Wanderburg Bestiary Guide – All Enemies, Bosses, Harvesters

In this post, we will take you through the complete Wanderburg bestiary using the available v0.9.6 game data. We will look at regular enemies, vehicles, bosses, Overtime enemies, neutral creatures, structures, and the exact places where many of these targets appear.

If you have been wondering what exactly counts as a Harvester, where Mortar Towers spawn, which enemies can be swallowed, or why certain quest counters are not increasing, this guide should make things much easier. Wanderburg does not always give regular enemies clear names on screen, which is why identifying quest targets can sometimes be confusing.

We have kept the details close to the actual game data shared above, including health, speed, attacks, rewards, resistances, swallowing requirements, and stage appearances. Where an enemy does not have an official in-game name, we use a simple descriptive label so you can identify it more easily while playing.

So, whether you are farming Silver, completing difficult quests, planning your build, or simply trying to understand what is driving toward your castle, here is the complete Wanderburg Bestiary.

Wanderburg Bestiary Guide – All Enemies, Bosses, Harvesters

Wanderburg does not display a name above most regular enemies. The names you actually see in-game are mainly boss names on boss health bars and certain category names used in quests.

These quest categories include:

  • Harvesters
  • Rams
  • Archer Towers
  • Mortar Towers
  • Sideshooters
  • Spikeballs
  • Caravans
  • Horses
  • Churches
  • Fire Tanks
  • Walking Cannons
  • Bombs
  • Rockets
  • Ballista-Towers
  • Walking Vehicles
  • Wheeled Vehicles
  • Tracked Vehicles

These categories are important because the game’s quest kill counters are connected directly to them. So, if an enemy is listed here as a Fire Tank, destroying it contributes toward Fire Tank quests.

Everything else that does not have a visible official name is described with simple labels such as mole driller or broadside wagon. These are descriptive names used to help us recognize the enemy and are not official names displayed by Wanderburg.

The Harvester – What It Is and Where to Find It

The Harvester is probably the most confusing quest target in Wanderburg.

The Green Plains hard quest asks you to Kill 5 Harvesters overall for 2500 Silver, but the game does not clearly explain which enemy is actually called a Harvester.

The answer is simple once you know what to look for.

The Harvester is the massive steam-powered combine harvester vehicle.

It is one specific enemy, and it is the only enemy that counts toward the Harvester quest. Towers, tanks, walkers, and other large vehicles will not increase the counter.

What the Harvester Looks Like

You can identify the Harvester fairly easily once you have seen one.

It has:

  • A huge steam-powered combine harvester design.
  • A spinning reel drum at the front.
  • A threshing mechanism behind the front assembly.
  • A tall chimney producing steam.
  • Multiple wheels arranged along both sides.
  • Four small archer turrets on its body.
  • A sparkling artifact chest sitting on its roof.

The roof chest is the easiest way to identify it. The Harvester is the only regular enemy vehicle that visibly carries this sparkling rare artifact chest. If you see a large moving farm machine with a glittering chest on top, you have found the Harvester.

Where the Harvester Spawns

The Harvester appears during Stage 1 of every Grassland map.

It spawns at exactly:

135 seconds

This happens on:

  • Green Plains
  • Meadows
  • Waving Fields

You only get one Harvester per run, and it is a scripted spawn rather than a random enemy selection.

Because of this, the quest requiring five Harvesters means you need to kill one across five separate Grassland Stage 1 runs.

Green Plains Stage 1 is generally the quickest place to farm it because the opening map has the lowest damage multiplier. You simply need to survive until the 135-second mark and destroy the Harvester.

Harvester Stats

Stat Value
Hit Points 10,000
Speed 12.5
Can be swallowed No
Burn Immune
Stun Immune
Slow Immune
Knock-up Immune
Fire Resistance 60%
Drops 100 Coins + 10 Silver + Roof Chest

How the Harvester Attacks

The Harvester has four archer turrets.

Each turret deals:

  • 1 damage
  • Every 2 seconds
  • 50 range

Its arrows are not the main danger.

The real problem is its ploughing ability.

When it drives through things, it can destroy:

  • Allied units
  • Dropped resources
  • Item pickups

It can also damage you for 10 damage per tick when you are underneath it.

Its aggro range is only 50, so it will not chase you across the entire map.

