Realms of EldermyrField Guide
Field GuideEnemies
Bestiary

Enemies of the Realm

48 creatures, with their base stats and what a kill pays. Past party level 15 any of them can be promoted to an affixed elite, which is tougher and rolls on a richer table.

The rank and file

The roster

What each one does when it sees you, and the line it starts from. Every figure is that creature at level 1 and climbs from there.

Slime
Slime

Walks straight at you and swings. Nothing clever, and there are usually several.

Attack4
Defense0
Health33
Speed15
XP8
Gold5
Cave Bat
Cave Bat

Never turns up alone, and the flock weaves so you cannot lead your swings. Take them where they cannot all reach you at once.

Attack5
Defense0
Health8
Speed33
XP10
Gold6
Skeleton
Skeleton

Walks straight at you and swings, and throws something at you if you back off. There are usually several.

Attack7
Defense2
Health20
Speed23
XP18
Gold12
Dark Caster
Dark Caster

Keeps its distance and throws bolts. Close the gap or it will chip you down from across the room.

Attack6
Defense1
Health15
Speed20
XP18
Gold16
Dire Hound
Dire Hound

Picks a straight line and rushes down it. Step aside as it commits and the run is wasted.

Attack7
Defense1
Health17
Speed22
XP16
Gold12
Bone Archer
Bone Archer

Stands off and shoots, and will not come to you. Break the line of fire or run it down.

Attack6
Defense1
Health13
Speed21
XP16
Gold14
Acolyte
Acolyte

Hangs back and heals whatever it is standing behind, so it is the one to kill first.

Attack3
Defense1
Health15
Speed20
XP22
Gold20
Sea Serpent
Sea Serpent

Lives in the water and cannot follow you onto dry land.

Attack90
Defense2
Health260
Speed25
XP24
Gold18
Warren Spider
Warren Spider

Walks straight at you and swings. Nothing clever, and there are usually several.

Attack20
Defense0
Health35
Speed30
XP7
Gold4
Spider Egg
Spider Egg

Never moves. Left alone it hatches into something that does.

Attack0
Defense0
Health9
Speed0
XP4
Gold2
Meadow Boar
Meadow Boar

Lowers its head and runs you down from a long way off. Step aside as it commits and it ploughs on past.

Attack4
Defense0
Health12
Speed35
XP10
Gold7
Wayside Bandit
Wayside Bandit

Fights like any swordsman, and runs when it is losing. It will come back once it has caught its breath.

Attack7
Defense1
Health19
Speed25
XP19
Gold22
Thicket Spider
Thicket Spider

Quick, and its bite is venomous. Kill it before the poison stacks up.

Attack12
Defense0
Health21
Speed28
XP14
Gold9
Frost Wolf
Frost Wolf

Hunts in a pack and comes at you from several sides at once. Put your back somewhere they cannot get behind.

Attack6
Defense1
Health15
Speed26
XP15
Gold10
Frost Wolf Alpha
Frost Wolf Alpha

Hunts in a pack and comes at you from several sides at once. Put your back somewhere they cannot get behind.

Attack8
Defense2
Health24
Speed25
XP24
Gold18
Ice Shade
Ice Shade

Drifts after you and chills whatever it touches, leaving you slow for a moment. It cannot catch you on its own.

Attack5
Defense0
Health10
Speed12
XP16
Gold12
Cinder Imp
Cinder Imp

Lobs a slow ember and sets fire to the ground where it lands. Watch where it throws, not just where it stands.

Attack6
Defense0
Health14
Speed22
XP20
Gold15
Ash Ghoul
Ash Ghoul

Shambles at you and swings. When it drops it sets the ground alight, so do not be standing over it.

Attack7
Defense1
Health21
Speed17
XP20
Gold13
Legion Torchbearer
Legion Torchbearer

Carries a torch that burns anything close to it. Standing next to it costs you health whether it swings or not.

Attack6
Defense3
Health26
Speed20
XP26
Gold22
Grave Brute
Grave Brute

Slow, heavy, and it winds up before every swing. When the ring goes up, step out of it.

Attack11
Defense3
Health38
Speed13
XP34
Gold26
Shorewalker
Shorewalker

Walks straight at you and swings, and throws something at you if you back off. There are usually several.

Attack7
Defense3
Health25
Speed15
XP22
Gold15
Bramble Snail
Bramble Snail

Shuts itself in its shell unless you are close, and nothing gets through it while it is closed. Walk up to it, and hit it while it is coming out.

Attack3
Defense4
Health70
Speed14
XP12
Gold8
Orchard Crow
Orchard Crow

Comes at you in long fast curves and picks up speed on the way in. Wait for the bottom of the swoop rather than chasing it.

Attack6
Defense0
Health15
Speed35
XP11
Gold7
Grave Rat
Grave Rat

Walks straight at you and swings, and throws something at you if you back off. There are usually several.

Attack4
Defense0
Health9
Speed29
XP9
Gold5
Barrow Wisp
Barrow Wisp

Drifts after you and throws a cold bolt. It will never catch you, but ignoring it costs you anyway.

