Complete Bestiary
Comprehensive enemy database with stats, spells, and strategic counters for all enemy types in Vandal Hearts.
Table of contents
- Enemy Classification System
- Common Enemy Types
- Enemy Mages (Critical Threats)
- Enemy Priests (Healer-Class)
- Special Enemy Types
- Boss Enemies
- Enemy Spell Threats
- Strategic Enemy Analysis
- Enemy Weaknesses & Resistances
- Battle Tactics by Enemy Composition
- Enemy Gold & EXP
- Trials of Toroah Enemies
- Next Steps
Enemy Classification System
Enemy Types
Enemies are classified by their combat role:
- Knights (Kn) - Melee fighters, front-line units
- Armor (Ar) - Heavy defense, slow movement
- Archers (Bo) - Ranged attackers, ground-based
- Airmen (Ai) - Flying units, mobile strikers
- Mages (Mg) - Offensive magic users
- Priests (Pr) - Healers and support
- Monks (Mk) - Hybrid fighter-mages
- Golems (Go) - High-defense constructs
- Bosses (B) - Unique powerful enemies
Stat Notation
Enemy Stats Format: Lv/HP,MP | AT,DF,AGL
- Lv = Level
- HP = Hit Points
- MP = Magic Points
- AT = Attack power
- DF = Defense
- AGL = Agility (evasion)
Common Enemy Types
Brigands (Knight-Class)
Appearances: Act 1-3 Threat Level: Low to Moderate
Typical Stats:
- Level 1-5: 14-42 HP, 11-26 AT, 10-23 DF
- Spells: None (basic melee only)
- Movement: 3-4 tiles (normal)
Behavior:
- Standard melee attackers
- Charge toward nearest target
- No special abilities
- Front-line fodder
Counter Strategy:
- ✓ Archers: Shoot before they close distance
- ✓ Mages: Phase Shift eliminates groups
- ✓ Knights: Can tank their attacks easily
- ✗ Avoid: Sending fragile units to front
Loot: 20-50G per kill
Hunters (Archer-Class)
Appearances: Act 1-3 Threat Level: Moderate
Typical Stats:
- Level 1-5: 12-37 HP, 10-23 AT, 8-18 DF
- Spells: None (ranged attacks only)
- Movement: 3-4 tiles
- Range: 4-5 tiles
Behavior:
- Attack from distance
- Target low-DEF units (Mages, Priests)
- Stay back from melee
- Moderate damage output
Counter Strategy:
- ✓ Knights: Take reduced damage from arrows, charge them
- ✓ Your Archers: Outrange and outshoot them
- ✓ Mages: Phase Shift from safety
- ✗ Avoid: Exposing Mages/Priests to archer fire
Threat Assessment:
- vs Knights: Low (reduced damage)
- vs Mages/Priests: High (full damage, prioritize)
- vs Airmen: Critical (bonus damage, deadly)
War Ghosts / Hell Bats (Airman-Class)
Appearances: Act 1-2 (War Ghosts), Act 1-3 (Hell Bats) Threat Level: Moderate to High
Typical Stats:
- Level 2-6: 22-50 HP, 18-35 AT, 14-28 DF
- Spells: None (flying melee)
- Movement: 5-7 tiles (flying)
Behavior:
- Fly over obstacles and units
- Attack from unexpected angles
- Target back-line (Mages, Priests)
- High mobility threat
Counter Strategy:
- ✓ Archers: Deal bonus damage to airmen (priority)
- ✓ Focus Fire: Multiple archers eliminate quickly
- ✓ Protect Back-line: Keep healers/mages safe
- ✗ Avoid: Letting them reach your Priests/Mages
Critical Weakness: Vulnerable to Archers (take bonus damage)
Enemy Airmen are #1 threat to your back-line units. Kill with archers IMMEDIATELY!
Clay Golems / Stone Golems (Golem-Class)
Appearances: Act 1-6 (throughout game) Threat Level: Moderate (high DEF)
Typical Stats:
- Clay Golem (Early): 56-80 HP, 34-45 AT, 37-50 DF
- Stone Golem (Mid): 80-120 HP, 45-60 AT, 50-70 DF
- Spells: None (physical only)
- Movement: 2-3 tiles (slow)
Behavior:
- Very high physical defense
- Slow movement
- Deal moderate damage
- Resistant to physical attacks
Counter Strategy:
- ✓ Mages: Magic bypasses high DEF (BEST)
- ✓ Phase Shift/Salamander: Massive damage to golems
- ✓ Fire Magic: Extra effective (elemental weakness)
- ✗ Avoid: Physical attacks (5-10 damage only)
Why Golems Are Problematic:
- Knight sword attack: ~10 damage (useless)
- Mage Phase Shift: ~80 damage (effective)
- Magic required to kill efficiently
Golems are designed to force magic usage. Pure physical parties struggle heavily against them.
