Heralds were Civilians who were tasked with reporting news, However, during the Crusades War they were instead promoting civilians to join either Crusaders or Saracens depending on the cities that Factions were currently occupied in. Some heralds were also working for Templars and thus were a source of information for Assassins who were tasked with eliminating them.
User:Lacrossedeamon/Animus Archetype
| This article is about combatants in an Animus context. You may be looking for soldiers in a historical context. |
Within Animus simulations of genetic memories, individuals encountered by the subject are classified into specific archetypes.
Animus 1.28[edit | edit source]
This Animus was used by Desmond Miles while reliving the memories of Altair ibn La'Ahad.
Civilians[edit | edit source]
The Jar Carrier: If the jar on this woman’s head falls, it smashes and creates a Big Commotion.
Response: Gentle Push or avoid her completely.
The Beggar: If you shove him away from you, this creates a Big Commotion.
Response: Gentle Push or avoid him completely.
The Crate Carrier: If the crate this man is holding falls, it smashes and creates a Big Commotion.
Response: Gentle Push or avoid him completely.
The Trouble Maker: If you are pushed into another citizen by this madman (or drunkard), this creates a Big Commotion.
Response: Avoid them, Stealth Assassinate and leave immediately, or Grab and Throw them carefully.
The Courageous Citizen: If you Pickpocket this man, you receive five Throwing Knives. If he uncovers you attempting this, he begins a Fistfight. This creates a Small Commotion.
Response: Complete the Pickpocket successfully. If not, punch him out. If you use blades, this turns into a Big Commotion.
The Antics of a Courageous Citizen: Expect the following to occur when you encounter a Courageous Citizen:
Courageous Citizens are your key source for Throwing Knives, and they also tend to help out when you’re pummeling a Despot during an Interrogation Investigation.
Courageous Citizens (with the exception of the Despot) don’t care about what happens to other citizens.
They provoke you only if you collide with or are seen Pickpocketing them.
Once alerted, they look at you and follow you for 15 seconds, showing that they are ready to fight.
They shout insults for another five seconds.
A Fistfight creates a Small Commotion. Additional Courageous Citizens join in if they see it.
If you draw a weapon, the Courageous Citizen flees to a Guard for help. You are then in Open Conflict.
Courageous Citizens aren’t affected by morale, and they don’t flee from a Fistfight.
You receive five Throwing Knives if you Pickpocket successfully.
You receive one Throwing Knife if you punch out a Courageous Citizen.
You receive nothing if you slay a Courageous Citizen with a blade.
Scholars were religious men that could be found all over the Holy Land, They will always be found praying while walking slowly, however, should the dangers arise they will immediately disperse and run away, Due to the Assassins wearing a robe that was similar to Scholars they could blend in with them and hide out of sights from pursuing enemies, Some of them can also be found harassed by Guards around the city.
Vigilantes were groups of civilians that were aiding the assassin, Altair Ibn-La'Ahad, in gratitude for his action in protecting their own relatives and families from the harassment of the local guards.
Guards[edit | edit source]
Guards react to your behavior depending on a number of factors, and they attack when they witness you attempting Socially Unacceptable activities. The allegiance of the Guards is irrelevant; if you’re facing Templars, Saracens, Christians, Muslims, or even Assassins, you are treated as a threat when you exhibit threatening behavior.
Guard behavior is also influenced by the type of Guard they are and their experience. Remember that their experience is identifiable by the uniforms they wear.
The only differences between Guards you encounter in a city, and those in the Kingdom, are as follows:
Their Proximity Radius is larger (15 meters/50 feet).
Their line of sight is longer (50 meters/164 feet).
All Kingdom Guards are Informed and ready to enter Open Conflict.
Remain Anonymous by walking or riding a horse in an Anonymous Blended state.
You can also outride Kingdom Guards; they give up the chase when they fall 50 meters (164 feet) behind you.
01 \ Guards: This is a general term covering every type of armed enemy (whether Saracen or Crusader) that will attack you if provoked.
02 \ Guard Patrols: Between four and nine Guards in a formation, patrolling a path in a particular area of a city or the Kingdom.
03 \ Standing Guard: Usually referred to by the “Guard” term, some enemies stand alone in a particular area, such as the entrance to a market.
04 \ Wandering Guards: Usually referred to by the “Guard” term, some of these military types wander the city alone.
05 \ Archers: Enemies equipped with a bow, standing on rooftops. They are encountered in cities and the Kingdom.
Rooftop Archers do not tolerate you on their rooftops and are automatically Suspicious. They have a vision that is limited to 15 meters (50 feet) in front of them, with a 90-degree arc from the front. This means they lack peripheral vision and can be Stealth Assassinated a little easier than the Guards on the ground. Once an Archer spots you, the following occurs:
You receive a warning that you’re not supposed to be on the rooftops. You have 10 seconds to leave the Archer’s line of sight.
If you are closer than fi ve meters (16 feet), the Archer will attack you (with arrows), draw a sword, and actually move to engage you if you venture within five meters (five feet) of him.
A Suspicious Archer carries a Bow on their left shoulder, giving you a clue as to their state.
An Informed Archer shouts and begins to attack you on sight.
Like other Guards, Archers can only see between the ground and six meters (20 feet) in height, so judge if the View Point you’re climbing to is high enough for you not to worry about Archers. Archers can be stationary or on patrol. They are always alone, but be sure to look out for Archers on nearby buildings, too.
Stationary Archers: They stay in the same place and stand for 10 seconds, turn 90 degrees to the right and look for 10 seconds, then repeat this, eventually making a full circle. You can react to this by creeping or running behind them, then Stealth Assassinating them from behind. A Throwing Knife is also highly recommended!
Patrolling Archers: These Archers have unique patrol routes, but they usually walk to each of the corners of the building on which they’re standing. The Archer moves to a waypoint and stops for 10 seconds, turns 90 degrees, stops again for 10 seconds, and continues this until he’s completed a 360-degree turn. He then walks to the next waypoint and repeats the slow turn. Use the same tactics you would to defeat a Stationary Archer.
Kingdom Archers: Archers looking out across the Kingdom have exactly the same pattern of movement as city Archers, except they can see 50 meters (164 feet) in front of them and not 15 meters (50 feet). Remember this when planning to attack them.
If you kill an Archer, they are not replaced for the remainder of the Memory Block you are playing.
If an Archer is within 10 meters (33 feet) of a fight between you and Guards on a rooftop, they fire arrows at you.
Archers do not descend from rooftops, and can easily be navigated around.
06 \ Guard Post: A series of Guards standing in a straight line formation. Usually encountered in groups of four (although sets of two are also known by this term).
07 \ Guard Circle: A group of between four and eight Guards that surround and harass a citizen (either a female or Scholar). Helping the harassed individual is the basis of all Save Citizen Investigations.
Guard Experience Descriptions
There are three different types of Guards based on their skills and hardiness. Pictures of each type are shown in detail in the Characters and Enemies chapter.
01 \ Infantryman or Militia: The lowest skilled troops, clad in inexpensive armor and brandishing older equipment. They are relatively easy to dispatch.
02 \ Elite or Sergeant: Midlevel troops, clad in more impressive armor, they are usually able to order Militia around and are adept in more combat techniques.
03 \ Leader or Commander: Excellent swordsmen, skilled with blades and advanced combat techniques (such as Counters and Dodging), they are tough to kill.
Assassins[edit | edit source]
The Assassins are based in the Fortress of Masyaf, above a small village in the northern mountains. Although this enclave is small, the Assassins’ reputation for bravery and devotion to their cause is respected throughout the Holy Land. You are initially shunned, then gradually welcomed when you meet the other Assassins. They do not pose a threat to your safety…at least, not to your knowledge.
Not every assassin was tasked with Assassination and espionage missions, Some of them were tasked with defending Masyaf from enemies and keeping order within the village below the fortress.
Assassins who were not skilled enough were instead tasked with gathering information in the city to aid higher-ranking Assassins in their missions. Due to most of them being unskilled in combat, They aren't able to defend themselves against threats and constantly required the help of higher-ranking assassins to protect them from enemies.
Saracen forces[edit | edit source]
Much of the Holy Land falls under the domain of Saracens, a number of different tribes loyal to Salah al-Din, who are currently (meaning in the late twelfth century) fighting Crusaders around the city of Acre.
The lands to the east and southeast are strongholds for Saracens, and they guard the mainly Muslim cities of Damascus and Jerusalem, each District within being the domain of a Regent or benefactor. Due to your status as an Assassin, the Saracen Guards throughout this part of the Holy Land receive orders to stop and slay you. You’ll fi nd the settlements you encounter that are under Muslim or Saracen jurisdiction gradually more militarized. The population, however, remains mainly friendly, although you should expect some to plead, barter, or attack depending on your actions.
A backbone of the Saracen forces, They are poorly armed and are equipped with mere swords and gambeson, Though what they made up for their low combat capability, is their high numbers.
Sergeants is a Saracen soldier who served long enough in their army to be promoted and is equipped with higher quality weapons and armor, Their combat skill is high enough to counter and deflect the strike of a Master Assassin such as Altaïr Ibn-La'Ahad
Soldier with outstanding service is promoted to captain and are rewarded with highly durable lamellar armor making them able to stand multiple strikes from their opponents, Their skill in combat is also not to be questioned as they easily shrug off an attack from even a Master Assassin.
Crusader forces[edit | edit source]
There were nine Pope-sanctioned expeditions into the Holy Land between the eleventh and thirteenth centuries. Men of fighting stock were called to serve, and began a series of conquests. Currently (in 1191), after Acre’s recapture, Richard the Lionheart gathers soldiers to press an attack into Arsuf Plains. The body of men who do the fighting are known as Crusaders.
They are split into different sects: those loyal to King Richard are in distinctive red and white attire; the Knights Teutonic, a Roman Catholic German order based in the port of Acre; Knights Hospitalier formed to protect pilgrims and now taking care of the wounded in Acre; and the Knights Templar, another order created to protect the pilgrims on their way to Jerusalem. Due to your status as an Assassin, all Crusader Guards receive orders to stop and slay you. The population of Acre, however, remains mainly friendly, although expect some citizens to plead, barter, or attack depending on your actions.
