun (100% Base)
Squeal
Ranged
Back 3
ACC : 108.75 / CRIT: 1% / DMG : 2
Stun (120% Base)
End This One
Ranged
ACC : 108.75 / Cannot CRIT / DMG : 2
Mark Target (2 rds)
End These Two
Ranged
ACC : 108.75 / Cannot CRIT / DMG : 2
Mark Target (2 rds)
Bit'o Squeal
Ranged
ACC : 108.75 / CRIT: 6% / DMG : 2
Always used as Wilbur's First Action of the Round
Stun (120% Base)
Squeal
Ranged
Back 3
ACC : 122.5 / CRIT: 1% / DMG : 2
Stun (140% Base)
End This One
Ranged
ACC : 122.5 / Cannot CRIT / DMG : 2
Mark Target (2 rds)
End These Two
Ranged
ACC : 122.5 / Cannot CRIT / DMG : 2
Mark Target (2 rds)
3X chance to be used
Bit'o Squeal
Ranged
ACC : 122.5 / CRIT: 9% / DMG : 2
Always used as Wilbur's First Action of the Round
Stun (140% Base)
Seaward Slash
Melee
ACC : 77.5 / CRIT : 2% / DMG : 5-9
Seaward Slash
Melee
ACC : 83.75 / CRIT : 6% / DMG : 6-13
Seaward Slash
Melee
ACC : 97.5 / CRIT : 9% / DMG : 9-17
Spearfishing
Melee
ACC : 77.5 / CRIT : 6% / DMG : 3-7
Spearfishing
Melee
ACC : 83.75 / CRIT : 12% / DMG : 5-9
Pull 1
(120% Base)
Spearfishing
Melee
ACC : 97.5 / CRIT : 14% / DMG : 6-13
Pull 1
(140% Base)
Octocestus
Melee
ACC : 77.5 / CRIT : 6% / DMG : 3-5
Bleed (100% Base) 2 pts/rd for 3 rds
Octocestus
Melee
ACC : 83.75 / CRIT : 12% / DMG : 4-7
Bleed (120% Base) 3 pts/rd for 3 rds
Octocestus
Melee
ACC : 97.5 / CRIT : 14% / DMG : 5-10
Bleed (140% Base) 4 pts/rd for 3 rds
Barnacle Barrier
Support
Guard Ally (3 rds)
Buff Self: +25% PROT (3 rds)
Barnacle Barrier
Support
Guard Ally (3 rds)
Buff Self: +25% PROT (3 rds)
Barnacle Barrier
Support
Guard Ally (3 rds)
Buff Self: +25% PROT (3 rds)
Shocker
Melee
ACC : 92.5 / CRIT : 6% / DMG : 1
Stun (100% Base) Disease (Any) (6% Chance)
Debuff Target: -20%
Bleed Resist (3 rds)
(100% Base)
Salty Gouge
Melee
ACC : 92.5 / CRIT : 6% / DMG : 2-4
Bleed (100% Base) 2 pts/rd for 3 rds
Disease (Any) (6% Chance)
Debuff Target: -5 DODGE (3 rds)
(100% Base)
Shocker
Melee
ACC : 98.75 / CRIT : 12% / DMG : 1-2
Stun (120% Base) Disease (Any) (6% Chance)
Debuff Target: -30%
Bleed Resist (3 rds)
(120% Base)
Salty Gouge
Melee
ACC : 98.75 / CRIT : 12% / DMG : 3-5
Bleed (120% Base) 3 pts/rd for 3 rds
Disease (Any) (6% Chance)
Debuff Target: -7 DODGE (3 rds)
(120% Base)
Shocker
Melee
ACC : 112.5 / CRIT : 14% / DMG : 1-3
Stun (140% Base) Disease (Any) (6% Chance)
Debuff Target: -40%
Bleed Resist (3 rds)
(140% Base)
Salty Gouge
Melee
ACC : 112.5 / CRIT : 14% / DMG : 4-7
Bleed (140% Base) 4 pts/rd for 3 rds
Disease (Any) (6% Chance)
Debuff Target: -10 DODGE (3 rds)
(140% Base)
Innate Self-Buff
Buff
+50% PROT
+25% Stun Resist
+50% Bleed Resist
+50% Blight Resist
Heave To!
Melee
ACC : 102.5 / Cannot CRIT / DMG : 0
Fails if used vs
Virtued Heroes
Transfers Self
Buff to Drowned Crew
Buff lasts until the Chained Hero is Unchained if Chained Hero hits 100 or 200
Stress or the Anchorman is dead
Heal Self to Full
Chained Passive
After any Action taken by Heroes or Crew:
+6 Stress to Chained Hero
Heal Drowned Crew for 2.5% of Max HP
Heave To!
Melee
ACC : 108.75 / Cannot CRIT / DMG : 0
Fails if used vs
Virtued Heroes
Transfers Self
Buff to Drowned Crew
Buff lasts until the Chained Hero is Unchained if Chained Hero hits 100 or 200
Stress or the Anchorman is dead
Heal Self to Full
Chained Passive
After any Action taken by Heroes or Crew:
+6 Stress to Chained Hero
Heal Drowned Crew for 3% of Max HP
Heave To!
Melee
ACC : 122.5 / Cannot CRIT / DMG : 0
Fails if used vs
Virtued Heroes
Transfers Self
Buff to Drowned Crew
Buff lasts until the Chained Hero is Unchained if Chained Hero hits 100 or 200
Stress or the Anchorman is dead
Heal Self to Full
Chained Passive
After any Action taken by Heroes or Crew:
+6 Stress to Chained Hero
Heal Drowned Crew for 3.5% of Max HP
Headhunt
Melee
ACC : 87.5 / CRIT: 12% / DMG : 5-11
75% Chance to be used vs
Marked Heroes
Bleed (100% Base) 2 pts/rd for 3 rds
Headhunt
Melee
ACC : 93.75 / CRIT: 16% / DMG : 7-15
75% Chance to be used vs
Marked Heroes
Bleed (120% Base) 3 pts/rd for 3 rds
Headhunt
Melee
ACC : 107.5 / CRIT: 19% / DMG : 10-20
75% Chance to be used vs
Marked Heroes
Bleed (140% Base) 4 pts/rd for 3 rds
Head Games
Support
Only usable if there is another Collected apart from itself
41.6% Chance to
Guard Collector
41.6% Chance to
Guard Collected Highwayman
Guard Ally (2 rds)
Buff Self: +25% PROT (4 rds)
Head Knocker
Melee
ACC : 92.5 / CRIT: 2% / DMG : 3-7
Stun (100% Base)
Head Knocker
Melee
ACC : 98.75 / CRIT: 6% / DMG : 5-9
Stun (110% Base)
Head Knocker
Melee
ACC : 112.5 / CRIT: 9% / DMG : 6-13
Stun (120% Base)
Headache
Support
40% Chance to be used
28.6% Chance to be used on Collector
57.1% Chance to be used on Collected Highwaymen
Buff Target: +10 ACC (4 rds)
+10% CRIT (4 rds)
+50% DMG (4 rds)
Headstrong
Support
20% Chance to be used
62.5% Chance to be used on the Collector
25% Chance to Target Ally with Lowest HP %
Target:
Heal 6-12
Head Rush
Ranged
ACC : 97.5 / CRIT: 2% / DMG : 2-4
40% Chance to be used
50% Chance to Target Most
Stressed Hero
Stress +10
Headstrong
Support
20% Chance to be used
62.5% Chance to be used on the Collector
25% Chance to Target Ally with Lowest HP %
Target:
Heal 8-14
Head Rush
Ranged
ACC : 103.75 / CRIT: 6% / DMG : 3-5
40% Chance to be used
50% Chance to Target Most
Stressed Hero
Stress +10
Headstrong
Support
20% Chance to be used
62.5% Chance to be used on the Collector
25% Chance to Target Ally with Lowest HP %
Target:
Heal 10-18
Head Rush
Ranged
ACC : 117.5 / CRIT: 9% / DMG : 4-7
40% Chance to be used
50% Chance to Target Most
Stressed Hero
Stress +10
Clapperclaw
Melee
ACC : 82.5 / CRIT: 2% / DMG : 2-4
60% Chance to Target
Marked Heroes
Stress +10
On Attack Hit:
Buff Self: +20 ACC, +5% CRIT (4 rds)
+50% DMG, +25% PROT (4 rds)
Clapperclaw
Melee
ACC : 88.75 / CRIT: 6% / DMG : 3-5
66.7% Chance to Target
Marked Heroes
Stress +10
On Attack Hit:
Buff Self: +20 ACC, +5% CRIT (4 rds)
+50% DMG, +25% PROT (4 rds)
Clapperclaw
Melee
ACC : 102.5 / CRIT: 9% / DMG : 4-7
71.4% Chance to Target
Marked Heroes
Stress +10
On Attack Hit:
Buff Self: +20 ACC, +5% CRIT (4 rds)
+50% DMG, +25% PROT (4 rds)
Clapperclaw
Melee
ACC : 115 / CRIT: 14% / DMG : 5-9
71.4% Chance to Target
Marked Heroes
Stress +10
On Attack Hit:
Buff Self: +20 ACC, +5% CRIT (4 rds)
+50% DMG, +25% PROT (4 rds)
Pyre Passive
The Hero inside the Pyre takes 6% HP Dmg
after any action taken by your Heroes or the Fanatic
Once the Trapped Hero hits Death's Door,or the Pyre hits 0 HP the Hero is released at position 1
Pyre Passive
The Hero inside the Pyre takes 8% HP Dmg
after any action taken by your Heroes or the Fanatic
Once the Trapped Hero hits Death's Door,or the Pyre hits 0 HP the Hero is released at position 1
Pyre Passive
The Hero inside the Pyre takes 9% HP Dmg
after any action taken by your Heroes or the Fanatic
Once the Trapped Hero hits Death's Door,or the Pyre hits 0 HP the Hero is released at position 1
Pulsating Eggs Passive
Debuff
Disable all
Healing Skills
Gather the Blood
Melee
Forward 4
ACC : 83.75 / CRIT: 4% / DMG : 2-6
Apply
Crimson Curse (31% Chance)
Predigestion
Melee
