Wiki
Enemies
Encounter rules, human and undead enemy families, and the rare variants that change your route decisions.
Most roaming progression comes from random encounters. They are where chest drops, side money, and a lot of utility value start paying off.
How encounters work
- encounters spawn randomly
- they come in variants with different rarities
- lower-pop servers reportedly get more encounter spawns, not fewer
That makes solo or low-pop progression more viable than many players expect.
Full encounter list
Encounter Index
Main enemy families and rare encounter standouts, translated into simple route-level advice.
| Art | Enemy | Family | Threat profile | Route note |
|---|---|---|---|---|
No art | Bandits | Human encounter | Baseline roaming human enemies. | Use them as the reference point for money and XP pacing; everything rarer is judged against these. |
![]() | Knifer | Human encounter | Fast melee pressure that closes distance and stabs. | Basic chase check. Good for testing whether your current loadout can stop direct aggression cleanly. |
![]() | Piper | Human encounter | Knife variant that is slower but tougher than Knifer. | Less explosive than Knifer, but more likely to expose weak sustained damage or poor spacing. |
![]() | Pistolier | Human encounter | Player-like pistol user with weaker AI. | One of the better early checks for whether your ranged dueling fundamentals are actually clean. |
![]() | Shotgunner | Human encounter | Pistolier-style enemy upgraded to a shotgun. | More punishing up close. Worth respecting if your current slot only wins slow attrition fights. |
![]() | Zombies | Undead encounter | Basic horde enemy with many variants. | The standard undead farm. Low sophistication, but dangerous if you let numbers collapse your spacing. |
![]() | Spitter Zombies | Undead encounter | Ranged slime-spitting variant that tries to hold distance. | Forces movement discipline instead of simple face-tanking, which matters if you rely on slow utility setups. |
![]() | Hunter Zombies | Undead encounter | Lunge-heavy zombie that trades mauling for a big hit. | Punishes complacent kiting and makes healing tools more valuable than they look on paper. |
![]() | Brutius | Undead boss | Boss enemy with rock throw, charge, slam, and launching arm attacks. | High payout if your group can actually survive the fight; not a casual detour for weak early slots. |
![]() | Sniper | Rare encounter | Cliff-spawn elite that targets tier 3 players from long range. | Worth 250 moola plus EXP, but it is much safer if you fight it from elevation instead of face-checking it. |
![]() | Duelist | Rare encounter | Higher-AI gunfighter that sidesteps shots and only engages if you present as a threat. | One of the few encounters with a real choice. Staying passive lets both sides walk away; drawing first starts the skill check. |
Which encounters matter most
If your goal is progression instead of sightseeing, the enemy list compresses into three priorities:
- Standard ambushes for steady money and XP.
- Rare elite spawns such as Sniper or Duelist for bigger payouts.
- Brutius if your group can actually handle a boss encounter.
When roaming is better than questing
Encounters are better than quests when:
- you want repeatable money without waiting for another player
- you are already roaming outside safe zones
- you want chest drops like Dogbane Herb or other side rewards
Quests are cleaner and more predictable. Encounters are messier, but they scale better with active roaming.









