Wiki World Enemies
Enemies
The Exile ladder: every enemy's level, health, damage, and the Credits, XP and Silicite it pays; Elite, Paragon and named enemies.
Exiles live on the maps: a ladder that runs from the looters of the home line up to the Notorious Boss of the Broken Belt. Every level pays twice the Credits and Silicite of the one before; the heavy ships of the same level (the Toll-Taker, the Head Gunner, the Doorbreaker, the Ring Ironclad) pay a little more within their own band.
The enemy ladder
| Enemy | Lv | Armor | Shield | Damage/s | Range | Aggressive | Credits | XP | Silicite | Cargo | Antimatter |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Looter | 1 | 1,170 | 450 | 20 | 440 | no | 700 | 150 | 2 | 2 Plunder Crate | — |
| Raider | 2 | 3,240 | 1,260 | 125 | 484 | no | 1,400 | 550 | 4 | 3 Plunder Crate, 1 Ring Dust | — |
| Shard Hunter | 3 | 14,400 | 5,400 | 400 | 528 | yes | 2,800 | 1,500 | 8 | 5 Plunder Crate, 4 Ring Dust | — |
| Exile Destroyer | 4 | 54,000 | 22,500 | 1,800 | 572 | yes | 5,600 | 3,000 | 16 | 6 Plunder Crate, 5 Ring Dust, 1 Shard Core | — |
| Crew Captain | 5 | 162,000 | 63,000 | 3,500 | 572 | yes | 6,375 | 6,000 | 32 | 7.5 Plunder Crate, 6.25 Ring Dust, 1.25 Shard Core | 5% |
| Doorbreaker | 6 | 504,000 | 201,600 | 8,250 | 572 | yes | 17,725 | 13,800 | 68 | 10 Plunder Crate, 8.25 Ring Dust, 1.5 Shard Core | 8.7% |
| Ring Ironclad | 6 | 562,500 | 225,000 | 8,625 | 572 | yes | 19,020 | 14,600 | 72 | 10.5 Plunder Crate, 8.5 Ring Dust, 1.5 Shard Core | 9.1% |
| Toll-Taker | 5 | 162,000 | 63,000 | 3,500 | 572 | yes | 6,970 | 6,400 | 34 | 8 Plunder Crate, 6.5 Ring Dust, 1.25 Shard Core | 5% |
| Head Gunner | 5 | 202,500 | 79,200 | 4,200 | 572 | yes | 7,490 | 6,800 | 36 | 8.5 Plunder Crate, 7 Ring Dust, 1.25 Shard Core | 5.6% |
| Belt Lord | 6 | 450,000 | 180,000 | 7,500 | 572 | yes | 16,505 | 13,000 | 64 | 9.5 Plunder Crate, 7.75 Ring Dust, 1.5 Shard Core | 8% |
| Wreck Commander | 7 | 900,000 | 360,000 | 11,250 | 572 | yes | 37,170 | 26,000 | 128 | 11.75 Plunder Crate, 9.75 Ring Dust, 2 Shard Core | 25% |
| Notorious Boss | 7 | 3,600,000 | 1,800,000 | 15,000 | 572 | yes | 1,312,500 | 140,000 | 3,750 | 100 Plunder Crate, 30 Ring Dust, 30 Shard Core | 100% |
| Odrel the Lampbreaker (X-4, one per unit) | 5 | 225,000 | 90,000 | 3,000 | 572 | yes | 200,000 | 20,000 | 571 | — | 100% |
| Crystal Swarm | 10 | 1,224,000 | 504,000 | 8,100 | 440 | yes | 92,800 | 35,200 | 265 | — | 11.2% |
| Fold Whelp | 11 | 19,440,000 | 7,920,000 | 75,938 | 440 | yes | 976,000 | 564,800 | 2,789 | — | 70.6% |
| Plasma Medusa | 10 | 5,328,000 | 2,160,000 | 8,607 | 220 | yes | 400,000 | 155,200 | 1,143 | — | 48.2% |