Attack6
Defense0
Health11
Speed13
XP19
Gold14
Tomb Beetle
Tomb Beetle

Slow, and armoured enough that a weak weapon barely marks it. Bring your best swing or walk around it.

Attack5
Defense5
Health24
Speed13
XP22
Gold12
Poacher
Poacher

Shoots from a distance and will not stand and fight. Hurt it and it runs, then comes back for another shot.

Attack8
Defense1
Health16
Speed24
XP21
Gold24
Horned Stag
Horned Stag

Lowers its head and runs you down from a long way off. Step aside as it commits and it ploughs on past.

Attack9
Defense1
Health26
Speed26
XP24
Gold14
Root Shambler
Root Shambler

Slow, heavy, and it winds up before every swing. When the ring goes up, step out of it.

Attack10
Defense4
Health40
Speed11
XP32
Gold20
Mire Toad
Mire Toad

Hops at you in beats, and throws venom on the beats it sits still. When it stops, move.

Attack8
Defense1
Health22
Speed20
XP23
Gold14
Ridge Harpy
Ridge Harpy

Circles wide and then drops on you fast. It is hardest to hit while it is still going round.

Attack9
Defense0
Health18
Speed30
XP25
Gold16
Wild Ogre
Wild Ogre

Slow, heavy, and it winds up before every swing. When the ring goes up, step out of it.

Attack16
Defense3
Health55
Speed11
XP46
Gold34
Boglurker
Boglurker

Lies still as a piece of the ground until you are almost on it, then comes up swinging. Watch the ground, not the horizon.

Attack13
Defense2
Health34
Speed15
XP33
Gold21
Legion Pikeman
Legion Pikeman

Marches straight at you and thrusts from further out than you expect. Backing up one step is not enough.

Attack9
Defense3
Health28
Speed19
XP28
Gold24
Snowdrift Lurker
Snowdrift Lurker

Lies still as a piece of the ground until you are almost on it, then comes up swinging. Watch the ground, not the horizon.

Attack12
Defense2
Health30
Speed18
XP30
Gold19
Frostbound Sentinel
Frostbound Sentinel

Winds up a heavy swing and leaves you chilled when it lands. Step out of the ring, and step early.

Attack12
Defense5
Health44
Speed10
XP38
Gold28
Salamander
Salamander

Lobs a slow ember and sets fire to the ground where it lands. Watch where it throws, not just where it stands.

Attack8
Defense1
Health19
Speed26
XP24
Gold17
Magma Hulk
Magma Hulk

Leaves burning ground wherever it walks. Fight it somewhere you still have room to stand.

Attack15
Defense4
Health50
Speed12
XP44
Gold33
Obsidian Skitterer
Obsidian Skitterer

Very quick on its feet, and it bursts apart when it drops. It closes the gap before you are ready for it.

Attack10
Defense2
Health16
Speed34
XP26
Gold15
Tide Crab
Tide Crab

Comes at you sideways rather than straight on, so it arrives where you were not looking. Its shell is thick.

Attack8
Defense5
Health27
Speed18
XP24
Gold14
Reef Snapper
Reef Snapper

Lies in the shallows and lunges the moment you come near the water. Keep back from the edge and it never reaches you.

Attack12
Defense2
Health30
Speed22
XP29
Gold18
Wreck Haunt
Wreck Haunt

Drifts after you and throws a cold bolt. It will never catch you, but ignoring it costs you anyway.

Attack10
Defense1
Health20
Speed14
XP27
Gold20
Sand Adder
Sand Adder

Lies still as a piece of the ground until you are almost on it, then comes up swinging. Watch the ground, not the horizon.

Attack14
Defense1
Health26
Speed23
XP30
Gold18
Spitting Cobra
Spitting Cobra

Stands off and shoots, and will not come to you. Break the line of fire or run it down.

Attack11
Defense1
Health22
Speed21
XP28
Gold20
Sunscour Scorpion
Sunscour Scorpion

Comes at you sideways rather than straight on, so it arrives where you were not looking. Its shell is thick.

Attack12
Defense4
Health30
Speed22
XP32
Gold20
Bonepicker
Bonepicker

Comes at you in long fast curves and picks up speed on the way in. Wait for the bottom of the swoop rather than chasing it.

Attack8
Defense0
Health20
Speed32
XP24
Gold14
Sunbleached Husk
Sunbleached Husk

Slow, heavy, and it winds up before every swing. When the ring goes up, step out of it.

Attack15
Defense3
Health46
Speed11
XP40
Gold26
Coilbrood
Coilbrood

Lies still as a piece of the ground until you are almost on it, then comes up swinging. Watch the ground, not the horizon.

Attack11
Defense1
Health18
Speed24
XP20
Gold10
Drops

What a kill pays

Per-item chances, before your damage share. The full item-by-item table is on the Loot System page.

StateWhat it can pay CommonUncommonRare
OrdinaryA wild or dungeon foe, on its own1 in 240kills1 in 1,200kills
ElitePromoted past party level 15: affixed, tougher, its own drop table1 in 100kills1 in 500kills

The figures above are for a level-1 foe. Rank-and-file stats climb with distance from home and with depth underground. Any creature can be promoted to an Elite, which drops the same two tiers more often. Anything better than Uncommon comes off a boss.