There are a lot of different beast enemies in Wartales which can be encountered in the wild, or in the case of ponies, purchased from stables.
Wolves[]
Wolf[]
Wolf Skills
Default Active skills:
- Ferocious Bite: Does damage to the target, critical hit guaranteed if the target is bleeding.
- Evasion: the wolf gains Deflection
Lvl 5 Active Skill:
- Licking Wounds: the unit is healed by 30% of its health and all of its debuffs are removed.
Default Passive:
- Sharp Fangs: Each Attack against a unit without armor causes Bleeding.
Lvl 3 Passives:
- Pack: If there are at least 3 wolfs in the troop the units critical hit its increased by 50%
- Self Sacrifice: while the wolf is not engaged in a battle but its next to a ally, it gives the ally/allies all protection and gains fragility itself.
Lvl 5 Passive:
- Carnivore Diet: Each time the wolf kills an enemy, it heals itself for 50% of its maximum health
Lvl 8 Passives:
- Guard Wolf: If your troop is attacked during a Rest, it is immune to Surprise and the wolf gains Galvanisation
- Natural Born Hunter: The Wolf has a chance to catch wild game during a Rest.
Lvl 12 Passives:
- Primitive Reflexes: Critical hits against the wolf turn into regular hits and the wolf counters with an attack of opportunity
- Howling at the Moon: After attacking the wolf applies Scared
Alpha[]
A stronger version of the wolf, the Alpha appears in normal wolf pack encounters
Ghost Wolf[]
Appears in ghost packs, such as during a Hunt. Cannot be captured with ropes and instead requires Alazar's Chains
Boars[]
Boar[]
Dominant Sow[]
A stronger version of the boar, the Dominant Sow appears in normal boar pack encounters.
Dominant Sow Skills
Default Active Skills:
- Savage Impalment: Deals Damage to the target, Critical hit guaranteed if the target is already engaged with an ally.
- Unstoppable Charge: Disengages and charges in a straight line. Deals damage to all units in its path
Lvl 12 Active Skill:
- Rush: Applies Destabilisation to the target for 1 round
Default Passive:
- Forest Guardian: each time an allied animal dies it gains fury.
Lvl 3 Passives:
- Livestock Boar: The Dominant Sow can be slaughtered for meat. The beast eats the remains which reduces the food consumption by 2
- Thick Skin: Damage taken is reduced by 25%
Lvl 5 Passives:
- Good Companion: The Sow can be assigned to the campfire
- Cart Boar: Carrying Capacity is increased by 20
Lvl 8 Passives:
- Hairy Creature: Each time the Sow receives a critical hit it gains Riposte
- Truffle Boar: You have a chance to collect mushrooms while walking in the forest
Lvl 12 Passives:
- Harmed and Dangerous: After taking a hit the Sow gains 5 Angry
Ghost Boar[]
Appears in ghost packs, such as during a Hunt. Cannot be captured with ropes and instead requires Alazar's Chains
Crocswine
Crocswine Skills
Default Active Skills:
- Infectious Bite: Deals Damage to the target and applies Bleeding. If the target is already bleeding it applies 1 Poison.
- Unstoppable Charge: Disengages and charges in a straight line. Deals damage to all units in its path
Lvl 12 Active Skill:
- Unsettling Strike: Deals Damage to the target, critical hit applies destabilisation for 1 round.
Lvl 3 Passives:
- Livestock Boar: The Crocswine can be slaughtered for meat. The beast eats the remains which reduces the food consumption by 2
- Thick Skin: Damage taken is reduced by 25%
Lvl 5 Passives:
- Good Companion: The Crocswinecan be assigned to the campfire
- Cart Boar: Carrying Capacity is increased by 20
Lvl 8 Passives:
- Hairy Creature: Each time the Crocswine receives a critical hit it gains Riposte
- Truffle Boar: You have a chance to collect mushrooms while walking in the forest
Lvl 12 Passives:
- Harmed and Dangerous: After taking a hit the Crocswine gains 5 Angry
Bear[]
Appears in forests, need 5 ropes to be captured.