Forward 1
ACC : 83.75 / CRIT: 9% / DMG : 2-6
Blight (120% Base) 3 pts/rd for 3 rds
Debuff Target: -25%
Bleed Resist (3 rds)
(120% Base)
Buried Blast
Ranged
ACC : 88.75 / Cannot CRIT / DMG : 5-9
Stun (105% Base) Debuff Target: -40 DODGE (3 rds)
(120% Base)
Subterranean Skewer
Melee
Back 1
ACC : 88.75 / CRIT: 12% / DMG : 8-11
Bleed (120% Base) 3 pts/rd for 3 rds
Debuff Target: -25%
Bleed Resist (3 rds)
(120% Base)
Maddening Whine
Ranged
Back 4
ACC : 88.75 / CRIT: 8% / DMG : 3
Stress + 11
The Thirst
Melee
Forward 4
ACC : 98.75 / CRIT: 6% / DMG : 3-5
Change to
Bloodlust Form
Apply
Crimson Curse (31% Chance)
>
Stress + 8 (85% Chance)
Self:
Heal 4 & Receive Target
Blight Buff Self: +25%
Stun Skill Chance (6 rds)
The Thirst
Melee
Forward 4
ACC : 98.75 / CRIT: 12% / DMG : 6-8
Apply
Crimson Curse (31% Chance)
Stress + 12 (85% Chance)
Self:
Heal 6 & Receive Target
Blight Debuff Self: -18 ACC (3 rds) // -3 SPD (3 rds)
Deafening Whine
Ranged
Back 4
ACC : 88.75 / CRIT: 10% / DMG : 2
Stun (100% Base) Stress +5
Bombing Run
Ranged
Forward 4
ACC : 83.75 / CRIT: 6% / DMG : 4-5
Bleed (120% Base) 3pts/rd for 3 rds
Rib Cracker
Ranged
Back 2
ACC : 88.75 / CRIT: 8% / DMG : 4-7
Push 1
(110% Base) Debuff Target: -2 SPD (4 rds)
(120% Base)
The Thirst
Melee
Forward 4
ACC : 98.75 / CRIT: 6% / DMG : 2-6
Change to
Bloodlust Form
Apply
Crimson Curse (45% Chance)
Stress + 8 (85% Chance)
Self:
Heal 8 & Receive Target
Blight Debuff Self: -18 ACC (3 rds) // -3 SPD (3 rds)
Clear
Riposte
Skewering Repartee
Melee
Forward 2
ACC : 93.75 / CRIT: 6% / DMG : 6-10
-75% DMG vs rank 4 // -40% DMG vs rank 3
-20% DMG vs rank 2
Bleed (120% Base) 3pts/rd for 3 rds
Activate
Riposte (2 rds)
Riposte: -75% DMG // -3% CRIT
Riposte Attack
Melee
ACC : 88.75 / CRIT: 6% / DMG : 6-8
Hidden Modifiers:
Riposte: -75% DMG //
Riposte: -3% CRIT
The Thirst
Melee
ACC : 88.75 / CRIT: 8% / DMG : 5-9
Apply
Crimson Curse (45% Chance)
Stress + 12 (85% Chance)
Self:
Heal 8 & Receive Target
Blight Debuff Self: -18 ACC (3 rds) // -3 SPD (3 rds)
Piercing Foreleg
Melee
Forward 2
ACC : 93.75 / CRIT: 6% / DMG : 8-14
-80% DMG vs rank 4 //-65% DMG vs rank 3 //
-30% DMG vs rank 2
Debuff Target: -23%
Bleed Resist (3 rds)
(120% Base)
Needling Execration
Melee
Back 2
ACC : 88.75 / CRIT: 12% / DMG : 3-8
Stress +10 (90% Chance)
Bleed (120% Base) 3pts/rd for 3 rds
Mark Target (3 rds)
Feed the Soil
Ranged
ACC : 102.5 / CRIT: 9% / DMG : 5-6
Stress +10
Bleed (140% Base) 2pts/rd for 3 rds
Skyward Shield
Support
Change to Offscreen Mode and become untargettable
Plummeting Doom
Ranged
ACC : 132.5 / CRIT: 19% / DMG : 9-11
Change to OnScreen Mode and become targettable
Stun (140% Base) Push 2
(140% Base)
Shield Passive
Support
If OnScreen Mode: Guard Garden Guardian
Unstable Resonance
Ranged
ACC : 92.5 / Cannot CRIT / DMG : 10-15
Kill Self Blight (100% Base) 2 pts/rd for 3 rds
Stress +8
Crystal Heal
If a Crystalline Aberration is killed by a Hero, said Hero Heals 2 HP
Crystal Heal
If a Crystalline Aberration is killed by a Hero, said Hero Heals 4 HP
Crystal Heal
If a Crystalline Aberration is killed by a Hero, said Hero Heals 5 HP
Explosive Undoing
Melee
ACC : 92.5 / Cannot CRIT / DMG : 2-4
Kill Self Horror 3 stress/rd for 3 rds
Unstable Resonance
Ranged
ACC : 97.5 / Cannot CRIT / DMG : 12-16
Kill Self Blight (110% Base) 2 pts/rd for 3 rds
Stress +8
Explosive Undoing
Melee
ACC : 97.5 / Cannot CRIT / DMG : 3-6
Kill Self Horror 3 stress/rd for 3 rds
Unstable Resonance
Ranged
ACC : 102.5 / Cannot CRIT / DMG : 20-25
Kill Self Blight (120% Base) 3 pts/rd for 3 rds
Stress +8
Explosive Undoing
Melee
ACC : 102.5 / Cannot CRIT / DMG : 5-8
Kill Self Horror 3 stress/rd for 3 rds
Sow the Seeds
Ranged
ACC : 91.75 / Cannot CRIT / DMG : 1-2
Blight (120% Base) 3 pts/rd for 3 rds
Stress +10
Ceaseless Labor
Melee
ACC : 83.75 / CRIT: 6% / DMG : 4-7
Riposte Attack
Melee
ACC : 98.75 / CRIT: 4% / DMG : 3-5
Hidden Modifier:
Riposte: -40% DMG
Riposte Attack
Melee
ACC : 110 / CRIT: 6% / DMG : 4-7
Hidden Modifier:
Riposte: -40% DMG
Pause From Labor
Support
Self:
Heal 5
Buff Self: +4 SPD (2 rds)
Pause From Labor
Support
Self:
Heal 7
Buff Self: +5 SPD (2 rds)
Ceaseless Labor
Melee
ACC : 95 / CRIT: 9% / DMG : 5-9
Sow the Seeds
Ranged
ACC : 103 / Cannot CRIT / DMG : 2-3
Blight (140% Base) 4 pts/rd for 3 rds
Stress +10
Hollow Keening
Ranged
ACC : 92.5 / CRIT: 0% / DMG : 0
Stress +5
Horror 5 stress/rd for 3 rds
Hollow Keening
Ranged
ACC : 102.5 / CRIT: 0% / DMG : 0
Stress +8
Horror 6 stress/rd for 3 rds
The Soil Thaws
Support
Transform Back into a
Farmhand
Frozen Farmhand Passive
Support / Debuff
Permanently
Guards the
Miller All Heroes:
Disable Guard Skills
Haunting Revelation
Ranged
ACC : 93.75 / CRIT: 12% / DMG : 2-4
Horror 4 stress/rd for 3 rds
Flail The Crops
Melee
ACC : 93.75 / CRIT: 6% / DMG : 5-9
Blight (120% Base) 3 pts/rd for 3 rds
Haunting Revelation
Ranged
ACC : 105 / CRIT: 14% / DMG : 2-5
Horror 4 stress/rd for 3 rds
Flail The Crops
Melee
ACC : 105 / CRIT: 6% / DMG : 6-12
Blight (140% Base) 4 pts/rd for 3 rds
Roots
Melee
ACC : 100 / CRIT: 7% / DMG : 4-6
Debuff Target: -5 SPD (2 rds)
(140% Base) -12 ACC (2 rds)
(140% Base)
Shard of Growth
Support
Restoration 5 hp/rds for 2 rds
Reality Bend
Ranged
ACC : 98.75 / CRIT: 4% / DMG : 1-2
Stress +8
Debuff Target: -25%
Healing Received (3 rds)
(120% Base) -11 ACC (2 rds)
(120% Base) +35%
Random Target Chance (2 rds)
(120% Base)
Riposte Attack
Melee
ACC : 93.75 / CRIT: 6% / DMG : 4-7
Hidden:
Riposte: -40% DMG //
Riposte: +2% CRIT
Debuff Target: +20%
Stress (3 rds)
(105% Base)
Reality Bend
Ranged
ACC : 110 / CRIT: 7% / DMG : 1-3
Stress +8
Debuff Target: -25%
Healing Received (4 rds)
(140% Base) -12 ACC (2 rds)
(140% Base) +35%
Random Target Chance (2 rds)
(140% Base)
Riposte Attack
Melee
ACC : 105 / CRIT: 9% / DMG : 6-8
Hidden:
Riposte: -40% DMG //
Riposte: +4% CRIT
Debuff Target: +20%
Stress (3 rds)
(125% Base)
Adamantite Passive
Support
When alive: Permanently
Guards the
Fracture
Eternal Blossom
Ranged
ACC : 115 / CRIT: 2% / DMG : 3-5
Kill Self Horror 3 stress/rd for 6 rds
Debuff Target: -75%
Healing Received (2 rds)
(140% Base)
Eternal Blossom
Ranged
ACC : 125 / CRIT: 5% / DMG : 5-11
Kill Self Stun(140% Base)
Eternal Blossom
Ranged
ACC : 100 / CRIT: 1% / DMG : 4-6
Kill Self Heal Fracture for Damage Dealt
Eternal Blossom
Ranged
ACC : 125 / CRIT: 2% / DMG : 6-10
Kill Self Blight (140% Base) 5 pts/rd for 3 rds
Riposte Attack
Melee
ACC : 120 / CRIT : 12% / DMG : 6-8
Slice and Dice
Melee
ACC : 93.75 / CRIT : 20% / DMG : 6-11
Debuff Target: -35%
Bleed Resist (3 rds)
(160% Base)
Uppercut Slice
Melee
ACC : 93.75 / CRIT : 15% / DMG : 4-9
Knockback 1
(140% Base)
Shank
Melee
ACC : 92.5 / CRIT : 11% / DMG : 7-15
Bleed (140% Base) 3 pts/rd for 3 rds
Mark Target (3 rds)
Harmless Poke
Melee
Forward 1
ACC : 62.5 / Cannot CRIT / DMG : 4-9
On Attack Hit:
Buff Self: +2 SPD (3 rds)
Death Lash
Melee
ACC : 113.75 / CRIT: 10% / DMG : 4-7
Stress +5
Debuff Target: -23%
Bleed Resist (3 rds)
(150% Base)
The Finger
Ranged
ACC : 113.75 / CRIT: 20% / DMG : 7-14
Stress +15