How We Recommend Killing It

The Harvester’s immunities completely change the fight.

Stuns, slows, knock-ups, and burn effects do not work. Fire damage is also heavily reduced because of its 60% fire resistance.

For this reason, bring strong raw single-target damage.

The good part is that its aggro range is short and its archer turrets are not particularly dangerous. You can stay at range, keep moving, and slowly burn through its health with normal damage.

Try to kill it away from valuable pickups and resources. If you let it drive through your loot pile, the Harvester can ruin the rewards you were about to collect.

Harvester Name Confusion

There is another reason players get confused by the word Harvester.

Your own castle’s swallowing mechanic is internally associated with the word harvester, which can lead to search results about eating sheep and other units.

These are unrelated.

The quest is specifically asking you to destroy the giant steam combine vehicle.

How to Read the Bestiary Tables

Before getting into the regional enemies, there are a few important mechanics we need to understand.

Units and Vehicles

Wanderburg separates enemies into units and vehicles through an internal classification.

This directly affects your end-of-run counters.

Units consumed includes things such as:

  • Foot soldiers
  • Riders
  • Sheep
  • Cows
  • Chickens
  • Farmers

Vehicles destroyed includes:

  • Towers
  • Tanks
  • Walkers
  • Wagons
  • Bosses
  • Houses
  • Mills
  • Cities
  • Treasure carts

This can be surprising at first.

If you swallow a house or an entire village, it still contributes toward Vehicles Destroyed, not Units Consumed.

Enemy Health Does Not Scale by Map

The HP values shown in the bestiary are the actual enemy health values.

Every stage uses a health multiplier of 1.0, meaning enemies do not gain additional HP simply because you are playing on a harder map.

Harder maps become more difficult because they introduce:

  • More enemies
  • Different enemy pools
  • Higher incoming damage

Enemy Damage Uses Map Multipliers

Enemy attack values are base damage.

The map multiplier affects the damage you receive.

For example, a 10-damage cannon attack becomes:

  • 5 damage on Green Plains Stage 1 with a 0.5× multiplier.
  • 14 damage on Wasteland with a 1.4× multiplier.

The enemy itself has not changed. The map changes how much damage reaches you.

What Swallow Means

An enemy marked as swallowable can be absorbed by your castle once your absorption rank is high enough.

The ranks work as follows:

  • Rank 0 – Animals and basic units
  • Rank 1 – Houses
  • Rank 2 – Mills and similar objects
  • Rank 3 – Mid-sized vehicles

Your castle can only reach Rank 3.

Some enemies are technically flagged as edible at Rank 4, but this rank is impossible to obtain. These are listed as:

No (flagged 4)

You must destroy them normally.

Stage Labels

The stage labels are:

  • S1 – Stage 1
  • S2 – Stage 2
  • S3 – Stage 3
  • S4 – Stage 4

The enemy appearances below follow the stage pools used by each map.

Grassland Enemies – Green Plains, Meadows and Waving Fields

Grassland Hostile Units

Enemy HP Speed Attack Coins Stages
Foot archer 5 3.5 Ranged 0.4 damage, 5s cooldown, 45 range 1 S1–S4
Pikeman 30 5 Melee 1 damage, 5s cooldown 1 S1 only
Rider 20 14 Melee 2 damage, 3s cooldown 2 S1–S4
Mounted archer 20 10 Ranged 1 damage, 5s cooldown, 45 range 2 S3

All four Grassland units can be swallowed at Rank 0.

The Pikeman is mainly associated with the Stage 1 swarm horde.

The swarm contains:

  • 120 Pikemen on Green Plains
  • 180 on Meadows
  • 160 on Waving Fields

They arrive together shortly after the swarm elite, making them one of the biggest early feeding opportunities.

Grassland Hostile Vehicles

Archer Tower

Stat Value
HP 800
Speed 9
Attack 4 arrows, 1 damage each every 2 seconds
Coins 12
Swallow Yes, Rank 3
Appears S1–S2 on all Grassland maps

Cannon Tower

Stat Value
HP 600
Speed 10
Attack 10-damage cannon every 5 seconds
Coins 10
Swallow Yes, Rank 3
Appears S1, S3 and S4

Ram

Stat Value
HP 800
Speed 10
Attack Charge damage based on speed difference
Coins 12
Swallow Yes, Rank 3
Appears S1–S2

Mortar Tower

Stat Value
HP 1,500
Speed 2.5
Attack 8.5 damage mortar, 8 AoE
Cooldown 2.5 seconds
Range 100
Coins 10
Swallow No, flagged Rank 4
Appears S2–S3

Mortar Towers only appear during normal stages in the Grassland region.