| Spore Sac | 10 | 5,760,000 | 2,304,000 | 2,785 | 572 | yes | 432,000 | 166,400 | 1,234 | — | 52.1% |
| Void Giant | 11 | 85,824,000 | 35,136,000 | 50,625 | 396 | yes | 5,760,000 | 2,496,000 | 16,457 | — | 77.8% |
| Splinter | 10 | 244,800 | 100,800 | 2,025 | 440 | yes | 0 | 0 | 0 | — | — |
| Scout | 8 | 360,000 | 144,000 | 5,907 | 396 | yes | 19,213 | 12,480 | 61 | 3.53 Plunder Crate, 2.93 Ring Dust, 0.6 Shard Core | 7.2% |
| Scout | 9 | 720,000 | 288,000 | 8,860 | 396 | yes | 40,145 | 24,960 | 123 | 4.41 Plunder Crate, 3.66 Ring Dust, 0.75 Shard Core | 8.6% |
| Turret | 8 | 2,700,000 | 1,080,000 | 16,875 | 572 | yes | 112,088 | 72,800 | 358 | 20.56 Plunder Crate, 17.06 Ring Dust, 3.5 Shard Core | 42% |
| Turret | 9 | 5,400,000 | 2,160,000 | 25,313 | 572 | yes | 234,179 | 145,600 | 717 | 25.7 Plunder Crate, 21.33 Ring Dust, 4.38 Shard Core | 50.4% |
| Sealstone | 8 | 1,800,000 | 720,000 | 10,125 | 528 | yes | 80,062 | 52,000 | 256 | 14.69 Plunder Crate, 12.19 Ring Dust, 2.5 Shard Core | 30% |
| Sealstone | 9 | 3,600,000 | 1,440,000 | 15,188 | 528 | yes | 167,269 | 104,000 | 512 | 18.36 Plunder Crate, 15.23 Ring Dust, 3.13 Shard Core | 36% |
| Mender | 8 | 1,080,000 | 432,000 | 1,688 | 528 | yes | 48,038 | 31,200 | 154 | 8.81 Plunder Crate, 7.31 Ring Dust, 1.5 Shard Core | 18% |
| Mender | 9 | 2,160,000 | 864,000 | 2,532 | 528 | yes | 100,357 | 62,400 | 307 | 11.02 Plunder Crate, 9.14 Ring Dust, 1.88 Shard Core | 21.6% |
| Stonefoot | 8 | 6,300,000 | 2,520,000 | 15,188 | 440 | yes | 224,173 | 145,600 | 717 | 41.13 Plunder Crate, 34.13 Ring Dust, 7 Shard Core | 45% |
| Stonefoot | 9 | 12,600,000 | 5,040,000 | 22,782 | 440 | yes | 468,377 | 291,200 | 1,434 | 51.41 Plunder Crate, 42.66 Ring Dust, 8.75 Shard Core | 54% |
| Watch Core | 8 | 4,500,000 | 1,800,000 | 11,813 | 528 | yes | 168,133 | 109,200 | 538 | 30.84 Plunder Crate, 25.59 Ring Dust, 5.25 Shard Core | 45% |
| Watch Core | 9 | 9,000,000 | 3,600,000 | 17,719 | 528 | yes | 351,290 | 218,400 | 1,075 | 38.55 Plunder Crate, 31.99 Ring Dust, 6.56 Shard Core | 54% |
How do they behave?
- Passive enemies (the Looter and the Raider) do not attack unless you hit them first. Aggressive ones (the Shard Hunter and up) target you once you come within 520 units.
- The Crew Captain and the Toll-Taker work like a pack: if you hit one, the others nearby that have no target turn on you too.
- Each map of the unit regions has its own main enemy: Threshold (5) Crew Captain, Midway (6) Toll-Taker, Pocket (7) Head Gunner, Outer Way (8) Belt Lord, Pocket (9) Doorbreaker, Frontier Line (10) Ring Ironclad. It is the same for all four units.
