The Compendium
Enemy Types
The Valley fields more nameless foes than named ones. These are the common classes you trade blows with most: each with its in-game name and the typical strength, health and kit for the rank, so you can size up any fight before you start it.
Combat Basics
The Valley does not fight fair, so neither should you. Patience and a little cunning keep you alive far longer than a strong arm alone. A few habits carry you through almost every encounter on this page.
- Draw foes out and take them one at a time. Wade into a whole pack and the Valley will bury you.
- Keep a bow close from the start. A few arrows soften or finish a dangerous beast before it ever reaches you.
- Lure a hostile creature onto a guard or a companion you are escorting and let them shoulder the danger.
- A kill that an unrelated NPC lands rarely earns you anything. Companions you are escorting are the exception, so their kills still count for you.
- Defence is always at hand: hold to block and parry, tap the dedicated dodge to slip a blow, and lock onto a target to keep it framed.
- One-handed fighting grows with training, opening combos, parries and ripostes, critical hits, finishers, knockbacks, and cancelling a swing straight into a dodge.
- A drawn weapon needs an aim step before it looses, so a shot is never as instant as a melee swing.
Novice
Low threatSect Camp acolyte, barely trained and lightly clad.
40
Health
4
Strength
10
Dexterity
Scraper
Low threatSwamp Camp digger, scratching ore from the bog.
60
Health
6
Strength
30
Dexterity
Outlaw
ModerateOutlaw of the wilds, quick on the draw.
120
Health
12
Strength
80
Dexterity
Shadow
ModerateOld Camp scavenger crew, the diggers' muscle.
80
Health
8
Strength
20
Dexterity
Bandit
ModerateNew Camp hired blade, rank and file.
100
Health
10
Strength
30
Dexterity
Guard
High threatOld Camp gate watch, the Ore Barons' law.
150
Health
15
Strength
70
Dexterity
Mercenary
High threatSeasoned New Camp mercenary, a hard fight.
170
Health
17
Strength
75
Dexterity
Templar
High threatSect Camp temple guardian, devoted and armoured.
190
Health
19
Strength
85
Dexterity
Guru
High threatSect Camp preacher, far tougher than the robe suggests.
300
Health
30
Strength
70
Dexterity
Ore Baron
DeadlyOld Camp ruler, plated and all but unkillable early on.
800
Health
80
Strength
70
Dexterity
Fire Mage
DeadlyOld Camp spellcaster, fights at range with flame.
500
Health
50
Strength
35
Dexterity
Water Mage
DeadlyNew Camp spellcaster, calls the storm against you.
500
Health
50
Strength
150
Dexterity
Stats are representative of each class, not a single fixed creature. The exact strength, health and kit shift from one foe to the next.