Sideshooter

The Sideshooter is a broadside wagon with eight cannons.

Stat Value
HP 2,500
Speed 10
Attack 8 broadside cannons dealing 10 damage
Cooldown 5 seconds
Coins 30
Swallow No

It appears in:

  • Green Plains S2
  • Meadows S2–S3
  • Waving Fields S3

Drill Wagon

Stat Value
HP 1,500
Speed 10
Attack Contact zone, 7 damage every 0.5 seconds
Coins 12
Swallow Yes, Rank 3

It appears on:

  • Green Plains S3
  • Meadows S2–S3
  • Waving Fields S2–S3

Rocket Wagon

Stat Value
HP 1,250
Speed 10
Attack 100-damage rocket
Cooldown 15 seconds
Coins 15
Swallow No, flagged Rank 4

A faster version fires every 10 seconds.

The faster variant is used on:

  • Meadows S4
  • Waving Fields S3–S4

Bomb Cart

Stat Value
HP 410
Speed 3.5
Attack Suicide explosion
Damage 35
Radius 30
Coins 10
Swallow No

It appears from:

  • Green Plains S3–S4
  • Meadows S1–S4
  • Waving Fields S1–S4

Double Cannon

The Double Cannon is one of the major Stage 4 threats.

Stat Value
HP 6,000
Speed 10
Main Attack 2 × 30-damage cannons
Additional Attack Two arrow banks with 25 projectiles each
Arrow Damage 1.5
Coins 30
Swallow No
Appears S4

It also serves as the Stage 4 swarm elite.

Mole Driller

Stat Value
HP 3,200
Speed 3.5
Attack Drill zone, 18 damage every 0.5 seconds
Secondary Attack Self-detonation
Explosion Damage 35
Radius 30
Coins 17
Swallow No

Waving Fields uses a tougher 4,000 HP version.

Fire Tank – Shotgun Variant

This version appears only on Waving Fields.

Stat Value
HP 1,150
Speed 10
Attack 2-damage shot + 13-damage shell + flame zone
Coins 12
Swallow No
Appears Waving Fields S1–S3

Walking Cannon

Stat Value
HP 4,500
Speed 10
Attack 40-damage giant cannon
Cooldown 3 seconds
Coins 25
Swallow No
Appears Waving Fields S3 only

Understanding Grassland Progression

Grassland difficulty increases mainly by adding new enemy categories rather than increasing the HP of existing enemies.

S1 and S2 are mostly filled with towers and Rams that you can eventually swallow.

S3 introduces more serious threats such as:

  • Mortar Towers
  • Drill Wagons

S4 brings the Double Cannon and Mole Driller, both of which must be destroyed.

Waving Fields is especially dangerous because it introduces additional threats earlier, including Fire Tanks and Walking Cannons.

Desert Enemies – Golden Dunes, Savannah and Wasteland

Desert Hostile Units

Enemy HP Speed Attack Coins Stages
Foot cannoneer 8 3.5 0.5 ranged damage 1 S1–S4
Monowheel cannoneer 70 14 0.5 ranged damage 1 S1–S4

The Monowheel Cannoneer is unusual because it has 70 HP, far more than most regular units.

It can still be swallowed at Rank 0, but shooting it down takes considerably more effort.

If your build depends heavily on consuming units for sustain, Desert can feel slower because of these tougher and faster targets.

Desert Hostile Vehicles

Ballista-Tower

Stat Value
HP 700
Speed 10
Attack 10-damage bolt every 5 seconds
Coins 12
Swallow Yes, Rank 3
Appears S1–S4

The Ballista-Tower is the main backbone vehicle of the Desert region.

Hammer Walker

There are two versions.

The Stage 1 chest-carrying version has:

  • 1,250 HP
  • 20 Coins

The normal Stage 2 version has:

  • 1,200 HP
  • 12 Coins

Both can be swallowed at Rank 3.

