Enemies

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There are a few new enemies and all enemies have gained legendary upgrades with new skills. For **favoured enemy** perks, see here

Many enemies have racial traits that may effect their stats and playstyle.

## Legendary enemies

Legendary enemies can be found throughout the world either on contracts, favoured enemy contracts or as random roaming groups.

It is possible to find all the below enemies without any favoured enemy perks at all, however their spawn rates will be more sparse as a result.

Please note that the legendary battle difficulty column is in addition to the current perks the enemy has.

### White Direwolf

Commonly encountered in forests, the wilderness, Direwolf Favoured enemy contracts and Hexe groups - specifically Coven leaders. White wolves do not drop runes.

Werewolf bite
Rotation
Footwork
Recover
White wolf howl
Coup de grace
Pathfinder
Terrifying visage
Overwhelm
Nimble
Inspiring presence
Fast adaptation
Backstabber
Fearsome
Battleheart
True believer
Battle flow
Last stand
Second wind
Crippling strikes
Killing frenzy
 **Additional information*** White wolf bite is a stronger version of wolf bite, it deals 45-75 damage with a 0.8 armour multiplier while regular wolf bite deals only 20-40 damage with an armour multiplier of 0.4, making the white wolf deal almost double the damage of a regular wolf in a single bite.
* Werewolf bite is an effect of animal forms where if a brother is struck down by a bite, they can gain wolf forms and powers.
* Coup de grace is a vanilla perk that allows the user to deal more damage to a target (\*1.2) if they have a temporary injury.
* White Wolves spawn with 200 head and 200 body armour.
* White wolves, while powerful, are not immune to stun.

### Stollwurm

Commonly encountered in the south Stollwurms can be found in the steppe or sands region of the map, or on favoured enemy Lindwurm contracts. Stollwurms, like their Lindwum cousins, can drop armour runes.

Pathfinder
Reach advantage
Fearsome
Underdog
Muscularity
Composure
Killing frenzy
 **Additional information*** Stollwurms start with 800 head armour and 400 body armour
* The Stollwurm's tail works as it would normally for a Lindwurm
* The Stollwurm burrows when it moves, meaning it can avoid zone of control and travel through tiles occupied by brothers. It can only reappear on an empty tile.
* The Stollwurm has few weaknesses, however due to the high AP a Stollwurm often becomes tired very quickly, meaning it can be locked down and killed more easily.

### Skin Ghoul

Commonly encountered in the south. Skin Ghouls can be found in the steppe or sands region of the map, or on favoured enemy Nachzehrers contracts. Skin ghouls can very rarely be seen in graveyards and places where undead may spawn. Skin Ghouls do not drop any runes.

Skin ghoul claws
Gruesome feast
Skin ghoul swallow
Footwork
Nimble
Killing frenzy
Fearless (trait)
Battle flow
Anticipation
 **Additional information*** Skin ghoul claws hit in an AoE of a 3 tile arc. Similar to the "reap" skill of a warscythe or swordstaff. They have a one or two tile range.
	+ Skin ghoul claws do very little damage to armour, but have a significantly higher chance to apply wounds and decapitate when they are applied to health.
	+ When hitting health, the claws will inflict bleeding damage. Due to the high action points of the skin ghoul, they may attack 3 times a turn. Hitting up to 9 targets in one turn.
* Skin ghouls can damage one another, but will not apply the damage multiplier or bleed effects to one another, despite not hitting armour.
* Skin ghoul claws have no armour penetration  and very little armour damage
* High tier Skin ghouls will have significantly more damage applied to their claws, as well as more health.
* Skin Ghouls have opportunity attacks when an enemy is in their zone of control
* Skin ghoul swallow is identical to the normal ghoul swallow.
* Skin ghouls spawn with no armour

### Rock Unhold

Commonly encountered in the north, Rock unholds can be found in the mountains or snow region of the map, or on favoured enemy Unhold contracts. Rock Unholds may also spawn as part of a Hexe group. Rock Unholds do not drop any runes.

Pathfinder
Steel brow
Battering ram
Stalwart
Resilience
Unhold racial (regeneration attributes)
Rock Unhold racial (regenerating armour attributes)
Sweep
Fling back
Unstoppable charge
+10 Melee attack
Battleheart
Last stand
Immovable object
Smackdown
Bloody harvest
 **Additional information*** Rock unholds have 1000 body  and 1000 head armour , which both regenerate.
	+ The regeneration is 10% of their total armour, which is 100 head and body armour per turn, in addition to regenerating 150 health  per turn.
* Even if the armour is completely destroyed, it will still regenerate each turn.
* Lindwurm flasks are particularly effective against Rock unholds
* Every time a brother strikes armour with their weapon, that weapon will lose durability. As the Rock unhold regenerates armour it is likely that weapons will break in long fights due to this effect.
* It is encouraged to bring durable armour destroying weapons like hammers, followed by weapons better suited to health damage, like cleavers.
* Rock Unholds can charge, stun, fling and have a sweeping attack like all Unholds have.