Enemy Mages (Critical Threats)
Enemy Sorcerers / Enchanters
Appearances: Act 3-6 Threat Level: CRITICAL
Typical Stats:
- Level 10-20: 60-100 HP, 40-80 MP
- AT: Low (10-20), DF: Low (15-25)
- MAG DEF: Very High (40-60)
- Spells: Phase Shift, Salamander, Dark Fire
Behavior:
- Cast Phase Shift on your party (60-80 damage to 4-6 units)
- Target clustered groups
- Stay back from front lines
- Most dangerous enemy type
Why Enemy Mages Are Critical Threats:
- Phase Shift: Can hit 4-6 of your units for 60-80 damage each
- Total damage: 240-480 damage in one spell
- Party wipe potential: Can kill multiple units
- Must be eliminated immediately
Counter Strategy:
- ✓ Archers: Snipe from range (priority #1)
- ✓ Your Mages: Phase Shift them first
- ✓ Airmen: Rush and eliminate quickly
- ✓ Focus Fire: All ranged units target enemy mage
- ✗ NEVER: Let them survive to cast
Target Priority:
- Enemy Mages - Kill FIRST (before they cast)
- Enemy Airmen - Kill second (threaten back-line)
- Enemy Knights - Kill third (manageable)
Enemy Mages casting Phase Shift can end your run. They are ALWAYS top priority!
Enemy Priests (Healer-Class)
Enemy Bishops / Archbishops
Appearances: Act 4-6 Threat Level: Moderate (support)
Typical Stats:
- Level 12-20: 70-110 HP, 50-90 MP
- Spells: Healing, Superior Heal, Supreme Healing, Holy Lightning
Behavior:
- Heal wounded enemies (40-80 HP restored)
- Cast Mystic Shield (damage reduction)
- Occasional Holy Lightning attacks
- Support role, not direct threat
Counter Strategy:
- ✓ Kill healed enemies first (deny healing value)
- ✓ Eliminate Priest after immediate threats
- ✓ AOE damage (hit Priest + other enemies together)
- ✗ Avoid: Ignoring them (enemies stay alive longer)
Threat Assessment:
- Direct damage: Low (Holy Lightning weak)
- Indirect threat: High (heals extend battles)
- Priority: Medium (after Mages/Airmen, before Knights)
Special Enemy Types
Death Ant (Monster)
Appearance: Act 1, Section 4 (Sand Dunes) Threat Level: Moderate (Early Boss)
Stats:
- Level 6: 54 HP, 44 AT, 40 DF, 34 AGL
- Spells: SELF HEALING (2 MP)
- Movement: 3 tiles
Behavior:
- Self-heals when damaged (restores ~20 HP)
- Moderate damage output
- First “boss” encounter
- Guards Nova Key quest item
Counter Strategy:
- ✓ Burst damage: Kill before it heals
- ✓ Magic attacks: Bypass high DEF
- ✓ Focus fire: All units attack Death Ant
- ✗ Avoid: Prolonged battle (it heals repeatedly)
Reward: Woman at Minato Bar gives Nova Key (Trial #1)
Mimic Monsters (Mana Trial)
Appearance: Trial of Toroah - Mana Trial Threat Level: Moderate (Puzzle enemies)
Stats:
- Level ~15: 80-100 HP, moderate stats
- Spells: Varies by mimic
- Special: Look identical until attacked
Behavior:
- Guard treasure chests (SE corner has real treasure)
- Most are decoys (no treasure)
- Attack when approached
- Moderate combat threat
Counter Strategy:
- ✓ Go directly to SE corner (real treasure location)
- ✓ Avoid fighting all mimics (waste of time)
- ✓ Use Phase Shift if forced to fight
- ✗ Avoid: Opening every chest (time-consuming)
Boss Enemies
Hel Spites (Major Antagonist)
Appearance: Act 2, Section 6 (Castle Ruins) Threat Level: Very High
Stats:
- Level ~12: 120+ HP, 60+ MP
- Spells: Dark Hurricane, offensive magic
- Equipment: Strong weapons/armor
Behavior:
- Powerful melee + magic hybrid
- Guards entrance to time warp
- Story-critical battle
- Cannot be truly defeated (scripted)
Counter Strategy:
- ✓ Survive until story triggers
- ✓ Heal frequently (Huxley critical)
- ✓ Damage when safe (chip away at HP)
- Note: Battle ends via story event, not HP depletion
Dolf Crowley (Recurring Boss)
Appearances: Act 2 onwards (multiple battles) Threat Level: Very High to Critical
Stats (Vary by Encounter):
- Early (Act 2): ~100 HP, moderate stats
- Late (Act 5-6): 200+ HP, very high stats
- Spells: Varies (magic attacks)
Behavior:
- Powerful melee fighter
- Magic attacks available
- Often has elite guard support
- Multiple encounters throughout game
Counter Strategy:
- ✓ Kill supporting enemies first (reduce pressure)
- ✓ Focus Dolf after adds eliminated
- ✓ Phase Shift + Salamander (heavy AOE damage)
- ✓ Supreme Healing ready (he hits hard)
Kane (Crimson Guard Commander)
Appearance: Act 6, Section 1 Threat Level: Critical
Stats:
- Level ~28: 250+ HP, 80+ MP
- Spells: PLASMA WAVE (damages ALL allies!)
