Enemy
All opposing unitsUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units.Rulebook pp. 90–91 to the partyPartyThe party can include both adventurer and companion units.Rulebook p. 90 are considered enemies, regardless of their level.
Some units that otherwise belong to the party can be temporarily designated as enemies by game effects. These units behave as instructed by the specific effect.
In battle, the party's enemies are represented by double-sided chips, with each side showing an enemy of a different level. Level 1 and level 5 enemies back to each other and share a draw bag, as do level 10 and level 20 enemies. The higher the level is, the more difficult the enemy.
The levels of the enemies drawn for a battle are set by its enemy poolEnemy PoolThe enemy pool (EP) sets the levels of the enemies drawn for a battle: the party's XP Dial value multiplied by the number of adventurers, spent on the highest-level enemies possible.Rulebook p. 54.
Quest Units
White unit chips with a brown border are quest unitsQuest UnitQuest units (white chips, brown border) are not mixed into draw bags at setup or after battles. Quest units cannot gain status effects from abilities or rules unless explicitly stated.Rulebook p. 54, which only appear in battles related to quests or to a province's special rules. Quest units are not mixed into draw bags at setup or after battles. Quest units cannot gain status effectsStatus EffectsAn overview of the different status effects.Rulebook pp. 23, 67 from abilities or rules unless explicitly stated.
Enemy Chip Anatomy
The numbers below match the diagram on pg. 55 of the rulebook.
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Enemy Image.
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Level: The enemy's numeric level value, which determines its value in the enemy poolEnemy PoolThe enemy pool (EP) sets the levels of the enemies drawn for a battle: the party's XP Dial value multiplied by the number of adventurers, spent on the highest-level enemies possible.Rulebook p. 54 and its turn order (see Enemy TurnEnemy TurnAfter all adventurer turns (and any companion turns), each enemy takes a turn in order from highest to lowest level value.Rulebook pp. 64–66). This is also shown by the border colour of the chip:
Border Level Black 1 Green 5 Purple 10 Red 20 Brown Quest unitQuest UnitQuest units (white chips, brown border) are not mixed into draw bags at setup or after battles. Quest units cannot gain status effects from abilities or rules unless explicitly stated.Rulebook p. 54: no level value, but treated as higher than all other levels when determining enemy turn order. These chips are white instead of black. -
Name.
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Type: The enemy's type, which some encounters and abilities refer to.
- Humanoid (
)
- Beast (
)
- Daedra (
)
- Humanoid (
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Province: The two-letter province code of the province the enemy can appear in. During setup, only coded enemies of the current province and enemies with no code go in the enemy draw bags. Enemies with no code can appear in any province.
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Health: This number of HP chips is placed under the enemy when it is deployed to the battle map. This is also its full HP. When an enemy takes damage, its HP chips are removed one at a time, starting with the bottom-most chip in the unit's stack. When an enemy loses all of its HP chips, it is defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeatedRulebook pp. 67, 88.
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Range: The enemy's engage rangeRangeRange (or distance) from one hex to another is measured by counting the number of hexes between those hexes, including the destination hex, regardless of whether those hexes are occupied.Rulebook p. 58, which is the maximum distance at which it can engage an opposing unit.
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Combat: The number of enemy Combat dice the enemy rolls during its turn and then resolves against each target. The combined value rolled on all enemy Combat dice is the amount of damage dealt to each target.
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Defense: The amount of damage prevented each time an engage or ability deals damage to the enemy (see DefenseDefenseThe amount of damage prevented each time an engage or ability deals damage to a unit.Rulebook pp. 55, 63 and DamageDamage and Preventing DamageDamage is physical unless it's true damage. All damage dealt to a unit during an action is a single instance. Prevented damage is subtracted 1 point at a time; it was still dealt, but not taken.Rulebook p. 63).
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Targets: The number of units the enemy can engage during its turn is equal to the figures in this icon. For example, 2 figures means the enemy can engage 2 targets.
- An enemy cannot engage the same unit more than once per turn.
- An enemy with multiple targets rolls its Combat dice once and deals the rolled damage to all of its targets.
- If the enemy has the "all" target icon, it engages all possible targets in range.
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Priority: Determines which unit the enemy targets and engages during its turn if it has multiple options. This can also affect how the enemy moves.
- StrongestStrongestThe opposing unit with the highest HP (not including bonus HP).Rulebook pp. 55, 64: the opposing unit with the highest HP (not including bonus HP).
- WeakestWeakestThe opposing unit with the lowest HP (not including bonus HP).Rulebook p. 55: the opposing unit with the lowest HP (not including bonus HP).
- If multiple possible targets have the same strength, the party chooses which unit is targeted.
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Skills: The enemy's skills, each described on the Enemy SkillsEnemy SkillsAn overview of the enemy skills.Rulebook pp. 55, 64 Reference.