Enemies
Passive / aggressive enemies
Enemies can passive or aggressive, this determines how will they behave purely outside of combat.
Passive
Passive enemies will never attack you until you attack them first. If you do so, they will behave the same way as aggressive enemies do until you run away from them or they die.
Aggressive
Aggressive enemies will always attack you if you're close enough to them. However, if they're not in combat with you, this range is quite small.

Top: Passive
Bottom: Aggressive
Enemy class
Each enemy has a class and by looking at their class, you can quickly determine what to expect from them. Your pet's stats are generated based on the enemy class which can define the purpose of your pet. Different classes will make various enemy stats weaker or stronger.
Balanced
Balanced enemies have no strengths nor weaknesses, they're just average. If you meet one in the wild, it's hard to tell what they will do but they will be worse at it than their counterparts with a dedicated class. They can still be useful to capture if you can't decide what class to use for your pet.

Tank
Tanks are great at absorbing damage. They have high amount of hitpoints and often come with abilities to increase their self sustain even further. However, their damage is low in return. If you're fighting multiple enemies, it's generally a good idea to kill tanks last as their low damage, combined with being hard to kill, turns other classes into much more desirable targets but keep in mind all tanks fight in close range and their bodies can still absorb projectiles mid-flight (e.g. Fireball) from you and your pet. When you use a tank as your pet's class, they gain a high bonus to their threat generation, making them much more likely to be targeted by your enemies.

Healer
Healers excel at keeping everyone around alive while being weak by themselves. They often deal low damage (if any) as most of their abilities only support allies. Healers often sit far away from the battle while producing almost no threat as a pet.

Brawler
Brawlers deal very high damage, move fast and can often use crowd control but they rarely have abilities that can reach beyond close range. They also have a decent (albeit lower) amount of hitpoints which can make them a solid pet choice with the tank stance if you need a high damage tank.

Caster
Casters deal the highest damage out of all enemies and they often also use high damage ranged abilities but they move slowly and are very fragile. As a pet, casters produce high amount of threat with heavy casters producing the highest amount of threat for a non-tank class, making them very susceptible to dying if you can't match their threat output.

Disruptor
Disruptor deals high damage while having a low amount of hitpoints. They use abilities filled with potent debuffs. Unlike other classes, disruptors changes heavily with class tiers. Light disruptors move very fast and are often melee while heavy disruptors are very slow and often attack from distance.

Class tiers
Each class outside of balanced has 3 tiers - Light, Normal and Heavy. In short, these tiers affect how big the stat gain/loss for their stats will be compared to the balanced class. For example light tank loses only a bit of damage to gain a bit of hitpoints while heavy tank gains a lot of hitpoints while having low damage. Light classes also move faster and are much easier to be found while heavy classes are slower and are almost exclusive to dungeons.
Enemy level
While you can fight enemies regardless of their level, there are some things to consider outside of them being more powerful.

Lowered chance to hit
If an enemy is higher level than you, it will be harder for you to hit them.
- Your spells have a 98% chance to hit if the enemy is 1 level higher than you.
- Your spells have a 95% chance to hit if the enemy is 2 level higher than you.
- Your spells have a 90% chance to hit if the enemy is 3 level higher than you.
- Your spells have a 80% chance to hit if the enemy is 4 level higher than you.
- Your spells have a 50% chance to hit if the enemy is 5 level higher than you.
This chance is only valid for direct damage, it doesn't affect debuffs in any way.
The strength of almost all equipment dropped from enemies depends on the enemy level. This includes some non-equipment items like enemy souls and gold.
Enemies in combat
See also: Enemy abilities
Enemy abilities cannot deal a critical strike.
Damage
Every enemy has a set amount of damage visible in its tooltip which is then used with specific multipliers of all spells to turn into actual damage.

Social aggro
Some enemies who struggle to defend themselves (mostly Tanks and
Healers) will alert other enemies (including passive ones) up to 10 tiles away when you do any direct damage (not damage over time) to them. They do this every time you attack them until there's a set amount of enemies in combat with you. This amount might vary but by default,
Tanks will try to get one other enemy and
Healers will try to get up to 2 other enemies into the fight.
Cast bar
Enemy cast bar is located right under their hitpoints bar and it helps you determine when will the enemy attack you (or be ready to attack you).
If the enemy is casting a ranged ability, their cast bar starts empty and keeps filling. Once it fills out completely, the spell gets fired at you.
However, enemies are smart with ranged abilities - they will fire directly at you only as long as you stand still. If you're moving, they can predict where are you going and fire the ability right in front of you.


Enemies can cast ranged spells while they're moving but they cast them 50% slower than if they were stationary.
However, melee abilities work differently. For those, the cast bar represents cooldown - if an enemy is running close towards you, they're about to use a melee ability. If they succeed in doing so, their cast bar gets filled out instantly and start emptying - they cannot attack until it's completely empty again. Unlike with ranged abilities, this cooldown keeps running out even when the enemy is moving.

Switching between ranged and melee
Although not common, some enemies can be armed with both, ranged and melee abilities. In this case,
Enemies cannot use spells (including instant ones) as long as their cast bar is not empty.
However, if they have an instant spell off cooldown, they can use it without any delay so you can be hit by an instant spell and a melee abilityat the same time.
Interrupting attacks
Certain (mostly Storm) spells can let you interrupt the enemy. Interrupting has 2 different effects based on what type of ability is the enemy currently using.
If the enemy is using a melee ability, interrupting them will set their cooldown back to the original for the ability they used.
For example: Enemy hits you with a melee ability with a 2 seconds cooldown. You decide to interrupt this enemy when there's only 0.5 seconds of cooldown left. This resets it back to 2 seconds.
If the enemy is using a ranged ability, interrupting them will reset their cast timer back to 0.
For example: Enemy starts casting a ranged ability with a 2 seconds cast time. Once the enemy is just 0.5 (filled from 3/4) seconds away from firing it and you interrupt them, the cast timer gets resetted back to 0.
Movement speed
Enemies can have different base movement speed (shown on their pages, E.g. forest slime) but this speed changes while they're in combat with you. As of now, all enemies in combat are 3 times faster than their base movement speed.