- Equipment: Best in game (Caliburn sword)
Behavior:
- Casts Plasma Wave (50-80 damage to ENTIRE PARTY)
- Elite Crimson Guard support
- High physical attack
- Very dangerous
Counter Strategy:
- ✓ Kill Crimson Guards first (reduce total damage)
- ✓ Supreme Healing after Plasma Wave
- ✓ Salamander/Phase Shift (damage Kane + guards)
- ✓ Mystic Shield pre-cast (reduce Plasma Wave damage)
- ✗ Avoid: Clustering party (Plasma Wave hits everyone anyway)
Reward: Caliburn sword (+28 ATK, best non-Vandal sword)
Kane’s Plasma Wave is devastating! Keep HP high and Supreme Healing ready at all times.
Xeno Calimani (Master of Time/Space)
Appearance: Act 6, Section 3 Threat Level: Critical
Stats:
- Level ~30: 280+ HP, 100+ MP
- Spells: Plasma Wave, time/space magic
- Role: Zohar’s treacherous apprentice
Behavior:
- Powerful magic attacks
- Plasma Wave (party-wide damage)
- Summons/controls powerful creatures
- Master-level mage
Counter Strategy:
- ✓ Vandalier Ash: Plasma Wave vs Plasma Wave
- ✓ Dual Mages: Eleni + Zohar Phase Shift spam
- ✓ Supreme Healing on rotation
- ✓ Life Orbs for emergency recovery
Reward: Runewand (+14 ATK staff, best for mages)
Story Significance: Zohar’s final lesson to his apprentice
Dumas (Necromancer Boss)
Appearance: Act 3, Section 7 (Prison Fortress) Threat Level: High
Stats:
- Level ~18: 160+ HP, 70+ MP
- Spells: Dark magic, necromancy
- Behavior: Summons undead minions
Counter Strategy:
- ✓ Phase Shift (hits Dumas + summons)
- ✓ Focus Dumas (summons disappear when he dies)
- ✓ Holy magic (effective vs undead)
Reward: Zen Robe (+20 DEF, best robe until Mojo Robe)
Enemy Spell Threats
Spells Enemy Mages Cast
| Spell | R/F | Damage | Threat Level | Counter |
|---|---|---|---|---|
| Plasma Wave | inf/inf | 50-80 ALL | CRITICAL | Supreme Healing ready |
| Phase Shift | 0/7 | 60-80 AOE | Very High | Kill mage before cast |
| Dark Fire | 5/2 | 50-70 AOE | High | Spread out party |
| Explosion | 6/0 | 60-80 single | High | High-priority target |
| Dark Hurricane | 6/1 | 40-60 AOE | Moderate | Focus fire mage |
| Thunder Ball | 5/2 | 30-50 AOE | Moderate | Standard tactics |
Enemy Heal Spells
| Spell | Effect | Threat | Counter |
|---|---|---|---|
| Hyper Healing | 60-80 HP restored | High | Kill healed target fast |
| Extra Healing | 40-50 HP AOE | Moderate | AOE to re-damage |
| Healing | 30-40 HP single | Low | Focus fire |
Strategic Enemy Analysis
Most Dangerous Enemy Types (Ranked)
- Enemy Mages (10/10 threat)
- Can wipe party with Phase Shift/Plasma Wave
- ALWAYS kill first
- Use archers to snipe safely
- Enemy Airmen (8/10 threat)
- Bypass front line, attack Priests/Mages
- Kill with archers (bonus damage)
- Second priority after mages
- Enemy Bosses (7-9/10 threat varies)
- Kane, Xeno most dangerous
- Plasma Wave capability
- Require full party effort
- Enemy Priests (5/10 threat)
- Heal other enemies (extend battles)
- Not immediately deadly
- Kill after mages/airmen
- Enemy Knights (3/10 threat)
- Standard melee fodder
- Manageable with basic tactics
- Lowest priority
- Enemy Archers (4/10 threat)
- Moderate damage from range
- Dangerous to low-DEF units
- Medium priority
- Golems (6/10 threat)
- High DEF blocks physical attacks
- Requires magic to kill efficiently
- Moderate threat if you have mages
Enemy Weaknesses & Resistances
Type Matchups
Enemy Knights:
- ✓ Weak to: Airmen (bonus damage)
- ✓ Neutral: Archers, Mages, Priests