### Redback Spider

Commonly encountered in the middle of the map, Redback spiders can be found in the forests or wilderness regions of the map, or on favoured enemy Webknecht contracts. They can also be found in Hexe encounters. Redback Spiders do not drop any runes.

Web
Footwork
Rotation
Recover
Pathfinder
Backstabber
Nimble
Fast adaptation
Killing frenzy
Underdog
Overwhelm
Redback Spider racial
Levitation
Crippling strikes
Inspiring presence
 **Additional information*** The Redback starts with 240 body  and 240 head  armour
* The Redback is not immune to stuns, meaning it can be locked down and easily killed with weapons like maces.
* Redback poison does double the damage of regular webknecht poison and stuns on it. It can also stack multiple times.
* Redbacks have footwork and excel at singling out and ambushing isolated brothers quickly.
* Redbacks can traverse terrain elevation like it was all on the same level. Allowing them to crawl up cliffs. On Legendary, the levitate perk allows them to completely ignore terrain penalties.

### Hexe Coven Leader

Commonly encountered in the forests and wilderness, Hexe Coven Leaders can be found in the middle section of the map, or on favoured enemy Hexen contracts. Coven Leaders, like their Hexe counterparts, can drop helmet runes.

Anticipation
Hex
Magic missile
Teleport
Schrat racial trait
Levitation
Composure
 **Additional information*** Coven leaders always have a vision of 10.
* Coven leaders can bring White wolves, Redback spiders, Rock Unholds, Greenwood Schrats and Bears to battle. Along with the other typical enemies in normal Hexe encounters.
* Coven leaders cannot charm Eunuchs or brothers with the loyal/avatar trait.
* Coven leaders have no head armour but 100 body armour.
* The Hexe Coven leader will use an ichor potion if attacked at night.
* On legendary the Coven leader gains Schrat racial traits, giving her resistances to javelins and ranged weapons, but increasing the damage taken by fire attacks.
* Intense charm will charm a brother for 5 turns instead of the normal 3. With resilient this is decreased to 4.

### Demon Alp

Can be encountered at night in any region, the Demon Alp can also be found on favoured enemy Alp contracts. Demon Alps are the only enemy to drop unbreaking runes.

Alp racial
Underdog
Levitation
Horrific scream
Footwork
Gruesome feast
Anticipation
 **Additional information*** Demon alps always have 10 vision.
* Demon alps have no armour.
* Like regular alps, Demon alps take reduced damage from piercing and ranged weapons.
* Demon alps will typically spawn at the corners of the map and harass your brothers with shadows. Shadows  are killed in one hit but deal damage based on their target's resolve. Shadows have zone of control and two shadows spawn per brother targeted.
* Due to their high initiative, Demon alps will almost always act first unless they are fleeing - making them very difficult to catch.
* Demon alps will scream like a Geist at nearby brothers, possibly routing them and making them easy pickings for regular alps or shadows.
* If most of the Alps have been killed, it is likely the Demon Alp will escape due to how close to the edge of the map they start at.

### Greenwood Schrat

Commonly encountered in forests, Greenwood Scrats can be found in the temperate forests of the map, or on favoured enemy Schrat contracts. Greenwoods, like their Schrat counterparts, can drop shield runes. Saplings do not have a chance to drop runes.

Pathfinder
Crippling strikes
Steel brow
Greenwood shield
Uproot
+10 to melee attack
Executioner
Shield expert
Lacerate
Shield push
Shield bash
 **Additional information*** Greenwoods take significantly less damage from ranged and throwing weapons.
* When a Greenwood is harmed, a threshold trigger can be reached which will spawn a Greenwood sapling  on an tile adjacent to the Greenwood schrat.
* A sapling cannot spawn if all adjacent tiles are occupied.
* Uproot will hit up to 3 tiles in a line.
* The Greenwood's shield may be broken, but can be regenerated by the Greenwood Schrat at the cost of skipping a turn.
* While the Greenwood holds its shield, it will take reduced damage from all sources.
* Greenwoods take bonus damage from fire based weapons, like firelances.
* Greenwoods have no armour

Greenwood Sapling
Greenwood saplings can only be found from Greenwood schrat encounters caused by damaging the Greenwood schrat.

Schrat racial
Crippling strikes
Steel brow
Uproot (small)
Fast adaptation
 **Additional information*** Saplings have no armour.
* The small uproot does not hit targets in a line and only has a range of 1.
* Saplings can be a good way to trigger skills like headhunter, battle flow or killing frenzy easily.