SteamSiege/Enemies

SteamSiege features a wide variety of enemies that can be faced over the course of the four worlds, some which have differing traits and abilities.
==Traits==
===Armour===
Enemies with armour take less damage from non magical attacks , depending on the level of armour
*Light Armour: Resists 25% of damage
*Medium Armour: Resists 50% of damage
*Heavy Armour: Resists 75% of damage
===Magic Resistance===
Enemies with magic resistance take 50% less damage from magical attacks. The list of magical towers is
*Starlight Sniper I and II
*Tesla Coil and upgrades
*The Incinerator and upgrades
==List Of Enemies==
Name 	Description
Sandstone Bandit 	The Sandstone Bandit is the game's most basic enemy - weak melee troops with no armour, no magic resistance and pretty much nothing special. Hey, at least they make good cannon fodder
Sandstone Raider 	The Sandstone Raider is pretty much the bandit's big brother, armed with a bigger sword, a lot more confidence and some medium armour to boot. You might wanna pack some Teslas to deal with these guys
Clockwork Automaton 	Fast, weak robots that come in swarms. They die to a gunshot or two, but be careful when facing them - the swarms of robotic soldiers can easily overwhelm an unprepared general
Disciple Of Chronos 	Strange priests that worship a forbidden god, Disciples of Chronos are able to heal their allies and shoot beams of darkness at their foes
Knight Of Rimal 	Fast, heavily armoured foes that can pose a real challenge near the start of the campaign, these formerly holy knights are one of the most brutal enemies you can fight early on
Rimali Djinn 	Twisted genies that once served the ruler of Rimal, now they have been corrupted, summoning sandstorms to plague your troops and throw them around
Sandstone Duskwatcher 	Slow, stealthy enemies that snipe at your troops from a distance, dealing high damage. Luckily these gunslingers dont have much HP and can be slain with ease
Sandstone Spellbreaker 	Fast, furious warriors that, although not very physically adept, can shrug off all sorts of magical assault and break through lines with ease, being very disruptive against barracks strategies
Bandit Chief 	Heavy soldiers that slowly walk along the track, throwing shurikens in groups of three at your units and buffing other enemies
Outlaw Party 	Bandits that travel as a group of 5, made up of three Sandstone Raiders, one Sandstone Duskwatcher and one Sandstone Spellbreaker
Elite Geomancer 	Highly dangerous bandit mages who call fiery boulders up from the depths of the earth to throw at your towers, temporarily immobilizing them
Jhalia's Emissary 	Mechahuman monks that serve Jhalia directly and have a variety of spells to sling at your troops and buff your foes, making them a highly dangerous force
Big Mickey 	The crime boss of South Rimalia, Big Mickey is a fat, heavily armoured crime boss who travels around on a couch carried by multiple smaller bandits. He himself cannot be harmed, and instead the bandits that carry him must be killed. However, he is able to heal them and throw volatile fiery potions at your troops and towers, which can immobilize them for a short time. Once the bandits are killed, Mickey is dead meat, and can easily be taken out as he stumbles toward the exit.
Mummy 	Tough, if bland, enemies that shamble along the path, coming back from the dead after they die for the first time
Mummy Warsworn 	Fast mummies that have low health and come mounted on a skeletal horse, coming back when defeated - however, after this they become slow, shambling enemies
Shef'kei's Disciple 	Slow necromancers that ressurect fallen foes as mummies every couple seconds - these mummies do not come back after death
Bakhel 	Flying, batlike demons that raid villages and towns across the Silent Dunes. They can only be hit by ranged attacks and fly over most troops
Clockwork Assassin 	Devious cybernetic tricksters that work in tandem with Clockwork Brutes, dealing high damage but having low health.
Clockwork Brute 	Hardy cybernetic soldiers that hit hard but are quite slow - often they are paired with Clockwork Assassins.