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Teutonic forces[edit | edit source]
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Hospitalier forces[edit | edit source]
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Templar forces[edit | edit source]
A Knights of the Templar Order, They are highly trained and possibly the most fearsome and respected warriors in the crusades, Their prowess in combat can easily match up to even Master Assassin. such as Altaïr Ibn-La'Ahad.
A Personal bodyguard of the infamous black market dealer Tamir.
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Due to his wealth and influence, Abu'l Nuqoud has many of his own bodyguards in his personal palace.
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Animus 2.0[edit | edit source]
This Animus was used by Desmond Miles while reliving the memories of Ezio Auditore da Firenze.
Civilians[edit | edit source]
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Harassers are a special class of citizen who exist solely to irritate, impede your progress, and sorely test your ability to refrain from slaying innocents. Whenever Ezio moves within approximately 15 meters of their starting position, these distinctive dandies will run over and stand in front of him to hinder forward motion, causing a commotion with their songs, shouts and capering. This will lead other citizens and - worse - nearby enemies to pay attention. The best way to deal with a Harasser is to avoid him entirely, bypassing his position or Blending with a moving group. The luxury of being able to plan in advance is not always yours to enjoy, though, especially while attempting to travel to a destination or waypoint at pace. Once detected, you have four options. Drawing a weapon will make the Harasser flee, but causes a commotion that may lead enemies to attack. Throwing florins will cause the nuisance to scurry away in search of coins. Pushing into a Harasser will prompt him to drop his lute. The most effective solution, though, is to restrain the digit moving purposefully towards the Weapon Hand Button, and simply make a run for it.
Bribing Heralds offer 50% drop in Notoriety, but some will baulk at the expense
Assassinating corrupt Officials leads to a huge 75% Notoriety reduction, but you'll need to hunt them carefully. They will flee if they see Ezio, and are hard to track while avoiding guards.
While strolling through the streets of Florence (and other locales you have yet to visit), you will periodically stumble across a Borgia Courier. These are randomly encountered when you are not actively reliving a Memory, and will exclaim their horror and flee the moment they cast eyes on Ezio. As capable free runners, they will usually head for the rooftops. Once out of sight, they will disappear within a short period of time. This behavior may seem rather bizarre, but they have their reasons: Borgia Couriers carry reasonably large sums of currency. If you can catch up with one and knock him off his feet (ideally with the Tackle technique), Ezio will obtain an instant bonus of 1,500f-a fairly sizable sum for the effort involved at this stage of the simulation. The catch, of course, is that guards will view this as reprehensible behavior, and will attack should they witness the robbery. You should also do your utmost not to kill the courier, as doing so will result in an instant +50% penalty to Ezio's Notoriety level. Throughout the game, both in the cities and on the road, the player will encounter messengers running errands for the Borgias. Although they can be easily missed in a crowd, these agents may be identified by their Social Status Indicator. More importantly, they will be transporting taxes and fees in the pursuit of commerce and other, more conspiratorial interests. Ezio may choose to interrupt this business by performing his own. Looting the body will reveal a tidy sum of 1,500 florins, plus whatever small change belonged to the messenger personally.
If you have come to regard Harassers as a greater scourge than any Templar you have encountered, you'll just love Pickpockets. It could be that Ezio's purposeful gait identifies him as a man of means, or that the jingling of coins collected from Monteriggioni's coffers rings out like a clarion call to such folk; we cannot say for sure. What is certain, though, is that failing to notice these scoundrels in a timely fashion will dent Ezio's finances.
- Pickpockets are represented on the Mini-Map with a distinct icon: a red purse with an exclamation mark in the center. The best way to avoid them is to pay them a wide berth, though establishing eye contact is enough to make them give up the idea of stealing from you. They seem disinclined to follow targets onto rooftops, so that's always a good way to avoid their attention.
- If they can get close enough, Pickpockets will bump into Ezio, automatically relieving him of a variable sum of florins, before attempting to escape. Like Borgia Couriers, they are adept at climbing and free running, though not so skilled as to leave Ezio trailing in their wake. To retrieve stolen money, get close enough to perform a tackle or an assassination move. The former should cause the terrified coin-snatcher to relinquish his ill-gotten gains, plus the contents of his own purse as compensation. If you opt for violence, you can loot the florins from his corpse.
- If you lose sight of a Pickpocket during a chase, you have mere moments to get them back in view before they (and Ezio's florins) vanish for good. Once the icon disappears from the Mini-Map, the pursuit is over.
Vendors[edit | edit source]
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Hireable Factions[edit | edit source]
Press the Head Button to hire a group of Courtesans. The ladies will walk in formation around Ezio (unless instructed to stop), providing a highly convenient Blending opportunity. There is a twist, though: individual ladies will peel off to consort with guards as you pass them, departing the group permanently. If required, you can order them to perform this manually - just target a guard, then tap the Head Button. The instruction creates a stationary distraction that doesn't lead the guards away but holds their line of sight.
Like Courtesans, Mercenaries are hired in groups of four. They can be employed whenever you need a little extra muscle for a fight, attacking automatically when Ezio enters combat, or should you need to create a loud and violent distraction. Press the Head Button to hire Mercenaries; the same button is used to instruct them to follow or wait on Ezio's command once they have accepted his coins. If you lock on to a viable target, pressing the Head Button will instruct the group to attack the highlighted individual and their nearby allies. When you order Mercenaries to launch an assault, Ezio will not be subject to the wrath of enemies unless you do something to attract their attention. This clearly has many applications, but principle among these is the ability to rid yourself of prospective aggressors without tarnishing Ezio's reputation or apparel. From soldiers blocking your path to a mission objective, to guards standing watch over Treasures or Codex Pages, any potential aggressor is a viable target. Mercenary is an individual who engages in armed conflicts in exchange for coins or other valuables, In Renaissance Italy, They are shown to be allied with Italian Assassins. Such as Ezio Auditore da Firenze who could hire them to serve as bodyguards or order them to directly engage enemies.
The final "group hire", Thieves are a great compromise as they can fight like Mercenaries and distract like Courtesans, though they're slightly less efficient at both.
- Acquire a Target Lock on a guard with a group of Thieves in tow and press the Head Button to use their special ability: Lure. They will go over to infuriate the specified individuals, before running off; any guards in the immediate vicinity will then give chase.
- The Lure command is a one-shot ability: you lose the group once you use it. You should also note that guards will eventually return to their original posts, so go about your business quickly.
- Unlike Courtesans and Mercenaries, Thieves can climb and perform free running moves. That said, they don't possess Ezio's incredible level of agility and are noticeably slower. If you take a complicated route at great speed, they will soon fall behind (or, in at least a few unfortunate instances, to their deaths on the streets below).
- Thieves will leap to Ezio's aid if he is attacked (or enters combat voluntarily), though their effectiveness is lower than Mercenaries.
- Once they are hired, you cannot Blend with groups of Thieves.
Guards[edit | edit source]
Guards patrol or investigate at brisk walking pace. They will hit running speed when seeing Ezio flee from them. Patrol routes are fixed and repeated so that you may every point of the route before acting. In pursuit, basic guards can perform some free running maneuvers but cannot climb sheer walls. If Ezio attempts to take any route that the guards cannot follow, they will holster their weapons and begin throwing rocks in an effort to make him fall. Guards cannot swim, and they can be pushed over low walls by a determined hand.
Sentries will remain at their post unless prompted to move by the detection system. Their placement will relate to a particular area that they regard as out of bounds — a yard or a door — and they will push Ezio away if he comes too close: trespass will be treated as an illegal act. Bodyguards are simply sentries who have been assigned to an object or character in the same fashion.
In addition to the three special enemy archetypes (Agile, Brute, and Seeker), all members of the "generic" soldiery you encounter hold one of three ranks: Militia, Elite, or Leader. The seniority of these individuals has an effect on their combat prowess and hidden morale level. Militia are easy prey to well-timed Counter Kill or Disarm moves, and will soon bolt when Ezio cuts down their cohorts. Leaders are more inclined to fight to the death, will often repel instant kills until sufficiently wounded, and may employ counter-attacks against Ezio's combos. Elites lies somewhere between both in terms of their combat proficiency and resolve. Note that Militia respond to thrown money by racing over to pick up coins themselves. This means that any patrol with such members in its formation will stop to wait for them to finish picking up coins and rejoin.
To easily identify a guard's rank, look at his helmet. No matter the uniform, Militia wear caps, Elites favor open-faced helmets, while Leaders have headgear with additional facial protections.The Agile is a special class of enemy that excels at free running. Indeed, their straight-line sprinting speed is superior to that of Ezio, and it is this that makes them most dangerous. They can be readily identified by their slender build.
- When Ezio is fleeing, Agile opponents will follow close behind and attempt to impede his progress, barging him from behind to throw him off-balance. Weaving precisely through crowds or performing daring feats of free running may enable you to lose an Agile, but the best strategy is often to dispatch them before fleeing, or after drawing them away from their slower peers.
- In combat, Agiles dodge more frequently than other enemy types and may follow evasive maneuvers with a counter, but are very weak. They also have fairly low morale ratings (though higher than generic militia), which will cause them to flee from the scene if Ezio slaughters their allies efficiently.
- Though they have boundless energy while chasing, Agiles will grow tired if forced to dodge repeatedly. After evading a few attacks, a typical Agile will enter a "fatigued" state for approximately ten seconds before their stamina is replenished. During this period, they can be killed with almost casual ease.
These imposing soldiers possess great strength and endurance. Utterly fearless, they will always move to the front of any battle and engage Ezio at close range.
- Brutes favor two-handed Heavy weapons. This means that you should be cautious before committing to Counter Kills in groups where a Brute is present - unless, of course, you favor the Double Hidden Blades for combat, or have acquired a suitable two-handed weapon of your own.
- Their combo assaults are very powerful. More so than any other generic enemy, effective dodging and strafing is vital, especially when such evasive maneuvers set up quick ripostes as a Brute follows through on an inaccurate attack. You also need to be wary of their special techniques, particularly the devastating Smash Attack.
- Due to their huge bulk and heavy armor, Brutes are poor athletes. Their running speed is slower than most assailants you face, and their climbing skills are negligible. This means that you can conceivably scale a building, lure a Brute's associates to your position, then drop back down to fight him once they have been dispatched.
- Brutes have the highest hidden morale level of all standard enemies. No matter how many of their comrades you slaughter, they will never run from battle. However, they are also highly regarded by their peers - and this is something that you can exploit, as killing a Brute can cause weaker enemies to abandon the battle immediately.
