Enemies

Enemies are found in fights and are typically in groups of more than 1 (except for the initial fight). They are easier to defeat than bosses.

### Pirates Bay

#### The Drunk Act I-III

A poor fool that is first enemy you will most likely encounter. Low danger, low priority, easy to defeat. No particular cards or strategies are required to defeat him. If you are worried about taking the often unavoidable damage for most characters, as he is usually accompanied by the Old Swabby and will probably hit you in the first stage, you may acquire the Erosion upgrade at the shop and then select the **Tornado** card upon starting a new game. This consumable deals 15 damage to each enemy and though it won't outright kill them, you'll probably be able to finish either or both to negate the damage.

Health: 23-24

Moves:

* Attack 5 (they start off with this attack)
* Attack 8
* Shield 5

#### Old Swabby Act I-III

A belligerent midget that is one of the very first enemies, squishier than the drunk. Low danger, low priority, easy to defeat. No particular cards or strategies are required to defeat him. The same **Tornado** strategy applies to this enemy.

Health: 17-18

Moves:

* Attack 7
* Special attack 4 (with weakened debuff (25% less attack damage))
* Weakened debuff

#### Fat Tank Act I-III

A rotund female tank enemy that cannot be moved, someone's mother for sure. Low danger, generally low priority, harder to defeat than the previous enemies due to her higher health and shield skill. No particular cards or strategies are required to defeat her, she is a really simple enemy.

Health: 34

Moves:

* Attack 6
* Shield 6 (targeting enemy with the lowest health)

#### Cannoneer Act I-III

A slow, but hard hitter, once an obese pirate that started going to the gym and got buffed. High danger, high priority, more challenging to defeat for melee players due to distance. Try to kill this enemy before he attacks, or get enough armor to block 25 damage. Always found in the farthest position from the player. He has a three turn cycle. Hard-hitting cards should be used when possible lest you receive a cannon ball to your face.

Health: 29-30

Moves:

* Does nothing for (the first) two turns
* Third turn: attack 25

#### Cook Act I-III

The pirates' kids school cook on a trip, he buffs his team. Low-medium danger due to his anger and healing buff, which should normally not be a problem, low priority, as he his always accompanied by more dangerous enemies and easy to defeat. No special card is required to deal with him.

Health: 30

Moves:

* Buff (give one enemy rage, +25% attack damage)
* Attack 6
* Buff (heal 12, on one enemy)

#### Barrel holder Act I-III

Someone's washed up uncle, he depends on the **Drunk** mechanic. As a tank, he cannot be moved. Medium danger due to his tank status, especially for melee users, as these enemies often block the way to squishier enemies. Medium-high priority, his special attack debuff can be very annoying, medium challenge to defeat because of his high health. Cards that give debuffs should be used on him to get rid of his drunk attacks.

Health: 49

Moves:

* Shield 10 + buff (drunk x3 )
* Special attack 6 (Will make your character drunk upon hitting)
* Attack 8

#### Sword Master Act I-III

A pirate who thought his ridiculous moustache would make him more intimidating, he gets stronger as the battle goes on, adding one attack every turn. Despite his attacks being shruggable during the first two turns, it should have been dealt with by the third or, the latest, the fourth turn, since his attacks will then shred through the player's defenses. On his own, he is not that challenging of an enemy, the problem lies in the fact that he is seldom alone. Medium danger, usually high priority but medium when accompanied by the **Cannooneer**, offers a medium challenge to defeat. Cards that inflict **Weak** or reduce attack power such as **Extinguish** works wonders on him since it completely negates his danger for a few turn even if the card is not upgraded.

Health: 44

Moves:

* 1 x 5 attack, gaining 1 damage each turn (becomes 2x5, then 3x5, etc.)

#### Robber Act II+III

This sneaky jeark steals gold from you, up to forty coins each if not dealt with. In spite of not being particularly damaging health wise, he will hurt the player's pouch for sure. His priority depends on how tight the player is regarding coins and the rest of enemies present. He will eventually show up with one or two more of his kind, riddle them with bullets. Again, not particularly challenging to defeat despite of his surprising high health, but if you do not have stronger attack cards by the second act, you are doing something wrong. No particular cards or strategies are required to kill him.

Health: 39-40

Moves:

* Special attack 7-8 (stealing money)

* Shield 5 (after which they do their special)
* Special: Run away

### Fisherman Act II+III

The local idiot who forgot wheelbarrows exist, so he carries two tuna fish around. He puts curses in your deck, and hits moderately hard. At this point of the game he is low priority in spite of his cursing skill, is fairly squishing and is more annoying than anything else. Even when two of them are present, their only threat is their combined 20 damage, which can sometimes happen at the beginning of the battle. No particular cards or strategies are required to defeat him.