- ✗ Strong vs: Your Archers (reduced damage taken)
Enemy Archers:
- ✓ Weak to: Your Knights (bonus resist)
- ✓ Neutral: Most units
- ✗ Strong vs: Your Airmen (bonus damage dealt)
Enemy Airmen:
- ✓ Weak to: YOUR ARCHERS (critical weakness)
- ✓ Neutral: Mages, Priests
- ✗ Strong vs: Your Knights (bonus damage)
Enemy Mages:
- ✓ Weak to: Physical attacks (low DEF)
- ✓ Resistant: Magic attacks (high MAG DEF)
- Best Counter: Archers (safe range, bypass MAG DEF)
Golems:
- ✓ Weak to: MAGIC (bypasses DEF), Fire element
- ✗ Resistant: Physical attacks (5-10 damage only)
- Best Counter: Mages with Phase Shift/Salamander
Battle Tactics by Enemy Composition
All-Melee Enemy Party
Composition: Knights, Armor, few ranged
Strategy:
- ✓ Archers soften from range
- ✓ Mages Phase Shift clusters
- ✓ Knights tank remaining enemies
- ✓ Easy battle (no priority threats)
Mixed Standard Party
Composition: Knights, Archers, 1-2 Airmen
Strategy:
- Kill enemy Airmen with your Archers (priority #1)
- Mages Phase Shift clusters of Knights/Archers
- Your Knights mop up survivors
Mage-Heavy Enemy Party
Composition: 2+ Enemy Mages, support units
Strategy:
- ALL ARCHERS FOCUS MAGES (critical)
- Kill mages before they cast (prevent Phase Shift)
- Use your Mages to counter-Phase Shift if needed
- Supreme Healing ready (if they cast first)
Battles with 2+ enemy mages are most dangerous! Eliminate mages IMMEDIATELY or risk party wipe.
Golem-Heavy Party
Composition: 5+ Golems, few others
Strategy:
- ✓ Mages are MVP (Phase Shift, Salamander)
- ✓ Fire magic (bonus vs golems)
- ✓ Don’t waste time with physical attacks
- ✓ Chaos Trial is ALL GOLEMS (mages required)
Enemy Gold & EXP
Experience Gain
Standard Enemies:
- Level 1-5: 8-15 EXP per kill
- Level 6-15: 15-30 EXP per kill
- Level 16-25: 30-50 EXP per kill
- Level 26+: 50-80 EXP per kill
Boss Enemies:
- 80-150 EXP per kill
- Significant level boost
Gold Rewards
Per Battle:
- Act 1: 500-1,000G
- Act 2: 800-1,500G
- Act 3: 1,200-2,500G
- Act 4: 2,000-4,000G
- Act 5: 3,000-6,000G
- Act 6: 5,000-10,000G
Money Items:
- Bag of Coin: 1,000G
- Gold Axe: 4,000G
- Mithril: 5,000G
Trials of Toroah Enemies
Chaos Trial (All Golems)
Enemy Composition: 100% Golems Threat Level: High (for physical parties)
Enemy Types:
- Stone Golems (high DEF)
- Clay Golems (moderate DEF)
- Iron Golems (very high DEF)
Why It’s Hard:
- Physical attacks do 5-10 damage (useless)
- Magic required to damage efficiently
- Pure physical parties struggle immensely
Counter Strategy:
- ✓ Dual Mages (Eleni + Zohar essential)
- ✓ Salamander spam (fire effective vs golems)
- ✓ Phase Shift (reliable damage)
- ✗ Don’t bring: Pure physical party
Heaven Trial (Boss Rush)
Enemy Composition: 28 elite enemies, many bosses Threat Level: Critical
Enemy Types:
- Elite Knights (high stats)
- Enemy Mages (Phase Shift)
- Enemy Airmen (mobile threats)
- Mini-bosses (powerful)
Counter Strategy:
- ✓ Kill enemy Mages first (prevent Phase Shift)
- ✓ Archers eliminate Airmen (protect back-line)
- ✓ Mages spam Phase Shift/Salamander
- ✓ Stock 20+ Mage Gems (long battle)
- ✓ Life Orbs ready (emergency full restore)
Next Steps
- Review Spell Database for enemy spell details
- Review Job Classes for countering enemy types
- Check Trial Guides for specific enemy formations
- Plan party composition to counter expected enemies
“Know your enemy, plan your victory.”
Complete Bestiary & Enemy Database