- The shared region (the Ringwright Remnants) has no Exiles: Ringwright machines live there, levels 8-9. Scouts come in swarms, the Turret never moves, the Stonefoot is the heaviest; the level carries the reward (each level pays twice the one before) and the rare-part chance grows with the map's area coefficient. The Void creatures of deep space are the deeper family, so they are levels 10-11: the richest open-world area; the Fold Whelp and the Void Giant are group work.
- The reward goes to whoever deals the most damage. If you share the damage with other pilots, sort it out with a party.
Elite and Paragon
Each time an enemy spawns, its strength is rolled: 25% of the time it is Elite and 1% of the time Paragon (at most 2 on a map at once).
| Strength | Armor and shield | Damage | Credits and XP | Silicite | Size |
|---|---|---|---|---|---|
| Elite | ×3 | ×1.8 | ×3 | ×2 | ×1.1 |
| Paragon | ×20 | ×3 | ×15 | ×4 | ×1.3 |
- Elite enemies have a bright frame and call in nearby enemies of the same kind.
- Paragon refills its shield once when it drops below half health (it warns you 1 s before), and below 25% health it enrages and its damage becomes ×1.5. When one appears, pilots nearby are told.
- Paragon rewards are shared by contribution: 20% of the reward is split equally among everyone who took part and the rest by damage; you need at least 1% contribution. A Data Core also drops with a 50% chance on safe maps and 25% on the others.
The Commanders of the Shroud
On the Shroud map, enemies come with the Commander flag: armor ×2, shield ×2, damage ×1.5; in return Credits and XP ×2, Silicite ×3.
Named captains and the Boss
- Exile Captain: stands alone on the right half of each unit's X-4 map; when it dies it respawns after 10 minutes. It is hard alone, so bring a friend.
- Notorious Boss: it roams: every 15 minutes it spawns on a random one of the four units' Frontier Line maps (with a one-minute warning) and draws the pilots of all four units to the same place. Its reward is shared by contribution: 2 LT-3 and ×40 on the rare-drop roll. AI Commander does not hunt it.
- Where is the Boss? In the Map (M) window, the side panel of each of the four Frontier Line maps shows a "Notorious Boss" row: which map it stands on right now, whether it is still alive, and the time left to the next spawn. On the map a red ring and the words "Notorious Boss" mark the spot where it stands; once the spawn notice is out, the next map gets a faint ring.
Enemy profiles
Looter
A small Exile in a scrap hull, on the run from a debt; the first prey on the home line.
Raider
Watches the convoys and hits whoever drops behind; better fed than a looter, and twice as filthy.
Shard Hunter
An Exile who went shard hunting and turned hunter of men; he picks a target the moment you get close.
Exile Destroyer
The heavy hull the crews have left: set into the ribs of a dead ship, and still deadly. The first real test of the border line.
Crew Captain
The captain who leads a crew's fleet; he does not roam on one ship, and his is the heaviest of them all.
Doorbreaker
The heavy hull that breaks the door of a dead-end pocket. He waits on maps with no way back; he blocks the road, and he is never the one who opens the door.
Ring Ironclad
A heavy gunship with a broken piece of the Ring welded to its shoulder. He keeps the watch on the Frontier Line; his light leaks out through the weld seams.
Toll-Taker
He collects the middle road's toll himself. First he slides in alongside, then he asks for 'road money'; whoever refuses learns how fast his guns can talk.
Head Gunner
The crew's head gunner. The heavy barrel speaks in his hands; his shots come far apart, but where one lands you stay down a long while.
Belt Lord
The captain of captains; debts and oaths both end up with him. He stands in the Boss's shadow, and no one will weep for him.
Wreck Commander
The captain who holds the Exile fleets' radio line across the Wreck Field; the Command Relays run on his voice. A swarm that takes his order does not come back, and neither does he.