Seekers are the third and final of the three unique enemy archetypes to make an appearance. They can be identified by the spears that they carry - their weapon of choice and, as you'll soon discover, a tool of their trade that isn't only used for combat.
- Seekers are vigilant and inquisitive. While other guards will often stroll past a hiding spot, oblivious to Ezio's presence, these experienced investigators will regularly examine places where he might conceivably seek refuge.
- They will stop to look at every hiding spot with the exception of benches if Ezio is currently Incognito. If he is discovered, the Seeker will roust him from his place of concealment and scold him. If they find him when he is Notorious or still technically in active combat (blue ring surrounding the Mini-Map), a fight will ensue.
- In combat, Seekers maintain a greater distance from Ezio to take advantage of the long reach offered by their weapons. They have a propensity for launching attacks whenever Ezio attempts a special technique such as a Smash with a stolen two-handed axe. They are rather susceptible to the Disarm move. Seekers use Sweep attacks, which will knock Ezio from his feet for sizable damage if they connect.
- A good strategy when you fight a Brute and Seeker at the same time is to Disarm the latter and use his weapon for a guaranteed Counter Kill on the former.
The Jail Bird memory will probably mark your first encounter with guards stationed on rooftops. They are faster to react unfavorably to Ezio's presence than many other enemies, so you'll need to quickly break the line of sight to avoid conflict when they spot him. Fortunately, being detected by a rooftop guard will generally not cause a full alert-only the individual(s) in question will attack. Their first reaction once combat begins is to use their bows. A direct arrow hit will cause Ezio to lose his grip while climbing, or stumble when free running. At close range, they will draw swords and attack like any other enemy. Archers are relatively uncommon during the early stages of the story. Archers are assigned to defend towers and rooftops, where they can spot Ezio instantly. During open conflict, they will immediately open fire using their bows. If Ezio is within close range, the Archer will switch to his sidearm and become a basic guard. Archers patrol more slowly than Ezio walks, so he can catch them at walking speed if he approaches stealthily from behind. High Profile running or sprinting will break stealth and cause them to enter Detection phase. Note that the Assassinate from Ledge technique is especially useful for ambushes on rooftop guards, but you will want to choose carefully between High and Low Profile assault to conceal the body. At range, a single Throwing Knife will take out an Archer and you will appreciate carrying a large Knife Belt full of them later in the game.
Animus 2.01[edit | edit source]
This animus was used by Desmond to relive the memories of Ezio Auditore da Firenze during the Liberation of Rome.
Enemy archetypes[edit | edit source]

Regular guards can be divided into two ranks. The majority of soldiers fall into the lower rank of Militia, common sword-fodder drawn from the local populus. Above them are the Leaders, officers of the watch. While Militia guards wear simple cloth berets, Leaders can be identified by their protective helmets.
- In pursuit, regular guards can perform some free run moves but cannot scale sheer walls.
- Militia have especially low morale and may often surrender without a fight if just a few of their colleagues fall.
- Leaders have some basic resistances but are susceptible to a swift, unsporting Kick to break their defense.
- Both enemy types frequently drop ammunition and consumables when looted. Doing so will save you plenty of trips to local vendors.
The basic, bread-and-butter grunt, Militia opponents are vulnerable to all of Ezio’s abilities – especially Counter Kills – and will soon break and flee once an anticipated beating unfolds in a manner contrary to their brutish expectations. Though much slower and less agile than Ezio, they will attempt to pursue him through streets and over rooftops if he withdraws from combat or flees at the outbreak of hostilities.
Hardier than their subordinates, Captains may resist Counter Kill and Disarm attempts. They are also capable of foiling Ezio’s attempts to initiate a combo assault. Use the Kick move in these instances to break their guard. Hidden Blade Counters and projectiles are a highly efficient way to dispatch them with relative ease. You can also use their Militia subordinates to set up deadly Execution Streaks.
Wearing only light armor and carrying Small weapons, Agiles are faster than the other guards and will be able to catch you in a straight running match. If you use the environment to escape, they have free running skills to leap and climb wherever you go. They are trackers and pursuers, able to pinpoint your location for all other guards to see and to knock you to the floor so that slower enemies can catch up. The downside of that free running speed is that the Agile is the weakest of the archetypes and most easily defeated.
- Counter Kill and Disarm moves are most effective against the Agile.
- In a chase, climb and free run to escape so that the Agiles become separated from their tougher colleagues, then stop and finish them off individually on the rooftops. Isolating them accentuates their combat weakness.
- Agiles resist Kicks and Executions, dodging attacks, but they can be grabbed and beaten or hurled from very high buildings for a quick dispatch.
- In combat, Agiles can dodge Ezio’s blows and Kick attempts, and may attempt to restrain him with a Grab. Disarms and Counter Kills, however, are two techniques that they consistently fall afoul of.
- In a group battle the fast knifework of an Agile can disrupt Execution Streaks, so it’s perhaps wise to make them a primary target whenever possible. Be ready to employ a Counter Kill to deal with their darting strikes.
- Agiles are the fastest of all enemy archetypes, and have exemplary free running and climbing skills. If you are finding them hard to shake, try hard-to-follow sequences of leaps over rooftops, use Throw Money to fill their path with civilians, or escape via a Lift – you may even manage to crush them as the counterweight crashes to the ground.
Commonly seen leading patrols, it is the Seeker’s role to check hiding spots for wanted criminals and so thwart ambushes and assassination attempts. The Long weapon that most readily identifies the Seeker is used to prod haystacks and wells to evict potential occupants. This archetype thus challenges Ezio’s stealth options. If Ezio is Notorious, the Seeker will also stop at benches and ask those seated to rise.
- Disarming is the best way to tackle the Seeker. If you turn his spear on him immediately after taking it, you may initiate an Execution Streak or hold the Weapon Hand Button to ready a Sweep Special Attack on other guards.
- The Seeker’s curiosity is his undoing when acting without the support of other guards. Approaching Ezio’s hiding spot, he is prone to an assassination move in the moments before performing an examination.
- As their name suggests, the primary purpose of Seekers is to reconnoiter for miscreants and criminals. On patrol, they may stop to examine any hiding spots or groups of civilians they encounter. While Incognito, being discovered by a Seeker will lead to a scolding and a minor Notoriety increase. If Notorious or attempting to evade ongoing conflict, a fight will ensue.
- In open conflict, they tend to exploit their range advantage in larger groups. They have a Special Attack: the Throw Sand technique, which causes no damage but stuns Ezio for a short period. If you recognize the signs that they are poised to perform this, be ready to dodge or attack to avoid the consequences.
- Seekers can resist Counter Kills performed with Small, Medium and Heavy weapons, and must have their guard broken with a Kick for Ezio to begin a combo or perform a Grab. Interestingly, though, they are highly susceptible to Disarm. Appropriating a Long weapon in this manner and killing the owner is a great way to set up a devastating Execution Streak.
Slow but relentless, the armor-plated Brutes are immediately identified by their large stature. They exist to challenge Ezio’s fighting talents.
- Brutes are skilled in the Smash Special Attack and will use it to beat down opponents. Kick to interrupt it, or Step Dodge around them to attack from the side.
- Their Heavy weapon attacks can still be beaten with the Hidden Blade’s masterly Counter Kill, and a once-only Long weapon Counter.
- Brutes can be disarmed if you Taunt them, and a Kick will break their defense.
- To avoid the Brute’s normal attacks, use the Dodge move to jump clear and then leap in to attack before he can recover.
- The Crossbow is your anti-tank weapon against Brutes and Papal Guards. Dodge their attacks until you get the space to fire a fatal bolt at close range, using the melee counter to see off weaker assailants.
- Smarter play avoids direct combat unless absolutely necessary. If you can’t sneak past, assassinate or use ranged attacks.
- Moving at 75% of regular guard speed, Brutes won’t win a chase. They can’t climb, free run or leap either, so you can escape vertically. From your vantage point, ranged weapons can be aimed.
- Execution Streaks offer a backdoor through the Brute’s defenses. Start a streak with an assailant who’s more easily defeated and line up the Brute as your next highlighted target.
- Their purposeful yet ponderously slow sword swings may be reasonably easy to sidestep if you see them coming, but cause massive damage if they connect. The power-up Smash Special Attack, in particular, can break through Ezio’s guard instantly and knock him to the ground with great force.
- Brutes are immune to Counter Kills performed with Small, Medium and Heavy weapons; countering with a Long weapon appropriated from a Seeker will be successful, though. Ezio must perform a Taunt (press the Head Button with a Brute highlighted) to enrage them and render them vulnerable to the Disarm technique. They must also be thrown off-balance with a Kick before they become susceptible to combos or the Grab move. As they wear full facial protection, the Throw Sand special move has no effect on them.
- As with Agiles, it’s a good idea to set up an Execution Streak and disable Brutes as a priority.
- If you are struggling in a battle with Brutes, note that they have a pedestrian top speed and no climbing ability. Put a little distance or elevation between Ezio and these foes, and it’s easy to pepper them with your projectile of preference.
These enemy “shooter” types create an obstacle to Ezio’s free navigation of rooftops and buildings, presenting a challenge to the player in the third dimension. The three methods of eliminating the threat they pose are speed, stealth and ranged attack. These guards will issue warnings and follow the usual investigative procedure before declaring open conflict. This can be used against them if they spot you, inviting their suspicion and drawing them away from a patrol route to a quieter place for assassination.
- Shooters patrol more slowly than Ezio can Fast Walk, so he can catch them from behind in Low Profile. High Profile sprinting toward them will break stealth and cause them to enter detection phase.
- By observing their route, you may also spot an opportunity to move past them at speed while they are looking away.
- Rooftop hiding spots have many uses. They present a safe resting spot for getting closer to a patrol or waiting for them to move on. Even after being spotted, diving into one immediately will halt the detection phase. When a patrol draws near, the spot enables an assassination from hiding. You can also throw bodies inside to conceal them from other rooftop patrols.
- The Drop Kill technique from below the ledge was made for these enemies, but choosing between a High and Low Profile attack will determine where their body ends up – possibly attracting attention.