Bear Skills
Default Active Skills:
- Monstrous Swipe: Deals Damage to the target. If already engaged in combat the Bear gains Relentless
- Natural Sprinter: The Bear gains Inspiration for 1 Round and can move a second time during the same round.
Lvl 3 Active Skill:
- Intimidating Growl: Forces the enemy to engage and applies Fragility to them for 1 Round
Default Passive:
- Wild Tenacity: When the Bear should die, it gains Berserk and survives. If it already has Berserk, it dies.
Lvl 3 Passive:
- Cosy Pelt: Any Companion spending their Rest next to the Bear generates 1 Extra Valour Point. Limited to one Companion per Bear.
Lvl 5 Passives:
- King of the Forest: If starting a battle in a forest the Bear has Galvanisation
- Master Fisher: The Bear has a chance to catch fish while walking near bodies of water
Lvl 8 Passives:
- Indomitable: Strength and Constitution increased by 10%
- Feral Vitality: The Bear attacks of Opportunity ignore the enemys Guard
Lvl 12 Passives:
- Enraged: Adjacent Enemy Units have Immobile
- Tamed: +50 Carrying Capacity
Polar beasts[]
All the polar beast appear only in prison and that was a very rare event
White Bear[]
Snow Wolf[]
The only difference is his default skill Frost Bite remplace Ferocious Bite
Default Active skills:
- Frost Bite: Does damage to the target, critical hit guaranteed if the target is slowdown.
Ponies[]
Appears in trade caravans.
Pony/Warhorse Skills
Default Active Skill:
- Rush: Deals Damage to Target
Lvl 5 Active as Warhorse:
- Rearing: Applies Inspiration to all Allies in the Area for 1 Round
Lvl 8 Active Skill as Warhorse:
- Devastating Charge: Disengages and Charges in a straight line. Deals damage to all units along the way ignoring their Guard
Lvl 12 Active Skill as Warhorse:
- Redoubt: The Warhorse gains Protection and In Position for 1 Round
Lvl 3 Passives as Pony/Warhorse:
- Work Pony: Carrying Capacity increased by 10
- War Pony: This Unit can now fight and wear armour plating
Lvl 5 Passives as Pony/Warhorse:
- Tireless (Pony): Run duration increased by 5%
- Vigour (Warhorse): Constitution increased by 10%
Lvl 8 Passives as Pony/Warhorse:
- Plain Runner (Pony): Run duration increased by 5%. Carrying Capacity increased by 5.
- Gallop Master (Warhorse): Movement in Battle increased by 3
Lvl 12 Passives as Pony/Warhorse:
- Traveler (Pony): Can use +2 Equipment
- Adventurer (Warhorse): The Warhorse benefits from hitching post bonuses as if it were a work pony
Plagued Rats[]
Appears in Rat Nests.
Default Active Skill:
- Infectious Bite: causes damage to the enemy, applies 1 Fever
Lvl 5 Active Skill:
- Call of the Swarm: Calls one unit of it's type that works like a NPC and has its own actions. Can only be used after the mole rat is down to 50% of health
Default Passive:
- Plagued Organism : The Rat has Pyrophobia and Poison Damages restores its Health.
Lvl 3 Passives:
- Snooper: the mole rat has a chance to find cheese while visiting various places
- † Carrion Eater: If the plagued rat kills a enemy in battle, it's food consumption is canceled for the next meal (rest)
Lvl 5 Passives:
- Survival of the species: it two or more plagued* rats have this skill, they have the chance to reproduce and spawn another unit during a rest
*plague rats can interbreed with mole rats that also have this skill
Lvl 8 Passives:
- Noctural Growling: the plagued rat has Rage activated at night
- Remarkable Organism: The plagued rat can't die from damage caused by bleeding, poison or burning.