Sand Elemental 	Writhing beings of sand and wind that move with the force of a sandstorm, decimating troops but collapsing just before they reach the exit
Mummy Lord 	Ancient pharaohs that have high armour and magical defense but are incredibly slow - they return once after death, although without the armour
Shef'Kei, Queen Of Undeath	Scourge of the Silent Dunes, Shef'Kei sits on her gilded throne, sending out bolts of magic and summoning minions. When the last round is reached, three towers will pop out of the ground - one resistant to magic, one heavily armoured and one with no defense at all. When these are toppled they will each drop a phylactery, which can easily be destroyed, and when all three phylacteries are gone Shef'Kei will die. However, the rate of spawn goes up the more phylacteries that are destroyed, making it a truly hectic showdown
Tar Crawler 	Demonic hands that emerge from the lake itself or from even puddles of the corrupted liquid and rush your troops, with high damage but tiny health pools
Skinrender 	Large demons that have scythelike appendages, they are deceptively fast and can easily take out troops, making them a real menace
Demon Of Agony 	Flying demon titans that ignore troops and head straight for the exit, and are fairly tanky and hard to deal with, despite their slow speed
Lake Devil 	Demons that don't actively go for the exit, but instead sometimes jump from the lake and attack your towers, immobilizing them until killed
Bloodstalker 	Stealthy enemies that ambush your troops and kill them with ease, primarily acting as support troops for the Skinrenders and Eviscerators
Eviscerator 	Slow, hulking foes that if they get the chance will swallow towers whole, making them a threat that must be dealt with immediately
Mimic Fiend 	The Mimic Fiend will appear as normal objects along the path, but will jump out and attack your soldiers when they get near, dealing insane damage
Impersonator 	Impersonators look just like troops, and will act like them until the pivotal moments, at which point they will massacre the troops they work with and then attempt to blend back in
Rhikaal the Devastator 	Rhikaal is the prince of the Lake and the most deadly of it's many terrifying foes, a huge demonic being armed with a large greataxe that he carries around on his back. Rhikaal will rise from the lake and begin to fly along the path, slamming down his giant axe to kill troops and stun towers, all while demons swarm from the lake. He is dangerous and can easily decimate an unprepared defense, but does not have much health, with the main threat being the legions of demons that will not despawn when he is defeated
Mechabakhel 	Flying, slippery foes augmented with Jhalia's advanced technology, armed with rifles and able to gun down your troops from afar
Cybermummy 	Seemingly normal mummies, when destroyed Cybermummies will shed their bandages and attack with six robotic tendrils, dealing high damage
Clockwork Imp 	Clockwork Imps are tricksters, flying onto your towers and hacking into them, turning them against you until they can be dealt with
Steel Stalker 	The most advanced of Jhalia's forces, Steel Stalkers will decimate troops and tear through your defenses, with heavy resistance to both magic and normal damage
Jhalia, The Damned 	Jhalia herself is a fearsome foe, her body augmented so much that its debatable they are even human. They will slowly make her way toward your base, seemingly randomly warping forward and backward, not fully in control of their own body. Jhalia's fight is suprisingly not very hard, and they seem to be in anguish as you defeat them. The fight makes up for difficulty in destructiveness, as Jhalia will smash towers and straight up change the path as they attack. In a procession behind Jhalia follow six Devotees of the Dark One, who when destroyed will summon CHRONOS
Devotee of the Dark One 	Passive enemies who serve one purpose - to worship the dark god CHRONOS
CHRONOS, Everhungering 	All of your travels, all of your victories will mean nothing if you can not surpass this final fight, as if CHRONOS is victorious he will consume you, your army and all of Rimal, gaining enough power to break through the sandstorm that surrounds the Expanse and wreak havoc on whatever is beyond the barrier. CHRONOS is not afraid to pull out all the dirty tricks in the book, and his huge mechademon form is simply collosal, able to destroy troops in a single swath. He is seemingly unbeatable, although there is a way - the wounded and dying Jhalia, unable to control their body, is able to plant a bomb in the core of the demon and destroy it. However, to do this, you must break down the beast's outer defenses, and you can use every trick in the book, be it blowing up your own towers and troops to damage it, destroying the map to stall it's progress or even calling upon the powers of other demons to destroy him - it's all or nothing, as if you can't stop CHRONOS, the world is doomed.