Notorious Boss
An Exile chief whose name is whispered the length of the Belt, waiting in its deepest part; he never travels alone, but he dies alone.
Odrel the Lampbreaker
He once kept watch on the Lamplight Road; the night he broke his oath he shot out the first lamp, and now he prowls the dark of Vesperin.
Crystal Swarm
The crystal swarm of deep space: tiny bodies that fly together. Signature ability, Split: when it dies it leaves 2 Splinters (Elite 3, Paragon 4); each Splinter has 20% of its mother's armor and shield (Elite 15%, Paragon 10%) and 25% of her damage, and holds fire for the first 1 second. A map holds at most 40 Splinters. AI Commander hunts this swarm.
Fold Whelp
A short, segmented void eel. Signature ability, Dive: it coils for 0.7 seconds (it can be hit meanwhile), sinks into a rift, becomes untouchable and bursts out in a marked ring, hitting everyone inside for 2 times its own shot. The ring is 150–190 units wide and the warning lasts 1.6–1.8 seconds: leave the ring. A Paragon adds a tail sweep after the exit. AI Commander hunts it.
Plasma Medusa
A plasma jellyfish. Signature ability, Pull: after a 1.3–1.5-second warning it drags ships within 700–780 units toward itself for 1.2 seconds, then cracks (6 shots of damage, a 30% slow for 2 seconds). Passive, Burst: at 15% armor or on death it swells and hits pilots within 350–420 units for 12 shots. Kill it from range or leave the ring. AI Commander hunts it too.
Spore Sac
A spore sac that swells like a mine. Signature ability, Spore Cloud: it locks the spot where its target stands and 1.4–1.6 seconds later a 300–360-unit cloud lands there; the cloud lasts 8–10 seconds, slows everything inside by 40%–50% and burns for the Sac's own damage each second. Passive, Death Cloud: it leaves a 5-second slowing cloud where it died. Stay out of the cloud. AI Commander hunts it too.
Void Giant
A heavy, slow-swimming giant. Signature ability, Crush: it opens a locked wedge 900–1,000 units long from its nose toward the target (the direction never changes afterwards) and 1.6–1.8 seconds later hits everything inside for 2.5 times its own shot. Move to the side of the wedge or behind it. AI Commander hunts it.
Splinter
A small fragment left by a dying Crystal Swarm: fast (×1.3) and fragile. It never spawns on its own; only a Crystal Swarm's death makes one. It holds fire for its first second: switch to a new target at once.
Scout
A small, fast machine that watches the gates; they come in swarms. Hit one and the Scouts near it turn on you together.
Scout
A small, fast machine that watches the gates; they come in swarms. Hit one and the Scouts near it turn on you together.
Turret
A turret tower that never moves: it fires rarely but hard. Pick your way before you enter its reach.
Turret
A turret tower that never moves: it fires rarely but hard. Pick your way before you enter its reach.
Sealstone
A slow-walking, sturdy seal stone that stops and fires from afar. The most common heavy machine of the Ringwright region.
Sealstone
A slow-walking, sturdy seal stone that stops and fires from afar. The most common heavy machine of the Ringwright region.
Mender
The upkeep machine: it hits weakly and stays behind the pack. Cut it first and the crowd gets easier.
Mender
The upkeep machine: it hits weakly and stays behind the pack. Cut it first and the crowd gets easier.
Stonefoot
A huge rolling stone wheel, a walking gate stone: slow but very tough and very rewarding. The heaviest Ringwright machine; bring a friend.
Stonefoot
A huge rolling stone wheel, a walking gate stone: slow but very tough and very rewarding. The heaviest Ringwright machine; bring a friend.
Watch Core
The heart of the watch machinery: elite by nature, always glowing amber. The rest of the machinery gathers round it.
Watch Core
The heart of the watch machinery: elite by nature, always glowing amber. The rest of the machinery gathers round it.