Lvl 12 Passives:
- Poisoned: Every incoming or outgoing attack causes 2 poison to the enemy
- Immortal: Instead of dying the plagued rat survives and has a 70% chance to dodge every incoming attack, otherwise they flee from battle
†This ability is not currently working (xbox version Dec'23)
Cardinal Mosquitos[]
Cardinal Mosquitos appear in Ludern Region. They cannot be captured with ropes like other beasts and capturing instead requires that a companion equip and use a Harag Concontion flask.
Cardinal Mosquitos Skills
Default Active Skill:
- Terrible Sting: Deals Damage to the targets Health. The Damage ignores Guard. Critical Hit Applies 1 Fever.
Lvl 12 Active Skill:
- Energising Shot: Targeted at an Enemy, deals Damage and applies Vulnerability, Targeted at an ally, heals them for 10% of their maximum health and grants fury.
Default Passive:
- Blood Drinker: Each Time this unit deals damage, gains 1 application of Blood Reserve
Lvl 3 Passives:
- Life Drain: Each time this unit deals damage, it heals for half the damage inflicted
- Bloody Thrill: Each time this unit heals itself, it gains Fury
Lvl 5 Passives:
- Power Reserve: Damage increased by 50% for each Blood Reserve
- Venomous Sting: Each attack also applies 1 Poison
LvL 8 Passives:
- Stimulating Transfusion: This unit grants Fury to a nearby companion during a Rest-
- Blood Letting: This unit can sting a companion to remove their need for food during the next 2 meals
Lvl 12 Passive:
- Forager: This unit has a chance to find alchemical resources during a Rest.
Tombs of the Ancients[]
Creepers[]
The creeper can wear Rags, Belt and Backpack Accessory, can work at the camp and can learn a profession like cook, alchemist and so on.
A Creeper needs a regular Chain that can be bought at the prison to get captured and build of trust during Rests in the camp until it can be recruited.
Creeper Skills
Default Active Skill:
- Deep Bite (the animation shows it however using its claws instead of biting which needs to be adressed by the developers)
Deals Damage to the target.
the creeper can learn several active skills like First Aid, Run and others that can be learned through skill books that can be bought at the training grounds.
Default Passive within the Deep Bite Skill:
- Ambush: hits from Behind are guaranteed critical hits
Default Passives:
- Cannibalism: Everytime the Creeper deals damage to a targets health, it heals itself for the same amount
- Cover of Darkness: as long as the creeper moves in darkness (during night or within caves) it has brutality, otherwise (during daylight), has fragility.
Mole-Rats[]
Mole Rat Skills
Default Active Skill:
- Nibbling: causes damage to the enemy, if the enemy is engaged with a ally, it does 50% extra damage
Lvl 5 Active Skill:
- Call of the Swarm: Calls one unit of it's type that works like a NPC and has its own actions. Can only be used after the mole rat is down to 50% of health
Default Passives:
- Strength in Numbers : Damage increased by 25% for each allied mole rat within 6 meters.
- Cover of Darkness: As long as the mole rat moves in the dark it has brutality, otherwise it has fragility.
Lvl 3 Passives:
- Snooper: the mole rat has a chance to find cheese while visiting various places
- † Carrion Eater: If the mole rat kills a enemy in battle, it's food consumption is canceled for the next meal (rest)
Lvl 5 Passives:
- Survival of the species: it two or more mole* rats have this skill, they have the chance to reproduce and spawn another unit during a rest
*mole rats can interbreed with plague rats that also have this skill
Lvl 8 Passives:
- Noctural Growling: the mole rat has Rage activated at night
- Remarkable Organism: The mole rat can't die from damage caused by bleeding, poison or burning.
Lvl 12 Passives:
- Poisoned: Every incoming or outgoing attack causes 2 poison to the enemy
- Immortal: Instead of dying the mole rat survives and has a 70% chance to dodge every incoming attack, otherwise they flee from battle
†This ability is not currently working (xbox version Dec'23)