Enemies

These are the enemies you will face throughout your journey. They are broken up into tiers based on their occurrence and difficulty. All enemies have unique skills and attributes that set them apart from the rest.

 **LOW TIER (HUMAN ENEMIES)**

**Possessed Peasants**

The unfortunate souls that were unable to escape the Cult's approaching forces are now doomed to serve it. Not wishing to deal with dissent, the Cult deployed Foremens to brainwash and enslave the locals into mindless cannon fodder. Release them from their mental shackles by killing the Foremen, or by your hands put their tortured souls to rest.

* ABILITIES : Melee

**Foremen**

Cult members proficient in the art of mind control and "gifted" with an extra set of arms, the Foremen act as the Cult's mouthpieces, ensuring continued work and crushing dissident taught with false news and mind control. When threatened, they fight using enslaved peasants under their control as cannon fodder.

**Gunslinger**

Thugs, hardened criminals and immoral bastards who have thrown their lot with the Cult in exchange for freedom. These men are bottom of the barrel fighters, their only saving grace being the twin pistols they use to terrorize the locals.

**Huntsmen**

Poachers and bandits who have chosen to serve the Cult, these men act as scouts, slave hunters and ranged infantry of the Tyrant's armies. Their hounds sniff out and harry prey, while they safely engage from a distance with the power of their muskets.

**Hunting Dog**

Controlled by Cult Hunters via a psychic link in their masks, these enslaved guard dogs are, quite literally, the eyes and ears of the Cult's forces. Teeth too, for should their "owners" wish it so, they will gladly tear you apart.

* ABILITIES : Melee

**Bomber Dog**

Another victim of the Cult's vile pragmatism, these dogs were deemed too "damaged" to serve as help for Hunters. As such, they were instead muzzled and "dressed" in an explosive harness, serving as a mobile explosive for Hunters to send out and detonate on command.

* ABILITIES : None

**Devil Drone**

Expensive as it is effective, the Devil Drone is the Cult's answer to unwanted trespassing attempts. Powered by a crystal found in the Infernal Realms, this multipurpose weaponized contraption serves as a turret, landmine and bomber.

 **MID TIER (HUMAN ENEMIES)**

**Executioner**

These giant brutes were simple labourers before the Cult had their way with them. Brainwashed and empowered by alchemy instead of magic, these men now care little for anything except for keeping their axes sharp and bloody, and their masters appeased so they can be pumped with more chemicals.

**Messenger**

Don't be fooled by the garb of these Cultists. The nun's robe may paint them as innocuous and weak, but the weapons they carry are enough to quickly tear limbs from anyone they deem a threat to their masters. Keep distance to stay safe around these cursed devil worshipers.

**Assassin**

The half-demon bastard children of women raped by demons, who are left abandoned in the ashen leftover of war fields, their mother's corpse usually not far behind. Adopted by the cult to be savage murderers, highly trained in stealth killing. Don't turn your back against these formidable foes.

**Jester**

Don't be fooled, unlike regular court jesters, suffering is their only form of entertainment. Fast and deadly, these she-things are ravenous, aggressive and unpredictable. While rare, a wise warrior would do well to act quickly and with maximum prejudice if faced with such a wild character.

**Despot**

Cultists who proved their worth in blood receive a promotion to Despots. As local commanders, these elites bare a heavy suit of armour and enchanted crank guns capable of filling the air with bolts of energy. Always prioritize taking them out.

* ABILITIES : Melee || Gatling Gun

**Obelisk Turret**

Demonic obelisks erected by the cult throughout the lands, meant to safeguard vital areas from unwanted trespassers.

* ABILITIES : Laserbeam

 **ELITE TIER (HUMAN ENEMIES)**

**Pyromancer**

Elite magical users that have pact with demons. Versed in the arts of Pyromancy, these casters sold their soul and body for knowledge needed to channel their powers into an array of devastating fire-based spells.

