Combat intelligence

Hostile creatures, behavior patterns, and combat strategies

Game Version: Hotfix 0.1.2 (Updated: Jan 17, 2026)

Master encounters across Arcadia-7 with comprehensive creature intelligence. Compare threat levels, analyze combat statistics, and develop effective engagement tactics for every enemy type.

Threat assessment systemCombat statistics breakdownTactical recommendations

How to Use

Guide not available

Creatures indexed

11

Hostile threats

9

Passive wildlife

2

Highest threat

Melee Enemy Tier 3

7500 HP | Tier 3

Threat score combines health, damage output, aggro range, and mobility for accurate risk assessment.

Filters

Refine your tactical intelligence

Filter by threat category, tier level, and behavior type. Sorting defaults to threat score to highlight the most dangerous encounters first.

Early threats

Tier 0-1 encounters you'll face first

Lower health pools, but still require proper equipment.

  • Ranged Enemy Tier 1

    Unknown HP | Ranged | Tier 1

    Threat 92.5
  • Melee Enemy Tier 1

    250 HP | Melee | Tier 1

    Threat 70.3
  • Exploder Tier 1

    75 HP | Exploder | Tier 1

    Threat 65.6
  • Melee Enemy Tier 0

    40 HP | Melee | Tier 0

    Threat 42.6

Mid-game threats

Tier 2 combatants requiring tactics

Significant health and damage, need upgraded gear.

  • Melee Enemy Tier 2

    1400 HP | Melee | Range 0m

    Threat 304.0
  • Ranged Enemy Tier 2

    500 HP | Ranged | Range 50m

    Threat 270.0
  • Exploder Tier 2

    400 HP | Exploder | Range 5m

    Threat 71.4

Extreme danger

Tier 3 elite hostiles—prepare thoroughly

Maximum threat level, require full combat readiness.

  • Melee Enemy Tier 3

    7500 HP | Melee | Aggro 150m

    Threat 564.3
  • Ranged Enemy Tier 3

    2000 HP | Ranged | Aggro 80m

    Threat 227.5

Encyclopedia

Combat intelligence database

Showing 11 creatures. Hover for detailed statistics and tactical notes.

HostilePassiveElite (Tier 3)
CreatureTypeTierHealthDamageCombat traitsThreat level
M
Melee Enemy Tier 3

Melee combatant tier 3 with 7500 health

HostileTier 37500 HP0.1 DMG
🎯
Aggro Range

150m detection radius

⚔️
Attack Range

5.0m engagement distance

💨
Movement

Speed 450 units

Threat 564.3

Extreme danger—elite combat encounter

Use cover, prioritize upgrades, consider hit-and-run tactics

M
Melee Enemy Tier 2

Melee combatant tier 2 with 1400 health

HostileTier 21400 HP10 DMG
🎯
Aggro Range

30m detection radius

⚔️
Attack Range

0.0m engagement distance

💨
Movement

Speed 400 units

Threat 304.0

Extreme danger—elite combat encounter

Maintain range, kite effectively

R
Ranged Enemy Tier 2

Ranged combatant tier 2 with 500 health

HostileTier 2500 HP0.1 DMG
🎯
Aggro Range

250m detection radius

⚔️
Attack Range

50.0m engagement distance

💨
Movement

Speed 400 units

Threat 270.0

Extreme danger—elite combat encounter

Close distance quickly, use terrain

R
Ranged Enemy Tier 3

Ranged combatant tier 3 with 2000 health

HostileTier 32000 HP0.1 DMG
🎯
Aggro Range

80m detection radius

⚔️
Attack Range

50.0m engagement distance

💨
Movement

Speed 200 units

Threat 227.5

Extreme danger—elite combat encounter

Use cover, prioritize upgrades, consider hit-and-run tactics

R
Ranged Enemy Tier 1

Ranged combatant tier 1 with unknown health

HostileTier 1Unknown HP0.1 DMG
🎯
Aggro Range

100m detection radius

⚔️
Attack Range

36.0m engagement distance

💨
Movement

Speed 400 units

Threat 92.5

Extreme danger—elite combat encounter

Standard engagement protocols sufficient

E
Exploder Tier 2

Exploder combatant tier 2 with 400 health

HostileTier 2400 HP0.1 DMG
🎯
Aggro Range

30m detection radius

⚔️
Attack Range

5.0m engagement distance

💨
Movement

Speed 450 units

Threat 71.4

High threat—requires tactical approach

Maintain range, kite effectively

M
Melee Enemy Tier 1

Melee combatant tier 1 with 250 health

HostileTier 1250 HP0.1 DMG
🎯
Aggro Range

100m detection radius

⚔️
Attack Range

3.5m engagement distance

💨
Movement

Speed 0 units

Threat 70.3

High threat—requires tactical approach

Standard engagement protocols sufficient

E
Exploder Tier 1

Exploder combatant tier 1 with 75 health

HostileTier 175 HP0.1 DMG
🎯
Aggro Range

100m detection radius

⚔️
Attack Range

5.0m engagement distance

💨
Movement

Speed 0 units

Threat 65.6

High threat—requires tactical approach

Eliminate at range before detonation proximity

M
Melee Enemy Tier 0

Melee combatant tier 0 with 40 health

HostileTier 040 HP0.1 DMG
🎯
Aggro Range

100m detection radius

⚔️
Attack Range

3.5m engagement distance

💨
Movement

Speed 0 units

Threat 42.6

High threat—requires tactical approach

Standard engagement protocols sufficient

C
Crab

Non-hostile wildlife found across Arcadia-7

PassiveN/AUnknown HP10 DMG
🎯
Aggro Range

20m detection radius

⚔️
Attack Range

3.0m engagement distance

💨
Movement

Speed 550 units

Threat 31.3

Moderate risk—manageable with caution

Standard engagement protocols sufficient

P
Panzer Hund

Non-hostile wildlife found across Arcadia-7

PassiveN/AUnknown HP10 DMG
🎯
Aggro Range

20m detection radius

⚔️
Attack Range

3.0m engagement distance

💨
Movement

Speed 350 units

Threat 29.8

Moderate risk—manageable with caution

Standard engagement protocols sufficient

Combat priorities

Target selection hierarchy

Focus fire in optimal order for survival.

  • 1. Melee Enemy Tier 3

    Elite threat—extremely high health and damage output

    Priority 5
  • 2. Melee Enemy Tier 2

    Standard threat—neutralize after priority targets

    Priority 4
  • 3. Ranged Enemy Tier 2

    High priority—ranged threats disrupt positioning and deal sustained damage

    Priority 3
  • 4. Ranged Enemy Tier 3

    High priority—ranged threats disrupt positioning and deal sustained damage

    Priority 2
  • 5. Ranged Enemy Tier 1

    High priority—ranged threats disrupt positioning and deal sustained damage

    Priority 1

Defensive encounters

Wildlife and low-threat entities

Creatures that pose minimal risk with proper awareness.

  • Crab

    Non-aggressive unless provoked

    Threat 31.3
  • Panzer Hund

    Non-aggressive unless provoked

    Threat 29.8