Bleed (150% Base) 6 pts/rd for 3 rds
Grand Guard
Support
Guard Ally (3 rds)
Buff Self: +33% PROT (3 rds)
Bolster
Support
Buff Target: +5 SPD (3 rds)
+10 ACC (3 rds)
+10% CRIT (3 rds)
Ritualic Restoration
Support
Heal Ally : 10-18 (Cannot Target Self)
Unbearable Tremors
Ranged
ACC : 113.75 / Cannot CRIT / DMG : 0
Stress +7 (90% Chance)
Gnash
Melee
ACC : 103.75 / CRIT: 15% / DMG : 6-13
+50% DMG vs
Marked Stress +5
Nibble
Melee
Forward 3
ACC : 83.75 / Cannot CRIT / DMG : 1-3
Fetch
Melee
ACC : 113.75 / CRIT: 10% / DMG : 4-9
Pull 2
(150% Base) Stun (130% Base)
Venomous Phlegm
Ranged
ACC : 103.75 / CRIT: 15% / DMG : 4-9
Mark Target (3 rds)
Blight (150% Base) 6 pts/rd for 3 rds
Violent Hack
Ranged
Back 3
ACC : 83.75 / Cannot CRIT / DMG : 1-3
Banish
Melee
ACC : 113.75 / CRIT: 10% / DMG : 4-9
Knockback 2
(150% Base)
Reconstitute
Support
Heal Target: 8-18
Buff Target: +15% PROT (3 rds)
+3 SPD (3 rds)
Teleport
Ranged
ACC : Cannot MISS / Cannot CRIT / DMG : 0
Cannot be used on Round 1
Teleports Party to random Room
Displace
Ranged
ACC : 113.75 / Cannot CRIT / DMG : 1-3
Shuffle (100% Base) Debuff Target: -5 SPD (4 rds)
(150% Base)
Reunion
Ranged
ACC : 113.75 / CRIT: 10% / DMG : 5
83.3% Chance to Target
Marked Heroes
+50% DMG vs
Marked Stress +8
(+12 on
Stygian /
Bloodmoon)
Bleed (150% Base) 3pts/rd for 3 rds
We Are the Same
Ranged
ACC : 113.75 / CRIT: 10% / DMG : 2
50% Chance to Target Most
Stressed Hero
Stress +18
(+22 on
Stygian /
Bloodmoon)
It Chooses
Melee
ACC : 113.75 / Cannot CRIT / DMG : 1-3
Not used if any
Marked Heroes are present
Mark Target (3 rds)
Stun (150% Base)
We Are the Same
Melee
ACC : 113.75 / Cannot CRIT / DMG : 2
75% Chance to target Most
Stressed Hero
Stress +8
(+12 on
Stygian /
Bloodmoon)
Imperfect Reflection Death
On Death: Ancestor takes 1 DMG

Hover over Quirks for Info
Luminous
Corvid's Grace
Corvid's Eye
Eldritch Slayer
Man Slayer
Natural Swing
Quick Reflexes
Hippocratic
Precise Striker
Eagle Eye
Beast Slayer
Early Riser
Evasive
Hard Skinned
Slugger
Unerring
Natural Eye
On Guard
Quickdraw
Hot to Trot
Unholy Slayer
Tough
Eldritch Hater
Mankind Hater
Beast Hater
Warrior of Light
Twilight Dreamer
Unholy Hater
Daredevil
Hard Noggin
Clotter
Thick Blooded
Photomania
Balanced
Steady
Deadly
Fairweather Fighter
Second Wind
Clutch Hitter
Natural
Corvid's Resilience
Robust
X Tactician
X Explorer
X Adventurer
X Scrounger
Lurker
Night Owl
Irrepressible
Unyielding
Resilient
Weapon Tinker
Armor Tinker
Stress Faster
Gifted
Healer's Gift
Stout
Fast Healer
Gothic
Spiritual
Musical
Backtracker
Fated
Nymphomania
Meditator
Skilled Gambler
Corvid's Curiosity
Compulsive
Curious
Corvid's Appetite
Ablutomania
Bloodthirsty
Dacnomania
Dark Temptation
Demonomania
Dipsomania
Egomania
Guilty Conscience
Hagiomania
Hieromania
Hylomania
Kleptomaniac
Necromania
Paranormania
Plutomania
Sitiomania
Fading
Off Guard
Slowdraw
Corvid's Blindness
Fear of Eldritch
Fear of Mankind
Fear of Beasts
Fear of Unholy
The Yips
Nocturnal
Fragile
Imposter Syndrome
Slow Reflexes
Ashen
Antsy
Light Sensitive
Phengophobia
Claustrophobia
Weak Grip
Flawed Release
Lazy Eye
Torn Rotator
Scattering
Bad Healer
Risktaker
Automatonophobia
Zoophobia
Satanophobia
Soft
Infirm
Anemic
Thin Blooded
Shocker
Sickly
Calm
Clumsy
Dud Hitter
Tuckered Out
Misses the Spot
Weak Grip on Life
Thanatophobia
Lygophobia
X Phobe
Germophobe
Nervous Bleeder
Tippler
Gambler
Love Interest
Stress Eater
Night Blindness
Diurnal
Mercurial
Perfectionist
Ruminator
Enlightened
God Fearing
Flagellant
Shard Mercenary
Ascetic
Scientific
Unquiet Mind
Witness
Faithless
Tone Deaf
Resolution
Known Cheat
Deviant Tastes
Bad Gambler
Winded
Prismatic Isolation
Prismatic Stability
Prismatic Solidity
Prismatic Coagulation
Prismatic Purity
Prismatic Calm
Prismatic Force
Prismatic Speed
Prismatic Precision
Prismatic Eye
Husk Slayer
Scythemaster
+2 SPD
+5 DODGE
Color of Madness DLC
+6 DODGE
+25% Move Resistance
+8 ACC
+8% Scouting Chance
+10 ACC vs Eldritch
+5% CRIT vs Eldritch
+10 ACC vs Human
+5% CRIT vs Human
+5 ACC
+2 SPD
+20% Healing Skills
Color of Madness DLC
+5% CRIT Melee Skills
+5% CRIT Ranged Skills
-10% Stress
+2% CRIT
+20% DMG if HP above 99%
Color of Madness DLC
+10% DMG if HP below 50%
+5% CRIT if HP below 50%
+20% MAX HP, +20% Healing Received,
and +3 SPD when wearing no Trinkets
Color of Madness DLC
+33% Disease Resist
+15% Disease Resist
+15% DMG in X Region
+10% Scouting Chance in X Region
-20% Stress in X Region
+5% Scouting Chance in X Region
+10% DMG if Torch below 26
+2 SPD if Torch below 26
+10 ACC vs Beast
+5% CRIT vs Beast
+2 SPD if Torch above 75
+5 DODGE
+10% PROT
+10% DMG Melee Skills
+10% DMG Ranged Skills
+5 ACC Ranged Skills
+4 SPD and +5 DODGE on First Round
+4 SPD on First Round
+25% DMG, +20 ACC, +5% CRIT on First Round
Color of Madness DLC
+10 ACC vs Unholy
+5% CRIT vs Unholy
+10% MAX HP
+15% DMG vs Eldritch
-15% Stress vs Eldritch
+15% DMG vs Human
-15% Stress vs Human
+15% DMG vs Beast
-15% Stress vs Beast
+10% DMG if Torch above 75
Ignores Stealth (One per Roster) - Auto-Locked
Additional Heroes with this Quirk can be obtained through Town Events
Color of Madness DLC
+15% DMG vs Unholy
-15% Stress vs Unholy
+15 DODGE if HP below 25%
Color of Madness DLC
+15% Stun Resist
+15% Bleed Resist
+15% Blight Resist
-20% Stress if Torch above 75
+15% Move Resist
+5% Virtue Chance
+10% Death Blow Resist
+10% Stress Heal Received
-20% Weapon Upgrade Cost at the Blacksmith
-20% Armor Upgrade Cost at the Blacksmith
-100% Food Consumed if Stress above 50
+20% Healing Received
Color of Madness DLC
+20% Healing Skills while Camping
+15% Healing Skills while Camping
+10% Healing Skills while Camping
Wyrd Reconstruction:
+25% Healing Received
Color of Madness DLC
Divine Grace, Divine Comfort:
+25% Healing Received
Color of Madness DLC
Inspiring Tune:
+25% Stress Heal Received
Color of Madness DLC
No Stress penalty when walking backwards
10% Chance to turn any MISS (not DODGE) into a HIT
+20% Stress Heal Received from Brothel
+20% Stress Heal Received from Meditation
+12.9% Chance of winning Money while Gambling
+13.3% chance of winning Trinkets while Gambling
+1 SPD if HP below 50%
A Hero at Death's Door with a DoT applied to them could
move before the healer b/c of the speed from the Quirk
and end up taking a Death Blow check and possibly die
+25% Debuff Resist
Color of Madness DLC
+25% Move Resist
Color of Madness DLC
+25% Stun Resist
Color of Madness DLC
+25% Bleed Resist
Color of Madness DLC
+25% Blight Resist
Color of Madness DLC
-30% Stress
Color of Madness DLC
+15% DMG
Color of Madness DLC
+3 SPD
Color of Madness DLC
+4% CRIT
Color of Madness DLC
+8 ACC
Color of Madness DLC
+10 ACC and +5% CRIT vs Husk
Color of Madness DLC
+15% DMG vs Husk
Color of Madness DLC
27.5% Chance of interacting with All Curios
Suffers intense need to do specific actions
20% Chance of interacting with All Curios
Obsessed with the acquisition of knowledge
20% Chance of interacting with All Curios
+100% Food Consumed
33% chance of interacting with 'Body' Curios
Obsessed with cleanliness