Ram Walker

Stat Value
HP 1,200
Speed 10
Attack Charge based on speed difference
Coins 20
Swallow Yes, Rank 3
Appears S2–S4

Walking Cannon

Stat Value
HP 4,500
Speed 10
Attack 40-damage giant cannon
Coins 25
Swallow No
Appears S2–S4

The standard version fires every 3.7 seconds.

A faster version fires every 3 seconds and appears on:

  • Savannah S4
  • Wasteland S4

Drill Walker

Stat Value
HP 1,600
Speed 10
Attack Drill zone, 7 damage every 0.5 seconds
Coins 12
Swallow Yes, Rank 3
Appears S3

Wasteland S3 also includes a tougher 2,000 HP version.

Exploding Horse

Stat Value
HP 50
Speed 3.5
Attack Suicide explosion
Damage 35
Radius 20
Coins 10
Swallow No

It appears on:

  • Golden Dunes S2–S4
  • Savannah S2–S4
  • Wasteland S1–S4

The Horse can look like easy food because of its relatively low HP, but you cannot swallow it.

Caravan

Stat Value
HP 3,000
Speed 12.5
Attack 2 × 20-damage cannons
Cooldown 6.5 seconds
Coins 25
Swallow No
Appears S1 only

The Caravan also ploughs through your units.

The Kill 7 Caravans overall quest works similarly to the Harvester quest. Since only one Caravan appears during Desert Stage 1, completing the quest requires multiple runs.

Desert Rocket Wagon

The standard Rocket Wagon has:

  • 1,250 HP
  • 100-damage rockets
  • 15-second cooldown
  • 15 Coins

The faster version fires every 10 seconds.

It becomes available across later stages depending on the map.

Desert Mole Driller

Stat Value
HP 3,200
Speed 3.5
Attack 18 damage every 0.5 seconds
Coins 17
Swallow No
Appears S4

Four Mole Drillers can also appear together as the Stage 4 swarm elite.

Dark Forest Enemies – Dusky Pines, Somber Marsh and Sinister Swamp

Dark Forest Hostile Units

Enemy HP Speed Attack Coins Stages
Fire Monk 5 3.5 0.5 ranged damage 1 S1–S4
Monk on Trike 20 14 2 melee damage 2 S1–S4
Pikeman 30 5 1 melee damage 1 S1 only

Both Monk variants count toward the Consume 100 Monks in one Run quest.

They are also swallowable at Rank 0.

Because both Monk types appear throughout all four stages, Dark Forest is one of the easiest regions for completing the Monk consumption objective.

Dark Forest Hostile Vehicles

Cannon Tower

Stat Value
HP 700
Speed 10
Attack Gatling attack, 3 damage
Cooldown 5 seconds
Coins 10
Swallow Yes, Rank 3
Appears S1–S4

Fire Tank – Flamer

Stat Value
HP 1,300
Speed 10
Attack 13-damage shell + flame zone
Coins 12
Swallow No
Appears S1–S4

This is also the Stage 1 swarm elite.

Fire Tank – Shotgun

The standard version has:

  • 1,150 HP
  • 2-damage shots
  • 13-damage shells
  • Flame damage

A tougher 3,000 HP version dealing 8 damage is used later on Somber Marsh and Sinister Swamp.

Church

The Church is one of the best-paying regular enemies.

Stat Value
HP 7,500
Speed 10
Attack 8 free-flight cannons
Damage 15 each
Cooldown 5 seconds
Reward 40 Coins + 10 Silver
Swallow No
Appears S1 only

Each Dark Forest Stage 1 gives you one Church.

The Church quest requiring seven kills therefore requires multiple Stage 1 runs.

Triple-Cannon Tank

Stat Value
HP 2,600
Speed 15
Attack 3 × 20-damage cannons
Cooldown 6.5 seconds
Coins 100
Swallow No
Appears S2 only

If you need coins, this is one enemy we definitely recommend prioritizing.

Axeman

Stat Value
HP 5,000
Speed 14
Attack Axe swing + contact zone
Contact Damage 5 every 0.5 seconds
Coins 25
Swallow No

The Axeman counts as a Spikeball for quest purposes.

Pusher Tank

Stat Value
HP 1,600
Speed 10
Attack Charge based on speed difference
Coins 15
Swallow No
Appears S3–S4

It counts as both:

  • Tracked
  • Ram

Dark Forest Rocket Wagon

The standard Rocket Wagon fires every 15 seconds.

