Enemy field guide
- From wave 1, grunts. Wave 3: fast runners. Wave 4: swarms that arrive in packs. Wave 6: slow, tough brutes.
- Wave 8: shield bearers that block the first hits. Wave 11: archers that stop short and shoot. Wave 13: splitters that burst into smaller enemies.
- Wave 16: healers that hang back and heal enemies near them. Wave 22: bombers that run in with a powder keg. Wave 28: phantoms you cannot target until they come close.
- Bosses every tenth wave, in turn: the raging demon (wave 10) speeds up when badly hurt, the necromancer (20) keeps raising grunts, the crystal golem (30) is immune at times, the warlord's war horn (40) speeds up every other enemy, and the fire wyrm (50) stays back and breathes fire.
- From wave 25, old faces come back changed: swift (25), armored (35), vampiric (45), volatile (55) and regenerating (65).
- The land changes every 20 waves: Greenwood, Old Ruins, Frostfield, Emberlands and The Void, then around again.