Enemies (Blades)

Enemies are, obviously, hostile and will attempt to kill the Fugitive. Some enemies will be seen patrolling or walking (the first being more fine tuned, the other being more random), others (rarely) will stand sentry (even spiders). They will all, trigger a clicking sound, make their own noise, and move at a quicker pace towards the Fugitive if alerted; if the fugitive is too close, they will be alerted. If they are allowed to get even closer, or vice versa, combat will start, exiting free move mode and going into combat mode, disabling the joy sticks and enabling use of weapons and combat Skills (Blades). Smaller enemies like wolves, skeevers, and wisps have a much larger sphere of engagement in which combat will start. Enemies standing sentry or patrolling will revert into walking around if they are alerted. Going into combat will also allow the health bar to start regenerating.

Enemies have a zone to where they cannot go past. IF they reach the perimeter of that zone, they will simultaneously stop pursuit and turn around, and become oblivious to the fugitives presence for a while. This means that they can be passed without alerting them (though in the abyss, this is increasingly harder with each update), but it does not mean that if they are gotten withing combat limits that combat will not be initiated while in this state. Both randomness, and proximity to the Fugitive can increase this distance.

When they are killed, they will likely drop something, though not always, and not in the abyss, and will grant xp as a reward. This can range from weapons or potions, to ingredients or crafting materials, and sometimes, keys or such quest items.

In the abyss, at least one enemy needs to be killed in order to increase the multiplier and golden payout. Also in the abyss, enemies killed will count as xp towards the abyss reward.

Enemies
The following is a list of all enemies found in.