40% chance of interacting with 'Fountain' Curios
Fascinated with injury, wounds, and torture
35% chance of interacting with 'Torture' Curios
Obsessed with killing
40% chance of interacting with 'Torture' Curios
Prone to investigating the Dark Arts
40% chance of interacting with 'Unholy' Curios
Believes is possessed by demons
40% chance of interacting with 'Unholy' Curios
Intense craving for alcohol
40% chance of interacting with 'Drink' Curios
Obsessed with self-worship
40% chance of interacting with 'Reflective' Curios
Steals Loot
Bears the crushing guilt of deeds real and imagined
35% chance of interacting with 'Worship' Curios
Obsessed with sainthood
40% chance of interacting with 'Worship' Curios
Experiences religious visions and delusions
35% chance of interacting with 'Worship' Curios
Obsessed with material things
40% chance of interacting with 'Treasure' Curios
Prone to stealing
35% chance of interacting with 'Treasure' Curios
Steals Loot
Fascinated with corpses
40% chance of interacting with 'Body' Curios
Obsessed with the paranormal
40% chance of interacting with 'Haunted' Curios
Manic for money
40% chance of interacting with 'Treasure' Curios
Obsessed with food
40% chance of interacting with 'Food' Curios
-2 SPD
-5 DODGE
Color of Madness DLC
-4 SPD and -5 DODGE on First Round
-4 SPD on First Round
-10 ACC if Torch above 50
+15% Stress vs Eldritch
-10 ACC vs Eldritch
+15% Stress vs Human
-10 ACC vs Human
+15% Stress vs Beast
-10 ACC vs Beast
+15% Stress vs Unholy
-10 ACC vs Unholy
-5 ACC
-2 SPD if Torch above 75
-10% MAX HP
Consumed by thoughts of inadequacy
4% Chance to Pass Turn
Color of Madness DLC
-1 SPD
-10% Bleed Resist
-10% Blight Resist
Color of Madness DLC
+20 Stress when left Idle for the week
Color of Madness DLC
-10% DMG if Torch above 75
+20% Stress if Torch above 75
+20% Stress in Hallways
-5% CRIT Melee Skills
-5% CRIT Ranged Skills
-5 ACC Ranged Skills
-5% DMG Melee Skills
-5% DMG Ranged Skills
-20% Healing Skills
Color of Madness DLC
+10% DMG
-10 DODGE
Color of Madness DLC
+20% Stress vs Human
+20% Stress vs Beast
+20% Stress vs Unholy
-5% MAX HP
-20% Healing Received
Color of Madness DLC
-10% Bleed Resist
-10% Blight Resist
-10% Stun Resist
-10% Disease Resist
-15% DMG on First Round
-5 DODGE
-5% CRIT if HP below 50%
-10% DMG if HP below 50%
-2% CRIT
-10% Death Blow Resist
+20% Stress if HP below 50%
+20% Stress if Torch below 26
+20% Stress in X Region
-10 ACC vs Blighted
Color of Madness DLC
-10 ACC while Bleeding
Color of Madness DLC
In Town, will only visit the Bar for Stress Relief
In Town, will only Gamble for Stress Relief
In Town, will only visit the Brothel for Stress Relief
+100% Food Consumed if Stress above 50
-10% DMG if Torch below 26
-2 SPD if Torch below 26
-5% Virtue Chance
On Attack Miss: +5 Stress
Color of Madness DLC
-10% Stress Heal Received
In Town, will only Meditate for Stress Relief
In Town, will only Pray for Stress Relief
In Town, will only Flagellate for Stress Relief
-1 SPD if HP below 50%
Wyrd Reconstruction:
-20% Healing Received
Color of Madness DLC
Divine Grace, Divine Comfort:
-20% Healing Received
Color of Madness DLC
In Town, will not Meditate in the Cloister for Stress Relief
Will not take part in Prayer activity in town, after certain traumatic events
Will not Pray or Flagellate for Stress Relief.
Inspiring Tune:
-20% Stress Heal Received
Color of Madness DLC
In Town, will never Drink
Is not allowed to visit the Gambling Hall
Is not allowed to visit the Brothel
+11.4% Chance of losing Money while Gambling
+13.3% Chance of losing Trinkets while Gambling
10% Shard loot taken.
Hero will only undertake Endless Harvest Quest in The Farmstead
This Quirk Cannot be removed via Sanitarium
Color of Madness DLC
Quirks can be gained through
Curio Interactions, after an Expedition or as a result of partaking in
Stress Relief buildings in the Hamlet.
Once a Hero has 5
Quirks of each kind, any additional
Quirks gained will replace an existing non-reinforced
Quirks.
The Chance for Heroes to gain Quirks at the end of an Expedition is based on Quest Success and the Hero's current Stress Level, with Unsuccessful Expeditions and Higher Stress Levels leading to a Higher Chance to gain a Negative Quirk.
Negative Quirks will become Locked over time, and can be removed by using the Sanitarium, through Positive Curio Interactions, or being replaced by another.
In addition, Heroes have a 25% Chance to get an existing Negative Quirk Reinforced after every Expedition.
Only up to 3 Positive Quirks can be manually reinforced using the Sanitarium at one time, with Auto Locked Quirks introduced with the Color of Madness DLC not counting towards the cap.
The Cost of removing and reinforcing Quirks using the Sanitarium gets more expensive the Higher the Hero's Resolve Level is.
Corvid's Quirks are Unique Quirks awarded to a Hero if the Party suvives a Shrieker Encounter.
Only 1 Corvid's Quirk is given per Shrieker Encounter, in addition to any other Quirks the Hero would have gained after Quest Completion.
You have a 33% Chance to be awarded with a
Positive Corvid's Quirk if you let the
Shrieker escape,
whereas a 66% Chance if you manage to slay the Boss before it Escapes.
Positive Corvid's Quirks
Corvid's Eye: +8 ACC / +8% Scouting Chance
Corvid's Grace: +6 DODGE / +25% Move Resist
Corvid's Resilience: +33% Disease Resist
Negative Corvid's Quirks
Corvid's Blindness: -10 ACC if Torch above 50
Corvid's Appetite: +100% Food Consumed
33% Chance to Interact with Body Curios
Corvid's Curiosity: 27.5% Chance to Interact with All Curios
Abbey
Tavern
Bookshelf
Confession Booth
Decorative Urn
Iron Maiden
Sarcophagus
Suit of Armor
Ancient Coffin
Beast Carcass
Eerie Spiderweb
Troubling Effigy
Moonshine Barrel
Occult Scrawlings
Pile of Bones
Pile of Scrolls
Sacrificial Stone
Bas-Relief
Eerie Coral
Eldritch Altar
Stack of Books
Disturbing Diversion
Forgotten Delicacies
Wine Crate
Hover over Curio / Town Facility Name for Info
Prismatic Quirks are Unique
Quirks introduced with the
Color of Madness DLC.
They tend to be stronger versions of Existing
Quirks, and can greatly enhance your Heroes.
These Quirks are unique in that they are limited to 1 per Estate, meaning that once a Hero has obtained the Quirk, no other Hero can gain said Quirk until it is Lost or Removed.
They are also unique in that despite being treated like a Reinforced Quirk, they do not count towards the Reinforced Quirk Limit, letting a Hero potentially have 5 Reinforced Positive Quirks at once.
Prismatic Quirks are obtained by slaying the Thing from the Stars, after which One Prismatic Quirk is rewarded to a Random Hero at the end of the Expedition.
These Quirks are gained in a fixed order, and the order in which they are obtained is identical to the order they have been listed on the Right.
Prismatic Quirks are lost if a Hero is slain during the Endless Harvest, in which case they become Lost in Time and Space, and the Quirk is re-added to the Thing from the Stars' Prismatic Quirk List.
