Every time a bandit squad is killed, the levels and rewards of future squads will be higher.
| Enemy | Condition |
|---|---|
| Barbarian Ambush Leader | Always spawns |
| Barbarian Ambush Archer | 33% spawn chance |
| Barbarian Ambush Spellflinger | 33% spawn chance |
| Ghost | Must have defeated 6 squads, 50% spawn chance |
| Dog | Must have killed 8 squads, 50% spawn chance |
| Barbarian Ambush Spellcaster | Must have defeated 10 squads, 50% spawn chance |
| Barbarian Ambush Elite Warrior | Must have killed 10 squads, 70% spawn chance |
| Barbarian Ambush Warmage | Must have killed 10 squads, 30% spawn chance |
The combat level is determined by the following formula: $$CombatLevel_{enemy} = CombatLevel_{player} \times (0.5 + 4 \times rand(0, SquadsKilled) )$$
npcs will have the following stats
| Stat | Value |
|---|---|
| health | 25/7 × level |
| resistanceMagical | 5/7 × level |
| resistancePhysical | 5/7 × level |
| resistanceRanged | 5/7 × level |
| accuracyMagical | level |
| accuracyPhysical | level |
| accuracyRanged | level |
| DamageMagical | 2/35 × level |
| DamagePhyisical | 2/35 × level |
| DamageRanged | 2/35 × level |
| Mana | 25/7 × level |
| manaregen | 3/7 × level |