A faster version fires every 10 seconds and appears in later pools depending on the map and stage.

Bomb Cart

Stat Value
HP 410
Speed 3.5
Attack Suicide explosion
Damage 35
Radius 30
Coins 10
Swallow No

Sinister Swamp includes Bomb Carts throughout all four stages.

The Overtime Roster

Overtime introduces enemies that do not normally appear during regular stage progression.

These enemies are shared across the regions, although Endless Mode schedules can differ.

Contact-Zone Spikeballs

The Spikeball difficulty ladder increases mainly through HP.

Tier HP Enters
Tier 1 1,800 0–89 seconds
Tier 2 3,500 90–179 seconds
Tier 3 5,000 180–299 seconds
Tier 4 8,000 300 seconds onward

The attack remains the same:

15 damage every 0.3 seconds

That is effectively 50 damage per second if you remain inside the contact zone.

Overtime Rider

Stat Value
HP 80
Speed 110
Attack 2 melee damage every 3 seconds
Reward 3 Coins + 1 Silver
Appears 30–120 seconds

These riders arrive in groups of around 20 to 30.

They are the enemies players often describe as impossible to hit because their speed is dramatically higher than normal Riders.

Overtime Bomb Cart

Stat Value
HP 520
Damage 70
Radius 32
Coins 10
Scripted Arrival From 50 seconds
Random Pool From 140 seconds

The Overtime version is significantly more dangerous than the normal Bomb Cart.

Overtime Mortar Tower

Stat Value
HP 3,500
Damage 30
Cooldown 2 seconds
Coins 18

A stronger version appears from 320 seconds:

  • 5,000 HP
  • 30 damage
  • 1.5-second cooldown

Rolling Spikeball

Stat Value
HP 4,000
Attack 10 damage every 0.2 seconds
Coins 15

It appears in Grassland Endless Mode at:

  • 55 seconds
  • 155 seconds
  • 250 seconds
  • 350 seconds

Siege Elite

Stat Value
HP 3,000
Attack Free-flight cannon volleys
Cooldown 3 seconds
Range 100
Reward 40 Coins + 5 Silver

Grassland Endless receives it at:

  • 130 seconds
  • 240 seconds
  • 400 seconds
  • 600 seconds
  • 800 seconds

Dark Forest Endless receives fewer appearances.

Desert Endless instead substitutes additional Walking Cannons.

Swarm Events – Elite and Horde Waves

Every stage includes one swarm event.

The event always follows the same basic pattern:

One elite vehicle appears, followed two seconds later by a large horde.

Swarm events occur before the boss and generally arrive earlier on later stages.

Stage 1 events happen around 110–120 seconds, while Stage 4 events can arrive around 70–80 seconds.

Green Plains

  • S1: Ram + 120 Pikemen
  • S2: Sideshooter + 80 Riders
  • S3: Siege Elite + 80 Riders
  • S4: Double Cannon + 5 Bomb Carts

Meadows

  • S1: Ram + 180 Pikemen
  • S2: Sideshooter + 120 Riders
  • S3: Siege Elite + 120 Riders
  • S4: 2 Double Cannons + 7 Bomb Carts

Waving Fields

  • S1: 2 Fire Tanks + 160 Pikemen
  • S2: Siege Elite + 100 Riders
  • S3: Walking Cannon + 120 Riders
  • S4: Double Cannon + 6 Bomb Carts

Golden Dunes

  • S1: Hammer Walker + 60 Cannoneers
  • S2: Ram Walker + 50 Monowheels
  • S3: Walking Cannon + 4 Drill Walkers
  • S4: 4 Mole Drillers + 2 Walking Cannons

Savannah

  • S1: Hammer Walker + 90 Cannoneers
  • S2: Ram Walker + 80 Monowheels
  • S3: 2 Walking Cannons + 4 Drill Walkers
  • S4: 4 Mole Drillers + 1 Walking Cannon

Wasteland

  • S1: 2 Hammer Walkers + 110 Cannoneers
  • S2: Walking Cannon + 80 Monowheels
  • S3: 2 Walking Cannons + 4 Drill Walkers
  • S4: 4 Mole Drillers + 2 Walking Cannons

Dusky Pines

  • S1: Fire Tank + 100 Pikemen
  • S2: Triple-Cannon Tank + 80 Trike Monks
  • S3: Axeman + 140 Trike Monks
  • S4: Siege Elite + 6 Bomb Carts

