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Bressnath · Wiki

The Sundered

The raiders and the Sundered Places they come from.

What crawls out of the Sundered Places, the places themselves, and the eight families a lair can belong to. The figures are the ones the game's rules use. Lair pictures are the game's own models on the fen, photographed with the fog lifted around them; the raider picture is a Steam store screenshot.

RaiderWhat crawls out of a Sundered Place. Every raider fights the same way; only its lair's look and its wave's strength differ.
Melee13 hit points + 3 per wave

How it fights

Hit points
13 at the first wave and 3 more for every wave after it.
Speed
One tile every 8 ticks, half that through reed marsh.
Reach
Only what stands on a touching tile, diagonals included.
Damage
3 hit points a tick off a building, 2 a tick off a soldier; a villager it reaches dies at once.

What it goes for

It picks again every 16 ticks.

1
Whatever last shot it, if it can reach it.
2
The nearer of the closest soldier and the closest villager within 7 tiles who is not sheltered.
3
A building in its way, when walls make the road to the Holdfast more than three times the straight line.
4
The nearest building it can reach, and failing that the road to the Holdfast.

Villagers inside a building's Shelter radius cannot be targeted, and villagers out in the open drop their work and run when a raider comes within 11 tiles.

A pack of green raiders crossing the fen toward an outlying stilt hut
A pack of raiders reaching an outlying hut: a Steam store screenshot.
Sundered PlaceA lair. Once awake it sends raiders with every wave until your soldiers break it.
6 to 8 per fen600 hit points

Each fen rolls six, seven or eight lairs in a ring around the Holdfast, one per compass sector, and one of them is awake from the start. Another sleeping lair wakes every 12 waves, and a Bale-fire night can wake one early.

Waves come on a fixed clock, day or night: the first at tick 1,200, then every 640 ticks. Every awake lair sends 7 raiders plus one more for each wave that has gone before.

Breaking one

Who
Soldiers only. Towers and the Castle line never damage a lair.
How
Soldiers on an assault who stand within 2 tiles of it take 7 hit points a tick each. Right-click a lair with soldiers selected, or use Orders: March on picks the lair and March now sends everyone waiting. The army also marches by itself once Muster before marching is reached (6 to start; 0 never marches).
After
A broken lair is gone for good: nothing comes from it again.

Every lair belongs to one of eight families, and the family depends on how far out it stands; the entries below give each family's range. The family sets only the lair's model and the name the Orders panel gives it (for example "undead, 57 away"): raiders from every family fight the same way.

Sundered Place: spiritsA lair of the spirits, the first of the eight families from mild to nasty.
Stands under 67 tiles from the Holdfast

A lair's family is drawn by its distance from the Holdfast, so the spirits are only ever found under 67 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

The spirits lair model standing on dark fen
A Sundered Place of the spirits in the game, the fog lifted around it for the picture.
Sundered Place: feyA lair of the fey, the second of the eight families from mild to nasty.
Stands under 76 tiles from the Holdfast

A lair's family is drawn by its distance from the Holdfast, so the fey are only ever found under 76 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

The fey lair model standing on dark fen
A Sundered Place of the fey in the game, the fog lifted around it for the picture.
Sundered Place: undeadA lair of the undead, the third of the eight families from mild to nasty.
Stands under 84 tiles from the Holdfast

A lair's family is drawn by its distance from the Holdfast, so the undead are only ever found under 84 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

The undead lair model standing on dark fen
A Sundered Place of the undead in the game, the fog lifted around it for the picture.
Sundered Place: shadowsA lair of the shadows, the fourth of the eight families from mild to nasty.
Stands 67 to 93 tiles from the Holdfast

A lair's family is drawn by its distance from the Holdfast, so the shadows are only ever found 67 to 93 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

The shadows lair model standing on dark fen
A Sundered Place of the shadows in the game, the fog lifted around it for the picture.
Sundered Place: constructsA lair of the constructs, the fifth of the eight families from mild to nasty.
Stands 76 to 102 tiles from the Holdfast

A lair's family is drawn by its distance from the Holdfast, so the constructs are only ever found 76 to 102 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

The constructs lair model standing on dark fen
A Sundered Place of the constructs in the game, the fog lifted around it for the picture.
Sundered Place: golemsA lair of the golems, the sixth of the eight families from mild to nasty.
Stands at least 84 tiles from the Holdfast

A lair's family is drawn by its distance from the Holdfast, so the golems are only ever found at least 84 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

The golems lair model standing on dark fen
A Sundered Place of the golems in the game, the fog lifted around it for the picture.
Sundered Place: elementalsA lair of the elementals, the seventh of the eight families from mild to nasty.
Stands at least 93 tiles from the Holdfast

A lair's family is drawn by its distance from the Holdfast, so the elementals are only ever found at least 93 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

The elementals lair model standing on dark fen
A Sundered Place of the elementals in the game, the fog lifted around it for the picture.
Sundered Place: demonsA lair of the demons, the eighth of the eight families from mild to nasty.
Stands at least 102 tiles from the Holdfast

A lair's family is drawn by its distance from the Holdfast, so the demons are only ever found at least 102 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

The demons lair model standing on dark fen
A Sundered Place of the demons in the game, the fog lifted around it for the picture.