Meditation (Cloister)
Balanced (3.75%) // Meditator (3.75%)
Enlightened (7.5%) // Unquiet Mind (7.5%) // Calm (3.75%)
Prayer (Transept)
God Fearing (6.82%) // Witness (6.82%)
Flagellation (Penance Hall)
Flagellant (4.69%) // Faithless (4.69%)
Drinking (Bar)
Tippler (3.95%) // Resolution (3.95%)
Gambling (Gambling Hall)
Gambler (2.88%) // Known Cheat (2.88%)
Bad Gambler (2.88%) // Skilled Gambler (2.88%)
Brothel
Love Interest (3.13%) // Deviant Tastes (3.13%)
No Provisions - Random Positive Quirk (13.3%)
No Provisions - Random Negative Quirk (6.7%)
No Provisions - Purge Negative Quirk (25%)
Shovel - Guilty Conscience (100%)
No Provisions - Claustrophobia (20%)
No Provisions - Thanatophobia (20%)
No Provisions - Ruins Adventurer (12.5%)
No Provisions - Ruins Tactician (12.5%)
No Provisions - Weald Adventurer (8.35%)
No Provisions - Weald Explorer (8.35%)
No Provisions - Zoophobia (14.29%)
No Provisions - Slow Reflexes (10%)
No Provisions - Slowdraw (10%)
Holy Water - Random Positive Quirk (100%)
No Provisions - Random Positive Quirk (18.75%)
No Provisions - Random Negative Quirk (18.75%)
No Provisions - Tippler (11.15%)
No Provisions - Random Positive Quirk (33.3%)
No Provisions - Random Negative Quirk (16.7%)
No Provisions - Bloodthirsty (25%)
Torch - Purge Negative Quirk (100%)
No Provisions - Purge Negative Quirk (25%)
No Provisions - Warrens Explorer (12.5%)
No Provisions - Warrens Scrounger (12.5%)
No Provisions - Random Positive Quirk (66.7%)
No Provisions - Random Negative Quirk (22.2%)
Medicinal Herbs - Purge Negative Quirk (100%)
Holy Water - Purge Negative Quirk (100%)
No Provisions - Purge Negative Quirk (10%)
No Provisions - Random Positive Quirk (22.2%)
No Provisions - Random Negative Quirk (11.1%)
No Provisions - Random Positive Quirk (15%)
No Provisions - Random Negative Quirk (15%)
No Provisions - Stress Eater (20%)
No Provisions - Tippler (16.7%)
Accuracy Stone
Very Common
Warrens Exclusive
+4 ACC
-1 SPD
Bleed Charm
Very Common
Weald Exclusive
+20% Bleed Skill Chance
-1 SPD
Bleed Stone
Very Common
+20% Bleed Skill Chance
-1 SPD
Blight Charm
Very Common
+20% Blight Resist
-2 DODGE
Blight Stone
Very Common
+20% Blight Skill Chance
-1 SPD
Critical Stone
Very Common
Warrens Exclusive
-3% CRIT
-1 SPD
Debuff Charm
Very Common
+20% Debuff Resist
-2 DODGE
Debuff Stone
Very Common
Warrens Exclusive
+15% Debuff Skill Chance
-1 SPD
Disease Charm
Very Common
+20% Disease Resist
-2 DODGE
Dodge Stone
Very Common
Ruins Exclusive
+4 DODGE
-1 SPD
Health Stone
Very Common
+10% MAX HP
-1 SPD
Move Charm
Very Common
Weald Exclusive
+20% Move Resist
-1 SPD
Move Stone
Very Common
+15% Move Skill Chance
-1 SPD
Protection Stone
Very Common
+5% PROT
-1 SPD
Stun Charm
Very Common
Warrens Exclusive
+20% Stun Resist
-2 DODGE
Stun Stone
Very Common
+10% Stun Skill Chance
-1 SPD
Archer's Ring
Common
+5 ACC Ranged Skills
-1 SPD
Bloodied Fetish
Common
+20% Blight Resist
+20% Bleed Resist
-20% Disease Resist
Book of Intuition
Common
-20% Chance Party Surprised
-1 SPD
Caution Cloak
Common
Weald Exclusive
+10% Scouting Chance
-10 SPD on First Round
Damage Stone
Common
+10% DMG
-4 DODGE
Dazzling Charm
Common
+10% Stun Skill Chance
Deteriorating Bracer
Common
Weald Exclusive
+10 DODGE if HP above 75%
-6 DODGE if HP below 50%
Reckless Charm
Common
Weald Exclusive
+5 ACC
-2 DODGE
Slippery Boots
Common
+4 DODGE
-20% Move Resist
Snake Oil
Common
-10% Stress
Speed Stone
Common
Ruins Exclusive
+1 SPD
Survival Guide
Common
+10% Scouting Chance
+10% Trap Disarm Chance
-1 SPD
Warrior's Bracer
Common
+10% DMG Melee Skills
-4 DODGE
Warrior's Cap
Common
+5 ACC Melee Skills
Bleed Amulet
Uncommon
+20% Bleed Skill Chance
+20% Bleed Resist
-20% Blight Resist
Blight Amulet
Uncommon
+20% Blight Skill Chance
+20% Blight Resist
-20% Bleed Resist
Blood Charm
Uncommon
+30% Bleed Resist
Bloodthirst Ring
Uncommon
-100% Food Consumed
+10% MAX HP
-25% Healing Received
Book of Constitution
Uncommon
+30% Blight Resist
+30% Disease Resist
-1 SPD
Book of Holiness
Uncommon
-20% Stress
-10% Death Blow Resist
Book of Rage
Uncommon
Weald Exclusive
+20% DMG if HP below 33%
+8% CRIT if HP below 33%
-10% Bleed Resist
-10% Blight Resist
Book of Relaxation
Uncommon
-10% Stress
+4 ACC
-4 DODGE
Camouflage Cloak
Uncommon
+15 DODGE if Torch above 75
-20% Stun Resist
Calming Crystal
Uncommon
Ruins Exclusive
-15% Stress
-1 SPD
Chirurgeon's Charm
Uncommon
+15% Healing Skills
Dark Bracer
Uncommon
+8% CRIT if Torch below 26
+5 DODGE if Torch below 26
-10% DMG if Torch above 51
Debuff Amulet
Uncommon
+30% Debuff Skill Chance
+30% Debuff Resist
-4 DODGE
Gambler's Charm
Uncommon
+15% MAX HP
-10% Death Blow Resist
Heavy Boots
Uncommon
+40% Move Resist
+20% PROT
-2 SPD
Life Crystal
Uncommon
+20% MAX HP
-1 SPD
Move Amulet
Uncommon
+20% Move Skill Chance
+30% Move Resist
-10% Debuff Resist
Seer Stone
Uncommon
Ruins Exclusive
+15% Scouting Chance
-1 SPD
Shimmering Cloak
Uncommon
Ruins Exclusive
+8 DODGE
-33% Healing Received
Solar Bracer
Uncommon
Warrens Exclusive
+4% CRIT if Torch above 75
+5 DODGE if Torch above 75
-5% CRIT if Torch below 50
-6 DODGE if Torch below 51
Steady Bracer
Uncommon
+10 ACC Ranged Skills
-2 DODGE
Stun Amulet
Uncommon
+10% Stun Skill Chance
+20% Stun Resist
-4 DODGE
Surgical Gloves
Uncommon
Warrens Exclusive
+8% CRIT Melee Skills
+5 ACC Melee Skills
-20% Move Resist
-10% Debuff Resist
Swift Cloak
Uncommon
+2 SPD
-20% Move Resist
Tenacity Ring
Uncommon
Ruins Exclusive
+10% Death Blow Resist
+5 DODGE
-5% CRIT
Worrystone
Uncommon
+10% Virtue Chance
-10% Stress
-1 SPD
Beast Slayer's Ring
Rare
+25% DMG vs Beast
-8 DODGE
Berserk Charm
Rare
Warrens Exclusive
+3 SPD
+15% DMG
+15% Stress
-5 ACC
-10% Virtue Chance
Brawler's Gloves
Rare
+25% DMG if in position 1
-5% CRIT
-1 SPD
Dark Crown
Rare
Weald Exclusive
-25% Stress if Torch below 26
+15% Virtue Chance if Torch below 26
Eldritch Slayer's Ring
Rare
+25% DMG vs Eldritch
-8 DODGE
Fasting Seal
Rare
Warrens Exclusive
-100% Food Consumed
-100% DMG Inflicted When Starving
+5 DODGE
Feather Crystal
Rare
+2 SPD
+8 DODGE
-20% Stun Resist
-20% Move Resist
Man Slayer's Ring
Rare
+25% DMG vs Human
-8 DODGE
Moon Cloak
Rare
+15% PROT if Torch below 26
+10 DODGE if Torch below 26
+10% Stress
Moon Ring
Rare
+15% DMG if Torch below 26
+10 ACC if Torch below 26
+10% Stress
Quick Draw Charm
Rare
+8 SPD on First Round
+12% CRIT on First Round
-3 SPD after First Round
Recovery Charm
Rare
+40% Healing Received
Sniper's Ring
Rare
+15 ACC if in position 4
+4% CRIT if in position 4
-2 SPD
Solar Crown
Rare
-20% Stress if Torch above 75
Sun Cloak
Rare
+5% PROT if Torch above 75
+10 DODGE if Torch above 75
+10% Stress
Sun Ring
Rare
+10% DMG if Torch above 75
+5 ACC if Torch above 75
+10% Stress
Unholy Slayer's Ring
Rare
+25% DMG vs Unholy
-8 DODGE
Book of Sanity
Very Rare
-20% Stress
Cleansing Crystal
Very Rare
Warrens Exclusive
+40% Blight Resist
+40% Bleed Resist
+40% Debuff Resist
-15% Blight Skill Chance
-15% Bleed Skill Chance
-15% Debuff Skill Chance
Limited to 1 per Estate
Ethereal Crucifix
Very Rare
+25% DMG vs Eldritch
+30% Bleed Resist
-20% MAX HP
Focus Ring
Very Rare
+10 ACC
+5% CRIT
-8 DODGE
Limited to 1 per Estate
Fortifying Garlic
Very Rare
+33% Blight Resist
+33% Bleed Resist
+33% Disease Resist
Hero's Ring
Very Rare
+25% Virtue Chance
Legendary Bracer
Very Rare
+20% DMG
-1 SPD
+10% Stress
Martyr's Seal
Very Rare
+60% DMG at Death's Door
+14% CRIT at Death's Door
+12% Death Blow Resist
+15% MAX HP
Tough Ring
Very Rare
+10% PROT
+15% MAX HP
-15% DMG
+10% Stress
Obtained by Defeating the Shambler or its Darkest Level Counterpart
Ancestor's Bottle
Ancestral
+25% MAX HP
+50% Food Consumed
+10% Stress
Obtained by Defeating the Shambler or its Darkest Level Counterpart
Ancestor's Candle
Ancestral
+15% DMG if Torch above 50
+2 SPD if Torch above 50
+5 DODGE if Torch above 50
+10% Stress
Ancestor's Coat
Ancestral
+15 DODGE
+10% Stress
Ancestor's Handkerchief
Ancestral
+50% Disease Resist
+50% Bleed Resist
+10% Stress
Ancestor's Lantern
Ancestral
-20% Chance Party Surprised
+20% Chance Monsters Surprised
+10% Stress
Obtained by Defeating the Shambler or its Darkest Level Counterpart
Ancestor's Map
Ancestral
+25% Trap Disarm Chance
+25% Scouting Chance
+10% Stress
Ancestor's Mustache Cream
Ancestral
+50% Debuff Resist
+50% Blight Resist
+10% Stress
Ancestor's Musket Ball
Ancestral
Weald Exclusive
+10% DMG Ranged Skills
+8% CRIT Ranged Skills
+10% Stress
Ancestor's Pen
Ancestral
+10% DMG Melee Skills
+8% CRIT Melee Skills
+10% Stress
Ancestor's Pistol
Ancestral
+15 ACC Ranged Skills
+3 SPD
+10% Stress