Somber Marsh

  • S1: Fire Tank + 100 Pikemen
  • S2: Triple-Cannon Tank + 80 Trike Monks
  • S3: Axeman + 140 Trike Monks
  • S4: Axeman + 7 Bomb Carts

Sinister Swamp

  • S1: 2 Fire Tanks + 120 Pikemen
  • S2: 2 Triple-Cannon Tanks + 80 Trike Monks
  • S3: Siege Elite + 140 Trike Monks
  • S4: 2 Axemen + 8 Bomb Carts

The biggest feeding opportunities are usually the Stage 1 and Stage 3 hordes.

These waves can contain between 120 and 180 swallowable enemies, making them extremely useful for objectives such as:

  • Consume 100 Units in one Run
  • Consume 100 Monks in one Run

Stage 4 swarms are completely different. They contain dangerous vehicles rather than easy food, so we recommend entering them with plenty of health.

Wanderburg Bosses

Wanderburg has four bosses per region, giving us a total of 12 distinct stage bosses.

These are the enemies whose names are actually displayed in-game.

Boss Spawn Times

Stage Spawn Time
Stage 1 210 seconds
Stage 2 240 seconds
Stage 3 200 seconds
Stage 4 160 seconds

Grassland Bosses

  • Stage 1 – Taurus Drillus
  • Stage 2 – Fressburg
  • Stage 3 – Bombardia
  • Stage 4 – The Dark Tower

Desert Bosses

  • Stage 1 – Rostenschild
  • Stage 2 – King Klopp
  • Stage 3 – Saturna Raketa
  • Stage 4 – The Ancient

Dark Forest Bosses

  • Stage 1 – Schnittburg
  • Stage 2 – Burg Schnappenstein
  • Stage 3 – Rammi
  • Stage 4 – Kanoningen

Boss Health by Map

Taurus Drillus

  • Green Plains: 2,000 HP
  • Meadows: 3,000 HP
  • Waving Fields: 4,500 HP

Fressburg

  • Green Plains: 5,500 HP
  • Meadows: 5,500 HP
  • Waving Fields: 14,000 HP

Bombardia

  • Green Plains: 7,000 HP
  • Meadows: 13,000 HP
  • Waving Fields: 18,500 HP

The Dark Tower

  • Green Plains: 9,500 HP
  • Meadows: 16,000 HP
  • Waving Fields: 22,000 HP

Rostenschild

  • Golden Dunes: 1,800 HP
  • Savannah: 2,800 HP
  • Wasteland: 2,800 HP

King Klopp

  • Golden Dunes: 5,500 HP
  • Savannah: 8,000 HP
  • Wasteland: 8,000 HP

Saturna Raketa

  • Golden Dunes: 8,000 HP
  • Savannah: 12,000 HP
  • Wasteland: 12,000 HP

The Ancient

  • Golden Dunes: 12,000 HP
  • Savannah: 12,000 HP
  • Wasteland: 12,000 HP

Schnittburg

  • Dusky Pines: 2,000 HP
  • Somber Marsh: 2,000 HP
  • Sinister Swamp: 6,000 HP

Burg Schnappenstein

  • Dusky Pines: 5,500 HP
  • Somber Marsh: 5,500 HP
  • Sinister Swamp: 9,500 HP

Rammi

  • Dusky Pines: 7,000 HP
  • Somber Marsh: 7,000 HP
  • Sinister Swamp: 16,000 HP

Kanoningen

  • Dusky Pines: 12,000 HP
  • Somber Marsh: 12,000 HP
  • Sinister Swamp: 24,000 HP

Boss Attack Patterns

Taurus Drillus

Taurus Drillus uses:

  • An arcing mortar shell
  • 13 damage
  • 10 AoE
  • Two contact zones

Its attack cooldown becomes faster on later Grassland maps.

It is generally one of the gentler boss fights.

Fressburg

Fressburg pulls nearby targets toward itself for five seconds.

After the attraction phase, it bites for:

30 damage

It then becomes inactive for another five seconds.

The rhythm is straightforward once you understand it. Stay away during the pull and use the inactive period to deal damage.

Bombardia

Bombardia has three rotating mortar phases.