- Ezio has a wealth of ranged attacks and dual wielding options to interrupt shooters as they back away from him. He cannot pick up and use the weapons dropped by Gunmen and Crossbowmen, but he can certainly loot their ammunition.
- If fired from off-screen, a Crossbowman’s bolt will show a brief contrail line to indicate the shooter’s position.
- As basic sentries, Gunmen behave in the same way as their crossbowwielding peers. They can be dispatched with a single projectile from behind.
- In open combat, Gunmen will back away from Ezio as he approaches in an attempt to put their range advantage to use. You may on occasion find it necessary to break out of Fight Mode with the Target Lock Button and sprint to close the intervening gap.
- The primary difference between Gunmen and Crossbowmen is the amount of damage Ezio sustains: guns pack a far stronger punch.
Famously serving as the Pope’s bodyguard from the Renaissance to the present day, these Swiss mercenaries are the ultimate archetype. They combine the resilience of the Brute, the pursuit speed of the Agile and the sand-throwing tricks of the Seeker, even carrying firearms for switching to ranged assault. They are also skilled riders, hijacking civilian horses for mounted charges. Resistant to many forms of attack, they are the toughest enemies you will meet.
- If you can call on allies to fight beside you, now is the time. Reduce enemy numbers before you engage: use Poison Darts while undetected, then Crossbow ranged attacks and Assassin Signals.
- If using the Hidden Blade’s Counter Kill, keep circling toward any Papal Guards who begin switching to guns.
- When you finally enter melee combat, the Execution Streak is the great leveler. If required, the Kick will break their initial defense.
- Disciplined to ignore Taunts, Papal Guards cannot be Disarmed. Only Counter Kills with the Hidden Blade or Long weapons are effective.
- Papal Guards generally carry swords as their primary weapon, employing single fast lunges or three-hit combos. The final blow of the latter, as always, breaks Ezio’s guard unless he counters or dodges it.
- They also possess two special moves. The first is to throw sand at Ezio, stunning him temporarily: a nasty trick that they perform with greater regularity than Seekers. Of far greater concern, however, is their ability to draw a pistol. They will usually fire two shots in succession, with each bullet causing significant damage. Nigh-impossible to dodge, the only reliable way to avoid getting hit is to distract them with an attempted blow as they take aim. Seeking refuge behind another assailant may also work, but is often too hard to engineer in the short time available.
- Papal Guards foil Ezio’s attempts to initiate combos, evade the Grab moves, and shrug off his efforts to perform standard weapon-based Counter Kills and the Disarm technique with casual ease. They are also quite astonishingly fast: like Agiles, they will outpace Ezio in a straightline sprint.
- The most efficient way to kill Papal Guards is to set up an Execution Streak by slaying their weaker allies, then direct Ezio’s aggression at them. Failing that, Counter Kills performed with Long weapons stolen from Seekers and the Hidden Blade are also consistently successful. Though their armor provides resistance to Throwing Knives, the Crossbow and Pistol can disable them in a single shot.
Within Rome, the Borgia employ cavalry as mounted police. The Horseman challenges Ezio’s greater freedom on the roads. Although the Horseman patrols alone, the distance covered by him on his rounds means that he will often arrive to assist a group that has already engaged Ezio in combat. The standard tactic of the Horseman is to make a galloping charge and swipe with a melee weapon or trample the target under the hooves of his steed.
- Before open conflict commences, Ezio can assassinate a Horseman from the air via walls or ledges above; from the ground with a Hidden Blade hijack; and from another mount, in a horse-to-horse assassination.
- The Horseman can be ejected from his mount with a Medium weapon or larger: simply hold the High Profile Button when the Horseman charges, setting your blade defensively against his steed to cause a fall.
- While the Horseman is turning for another tilt at his target, he will be extremely prone to ranged attacks from the Pistol or Crossbow.
- If you are fighting soldiers and a Horseman simultaneously, get close to the infantry and maneuver during the charge so that the rider tramples his own men.
- Some riders carry Throwing Knives for ranged attack if Ezio finds a defensive position. The Horseman will dismount for continued pursuit if Ezio flees to a place that the horse cannot reach.
Random Bandit encounters are heralded by a warning message, as they boldly shout of their intentions to rob you of your purse. When Bandits strike, the local guards will enter combat with these thugs in an attempt to keep the peace before turning on you.
- Bandits have similar attributes to Agiles, including the use of Small weapons and a capacity for free running after their targets.
- Once engaged, they do not stand down from combat and will again regard you as their priority after tackling any guards.
- Be sure to loot Bandits for valuable Trade Items after battle.
Individually, the Followers of Romulus are no better trained than the average Militia and can be easily dispatched with Counter Kills or Disarms. But they hunt as a pack, and have the agility to climb and free run after you. If you try to flee or reach higher ground, they will hurl rocks or sometimes Throwing Knives to halt your climb or slow you down during a chase.
- Drawing the pack closer for melee will improve the success of an Execution Streak. The Wolfmen are designed to test your early proficiency in this advanced technique.
- Fighting with Small and Medium weapons opens up Ezio’s dual wielding potential (see page 126). During an Execution Streak, his Throwing Knives and Bullets can deliver a finishing move against ranged targets.
- Though individually weak, Wolfmen are dangerous when encountered in large numbers. Cutting the pack down to size is always a priority when you face them. Being hit by their projectiles causes minor damage, but has the effect of staggering Ezio and disrupting his combat moves.
- Wolfmen will attempt single slashes with their daggers, or perform three-hit combos. The latter attack type follows a distinct fast-fast-slow rhythm, so pay attention to this if you are employing Hidden Blade Counters.
- They are vulnerable to Counter Kills and the Disarm move, and will fall to a single projectile of any kind. If you can set up and maintain an Execution Streak, you can cut through them with ease.
- Among other items, Wolfmen regularly yield Throwing Knives when looted after a battle. This means that you could potentially kill a group from range, then replenish your ammunition immediately – a tactic worth remembering for later encounters.
TBA
Guilds[edit | edit source]
- Ezio will not be attacked or sustain Notoriety penalties when he orders Assassins to kill targets unless he deliberately enters the fray. That said, it’s always possible to lend a hand by killing or weakening enemies with projectiles from a safe distance or elevation.
- Assassins will die in combat if they sustain critical damage. Watch the Health Meters that appear above their heads, and be ready to intervene should the tide of the battle turn against them. If an Assassin dies, you must enroll a new replacement. We strongly advise that you avoid calling Brotherhood members while fighting close to deep water - like all non¬ player characters, submersion leads to instant death.
- Assassins will tailor their arrival in accordance with environmental features and the position of their targets. They can jump down from rooftops, leap from hiding spots, or dash from nearby alleyways to strike. If a target is under the cover of a roof, though, Assassins will need to approach by a more conventional route - with obvious tactical repercussions.
- Assassins usually attack in pairs. A new Assassin Signal is added to the Recruit Meter for every two active Assassins, up to a maximum of three. Assassin Signals are subtracted when the number of available Assassins falls to five and three, though only one recruit need be available for the first Assassin Signal.
- Ezio’s available Assassins are always summoned in order of seniority. Though Assassins gain XP if called into combat, the sums accrued are nominal. The best way to train recruits is to send them on specific assignments.
- The ability to call Assassins is unavailable during certain optional memories, such as Followers Lairs.
- In addition to weapon and armor enhancements, Assassins are automatically equipped with a Pistol at the Discepolo rank (Level 5), and Smoke Bombs once they reach Veterano (Level 8). All of these upgrades are only relevant when the recruits are called into combat. For lower-rank Assassins, we would suggest that armor is the more valuable augmentation.
Distract: group will leave Ezio and draw the attention of nearby guards away. Group is lost permanently when this occurs.
- Courtesans move in formation around Ezio when hired, shielding him from the eyes of all potential aggressors, suspicious targets and Harassers.
- Automatically peel away to distract guards who pass within a certain distance.
- Very poor in combat; will often fall to enemy blades within seconds.
- Slow and cannot climb or free run.
Fight: group will attack the highlighted individual (and any nearby allies). Ezio takes no responsibility for the battle that ensues, and sustains no Notoriety penalties.
- Hired Mercenaries will automatically rush to Ezio’s aid in combat.
- Peerless combat abilities.
- Incapable of climbing or free running.
- Cannot be recalled while still engaged in combat: you must wait for the battle to end.
- Very slow movement speed.
Lure: group will leave Ezio and entice guards to follow them for a while. Group is lost permanently after using this skill.
- Extremely fast; excellent free running and climbing abilities.
- Will fight alongside Ezio if he is attacked or enters combat.
- They will fall quickly to the blades of stronger opponents unless Ezio intervenes.
Other[edit | edit source]
- Ezio can “Blend” with groups of civilians by walking or standing among them. There is a distinct sound cue and visual effect when this takes place (Fig. 1). When not in combat, Blending renders Ezio invisible to his enemies and Harassers.
- From a pure gameplay perspective, the presence of citizens adds moving bodies that Ezio must weave between as he runs through the city streets. Collisions at Ezio’s basic running pace will cause him to stagger; at a full sprint, he will be bowled from his feet. While walking, hold the Empty Hand Button to gently push through large crowds. Hold the Legs Button to pickpocket - an easy way to obtain florins in the early game.
- Indiscriminate killing of civilians will cause Desynchronization, sending Ezio back to a previous checkpoint (or, outside memories, a safe location in Rome). A little “collateral damage” is tolerated; systematic brutality is not.
Harassers are individuals who don’t attack Ezio directly, but will impede his movement and draw attention to him. These infernal nuisances come in two forms: the overbearing troubadours and groups of three females who will run to accost Ezio in a similar manner.
- Be very wary of Harassers whenever Ezio is stealthily following an individual or group as an objective, or when he must avoid the local soldiery. They create a spectacle that will draw eyes towards him, which is something to be avoided.
- Both types of Harassers can be silenced by bumping into them; a crude but effective rebuke that will cause them to flee. They can also be temporarily distracted with the Throw Money ability. Do not kill them: annoying as they may be, they are still classed as innocent civilians.
- Harassers can be outpaced at a full sprint if there is no need for discretion. They have distinct “zones” where they operate, and will not move beyond these invisible boundaries.
- Though not (strictly speaking) Harassers, “box carriers” act as a surprisingly subtle hazard. Colliding with these individuals will cause them to drop their burden, which will smash, causing all within range to turn and gawp - with potentially awkward consequences.