Ancestor's Portrait
Ancestral
+50% Resolve XP
+10% Stress
Obtained by Defeating the Shambler or its Darkest Level Counterpart
Ancestor's Scroll
Ancestral
+25% Healing Skills
+25% Stress Skills
+10% Stress
Ancestor's Signet Ring
Ancestral
+10 ACC
+10% PROT
+10% Stress
Obtained by Defeating the Shambler or its Darkest Level Counterpart
Ancestor's Tentacle Idol
Ancestral
+20% Virtue Chance
+8% Death Blow Resist
Cannot be lost
Talisman of the Flame
Darkest Dungeon
Revelation: -100% Stress
Negates only 80% Stress due to Stress Reducing Buffs being capped at 80%
Revelation: -100% DMG Taken
Necromancer's Collar
Trophy
+20% DMG vs Unholy
+8% CRIT vs Unholy
Prophet's Eye
Trophy
+15 ACC if in position 4
+3 SPD if in position 4
-15% Stress if in position 4
Hag's Ladle
Trophy
+30% Blight Skill Chance
+40% Blight Resist
+40% Disease Resist
Fuseman's Matchstick
Trophy
+2 SPD
+10% DMG Ranged Skills
+6% CRIT Ranged Skills
Wilbur's Flag
Trophy
+50% Stun Resist
+10 DODGE
Flesh's Heart
Trophy
+50% Bleed Resist
+15% MAX HP
Siren's Conch
Trophy
+50% Debuff Resist
-20% Stress
Crew's Bell
Trophy
+50% Move Resist
+20% Healing Received
Vvulf's Tassle
Trophy
+20% DMG vs Marked
+10 ACC vs Marked
+5% CRIT vs Size 2 or Above
Obtained by Defeating the Collector(25%)
or from Secret Rooms
(3 rolls with 25% chance each)
Barristan's Head
Very Rare
+25% PROT
+20% Stress
Obtained by Defeating the Collector(25%)
or from Secret Rooms
(3 rolls with 25% chance each)
Dismas' Head
Very Rare
+25% DMG
-10% MAX HP
+20% Stress
Obtained by Defeating the Collector(25%)
or from Secret Rooms
(3 rolls with 25% chance each)
Junia's Head
Very Rare
+30% Healing Skills
+20% Stress
Obtained by killing a Madman enemy
(about 4% Chance)
Aria Box
Very Rare
-25% Stress
Obtained by killing a Madman enemy
(about 4% Chance)
Crescendo Box
Very Rare
+2 SPD
+15% DMG
+10% Stress
Obtained by killing a Madman enemy
(about 4% Chance)
Overture Box
Very Rare
+15% MAX HP
+8 DODGE
-2 ACC
Obtained by killing a Champion Level Bone Courtier enemy
(about 4.5% Chance)
Tempting Goblet
Very Rare
+20% MAX HP
+3 SPD
+8 DODGE
+25% Stress
-10% Virtue Chance
Obtained during the "Shrieker's Prize"
Town Event
Callous Talon
Shrieker
+7% CRIT
+33% Disease Resist if Torch below 75
+33% Bleed Skill Chance if Torch below 50
+15% Stress
Obtained during the "Shrieker's Prize"
Town Event
Distended Crowseye
Shrieker
+10 ACC
++33% Disease Resist if Torch below 75
+15% Scouting Chance if Torch below 50
+15% Stress
Obtained during the "Shrieker's Prize"
Town Event
Molted Tailfeather
Shrieker
+4 SPD
+33% Disease Resist if Torch below 75
+33% Stun Resist if Torch below 50
+15% Stress
Obtained during the "Shrieker's Prize"
Town Event
Molted Wingfeather
Shrieker
+10 DODGE
+33% Disease Resist if Torch below 75
+33% Move Resist if Torch below 50
+15% Stress
Limited to 1 per Estate
Ancestor's Vintage
Very Rare
Delayed Crimson Curse Craving
(By 69 Turns/Tiles)
Limited to 1 per Estate
Coven Signet
Very Rare
-25% Stress if has Crimson Curse
Limited to 1 per Estate
Dazzling Mirror
Very Rare
+4 SPD if Bloodsuckers are Present
+20% Stun Skill Chance vs Bloodsucker
Limited to 1 per Estate
Mantra of Fasting
Very Rare
+40% MAX HP if Crimson Curse - Wasting
++7 SPD if Crimson Curse - Wasting
Limited to 1 per Estate
Mercurial Salve
Very Rare
+25% DMG vs Bloodsuckers
Limited to 1 per Estate
Pagan Talisman
Very Rare
+25% DMG vs Fanatic
-10% Stress
Limited to 2 per Estate
Rat Carcass
Very Rare
Immune to death by Crimson Curse
Works on Heroes in the Hamlet
Limited to 1 per Estate
Sanguine Snuff
Very Rare
+8% CRIT if Crimson Curse - Bloodlust
+15 DODGE if Crimson Curse - Bloodlust
Limited to 1 per Estate
Sculptor's Tools
Very Rare
+40% DMG vs Stonework
Baron's Lash
Trophy
+75% Debuff Resist if has Crimson Curse
+4 SPD if has Crimson Curse
-10% Stun Resist if has Crimson Curse
Viscount's Spices
Trophy
+5% CRIT if has Crimson Curse
+100% Healing when Eating if has
Crimson Curse
+100% Food Consumed if has Crimson Curse
Countess' Fan
Trophy
+50% Healing Received if has Crimson Curse
-25% Bleed Resist if has Crimson Curse
Costs 25 Shards
Lens of the Comet
Crystalline
Ignores Stealth
-20% Virtue Chance
+5% CRIT if Shard Dust in inventory
Costs 65 Shards
Crystal Pendant
Crystalline
+15% Shards Given
+15% Stress
Costs 100 Shards
Cluster Pendant
Crystalline
+25% Shards Given
+15% Stress
Works with DoT Damage
Costs 180 Shards
Coat Of Many Colors
Crystalline
On Monster Kill:
Buff Self:
-2% Stress (2 Battles)
+2 ACC (2 Battles)
Hero Killed:
Party:
Stun (120% Base)
Stress +45
Works with DoT Damage
Costs 180 Shards
Miller's Pipe
Crystalline
On Monster Kill:
Stress -2
All Monsters: Blight (120% Base)
2 pts/rd for 3 rds
Hero Killed:
Party: Stress +45
Debuff Party (Until Quest End)
-20% PROT (100% Base)
-2 SPD (100% Base)
Obtained from the Mildred in the Farmstead
Mildred's Locket
Keepsake
Miller: The Reaping: -100% DMG Taken
+40% Blight Resist
+3 SPD
+40% DMG vs Miller
Causes the Miller to use Immortal Beloved if equipped
Obtained by killing a Thing From the Stars
(6.7% > Chance)
Thing's Mesmerizing Eye
Thing
+4% CRIT if HP above 41%
+8% CRIT if HP below 40%
Obtained by killing a Thing From the Stars
(6.7% > Chance)
Crystalline Fang
Thing
+10% Stun Skill Chance if HP above 40%
+40% Stun Skill Chance if HP below 41%
Obtained by killing a Thing From the Stars
(6.7% > Chance)
Phase Shifting Hide
Thing
-15% Stress if HP above 41%
-50% Stress if HP below 40%
Obtained by killing a Thing From the Stars
(10% > Chance)
Prismatic Heart Crystal
Thing
+35% Blight Skill Chance vs Thing
+35% Bleed Skill Chance vs Thing
+12% CRIT vs Thing
Lock of Patience
Common
[Abomination only]
+10% Virtue Chance
Padlock of Transference
Uncommon
[Abomination only]
+20% Stun Skill Chance
+20% Blight Skill Chance
Protective Padlock
Uncommon
[Abomination only]
+15% PROT
-1 SPD
Lock of Fury
Rare
[Abomination only]
+10% DMG
+3 SPD
-10% MAX HP
Restraining Padlock
Very Rare
[Abomination only]
Transform: -40% Stress Inflicted on Party
-40% Self Stress While Transformed
Shameful Shroud
Crimson Court
[Abomination only]
-15% Stress
+10 DODGE
"I must hide from the world."
+20% DMG if in position 1
Osmond Chains
Crimson Court
[Abomination only]
+20% DMG Ranged Skills
+8% CRIT Ranged Skills
"I must hide from the world."
+20% DMG if in position 1
Costs 30 Shards
Broken Key
Crystalline
[Abomination only]
+15 ACC
+35% Stun Skill Chance
+10% Stress
Bag of Marbles
Common
[Antiquarian only]
+10 DODGE
Bloodcourse Medallion
Uncommon
[Antiquarian only]
+33% Healing Received
Carapace Idol
Uncommon
[Antiquarian only]
+25% PROT
Fleet Florin
Rare
[Antiquarian only]
+4 SPD
+20% Debuff Skill Chance
Candle of Life
Very Rare
[Antiquarian only]
+50% Healing Skills
+15% MAX HP
The Master's Essence
Crimson Court
[Antiquarian only]
+50% Healing Skills
+35% Blight Skill Chance
+35% Debuff Skill Chance
"It will be mine - whatever the cost!"
+4 SPD
+10 DODGE
Two of Three
Crimson Court
[Antiquarian only]
+50% DMG vs Blighted
+8% CRIT vs Blighted
"It will be mine - whatever the cost!"
+4 SPD
+10 DODGE
Costs 45 Shards
Smoking Skull
Crystalline
[Antiquarian only]
+35 DODGE if Shard Dust in inventory
-15 ACC
-15% Blight Resist
Sturdy Greaves
Common
[Arbalest only]
+30% Move Resist
+30% Move Skill Chance
-1 SPD
Vengeful Greaves
Common
[Arbalest only]
+3% CRIT
Medic's Greaves
Uncommon
[Arbalest only]
+33% Healing Skills
Bull's Eye Bandana
Rare
[Arbalest only]
+8 ACC
+5% CRIT
-4 DODGE
Wrathful Bandana
Very Rare
[Arbalest only]
Warrens Exclusive
+25% DMG if in position 4
+30% Debuff Skill Chance
-50% Healing Skills
Childhood Treasure
Crimson Court
[Arbalest only]
+30% Healing Skills
+20% Healing Skills while Camping
-15% Stress
"I remember my father's kindly eyes."
+25% PROT
Bedtime Story
Crimson Court
[Arbalest only]
+15 ACC vs Marked
+8% CRIT vs Marked
+35% Debuff Skill Chance
+35% Move Skill Chance
"I remember my father's kindly eyes."
+25% PROT
Costs 170 Shards
Keening Bolts
Crystalline
[Arbalest only]
+20% DMG
+7% CRIT Ranged Skills
On Attack:
Self: Stress +3 (25% chance)
Sturdy Boots
Common
[Musketeer only]
+30% Move Resist
+30% Move Skill Chance
-1 SPD
Vengeful Boots
Common
[Musketeer only]
+3% CRIT
Medic's Boots
Uncommon
[Musketeer only]
+33% Healing Skills
Bull's Eye Hat
Rare
[Musketeer only]
+8 ACC
+5% CRIT
-4 DODGE
Wrathful Hat
Very Rare
[Musketeer only]
Warrens Exclusive
+25% DMG if in position 4
+30% Debuff Skill Chance
-50% Healing Skills
Second Place Trophy
Crimson Court
[Musketeer only]
+30% Healing Skills
+20% Healing Skills while Camping
-15% Stress
"I...I missed!? But how...?"