Health: 34

Moves:

* Attack 10
* Debuff (Adds Rotted wood (curse, remove at end of turn) to your hand or deck)

### Turtle Shield ACT II + III

Back when umbrellas had not been invented, people like him used humongous turtle shields. He armours the team, he is quite tanky and dangerous. Often accompanied by the **Sword Master**, he should immediately be dealt with after defeating the latter, although you can focus on him if you negate the swashbuckler's damage output. At times he shows up with his sword buddy and cannoneer, at which point you have to acknowledge you're going to take damage unavoidably and pray there's a tavern nearby or have good healing cards or relics. No particular cards or strategies are required to defeat him, he simply takes a while to bring down, especially if he has accumulated a lot of shields. Use **Melt** in that case.

Health: 48

Moves:

* Armour 6, targeting all enemies.
* Attack 8

### Black Shield Act II+III

The beefy black guy that surprisingly does not die the first due to his high health. He is usually joined by his fishmonger friend, although even then they do not present much of a challenge for a prepared player. You'll normally finish off his friend and even get one or two hits before he shields up and gets to the front. His shield is not that impressive either. Could be worse. No particular cards or strategies are required to defeat him.

Health: 51

Moves:

* Attack 8
* Shield 10 (and moves to the front)

Sword Lady - Pirates Cove ACT III

Health: 78

Moves:

* 6
* 6x2

Penetration-hits through shields

Spiky Shield Guy - Pirates Cove ACT III

Health:49 Shield:10

Spiky armor=hitting his shield does 5 recoil damage to you. If his shield is wasted, it doesn't recoil. Don't use penetration attack cards, while he has armour on him!!!

Moves:

* Shield 15
* Attack 6 (+1)

Admiral - Pirates Cove ACT III

Health:50

Moves:

* 4
* 4x2
* 4x3

each time he is hit, his attack goes up +1 damage,

Shield Man - Pirates Cove ACT III

Health:50

Moves:

* Attack 7x2
* Shield 15
* Attack 7x3

has shields, hits twice on first turn, damage goes down by three if you get rid of his shields. He begins the battle with 20 armor.

Spear Lady - Pirates Cove ACT III

## Hits you for 8. When she reaches half health, she will retreat to the back. Hits for 12 from then.

Bard - Pirates Bay ACT III

Heals, buffs with rage, buffs all enemies attack permanently, gives curse - urchin - does 7 damage to you when drawn.

### Skulls Island

Second world contains the skeleton enemies, but also the old ones from Pirates Bay.

#### Skeleton

Mad that they can't drink anymore, these basic enemies of this biome posses weak attack, and low health.

Health: 23

Moves:

* attack 6
* shield 5
* attack 10

#### Mini-skelly

This little skeleton is rather annoying to deal with. They are fighters with passive abbility to become pile of bones if all of their Hp is wasted. If pile is not killed quick enough, the skeleton respawns with 20 health. Again becoming pile of bones and respawning after two turns. The key isto deal enough damage to their 40 health form and the skeleton Pile afterwards.

Health: 40(from the start)/28(skeleton pile)/20(revived skeleton)

Movement:

* Attack 5
* Shield 5
* Attack 8

Skeleton pile:

* ?=Nothing-for 2 turns
* Respawn

#### Pirate-cap

Low health, low armor, not so tanky, they only attack. What makes them quite special is their support abbility on death, as they shield every other enemy with 10 armor. So your tactic should be killing all the other enemies first, if possible, or be prapared to kill the boosted enemies.

Health:21, Armor:10

Moves:

* attack 6, +1 damage on the end of the turn

#### Skeleton Sword Master

First few turns being unharmful pile of bones, after 2-3 turns they are ready tu rise becoming fighters

Health: 39(pile of bones), 30(normal, revived)

Moves:

* ?=nothing(first few turns)
* Reviving
* Attack 2x4, attack +1 damage on the end of the turn

#### Skeleton Bard

Curses you with Fishbone(you can't heal), applies mark and heals allies.

#### Skele-tank

High health, every second turn he adds himself 100 armor, next turn he attacks for 12 damage and losses all the armor. Penetration, Melt is recommended.

Health: 62

Moves:

* Shield +100
* Attack 12, lose all armor on the end of the turn.

#### Skelethief

Undead Robber from Pirates Bay. He has higher stats and removes cards from deck, with which he will run away if not kill fast .

Health: 45

Moves:

* removes (steals) one card from draw pile
* attack 12
* Run Escapes with one card

### Souls rift

All spectres have a change to randomly disappear and be undamagable for the rest of the turn when you hit them(skill cards and injury however can damage them). Souls Rift introduces Spirit and Monster enemies

#### Specter Cannoneer - Souls Rift ACT 2

Health:41

charges up for 2 turns, then shoots his cannon each turn for 20 damage. All spectres have a change to randomly disappear and be undamagable for the rest of the turn when you hit them(skill cards and injury however can defeat them).