Though they will never deliberately cause Ezio physical harm, Pickpockets will attempt to collide with Ezio, divest him of hard-earned florins, then make a swift escape.
- More nuisance than danger (especially when encountered during a memory), the arrival of a Pickpocket in Ezio’s vicinity is marked by the appearance of a distinct icon on the Mini-Map.
- Pickpockets will only attempt to steal from Ezio if he cannot see them. If he catches one in his direct line of sight, the thief will beat a hasty retreat.
- Catching a Pickpocket with the Tackle or Grab moves will reward Ezio with 500 florins and a Trade Item, in addition to retrieving any funds stolen.
Mingling discreetly with the citizens, Borgia Couriers can nevertheless be identified by a red cap and cape. These trusted runners will flee over river and rooftop if alerted to danger, escaping easily unless cunningly ambushed or skillfully overtaken. Intercepting the delivery will yield an exceptional loot haul of 1,500 florins, but with the automatic penalty of 100% Notoriety if you murder the courier instead of simply tackling him.
- Unlike Pickpockets, Borgia Couriers will never attempt to interact with Ezio, and do not appear on the Mini-Map. They will always flee if they see him, usually heading for the rooftops at the first opportunity. More often than not, the half-glimpsed sight of a panicked Courier scrambling up a wall will be your first awareness that one is nearby.
- Once the system is activated in Sequence 03, killing a Borgia Courier will fill the Notoriety gauge instantly. Use non-lethal means to catch them (ideally the Tackle move).
- Successfully accosting a Borgia Courier provides a bonus of 1,500 florins and a single Trade Item. They are the sole source of Aconite.
Areas liberated from the influence of a Borgia Tower will become home to groups of Vigilantes, ordinary citizens who take it upon themselves to aid Ezio and his Assassins. Look for their icon and run straight through the group. The Vigilante’s special talent is to grab hold of an enemy and pin him to the spot, enabling Ezio to attack freely or escape in a chase.
These only appear when the Notoriety gauge reaches 50% full. For a donation of 500 florins, interacting with a Herald will clear 50% of Ezio’s current Notoriety – but you can get your money back immediately by pickpocketing the Herald.
These only appear when Ezio is at 75% Notoriety or above, and clear the same amount when assassinated. They are relatively uncommon, and will flee on sight.
Animus 2.03[edit | edit source]
This animus was used by Desmond Miles to relive the memories of Ezio Auditore da Firenze during his search for the Masyaf keys.
Guards[edit | edit source]
During the first two main story Sequences, Ezio will generally encounter only two different types of assailant: hostile Byzantine Militia and Gunmen in Masyaf and, on arrival in Constantinople, the Ottoman Elites and Gunmen who maintain law and order in the city. Though they have different uniforms and allegiances, both factions are functionally analogous in combat.
There is, however, one key difference. Though the Templar-controlled Byzantines are naturally suspicious of Ezio, and will draw their weapons with murderous intent if they identify him, Ottoman guardsmen are usually indifferent to his presence unless he does something to arouse their anger. Even so, it's sensible to keep a low profile whenever an Ottoman city patrol passes by. They will react to inadvertent collisions or minor infractions within their field of vision by scolding or pushing Ezio. In these instances, it's prudent to stand still and accept the rebuke and minor assault to avoid open conflict.
Though the first two Sequences pit Ezio against Ottoman Elites, Byzantine Militia and Gunmen of both factions, Sequence 03 marks the point at which he will encounter far more capable foes.
These opponents are vulnerable to most of Ezio's abilities and are inclined to flee if the tide of a battle turns against them. Though less athletic than Ezio, they will attempt to pursue him through streets and over rooftops if he withdraws from battle. They will also throw rocks in an attempt to knock him down if he attempts to climb or free run during an active combat situation.
The Byzantine Militia enemy type is roughly analogous to the Ottoman Elite, in that both are rank-and-file opponents who should fall quickly to Ezio’s attacks.
- Militia opponents are extremely susceptible to projectiles: a single Throwing Knife is enough to put them on their backs. They can dodge kicks, but this is pretty much irrelevant, as they can be defeated easily with a combo or Counter Kill.
- Whenever they appear in mixed groups with more dangerous allies, Militia provide an easy way to start a Kill Streak.
- Though they have a degree of free running prowess, Militia are slower than Ezio in a straight-line sprint and cannot scale walls.
These opponents are vulnerable to most of Ezio's abilities and are inclined to flee if the tide of a battle turns against them. Though less athletic than Ezio, they will attempt to pursue him through streets and over rooftops if he withdraws from battle. They will also throw rocks in an attempt to knock him down if he attempts to climb or free run during an active combat situation. The standard Ottoman patrol unit in earlier Sequences, but are soon supplanted by Agiles and Janissaries later.
- Though they can resist Grab attempts, Elites are susceptible to combos or Counter Kills. As with Byzantine Militia and Agiles, you can rely on their regular attacks to set up opportunities for Kill Streaks.
- Elites can kick Ezio, briefly stunning him. Be wary of this at close range, especially if surrounded by a number of them.
Generally stationed on rooftops, and quick to attack those who trespass in their lofty domains, Gunmen fire from a distance during open combat, and will back away as Ezio approaches them. They are always priority targets in battles with multiple opponents, as their guns will disrupt Kill Streaks. They can be disabled with short combo attacks, felled with projectiles (once you obtain them), or thrown to the streets below with the Grab move or a well-placed blow. Gunmen are almost always encountered on walls or rooftops, where they act as sentries commissioned to punish all trespassers severely. After an initial barked warning they will draw their weapons and fire on Ezio, giving chase if he flees.
- Once engaged in combat, Gunmen will take aim at Ezio and fire at regular intervals. They have a tendency to back away as he approaches them, and will stand at the outer edge of a melee featuring other opponents. As their bullets will interrupt Kill Steaks you should always target these foes first when you encounter them in open combat against a mixture of different adversaries.
- Though you can use any weapon you please, Throwing Knives are perfect for cutting down Gunmen before they can draw their rifles while free running over rooftops. Be sure to secure a Target Lock beforehand to ensure optimal accuracy. As Gunmen are reasonably fast and adept at climbing, and can be rather dogged in the way that they pursue Ezio, it's usually advisable to slay them if they give chase - or, ideally, beforehand.
- If stealth is desirable or mandatory, be careful when you attack Gunmen standing on the edges of rooftops, platforms and walls. If necessary, you can run over and pick up their bodies before they slide and fall to the ground.
- Marksmen are Gunmen stationed in armored booths situated in Templar Dens. These eagle-eyed sharpshooters will identify Ezio quickly, then fire at regular intervals. They can only be killed with well-placed projectiles and bombs, though it is advisable to avoid detection entirely.
The Ottoman Agile is a guardsman of a slender, athletic build, armed with a dagger. These quick and nimble opponents are adept at free running, and will pursue Ezio doggedly if he attempts to flee combat; they can even outpace him in a straight-line sprint, necessitating clever maneuvers or diversionary tactics to shake them off. In combat, they will evade Ezio's attempts to launch a combo, and will deftly leap away from kicks. For this reason, Counter Kills - of any variety - are the best way to dispatch them, though they are also susceptible to grabs and attacks launched after a successful dodge. As their name might suggest Agiles are footed adversaries defined by their speed and swift reactions both in and out of direct combat.
- Though their free running and climbing prowess is not quite a match for Ezio's they can easily outpace him in a footrace. As they run behind him, they will lash out daggers to stagger him. There is, however, a great trick that you can use to avoid this. As you see an Agile moving in to strike quickly release and then press the Legs button to perform a short jump. This will confuse your pursuer, who will slow down and lose ground.
- Agiles cannot withstand much punishment in combat, but you will need to use specific techniques to successfully land a blow. As they can evade kicks and combo attempts (unless preceded by a successful Dodge) employ Counter Kills or target them in Kil Streaks.
- As they are vulnerable to the Grab move Agiles can be grappled and used as human shields- and summarily executed if you equip a Short or Medium weapon. You can throw them at surrounding adversaries to temporarily knock other hostiles from their feet.
- Agiles will periodically use Throwing Knives to stagger Ezio, making them a nuisance in large battles. Try to disable them quickly.
- Agiles are the only archetype immune to the Counter Steal technique.
The Byzantine Varangian is easily identified by the polearm he carries. These vigilant and inquisitive soldiers possess the unique ability to search hiding spots, and can on occasion even detect Ezio when he is Blending. When fought they will block standard attacks, but can be briefly incapacitated with a kick or momentarily disoriented by a dodge - providing a brief window of opportunity to launch a deadly combo. They tend to maintain a greater distance from Ezio in combat, and will periodically seek to incapacitate him by throwing sand in his direction; either dodge or move out of range to avoid this special attack. Performing a Disarm will enable you to take possession of a Varangian's polearm, which can confer a considerable advantage in a melee featuring a mixture of different opponent types. Most (but not all) Varangians are immune to Counter Kills. One of the least common archetypes, and rarely encountered once you have captured all Templar Dens, the Varangian can cause great difficulties in large-scale brawls unless neutralized swiftly.
- In a combat situation the Varangian will generally put the extended reach of his Long weapon to good use, remaining at the periphery of a battle and striking from afar. Most, but not all, Varangians are immune to the Counter Kill move. As there is no way to ascertain which category each opponent falls into, it's best to use other techniques to defeat them.
- A Varangian soldier will regularly use the Throw Sand attack to temporarily incapacitate Ezio. You can avoid the effects of this by dodging, or by moving outside the effect radius. The sheer nuisance value of this means that you will often decide to kill these opponents before their allies.
- The Disarm move is the best way to tackle the Varangian. If you turn his polearm on him immediately after taking it, you can initiate a Kill Streak. Better still, hold and release the Primary Attack button to perform a lethal Sweep special attack to kill all nearby guards.
- The Varangian can search hiding spots and detect Ezio while he is blending with civilians, which will always lead to a fight if they encounter him in a Templar Den area. If Ezio attempts to escape one of these soldiers by moving to a different elevation, they may draw a pistol and fire at him.[note 1]
The Byzantine Almogavar is the slowest of Ezio's opponents, but can inflict huge damage with his heavy weapon. These opponents generally stand on the frontline of any conflict, and possess a special unblockable attack: when you see them slowly draw their weapon back for a giant strike, be ready to dodge or move out of range. Though they can block basic attacks, a simple kick renders them vulnerable to a combo kill. Slow but relentlessly aggressive, the armor-plated Almogavar are easily identified by their enormous stature.