Its attacks include:

  • Rapid mortar shells
  • Large projectile rings
  • Heavy projectile volleys

The ring phase is particularly dangerous because it sends dozens of projectiles outward.

The Dark Tower

The Dark Tower combines:

  • Magic impacts
  • Fireballs
  • Firestorms

The Waving Fields version becomes dramatically more aggressive, firing more frequently and creating a much heavier projectile pattern.

Rostenschild

Rostenschild has a simple moveset.

It throws a hammer projectile every two seconds.

King Klopp

King Klopp has multiple phases involving flail projectiles and spinning.

During its faster spin phase, it reaches:

220 degrees per second

Avoid staying close while the spinning attack ramps up.

Saturna Raketa

Saturna Raketa fires:

  • Six 50-damage rockets in one phase.
  • A massive 150-damage rocket in another.

The 150-damage rocket has a 50-radius AoE and is the largest single boss hit in the game data.

The Ancient

The Ancient does not use projectiles.

Instead, it has five overlapping contact damage zones.

Each zone deals:

1 damage every 0.1 seconds

Standing inside all of them results in approximately 50 damage per second.

The safest strategy is simply to avoid touching it and attack from range.

Schnittburg

Schnittburg uses two spinning phases.

One spins faster, while the other deals heavier damage.

Burg Schnappenstein

Burg Schnappenstein creates a flame zone that deals direct damage and applies a burn effect.

The numbers may initially look low, but repeatedly remaining inside the flames allows the burn damage to build up.

Rammi

Rammi uses:

  • Six mortars every 2.5 seconds
  • A Ram charge

The charge only damages you when there is a speed difference of at least three.

Matching Rammi’s speed can completely neutralize the charge damage.

Kanoningen

Kanoningen uses:

  • Seven small cannons every 3.5 seconds
  • Two larger cannons every 5 seconds

The large cannons have extremely long range and can attack from farther away than anything else in the game.

Important Boss Mechanics

Fire Damage Is Weak Against Bosses

Every stage boss has significant fire resistance.

Their resistance ranges from:

65% to 85%

This means a fire-focused build can clear normal enemies effectively but struggle badly against bosses.

We recommend having another reliable damage source available for boss fights.

Boss Death Explosions Can Clear Enemies

When a boss dies, every living enemy within a 125-unit radius takes damage equal to:

75% of its own maximum health

This is not a fixed damage amount.

The explosion scales against each enemy’s maximum HP, meaning a boss kill can almost wipe out an entire nearby group.

If possible, try to bring the boss into a crowded area before delivering the final blow.

Boss Rewards

Most bosses reward:

  • 40 Coins
  • 5 Silver

The exception is Rammi.

Rammi drops:

  • 13 Coins
  • No Silver

The first three boss kills during a run also provide a vehicle upgrade choice.

The fourth boss gives you the victory but does not provide another upgrade choice.

Mortar Towers – Where They Actually Spawn

There is a common claim that Mortar Towers only appear in Overtime.

That is only partly true.

Normal Mortar Towers

The regular Mortar Tower has:

  • 1,500 HP
  • 8.5-damage mortar
  • 8 AoE
  • 2.5-second cooldown
  • 100 range

It cannot be swallowed because it is flagged for Rank 4 absorption.

Regular Mortar Towers appear only on:

Stages 2 and 3 of the three Grassland maps

That means:

  • Green Plains
  • Meadows
  • Waving Fields

Meadows S3 includes a scripted wave of 10 Mortar Towers.

Waving Fields S3 includes a scripted wave of 15.

Overtime Mortar Towers

The Overtime versions are separate enemies.

They have:

  • 3,500 HP
  • 30 damage
  • 2-second cooldown

The stronger version later increases to 5,000 HP and fires every 1.5 seconds.

Neutrals, Food and Pickups

Not everything you encounter is a hostile enemy.

Some creatures and objects exist mainly as food, rewards, or neutral targets.

Sheep

Stat Value
HP 10
Coins 1
Appears Every biome and stage

Sheep are the main consumable creature in Wanderburg.

They are also the primary target for sheep-related quests.

Helmet Sheep

The Helmet Sheep has:

  • 10 HP
  • 10 Coins

It is mixed into ordinary sheep groups.

Learning its appearance is worthwhile because it pays ten times more than a standard sheep.