+25% PROT
Silver Musket Ball
Crimson Court
[Musketeer only]
+15 ACC vs Marked
+8% CRIT vs Marked
+35% Debuff Skill Chance
+35% Move Skill Chance
"I...I missed!? But how...?"
+25% PROT
Costs 150 Shards
Icosahedric Musket Balls
Crystalline
[Musketeer only]
+20% DMG
+20% Random Target Chance
Agility Talon
Common
[Bounty Hunter only]
+1 SPD
+4 DODGE
Unmovable Helmet
Common
[Bounty Hunter only]
+30% Move Resist
+20% Move Skill Chance
Camper's Helmet
Uncommon
[Bounty Hunter only]
+20% Stress Heal Received while Camping
+10% Scouting Chance
Hunter's Talons
Rare
[Bounty Hunter only]
Warrens Exclusive
+6% CRIT
+10% ACC
+50% Food Consumed
Wounding Helmet
Very Rare
[Bounty Hunter only]
+25% DMG Melee Skills
-25% Move Skill Chance
-20% Stun Skill Chance
Crime Lords' Molars
Crimson Court
[Bounty Hunter only]
+20% DMG vs Marked
+20% DMG vs Stunned
+20% DMG vs Bleeding
-10 DODGE
"They. Will. Pay."
+5% CRIT vs Marked
+5% CRIT vs Stunned
+5% CRIT vs Bleeding
Vengeful Kill List
Crimson Court
[Bounty Hunter only]
+50% Move Skill Chance
+35% Bleed Skill Chance
+15 ACC Ranged Skills
"They. Will. Pay."
+5% CRIT vs Marked
+5% CRIT vs Stunned
+5% CRIT vs Bleeding
Costs 75 Shards
Mask Of The Timeless
Crystalline
[Bounty Hunter only]
+2 SPD
+15 DODGE
+5% Stress
Defender's Seal
Common
[Crusader only]
+5% PROT
-3% CRIT
Knight's Crest
Common
[Crusader only]
+10% MAX HP
Swordsman's Crest
Common
[Crusader only]
+10% DMG Melee Skills
-50% Healing Skills
Paralyzer's Crest
Uncommon
[Crusader only]
+20% Stun Skill Chance
-2 DODGE
Commander's Orders
Rare
[Crusader only]
+15% Stress Heal Received
+33% Healing Skills
-10% DMG
Holy Orders
Very Rare
[Crusader only]
+15% Virtue Chance
-20% Stress
+12% Death Blow Resist
-20% Blight Resist
-20% Bleed Resist
Glittering Spaulders
Crimson Court
[Crusader only]
+15% PROT
+35% Move Resist
-15% Stress
-2 SPD
"I will forget them. Regret is sin."
+20% MAX HP
Signed Conscription
Crimson Court
[Crusader only]
+20% Healing Skills
+20% Stress Skills
"I will forget them. Regret is sin."
+20% MAX HP
Costs 200 Shards
Non-Euclidean Hilt
Crystalline
[Crusader only]
+15% MAX HP
+5% Random Target Chance
+25% Stun Skill Chance if Holy Water in inventory
On Attack Hit: Blight (120% Base)
2 pts/rd for 2 rds
Heartburst Hood
Common
[Flagellant only]
+4 SPD if HP below 40%
Resurrection's Collar
Uncommon
[Flagellant only]
+33% Healing Skills
-15% Bleed Skill Chance
Punishment's Hood
Uncommon
[Flagellant only]
+20% Bleed Skill Chance
-20% Healing Skills
+15% DMG if HP below 40%
Suffering's Collar
Rare
[Flagellant only]
+20% Bleed Resist if HP below 40%
+20% Blight Resist if HP below 40%
+10% MAX HP
Eternity's Collar
Very Rare
[Flagellant only]
+10% Death Blow Resist
+20 DODGE at Death's Door
+20% DMG if Stress above 85
Chipped Tooth
Crimson Court
[Flagellant only]
+20% MAX HP
+35% Move Resist
"We're all falling apart..."
+10% Death Blow Resist
Shard of Glass
Crimson Court
[Flagellant only]
+35% Bleed Skill Chance
-20% Bleed Resist
"We're all falling apart..."
+10% Death Blow Resist
Costs 65 Shards
Acidic Husk Ichor
Crystalline
[Flagellant only]
-25% MAX HP
+30% DMG
+30% Bleed Skill Chance vs Husk
+25% Healing Received if HP below 20%
Quickening Satchel
Common
[Grave Robber only]
+2 SPD
Sickening Satchel
Common
[Grave Robber only]
+20% DMG vs Blighted
Blighting Satchel
Uncommon
[Grave Robber only]
+25% Blight Skill Chance
+1 SPD
-4 DODGE
Lucky Talisman
Rare
[Grave Robber only]
+12 DODGE
+10 ACC Ranged Skills
+10% Stress
Raider's Talisman
Very Rare
[Grave Robber only]
Warrens Exclusive
+5% CRIT
+30% Trap Disarm Chance
+2 SPD
+15% Scouting Chance
-10% MAX HP
Absinthe
Crimson Court
[Grave Robber only]
+35% Disease Resist
+35% Blight Resist
+35% Blight Skill Chance
-10% MAX HP
"Poise makes perfect, darling!"
5% CRIT
Sharpened Letter Opener
Crimson Court
[Grave Robber only]
+25% DMG Melee Skills
+10 ACC Melee Skills
+5 DODGE
"Poise makes perfect, darling!"
5% CRIT
Costs 80 Shards
Topshelf Tonic
Crystalline
[Grave Robber only]
+15 DODGE if Medicinal Herbs in inventory
+3 SPD
-20% Blight Resist
+50% Blight Duration
Bleeding Pendant
Common
[Hellion only]
+15% Bleed Skill Chance
Selfish Pendant
Common
[Hellion only]
Weald Exclusive
-15% Stress
Double-Edged Pendant
Uncommon
[Hellion only]
+15% MAX HP
-20% Stun Resist
Heaven's Hairpin
Rare
[Hellion only]
Cove Exclusive
-25% Stress if Torch above 75
+10 ACC if Torch above 75
Hell's Hairpin
Very Rare
[Hellion only]
+10% CRIT if Torch below 25
+15 ACC if Torch below 25
-10% Debuff Resist
-10% Bleed Resist
Lioness Warpaint
Crimson Court
[Hellion only]
+20% DMG if HP below 75%
+20% DMG if HP below 50%
+20% DMG if HP below 25%
+10% Stress
"Outcast. Alone. Shamed."
+7 ACC
+7 DODGE
Mark of the Outcast
Crimson Court
[Hellion only]
+2 SPD
+35% Bleed Skill Chance
+15% Death Blow Resist
-15% Healing Received
"Outcast. Alone. Shamed."
+7 ACC
+7 DODGE
Costs 120 Shards
Thirsting Blade
Crystalline
[Hellion only]
+15 ACC
-20% Bleed Resist
+2 SPD
+8% CRIT vs Bleeding
On Attack Miss:
Self: Lose 5 HP
Drifter's Buckle
Common
[Highwayman only]
+10% Trap Disarm Chance
+4 DODGE
-5% Stress Heal Received
Flashfire Gunpowder
Common
[Highwayman only]
+10% DMG Ranged Skills
-20% Stun Resist
Stalwart Buckle
Common
[Highwayman only]
+5% CRIT
+5% Stress
-3% Virtue Chance
Dodgy Sheath
Uncommon
[Highwayman only]
+8 DODGE
+1 SPD
-10 ACC Ranged Skills
Sharpening Sheath
Rare
[Highwayman only]
+7% CRIT Melee Skills
+40% Bleed Skill Chance
-1 SPD
Gunslinger's Buckle
Very Rare
[Highwayman only]
Ruins Exclusive
+20% DMG Ranged Skills
+15 ACC Ranged Skills
-10% DMG Melee Skills
-5% CRIT Melee Skills
Bloodied Neckerchief
Crimson Court
[Highwayman only]
+2 SPD
+10 DODGE
"A reflex - I didn't mean to..."
+45% Virtue Chance
Shameful Locket
Crimson Court
[Highwayman only]
+10 ACC
+5% CRIT
+15% Stress
"A reflex - I didn't mean to..."
+45% Virtue Chance
Costs 90 Shards
Crystalline Gunpowder
Crystalline
[Highwayman only]
+20% DMG
+3 SPD
-15% Stun Resist
Agility Whistle
Common
[Houndmaster only]
+4 DODGE
+1 SPD
-20% Debuff Resist
Scouting Whistle
Common
[Houndmaster only]
+20% Scouting Chance if Torch below 51
+20% Trap Disarm Chance
Cudgel Weight
Uncommon
[Houndmaster only]
+25% Stun Skill Chance
-1 SPD
Protective Collar
Rare
[Houndmaster only]
+12 DODGE
+15% DMG
Spiked Collar
Very Rare
[Houndmaster only]
Warrens Exclusive
+20% DMG
+30% Bleed Skill Chance
-50% Healing Skills
-20% Healing Received
Evidence of Corruption
Crimson Court
[Houndmaster only]
+25% Scouting Chance
-15% Chance Party Surprised
+10% Stress
"Even the Chief was in on it."
+25% DMG vs Bleeding
+5% CRIT vs Bleeding
Battered Lawman's Badge
Crimson Court
[Houndmaster only]
+15 ACC Ranged Skills
+50% Stress Skills while Camping
+25% Healing Skills
-20% Stun Resist
-20% Debuff Resist
"Even the Chief was in on it."
+25% DMG vs Bleeding
+5% CRIT vs Bleeding
Costs 70 Shards
Huskfang Whistle
Crystalline
[Houndmaster only]
+50% Bleed Skill Chance if Dog Treats in inventory
+40% Stress Skills while Guarding
-10 DODGE
+66% Guard Duration
Bloody Dice
Common
[Jester only]
+30% Bleed Skill Chance
-10% Bleed Resist
Lucky Dice
Common
[Jester only]
+4 ACC
+4 DODGE
Critical Dice
Uncommon
[Jester only]
+7% CRIT
Bright Tambourine
Rare
[Jester only]
+20% Stress Skills
-25% Stress if Torch above 75
+15% Stress if Torch below 51
Dark Tambourine
Very Rare
[Jester only]
+12% Death Blow Resist
-25% Stress if Torch below 26
+10% Virtue Chance if Torch below 26
Tyrant's Tasting Cup
Crimson Court
[Jester only]
+33% Stress Skills
+25% Stress
"Heh. The last laugh is mine!"