- Almogavar can perform the Smash special attack after a distinct wind-up animation; on impact, it knocks Ezio to the ground and causes massive damage. Attack or kick the target to interrupt the assault before it is launched, or perform a Dodge to evade the blow before unleashing a combo while they are off-balance.
- You must either evade an Almogavar’s attack or perform a kick to break their guard and initiate a combo. They are extremely vulnerable to Counter Kills, though the Smash special attack cannot be countered. While they are ostensibly immune to the Disarm technique, there is actually a way to divest them of their Heavy weapon. Wait until they begin their three-hit combo, and allow the first blow to hit Ezio; as they launch the second strike, press the required button to claim your prize.
- Almogavar are ponderously slow and cannot climb. From a higher vantage point or a safe distance, you can dispatch them easily with ranged weapons.
- Due to their incredible strength and tendency to move to the forefront of every battle, the Almogavar should always be a priority target once you begin a Kill Streak.[note 1]
Marksmen are Gunmen stationed inside sealed booths (usually encountered in Templar Dens) who will shoot at Ezio during combat situations. They can only be killed with projectiles or bombs. If conflict breaks out in an area overlooked by one of these booths, it's wise to break off hostilities and move to a position out of their firing range. They are represented by the () icon on the mini-map.
Templar Captains are a rare opponent type mostly encountered in the Templar Dens they control. Some are cowards, and will flee from battle; others will stand and fight with great bravery and no small degree of prowess. As revealed in the final Memory of Sequence 02, you must kill the Templar Captain in the Restricted Area surrounding a Den before lighting the Signal Fire to conquer a region. There are four distinct types of Captains: Some are cowards and will flee if they spot Ezio; if they reach an escape point before he can kill them, they will remain hidden for twenty minutes. Other Captains are bold and will gladly lock blades with Ezio. Finally, some Captains are marked, with their positions revealed by the corresponding icon the moment you enter the Restricted Area. Others are unmarked, and must be identified with Eagle Sense.
The Janissaries are the Sultan's household guard, and are by far the most dangerous of all enemy archetypes to face in combat. Though rarely encountered in city patrols at this stage, they appear with increasing frequency in later Sequences. While single Janissaries mixed with standard guards can be tough to beat, large groups are astonishingly difficult to fight against. Our advice would be to avoid conflict with these foes, and to withdraw from unnecessary confrontations.
- Janissaries carry swords as their primary weapon, employing single fast lunges or multi-hit combos.
- In addition to melee attacks, Janissaries can (and regularly will) draw a firearm. After targeting for a variable period of time, they will shoot Ezio. Difficult to dodge, the only reliable way to avoid injury is to strike them as they take aim - though you can also attempt to take cover behind another combatant.
- Janissaries foil Ezio's attempts to initiate combos, evade the Kick, Grab and Disarm moves, and need to be hit with no less than three successful Counter Kills or Kill Streak attacks before they fall. While a Kill Streak assault will fail to disable a Janissary unless they have been sufficiently weakened, the attempt doesn't end the Streak: you can still move on to hit another target.
- Janissaries can successfully withstand up to three cumulative Counter Kill attempts or Kill Streak attacks. If you strike one during a Kill Streak, target another assailant to continue the streak; attacking the same Janissary twice will end it. If you strike a different Janissary with the next blow, the Streak will also end.
- Dangerous when encountered individually, Janissaries are incredibly difficult to beat when fought in large numbers - as anyone foolish enough to loiter in the main Topkapi Palace courtyard will discover. The best strategy is often to avoid combat with these opponents entirely.
- If you must fight them in open conflict, beating Janissaries is a matter of selecting the right weapons for the task. Unusually, Ezio's Hidden Blades are an extremely poor choice, lacking the required range and damage; the protracted struggle animations that ensue on Counter Kill or Kill Streak attacks also work again you. In conventional combat, a Heavy sword or axe is by far the best choice. The extended range means that you can strike Janissaries who draw firearms, while you maximize the damage inflicted by individual blows. If you want to take no chances, just throw a Tactical Bomb and assassinate them instantly while they are stunned by the effect.
- Strangely, the Crossbow can be an amazingly efficient weapon when employed against Janissaries - though not quite in the manner you might expect. The speed of Counter Kills performed while wielding it can enable you to disable them more quickly than with the majority of blades and ranged assaults. You can combine this with a strategy where you back away at all times, weakening them with individual bolts.
- Though Janissaries can resist multiple projectiles before they fall, a single Poison Dart will always incapacitate and them kill them.
- Though calling on the assistance of Assassins while facing Janissaries can be helpful, most recruits (and even apprentices) can struggle against these deadly opponents.
- Janissaries may yield bombs when looted - either one of a type that Ezio is carrying, or a random bomb if he has at least one empty pouch.
Though encountered far less frequently than other enemy archetypes, and usually stationed on rooftops, Bombmen can be awkward opponents unless you neutralize them quickly. They will draw a sword to fight in close proximity, but may sheathe this at any time to begin bombarding Ezio with explosive projectiles. As long as he is equipped with suitable armor, the stun effect of these devices is more dangerous than the damage they inflict. In a pitched brawl, however, having Ezio reeling from the effect of each impact can be ruinous. As with Gunmen, it pays to disable them quickly at the start of any confrontation. If they are attacking from range, a single Throwing Knife will suffice. Though they often favor a short sword in close-range combat, Bombmen are only a true danger when they employ their explosives to assail Ezio from a distance.
- Bombmen are relatively uncommon, and tend only to appear as sentries in elevated positions. As such locations are usually the sole preserve of Gunmen, you can distinguish them from a fair distance by noting the lack of a rifle on their back.
- Though individual bombs do not inflict major damage, they will briefly incapacitate Ezio- and may cause him to stagger over the edge of a rooftop. Bombmen will throw their explosives with frustrating regularity unless you deal with them quickly. Do not attempt to run in and engage them in melee combat in these situations: just equip the Throwing Knives and fell them with a single blade.
Guilds[edit | edit source]
There are numerous groups of Thieves, Mercenaries and Romanies dotted around Constantinople who will gladly lend assistance to Ezio - for a price. Each faction has its own individual set of talents, and can be extremely useful in a wide variety of situations.
- To hire a group, approach the quartet and press the Empty Hand button. They will then follow Ezio automatically until ordered to stop or if abandoned (for example, if you travel to a different area of the city via a Tunnel Entrance). Hiring another faction or a different party affiliated to the same faction will immediate dismiss a group currently in Ezio's employ.
- Tap the Empty Hand button to order a group to stop. This can be useful if you would like to scout ahead, or specifically need to keep them out of harm's way.
- Each faction has a unique proficiency. To use these, Target Lock or highlight an adversary with , then press the Empty Hand button.
After liberating Templar Dens, and whenever you have spaces free in your Mediterranean Defense roster, Recruit Assassin markers will appear in areas. under Assassin control.
There are two types of potential Recruit Assassin scenarios: six short Secondary Memories that tell the stories of individual Recruits and count towards the 100% Synch rating, and "generic" enlisting opportunities where you will find a prospective Recruit confronted by Templars. If you can kill these aggressors and save the citizen, they will automatically pledge themselves to the Assassin cause.
- All Recruit Assassins Memories are technically available from the end of Sequence 03, Memory 03, though you will also need to capture Templar Dens in each region to unlock them (with the exception of The Avenger, which appears automatically in the Galata district after you conquer the first Templar Den of your own choosing). There is a Recruit Assassins Memory to play in each region with the exception of the Imperial North and Arsenal districts.
- Completing Recruit Assassins Memories will cause "generic" recruiting sites to spawn in the surrounding region.
- There are only Templar Awareness penalties for recruiting Assassins from generic recruitment sites: Recruit Assassins Memories only contribute small increments based on your actions in combat.
- The starting rank and weapon of the Assassin you receive is random, though the animus code will take steps to ensure that you get a good balance of different weapon specialists.
Once Ezio obtains his first Recruit at the conclusion of The Prisoner, a new icon () appears in the upper-left corner of the screen. This is the Assassin Signal Meter.
Assassin Signals can be used in three ways. The first is an assassination order issued outside of open conflict. Highlight or Target Lock an assailant, then tap the Assassin Signal button (LB/L2) to instruct Ezio's subordinates to slay the highlighted individual. If necessary, they will engage other active hostiles before making their escape. In open conflict, press the Assassin Signal button to summon assistance. Guild members will rush to Ezio's aid, departing once the fracas ends. Finally, there is a special Arrow Storm attack (hold the Assassin Signal button) that can be unlocked once Ezio has six active recruits.
The ability to summon Assassins is a powerful weapon, but there are rules, features and conditions that you should bear in mind before you begin to employ it regularly.
- Ezio will not be attacked or sustain Templar Awareness penalties when he orders Assassins to kill targets unless you send him into the fray. You can, if you wish, lend assistance from a safe distance with projectile weapons.
- Assassins will die in combat if they sustain critical damage. Watch the Health Meters that appear above their heads, and be ready to intervene if a battle is going badly. If an Assassin dies, you must enroll a new replacement. We strongly advise that you avoid calling them while fighting close to deep water-like all non-host characters, submersion leads to instant death.
- When ordered to perform an assassination, Assassins will tailor their arrival in accordance with the position of their targets. They can jump down from rooftops, leap from hiding spots, or dash from nearby alleyways to strike. If a target is under the cover of a roof, though, Assassins will need to approach by a more conventional route - with obvious tactical repercussions.
- Assassins usually attack in pairs. A new Assassin Signal is added to the Signal Meter for every two active Assassins, up to a maximum of three (). Assassin Signals are subtracted when the number of available Assassins falls to five and three, though only one recruit need be available for the first Assassin Signal.
- Ezio's available Assassins are always summoned in order of seniority. Though Assassins gain experience points (XP) if called into combat, the sums accrued are fairly nominal. The best way to level up recruits is to send them on specific assignments in the Mediterranean Defense system.
- The ability to call Assassins is unavailable during certain memories.
The Thieves will leave Ezio and provoke guards to give chase; those who do will not return to their posts or patrols for (generally) in the region of thirty seconds. Group is lost permanently after using this skill.