Cow

The Cow exists as an entity but does not have a normal wave-table spawn in v0.9.6.

It has:

  • 10 HP
  • 1 Coin

Chicken

The Chicken also exists but does not have a normal spawn in the stage wave tables.

It has:

  • 10 HP
  • 1 Coin

Farmer

Farmers also do not have a regular wave-table spawn.

They have:

  • 10 HP
  • 0 Coins

A specific artifact can turn an eaten Farmer into a friendly sheeprider, but Farmers do not normally appear through standard stage waves.

For normal runs, Sheep are the only creature consistently spawned by the stage wave tables.

Neutral Vehicles

Neutral objects still count toward Vehicles Destroyed.

This includes objects that you can swallow.

House

Stat Value
HP 50
Reward 6 Coins
Swallow Yes, Rank 1

Houses appear throughout all biomes and stages.

Mill

Stat Value
HP 300
Reward 20 Coins
Swallow Yes, Rank 2

A Mill has an unusual quest interaction.

Destroying it counts as a Windmill, while swallowing it counts as a House.

This makes Mills useful for House consumption objectives.

City

Stat Value
HP 5,000
Reward 8 Silver
Swallow No

Cities appear:

  • Once on Stage 3 at 14 seconds
  • Twice on Stage 4 at 7 seconds and 162 seconds

There are three Cities in a complete run, making them one of the biggest Silver opportunities available.

Treasure Cart

Stat Value
HP 100
Reward 5 Silver + guaranteed common artifact chest
Swallow Yes, Rank 3

Treasure Carts only appear in:

  • Grassland
  • Dark Forest

They do not appear on Desert maps.

Chest Walker

Stat Value
HP 500
Reward 20 Coins + guaranteed common artifact chest
Swallow No
Appears Desert only

The Chest Walker is different from the Treasure Cart.

It provides gold rather than Silver and cannot be swallowed.

Health Crate

Stat Value
HP 100
Reward Health pickup
Swallow Yes, Rank 2

Health Crates appear across Grassland and Dark Forest stages.

Desert uses the smaller version mainly on Stage 3.

Walking Health Crate

Stat Value
HP 500
Reward 20 Coins + Health pickup
Swallow Yes, Rank 3

These appear on several Desert stages.

They are not the same as Chest Walkers, even though both are 500 HP Desert vehicles.

Magnet Carrier

Stat Value
HP 120
Reward Heal + Magnet
Swallow Yes, Rank 2

Walking Magnet Carrier

Stat Value
HP 500
Reward 20 Coins + Magnet
Swallow Yes, Rank 3

Unlike the smaller Magnet Carrier, the walking version does not heal you.

Walking Magnet Carriers appear on Stage 4 of all maps.

Cities Are Worth Prioritizing

Cities have:

  • 5,000 HP
  • 8 Silver each
  • No swallowing option

However, the reward makes them worth the damage investment.

Since their appearances are tied to fixed timers, we can plan for them rather than hoping for a random spawn.

You get:

  • One City during Stage 3
  • Two Cities during Stage 4

World Structures

Artifact Towers are world structures rather than normal wave enemies.

They have:

  • 800 HP
  • A mortar attack dealing 8.5 damage
  • 2.5-second cooldown
  • 50% fire resistance
  • No swallowing option
  • 30 Coin reward

There are two visual versions, including a Grassland version and a generic version, but their gameplay stats are identical.

The Wanderburg Roster in Numbers

The v0.9.6 data contains a large enemy roster.

The numbers include:

  • 62 hostile non-boss enemies
  • 12 unit types
  • 48 vehicle types
  • 2 structures

Once similar variants are grouped together, there are roughly 27 distinct enemy silhouettes.

There are also:

  • 12 distinct stage bosses
  • Multiple per-map boss health variants
  • One boss-grade Siege Elite that never serves as a normal stage boss
  • 16 neutral entities
  • Consumable creatures and neutral vehicles

The important thing to remember while playing is that Wanderburg’s roster is not always as straightforward as it looks. Quest names are based on categories, swallowed objects can count as vehicles, visually similar enemies can have completely different rewards, and some entities exist in the data without appearing through normal stage waves.

Once you understand those classifications, farming quests and planning runs becomes much easier. The Harvester, Caravan, Church, Mortar Tower, Spikeball, and other confusing targets are much easier to track when you know exactly what the game is counting.