**Electromancer**

Elite Cult mages possessed by Wind elementals. Capable of channelling the power of storms, these casters need no weapons as their entire body emits electrical currents.

**Cryomancer**

Elven mages who pledged their allegiance to the Cult. Versed in the art of Cryomancy, these renegades brandish swords of pure ice, both as means of defending themselves as well as focusing their powers into various ice-based spells.

**Necromancer**

These Elite magical users twist death in their favour with Necromancy. Unlike her brethren, these summoners prefer to rely on others to do their dirty work, summoning weak demons from the Infernal Realms and capable of resurrecting their slain allies.

**Vitamancer**

Long serving deaconesses of the Cult, versed in arts of healing magic. While they provide little in the way of offensive magic, they excel in healing and empowering themselves and any allies within their range.

**Honor Guard**

These heavily armoured warriors are a living mockery of knighthood. Made up of Oathbreakers and veteran mercenaries, these brutes wield enchanted cannons and massive shields capable of shrugging off even artillery fire.

**Summoning Obelisk**

Summoning obelisks built by the cult and powered by damned souls extracted from their fallen brethren, which projects a physical hard light replica of the souls it possesses.

* ABILITIES : Summons enemies of all types.

 **LOW TIER (DEMON ENEMIES)**

**Killer Fish**

Mutated fish tainted by waters cursed by the cult. They now glow with blood red eyes, hardened scales and starve for living flesh. Swimmers beware!

* ABILITIES : Melee || Dodge

 File:Enemy 43.gif
**Culex Egg sac**

Culex eggs spawned by its queen. Best to burn them before they hatch if you get too close. You're bound to find more than a single egg at a time, so get your best crowd control out when you see one of these.

* ABILITIES : None

**Spiderling Egg sac**

Spiderling eggs spawned by its queen. Best to burn them before they hatch if you get too close. You're bound to find more than a single egg at a time, so get your best crowd control out when you see one of these.

* ABILITIES : None

**Spiderlings**

These extremely large arachnids are the by-product of a spider queen finding a "willing mate". Their primary function is caring for the Hive and bringing sustenance, but they are far from cowardly. Mind their poisonous mandibles and large numbers.

* ABILITIES : Melee || Dodge

**Ratling**

A common rodent twisted and mutated after gorging on demonic flesh for too long. These "ratmen" may not spread disease, but they are rabid and tenacious killers which breed like, well, rats. Best kill and burn any you meet.

* ABILITIES : Melee || Breed

**Zombie**

A rotting cadaver brought back to life by the Cult as a weapon of terror. Slow and dumb, yet tough and numerous, these shambling enemies will keep getting up unless torn apart. Be sure to hit them while they're down!

* ABILITIES : Melee

**Imp**

One of the weakest, yet most plentiful demons currently plaguing the country. Summoned en-masse during the early stages of the Cult's insurrection, these rowdy beasts spread all around the land, harassing peasant and traveller alike.

* ABILITIES : Melee

**Winged Imp**

A subspecies of the regular Imp which adapted to living in mountainous terrain, the Flying Imps are no different than their wingless kin, preying on targets they see as weak. Most often found flying high, guarding locations important to the Cult.

* ABILITIES : Melee

**Succubus**

Despite what you may have heard, these females demons have little interest in the contents of your trousers. They'd much prefer whipping you to near death then torturing you back to life. Quick and agile, yet lightly armoured, these demons are quite threatening up close and are more than keen to finishing you off.

* ABILITIES : Melee || Whip Lash Beam

**Archer Skeleton**

The remains of an unfortunate infantry man who fell fighting against the Cult. Raised to life by vile magic, this shambling soldier remembers only how to walk, aim and fire. Do the poor soul a favour and release it from its thraldom.

* ABILITIES : Crossbow

**Warrior Skeleton**

These old bones have laid under the ground since the first time humans braved the seas. Once felled by elven blade or arrow, this warrior fought to carve a kingdom for him and his kin. Now, he fights only to satisfy his cruel masters.