- Extremely fast; excellent free running and climbing abilities.
- Will fight alongside Ezio if he is attacked or enters combat.
- Thieves will fall quickly to the blades of stronger opponents unless Ezio intervenes.
The Mercenaries will attack the highlighted individual and their allies in the area. Ezio accrues no Templar Awareness penalties if you refrain from entering the battle.
- Hired Mercenaries will automatically rush to Ezio's aid in combat.
- Using their special ability does not cause them to leave Ezio's employ.
- Peerless combat abilities.
- Incapable of climbing or free running.
- Cannot be recalled while still engaged in combat: you must wait for the battle to end.
- Torturously slow movement speed; Ezio outpaces them at a basic run.
The Romani will leave Ezio and draw the attention of all nearby guards and civilians. The group is lost permanently when this ability is used.
- Groups of Romanies move in formation around Ezio while he moves at walking pace, providing a Blend opportunity that is not subject to the whims of milling civilians.
- Two Romanies will automatically peel away to distract suspicious guards who pass within a certain distance.
- Unsuited to combat encounters; they will fall swiftly to enemy blades.
- Cannot climb or free run.
Other[edit | edit source]
From a pure simulation perspective, the presence of citizens adds moving bodies that Ezio must weave between as he runs through the city streets. While walking through crowds, hold the Empty Hand button to utilize the Gentle Push ability. This allows Ezio to glide through heavily populated roads or squares with relative ease. Collisions at Ezio's basic running pace will cause him to stagger; at a full sprint, he will be bowled from his feet. The Gentle Push ability is essential for navigating crowded areas when discretion is important.
Performing reprehensible acts (such as pickpocketing or committing an assault) will cause all citizens in the immediate vicinity to back away from Ezio.
Indiscriminate killing of civilians will cause Desynchronization, sending Ezio back to a previous checkpoint (or, while not actively engaged in a Memory, a nearby location). While you will not be penalized for accidental blows, mindless brutality will be punished swiftly after an initial warning.
Whenever stealth or subtlety are called for, Ezio's ability to disappear among crowds is a talent that you will employ regularly. Ezio will automatically "Blend" whenever he mingles with a group of at least three civilians (03).
- Though you can maintain full control whenever Ezio Blends with a group of moving citizens, releasing will cause him to automatically stroll information with them until you intervene.
- While Blending, Ezio is effectively invisible to most potential enemies individuals that he must follow or avoid, and troublesome "harassers".
- When Ezio leaves a group, there is a short period of grace where he remains invisible. You can exploit this to transfer seamlessly between different collections of citizens.
- Illegal or reprehensible actions can immediately break a Blend. In open combat, citizens will often back away or flee from Ezio as he approaches them, which makes Blending impossible.
- Finally, pay close attention to individuals carrying items (usually boxes) as you walk among civilians. Colliding with one of these will cause a commotion as the box smashes, dispersing nearby citizens as they turn to regard the spectacle - thus ending a Blend instantly.
Harassers are a unique class of citizen who will rush to accost Ezio whenever he encounters them, potentially impeding his movement and drawing attention to him at inopportune moments. Harassers have distinct "zones" where they operate, and will not move beyond these invisible boundaries. When there is no need for subtlety, they can be outpaced at full sprint. Though not technically classed as Harassers, citizens carrying objects will drop them if accidentally jostled by Ezio, or if sufficiently startled by his actions. Some will then seek to remonstrate loudly with the Assassin. These events cause a commotion, which may draw unfriendly eyes to regard the scene.
Beggars usually move in groups of three, and will loudly implore Ezio for a donation of Akçe. Unless you quickly outrun or otherwise deter them (for example by bumping into them), they will act in tandem to block his path. If a Memory calls for discretion, use the Throw Money ability to divert their attention elsewhere. You can also have Ezio draw his sword to cause them to beat a noisy yet hasty retreat.
Stalkers are Templar agents sent to locate and eliminate Ezio, and are quite unlike other opponents.
- Stalkers (marked on the mini-map by the icon) run behind Ezio and attempt to stab him. You have a brief moment to press the Primary Attack button to foil their attack, which leads to the immediate death of the Templar agent. If you fail to react in time, the Stalker will inflict a grievous injury on Ezio before attempting to escape.
- You should always chase and kill fleeing Stalkers. If one can successfully disappear from sight, it leads to a massive +25% increase in Templar Awareness. If your quarry has a head start, you should employ projectiles (or even an Assassin Signal) to dispatch them with relative ease. After killing them, always take the time to loot their corpses: they generally carry something in the region of 1,000 A.
- There is a brief flash of ominous music before a Stalker strikes. If you hear this and turn Ezio to face his assailant before he can move into position, the hired killer will abort his attack. Once again, it's vital that you give chase immediately.
These individuals can be robbed of the Templar tax revenue they carry, usually in the region of 1,000 to 1,500. The difficult process of catching these fleet-footed individuals, however, ensures that Ezio will usually earn every last coin before the conclusion of the chase. Be sure to use the Tackle, Leg Sweep or Grab techniques to incapacitate them without lasting injury, as killing them will instantly elevate your Templar Awareness level to full "Aware" status. Templar Couriers do not attack Ezio, and will flee if they see him.
- Whenever you see the icon appear on the mini-map, you can chase him down and perform a non-lethal Tackle or Leg Sweep to relieve him of Templar taxes.
- The sums you can obtain are not inconsiderable during early Sequences, but become less attractive (given the potential effort involved) once Ezio begins to accumulate revenue from the Mediterranean Defense and Rebuilding Constantinople systems.
- Under no circumstances should you kill Templar Couriers, as doing so will fill the Templar Awareness meter instantly.
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Vendors[edit | edit source]
Though their services are useful in an emergency, you will often find that it is better to construct your own purpose-built explosives at a Crafting Table then hand your hard-earned coins to a Black Market Dealer. If money is fight in Sequence 03, however, patient players can turn a profit by bulk purchasing the Fuse Cherry Bomb and Impact Caltrop Bomb, dismantling them, then selling the components to Piri Reis.
You never have to travel far in Constantinople to find a Doctor - especially as opening Medical Shops will also mean that the local practice will open mobile carts in the surrounding region.
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Den Defense[edit | edit source]
Assassin units[edit | edit source]
Generates Morale every ten seconds. Place these on every rooftop early in the battle.
- 10 Morale Cost
- 150 Health Points
- 50 Melee Damage
- 0 Ranged Damage
Position these close to where enemies arrive. This way, Templar Stalkers and Riflemen will attack them first, and they're cheap to replace.
- 10 Morale Cost
- 150 Health Points
- 50 Melee Damage
- 34 Ranged Damage
Great against armored foes; powerful but slow. Having a number fire in unison will often cause weaker opponents to break and flee. A staple unit type.
- 15 Morale Cost
- 150 Health Points
- 50 Melee Damage
- 90 Ranged Damage
Good against large groups (has a 2.9 meter radius), and more likely to hit multiple opponents if used in conjunction with a Caltrop Bomber. A good choice of replacement for units that don't inflict damage on Siege Engines if you position them just before the Templar machines arrive.
- 25 Morale Cost
- 150 Health Points
- 50 Melee Damage
- 50 Ranged Damage
These slow down Templar forces within a 2.9 meter radius. Most efficient when positioned just in front of your main Barricade choke point and combined with Splinter Bombers.
- 15 Morale Cost
- 150 Health Points
- 50 Melee Damage
- 20 Ranged Damage
The best unit to place behind Barricades, with a 25% resistance to enemy damage. However, with a solid defensive strategy, these are more of a luxury than a necessity; note that they are easily squashed by Siege Engines, and so are best sold in advance of their arrival.
- 10 Morale Cost
- 150 Health Points
- 150 Melee Damage
- 0 Ranged Damage
Only effective against human enemies, but will kill up to two of them instantly. Position them on rooftops closest to where Templar forces arrive.
- 10 Morale Cost
- 150 Health Points
- 50 Melee Damage
- OHKO Ranged Damage
Assassin barricades[edit | edit source]
Effectively rendered obsolete once you gain Barricades with weapons, though you can use them in emergencies when funds are tight, or to slow down Siege Engines.
- 10 Morale Cost
- 15 Morale Cost per upgrade
- 750 Health (Level 1)
- 1500 Health (Level 2)
- 2250 Health (Level 3)
- 0 Damage
Poor range and damage, but better than the standard Barricade-and it's cheap, too. Effective against large groups of weaker opponents.
- 20 Morale Cost
- 20 Morale Cost per upgrade
- 500 Health (Level 1)
- 1000 Health (Level 2)
- 1500 Health (Level 3)
- 30 Damage per second
Better range and firepower than the Greek Fire, but less efficient against large groups of Templars.
- 30 Morale Cost
- 20 Morale Cost per upgrade
- 500 Health (Level 1)
- 1000 Health (Level 2)
- 1500 Health (Level 3)
- 100 Damage per shot
The most expensive Barricade, but categorically the most powerful, with a 1.2 meter damage radius. Place it wisely, and it will hit most enemy waves before they even draw near: it's essentially a free Cannon shot every few seconds.
- 40 Morale Cost
- 25 Morale Cost per upgrade
- 750 Health (Level 1)
- 1500 Health (Level 2)
- 2250 Health (Level 3)
- 200 Damage per shot
Templar units[edit | edit source]
Weak to Assassin Crossbowmen.
- 34 Health Points
- 35 Damage vs Assassins
- 7 Damage vs Barricades
Weak to Assassin Riflemen.
- 100 Health Points
- 75 Damage vs Assassins
- 7 Damage vs Barricades
Can climb Barricades and attack Assassins behind them.
- 80 Health Points
- 75 Damage vs Assassins
- 0 Damage vs Barricades
Can climb Barricades, going straight for the Den. Eliminate them with your Pistol.
- 68 Health Points
- 50 Damage vs Assassins
- 0 Damage vs Barricades
Weak to Air Assassins.
- 68 Health Points
- 50 ranged/25 melee Damage vs Assassins
- 10 Damage vs Barricades
Left unchecked, these opponents can tear down a Barricade almost instantly. Focus fire on them with your Pistol, or use a Cannon shot if several appear at once. Air Assassins positioned at the forefront of your defense can help against these.