+33% Stress Skills while Camping
Tyrant's Fingerbone
Crimson Court
[Jester only]
+3 SPD if in position 1
+20 DODGE if in position 1
"Heh. The last laugh is mine!"
+33% Stress Skills while Camping
Costs 60 Shards
Dirge For The Devoured
Crystalline
[Jester only]
+25% Stress Skills
+25% DMG if Laudanum in inventory
+10% Stress
Healing Armlet
Common
[Leper only]
+20% Healing Received
Redemption Armlet
Common
[Leper only]
+15% DMG if in position 1
-3% Virtue Chance
Fortunate Armlet
Uncommon
[Leper only]
+8 ACC
+3% CRIT
+10% Stress
Immunity Mask
Rare
[Leper only]
+40% Stun Resist
+30% Blight Resist
+30% Bleed Resist
-10% MAX HP
Berserk Mask
Very Rare
[Leper only]
+8% CRIT
+3 SPD
-10% Virtue Chance
-33% Healing Received
Last Will and Testament
Crimson Court
[Leper only]
+15% PROT
+15% MAX HP
-10% Death Blow Resist
"The last treasures of a King."
+15 ACC if HP above 60%
Tin Flute
Crimson Court
[Leper only]
-20% Stress
+33% Stress Skills while Camping
"The last treasures of a King."
+15 ACC if HP above 60%
Costs 80 Shards
Petrified Amulet
Crystalline
[Leper only]
+10 ACC if Bandage in inventory
+15% MAX HP
-15% Bleed Resist
Cleansing Eyepatch
Common
[Man-at-Arns only]
Weald Exclusive
+30% Blight Resist
+20% Disease Resist
-2 DODGE
Sly Eyepatch
Common
[Man-at-Arns only]
+4 DODGE
-20% Stun Resist
-10% Move Resist
Longevity Eyepatch
Uncommon
[Man-at-Arns only]
+15% MAX HP
-2 SPD
Rampart Shield
Rare
[Man-at-Arns only]
+40% Move Skill Chance
+30% Stun Skill Chance
-15% DMG
Guardian's Shield
Very Rare
[Man-at-Arns only]
+10% PROT if in position 4
+50% Healing Received if in position 4
+10 DODGE if in position 4
Old Unit Standard
Crimson Court
[Man-at-Arns only]
+15% Stun Skill Chance
+20% Debuff Skill Chance
+15% Death Blow Resist
+10% Stress
"Glory days? Hmph."
Riposte: +25% DMG
Riposte: +10 ACC
Toy Soldier
Crimson Court
[Man-at-Arns only]
+10% PROT
+5% CRIT
"Glory days? Hmph."
Riposte: +25% DMG
Riposte: +10 ACC
Costs 75 Shards
Mirror Shield
Crystalline
[Man-at-Arns only]
+10 DODGE
30% Damage Reflection
+20% Stun Resist
Eldritch Killing Incense
Common
[Occultist only]
+6% CRIT vs Eldritch
+15% DMG vs Eldritch
Evasion Incense
Common
[Occultist only]
+8 DODGE
-1 SPD
Cursed Incense
Uncommon
[Occultist only]
+40% Debuff Skill Chance
+20% Move Skill Chance
-10% MAX HP
Sacrificial Cauldron
Rare
[Occultist only]
+20% DMG
+10% Stress
Demon's Cauldron
Very Rare
[Occultist only]
+30% Stun Skill Chance
+40% Debuff Skill Chance
+3% CRIT
-10% Virtue Chance
+15% Stress
Blood Pact
Crimson Court
[Occultist only]
+4 SPD if Torch below 60
+25% DMG if Torch below 60
-25% Bleed Skill Chance
-10% MAX HP
"The bargain is struck!"
+15 DODGE
Vial of Sand
Crimson Court
[Occultist only]
+20% Debuff Skill Chance
+20% Stun Skill Chance
+20% Move Skill Chance
+20% Stun Resist
"The bargain is struck!"
+15 DODGE
Costs 25 Shards
Petrified Skull
Crystalline
[Occultist only]
+40% PROT When Attacked By Husk
-20% Healing Received
+30% PROT When Attacked By Eldritch
+15% MAX HP
Diseased Herb
Common
[Plague Doctor only]
+40% Disease Resist
Rotgut Censer
Common
[Plague Doctor only]
+8 ACC
-5% MAX HP
Witch's Vial
Common
[Plague Doctor only]
+15% Stun Skill Chance
Poisoned Herb
Uncommon
[Plague Doctor only]
+40% Blight Skill Chance
-15% MAX HP
Bloody Herb
Rare
[Plague Doctor only]
+10 ACC Melee Skills
+30% Bleed Skill Chance
+20% DMG Melee Skills
Blasphemous Vial
Very Rare
[Plague Doctor only]
+10 ACC Ranged Skills
+20% Stun Skill Chance
+20% Blight Skill Chance
+25% Stress
Subject #40 Notes
Crimson Court
[Plague Doctor only]
+25% MAX HP
+35% Disease Resist
"Those fools at the University..."
+15% Blight Skill Chance
+15% Stun Skill Chance
Dissection Kit
Crimson Court
[Plague Doctor only]
+35% Bleed Skill Chance
+25% DMG
"Those fools at the University..."
+15% Blight Skill Chance
+15% Stun Skill Chance
Costs 45 Shards
Ashen Distillation
Crystalline
[Plague Doctor only]
+20 DODGE
+25% Blight Skill Chance
+20% Healing Received if Medicinal Herbs in inventory
Virtuous Chalice
Common
[Vestal only]
+10% Virtue Chance
-5% MAX HP
Haste Chalice
Uncommon
[Vestal only]
+8 SPD on First Round
+2 SPD after First Round
-25% Stun Skill Chance
Youth Chalice
Uncommon
[Vestal only]
Ruins Exclusive
+20% MAX HP
-10% DMG
Profane Scroll
Rare
[Vestal only]
Ruins Exclusive
+15% DMG
+10% PROT if in position 2
+33% Healing Skills if in position 2
+15% Stress
Tome of Holy Healing
Rare
[Vestal only]
+25% Healing Skills
+15% MAX HP
Sacred Scroll
Very Rare
[Vestal only]
-10% Stress
+33% Healing Skills
-10% Stun Skill Chance
-33% DMG
Atonement Beads
Crimson Court
[Vestal only]
+15% DMG Melee Skills
+8% CRIT Melee Skills
-15% Virtue Chance
"I fear the whispers of my mind!"
+35% Debuff Skill Chance
+35% Stun Skill Chance
Salacious Diary
Crimson Court
[Vestal only]
+33% Stress Skills while Camping
+25% Healing Skills
"I fear the whispers of my mind!"
+35% Debuff Skill Chance
+35% Stun Skill Chance
Costs 70 Shards
Heretical Passage
Crystalline
[Vestal only]
+20% Healing Skills if Holy Water in inventory
+25% DMG vs Husk
+25% DMG vs Eldritch
+10% Stress
Obtained after First Nightmare is Defeated
Venomous Vial
Common
[Shieldbreaker only]
+30% Blight Skill Chance
-10% Blight Resist
Obtained after Second Nightmare is Defeated
Shimmering Scale
Uncommon
[Shieldbreaker only]
+10% PROT
+5% Stress
Obtained after Fourth Nightmare is Defeated
Fanged Spear Tip
Rare
[Shieldbreaker only]
+35% DMG vs Marked
-10% DMG
Obtained after Fifth Nightmare is Defeated
Cuirboilli
Very Rare
[Shieldbreaker only]
+33% MAX HP
-2 SPD
Obtained after Sixth Nightmare is Defeated
Obsidian Dagger
Crimson Court
[Shieldbreaker only]
+40% Debuff Skill Chance
+40% Blight Skill Chance
"Broken and Beautiful."
+15% MAX HP
+10% PROT
Cannot be Guarded
Obtained after Seventh Nightmare is Defeated
Severed Hand
Crimson Court
[Shieldbreaker only]
+50% Blight Resist
-10% Stress
"Broken and Beautiful."
+15% MAX HP
+10% PROT
Cannot be Guarded
Costs 65 Shards
Spectral Speartip
Crystalline
[Shieldbreaker only]
+15% DMG
+20% Blight Skill Chance
+15% MAX HP
+5% Random Target Chance
Overview
Crimson Court
Crystalline
Shieldbreaker
Trinkets are obtained through Battle & Curio Loot during expeditions or bought from the Nomad Wagon. Some Trinkets are Region Exclusive, they only appear as loot or as a Quest reward in that Region.
A Hero can equip up to 2 Trinkets at once. and 2 of the same Trinket cannot be equipped at the same time. Identical Trinkets do not stack in your Inventory.
Enemy Specific, Ancestral, Trophy, all DLC Trinkets (With the exception of Rat Carcass), and some Very Rare Trinkets are limited to 1 per Estate.
Non Shambler Ancestral Trinkets only appear as Quest Rewards in Normal Dungeons if they are Champion Level Long Dungeons. They can also be randomly dropped in Veteran and Champion Difficulties
Trinkets that have been lost are collected by the Shrieker, and a Quest to reclaim them by confronting the bird appears once 8 or more has been lost. The difficulty of the battle is determined by the Highest Rarity Trinket that has been lost.
Trophy Trinkets return to your Trinket Inventory even if lost during an expedition.
Trinket Selling Prices (In Gold):
Very Common: 750 // Common: 1125 // Uncommon: 1500 // Rare: 2250
Very Rare: 3750 // Enemy Specific Very Rare: 2250 // Shrieker: 1
Ancestral: 7500 // Crimson Court: 7500
Darkest Dungeon, Trophy, Crystalline, Keepsake, Thing, and all Shieldbreaker Trinkets cannot be sold
Crimson Court Rarity Trinkets are primarily found within The Courtyard
All Crystalline Trinkets are obtained through buying them from the Jeweler found in the Nomad Wagon using Shards found within The Farmstead and cannot be sold
Shieldbreaker Trinkets that have been obtained after Nighmares cannot be sold or lost and will appear in your Trinket Inventory at the Hamlet even if you don't pick them up.