* ABILITIES : Melee

**Orthrus**

A perverted canine abomination native to the Infernal Realms, the Orthrus is a two-headed fire hound with blood like molten steel. Its unnatural physique allows the beast to keep ferociously attacking even after one of the heads die.

* ABILITIES : Melee || 2 Lifes

**Sirens**

Wicked sea temptresses. Many a fool might confuse them with maidens in distress or simply expect to find them only in the deep sea, however they are known to walk a fair distance from a water bed, and since the demon invasion, they've been driven to occupy just about any lake or river.

 **MID TIER (DEMON ENEMIES)**

**Scamperer**

A seemingly-human cadaver of unnatural proportions, these corpses are anathema to their more numerous cousins. Fast, limber and hard to hit, they provide the Cult with cheap and disposable shock troops.

* ABILITIES : Melee || Climb

**Skullwark**

An abomination of flesh and metal, the Skullwark is yet another proof of the Cult's insanity. These oversized, skull-faced gastropods carry within their armored shells an arsenal of weapons to terrorize the meek and defend the wicked.

**Umbral**

One of the stranger creatures summoned by the Cult, these Eldritch terrors pierce the veil of reality and are very temperamental. They hide within the shadows and when emerged their bodies are covered in black tar. They do not attack unless provoked, but then again almost everything is a provocation to them. Be wary and watch for empty eyes in the shadows, because when aggravated, these formless horrors become real violent and troublesome.

 File:Enemy 42.gif
**Culex Egg Sac Cluster**

Huge mosquito egg cluster, forming a small mound. Best to burn them before they hatch if you get too close. You're bound to find more than a single egg cluster at a time, so get your best crowd control out when you see one of these.

* ABILITIES : Spawn Mosquitoes

**Culex Queen**

An invasive species from the Infernal Realms, Culexes arrived following the scent of freshly-spilled blood. Opportunistic predators, they will attack anything to sate their unquenchable thirst. Despises spiders with a passion.

**Spiderling Egg Sac Cluster**

Spiderling eggs spawned by a queen in a cluster, forming a small mound. Best to burn them before they hatch if you get too close. You're bound to find more than a single egg cluster at a time, so get your best crowd control out when you see one of these.

* ABILITIES : Spawn Spiders

**Spider Queen**

Beings reminiscent of spider-folk from foreign lands, these demons care for nothing more than starting a hive. To achieve that goal they will gladly attack any creature which could provide its future young with sustenance. Despises the Culexes with a passion.

**Beholders**

One of the more threatening beings summoned to our world by the cultist menace, Beholders are dangerous predators, proficient in the use of arcane and unpredictable magic. They track their targets from a distance before unleashing a devastating energy beam.

 **ELITE TIER (DEMON ENEMIES)**
 File:Enemy 39.gif
**Poxbomber**

A bloated sack of flesh and organs, this twisted corpse is a harbinger of blight and terror. Slow and frail, this creature's purpose is to die and release all of its flesh-eating diseases in the form of a lingering, toxic cloud.

**Wyvern**

Flying monstrosities capable of breathing flames at anything that strikes their fancy. Unlike the elder dragons, however, they are less durable. Their elongated necks gives them a ranged advantage in close combat, but makes it easy to chop off their heads.

**Behemoth**

Lumbering monstrosities, Behemoths are one of the most resilient demons summoned by the Cult. Brutish and cruel, yet still cunning, these massive beasts exist only to wreak havoc and sow terror wherever they go, leaving no living thing behind in their trail.

**Drear**
No one truly knows what Drears are. Scarcely looking like other inhabitants of the Infernal Realms these aberrations poison the very ground they hover on. If that doesn't kill you, their barrages of homing skulls most surely will.

**Fallen One**

The Fallen Ones are legendary creatures. Cast down to Inferno's Realm for crimes against their creators, they eventually transmuted into demons. These beings can easily lay waste to entire castles and should not be underestimated.