#### Drowned Lady - Souls Rift ACT I

Health: 30

* Attacking her adds a rotten wood to your draw pile. Deals 8 damage. Heals. Buffs enemies with Rage.

#### Specter Drunk

As their Pirate Bays counterparts, they are weak and low priority enemies

Health: 25

Moves:

* Attack 5, increase attack +1
* Shield

#### Specter Swordmaster

Deals 2 damage and everytime he is attcked by attack cards his number of attacls increases by 1. Deals +1 damage next turn and number of attacks resets.

Tips: Skill cards can be used to damage him while don't increasing his number of attacks and damage his spiritual form. Cards lowering damage are also nice.

Health: 41

Moves:

* Attack 2
* Attack 3

#### Specter Chest a.k.a. Jack in the box Pirate

Chest lays there for a few turns doing nothing. If you destroy it, pirate springs up and you get some coins. Otherwise it will just be here until pirate comes up anyway..

Chest health: 30; Pirate health: 40

Moves:

* Nothing
* Attack 6x2
* Shield

#### Spectral Wall-blocker

Puny guy hiding behind a giant shield. They are dangerous because of their toughness. He attacks for 10 damage becoming 20, if their shield is depleted. Shield cards recommended

Health:20, Shield:15

Moves:

* debuff Weakend x2
* Shield 10
* Attack 10(becomes 20 if his shield is depleted)

#### Spectral Shieldman

Shieldman applies Weakend to you and attacks for 8.

#### Totem

Health: 50-51

Annoying pest with enough health to put you into trouble. Puts curses Drown-take 2 damage when you play skill card, and Repression-take 2 damage when you play attack card in your hand-while dealing 5 damage, than attacks with 10 damage.

#### Specter Shaman

Weaker support buffing other enemies with rage

Health: 30

Moves:

* buffs enemies rage x2
* Attack 8

#### Spectral Bard

Adds curse Parasite -lose 5hp at the end of the turn for every ammo remaining- in your draw pile. Heals and buffs allies with Rage.

### Northern Lands

#### Stabby

Weak enemy, simmilar to Swordsman from Pirates Bay.

Health: 31

Moves:

* Attack 4, 4x2, 4x3
* Buff +3 damage
* Attack 7, 7x2, 7x3

#### Scratchy

Scratchy is other pathetic enemy in the team, they are low priority and cannot harm you so much.
Health: 35

Moves:

* Attack 4 (+2)
* Shield 4
* Attack 6

#### White Alpha

Wolf, attacks multiple times, attacks causes injury. Gets Wild when other wolf is killed.

Health: 27

Wild: Any action changes to 6x2 attack.

Moves:

* Buff
* Attack

#### Grey Wolf

Weak but annoying. Attacks causes injury. Gets wild when other wolf dies.

Health: 28

Wild: Wolf attacks two times

Moves"

* special attack 4 (adds Injury x2)

Fighters with medium health and high attack damage that get their attack buffed by four every second turn. Kill them before they can make some trouble with their boosted attack. Their are usually in the middle of the enemy line, as they are protected by tanks but also serve as a shield for supports on the end.

Health: 58

Moves:

* attack 8
* buff (attack +4)
* attack 12
* buff (attack +4

Fighter fella, attacks multiple times while drunk, not much dangerous until he loses his Drunk (and sh\*t) on his third attack turn and can potentially deal 18 damage to you

Moves:

* Buff (2x Drunk)
* Attack 1x4
* Attack 2x5, Attack 3x6

Tanky enemy, which shields the others and attacks

Health: 71 Armor: 10

Moves:

* Attack 8
* Armor 8

#### Thör's son

Starts with 1 damage, every turn the attack damage doubles resulting in rapid damage boost later on (1, 2, 4, 8, 16, 32, 64, ...). He needs to be killed as soon as possible. Their attack doubles from the last attack they MADE. So if they're in Rage, then the attack next turn will deal double the enhanced attack attack.

Health: 71

Moves:

* Attack 1 (doubles attack on the end of the turn)
* Attack 2
* Attack 4, etc.

High health viking holding a pair of iron shields. After all of their armor is depleted, they will hide behind their shields gaining 1x Mark and changing their action to shield. Everytime their armor gets destroyed, their attack increases. Have prepared atleast 2 attack cards to make some damage after they lose all armor.

Health: 100 Armor: 20

Special: Immovable

Moves:

* attack 2x2

* (After thei armor is vasted) shield 20, gains Mark x1, Attack +1

#### Snowball kid

Usually at the back. Attacks multiple (usually 3x times) and causes Weakend on every hit. Buffs or Glove are recommended to change or ignore the status.

### Lost Island

#### Turtle man

* Attack is weak, will move backward and eventually run away. Killing him give you a random consumable (among Survival of The Fittest, the Gift, etc.) that will stay in your deck after battle.