- 100 Health Points
- 25 Damage vs Assassins
- 250 Damage vs Barricades
Kill them with your Pistol as an absolute top priority, or they will slaughter your assassins with great speed. You can track them by looking for their icon.
- 80 Health Points
- 75 Damage vs Assassins
- 0 Damage vs Barricades
Templar siege engines[edit | edit source]
Can easily destroy even the strongest Barricade.
- 5000 Health Points
- 500 Damage per attack
Inflicts heavy damage to Barricades and defenders alike.
- 4000 Health Points
- 250 Damage per second
Provides covering fire for invading Templar troops.
- 4500 Health Points
- 25 Damage per shot
Fires volleys at the Assassin Den from a great distance, dealing devastating damage. You can "distract" them by constantly replacing the armed Barricades that they destroy.
- 4500 Health Points
- 800 Damage per attack
Animus 3.0[edit | edit source]
Combatants[edit | edit source]
Combatants include Redcoat patrols, rooftop sentries, and a wide variety of mission-specific targets that often attack on sight. Any individual who might potentially enter into combat with Haytham is represented on the mini-map by a red dot. You can avoid needless conflict with the soldiers who patrol Boston and the Frontier by following these simple rules:
- Pay all patrols and guards a wide berth. Avoid accidental collisions. If a patrolling Redcoat is barged, he will usually move to rebuke Haytham. Stand still, and the situation need not escalate; run, and it could lead to conflict.
- Avoid illegal or excessively extravagant actions while Haytham is in sight of patrols or sentries: these may be regarded as a direct provocation. Common sense will usually suffice, but you’ll gradually acquire an appreciation of what you can and can’t get away with.
- Avoid Restricted Areas marked in red on the mini-map unless you actively need to enter. Trespassing will lead to automatic conflict once Haytham has been identified as an interloper.
The most common archetype, and ubiquitous during early Sequences, the British Regular is vulnerable to all attacking moves.
Armed with muskets, Regulars can form firing lines that require Haytham to move behind cover or utilize a human shield to avoid injury.
Regulars are divided into two sub-types: Militia, who only perform single attacks, and Soldiers, who can execute combos.
Soldiers are by far the most abundant archetype type during the first half of the simulation, and remain common in later Sequences.
- Soldiers are extremely susceptible to projectiles: a single arrow is usually enough to put them on their backs. They have no specific resistances.
- Whenever they appear in mixed groups with more dangerous allies, Soldiers provide an easy way to start a Kill Streak. In battles where you face several opponents, removing the majority of Soldiers via a Kill Streak can make it easier to take control of a combat situation.
- Though they have a degree of free running prowess, Soldiers are slower than Connor in a straight-line sprint and have limited climbing ability.
- Pay close attention to Soldiers standing outside the main combat circle, and make note of their movements. This can give you advance notice of firing lines, enabling you to position Connor close to a suitable human shield in advance.
British Regulars were the foot soldiers of the British Army. You'll also hear them referred to derisively as "Redcoats" because of the red coats they wear as part of their uniforms (I'll bet you didn't see that coming) or "Lobsterbacks" because of their huge, deadly pincers. Or still because of the red coat thing, I can't remember which.
Regulars in the colonies were notoriously underpaid, and many looked for work outside of their army duties to make ends meet. Of course, their room and board was paid by the government, meaning they could charge lower-than-average rates for their work. Since unemployment was high in Boston before the Revolution, you can imagine this made the Redcoats rather unpopular among people they were taking work from. That, and their huge, deadly pincers.These soldiers occupy rooftops, and take a dim view of those who enter their exclusive domain. When they detect Haytham, Snipers will open fire with their muskets after an initial warning. Be very careful while under fire from Snipers: a single hit can cause Haytham to fall while climbing or free running. Press towards ledges within reach to grab them. In close proximity, Snipers switch to melee combat. They are functionally identical to Regulars. Snipers are almost always encountered on rooftops, where they act as sentries commissioned to punish all trespassers severely. Unlike their peers in previous Assassin's Creed episodes, who trod lonely and vulnerable patrol routes, Snipers can be found stationed in groups of up to four on recognizable wooden platforms that afford them a clear view of their surroundings.
- While Snipers may wear the same uniform as certain Soldiers, they have very unique behaviors. Once they have detected Connor, Snipers will open fire at regular intervals while he remains within range. If you cannot avoid them entirely, try to move out of sight as quickly as you can. It also helps to use natural cover elements (sloped rooftops and chimneys in particular) to disappear from view. If Connor is hit by a sniper shot while climbing or free running, use the Catch Back move press towards the closest surface with an available ledge - to avoid plummeting to the ground.
- Snipers will engage Connor in standard melee combat at close range. In these situations, their behavior is functionally identical to that of generic Soldiers.
- If a single Sniper might be problematic, you can use the silent bow to kill him without raising the alarm. Try not to use a pistol or musket: this will alert all guards within a surprisingly wide radius.
- Though it's a fairly elaborate infiltration technique, you can throw a Sniper's body from a rooftop into the path of a patrol below to temporarily pause their advance as they investigate, or close to sentries to draw them away from their post.
Officers can be identified by their rather ostentatious headgear and use of a sword as primary weapon. They usually march at the head of a patrol, and may stop to investigate hiding places that they pass. They can resist Counter Kills, and will foil the opening blow of a combo (and even counterattack if you insist) unless put off-balance with the Weapon Swipe ability. Officers may draw a pistol to shoot at Haytham independently of other antagonists; grab a human shield, take cover or attack them to prevent them from firing. Disarm them, knock them from their feet with two consecutive Weapon Swipes, or use a Special Counter with the Pistol to defeat them instantly in a fight - or simply avoid them until you defeat their allies.
- Officers are immune to Counter Kills, but will fall instantly during a successful Kill Streak. You must use the Counter Disarm or Weapon Swipe/Break Defense techniques to break their guard to perform a combo. Ranged weapons are an effective alternative.
- Officers may draw and use their pistol at close range. The ▲ icon appears above these enemies when they are poised to attack in this manner, with a short delay before they aim and open fire. You can use the human shield move, or strike them (ideally with the Weapon Swipe ability) before they pull the trigger.
- Officers march at the head of many patrols, and can search hiding places and detect Connor while he is Blending with civilians. If detection seems unavoidable, it makes sense to begin the battle with the assassination of this dangerous foe.
- Though a relatively rare behavior, Officers can mount nearby horses and fire on Connor from horseback. They may also attempt to gallop over Connor if there is sufficient space to perform the maneuver. Should this happen, press the button that appears in the onscreen prompt (as with animal attacks) to evade their charge. You can either neutralize Officers on horseback with a ranged weapon, or run in close to knock them from the saddle with melee attacks. More often than not, however, the best technique is simply to focus on killing their allies: after a time, they generally leave the saddle to engage Connor on foot.
Snitches do not play an active part in combat encounters. Instead, they will flee the scene in an attempt to locate reinforcements. When they run from conflict, Snitches are represented on the mini-map by the icon.
- Snitches do not play an active part in combat encounters.
- Instead, they will flee the scene in an attempt to locate reinforcements.
Slow but relentlessly aggressive, the Grenadiers are easily identified by their imposing stature.
- Grenadiers are relatively uncommon during the opening Sequences of Connor's story, but become a regular fixture in patrols (and as sentries) during later Sequences.
- Grenadiers are immune to Counter Kills and end Kill Streaks with ease.
- The most time-effective way to kill a Grenadier is to perform the Weapon Swipe move twice to knock them from their feet, then finish them off instantly as they lie prone. In one-on-one situations, you can alternatively employ the Counter Disarm move to remove their resistance to Combo Kills.
- Grenadiers can perform the Slam Attack - their special move - after a distinct wind-up animation telegraphed by the A icon; on impact, it knocks Connor to the ground and causes massive damage. Perform a Weapon Swipe to interrupt the assault before it is launched, or press B/O to roll and evade the blow. If Connor's evasive maneuver takes him behind a Grenadier, it is possible to kill them instantly with an attack from behind. If you are especially confident, you can quickly move Connor close to another opponent before rolling to avoid a Slam Attack. If the Grenadier hits an ally, he will kill them instantly.
- Grenadiers can also throw grenades whenever the ▲ icon appears, which cause high damage within a fixed radius. To avoid this, simply sprint towards them to avert the danger, or move out of range of the blast.
- Grenadiers are 10% slower than Connor when running, and cannot climb. From a higher vantage point or a safe distance, you can attempt to shoot them with ranged weapons or make an easy escape.[note 2]
Scouts are agile adversaries defined by their speed and unusual set of resistances.
- These opponents are perhaps more dangerous when you have a pressing need to escape combat. Though a Scout's free running and climbing prowess is no match for Connor, they are 30% faster in a straight line sprint, and can therefore outpace him in a footrace. As they run behind Connor, they will lash out to stagger him. When you see a Scout moving in to strike, just tap A/ to perform a short jump to foil their attack.
- Scouts are immune to normal attacks, Weapon Swipes and Counter Disarm which - cumulatively - makes them effectively invulnerable to Combo Kills. They fall instantly to Counter Kills and attacks during Kill Streaks, however: it's just a matter of waiting for the right opening.
- Scouts have a special move - telegraphed by the A icon - where they vault over Connor before performing an attack immediately after they land. Though you cannot prevent the initial acrobatics, be ready to punish the assault that follows with a suitable counterattack.
Encountered when Connor is at maximum Notoriety in Boston and New York, the Jäger is the ultimate enemy archetype, and is effectively a composite of the Officer, Grenadier and Scout classes. Resistant to many combat techniques, these are the toughest enemies you will meet.
- Jägers are immune to every combat technique other than ranged attacks, Counter Disarm or a Special Counter with a ranged weapon. Disarming them, however, renders them vulnerable to a combo and a killing blow at the end of the attack chain. This makes them relatively easy to beat in one-on-one confrontations, though you are unlikely to have the time to complete combos during larger brawls.
- Combo attacks performed by Jägers are the longest and most withering that Connor can potentially face, and will reduce a full Life Bar to a perilously low level if left unchecked. The opening blow is always the easiest one to counter; thereafter, each subsequent strike offers a relatively miniscule window for a potential Counter Disarm or Special Counter. In any given group of opponents, the closest Jäger is always the target you should be most wary of.
- Jägers possess the special abilities of the Officer archetype: they can draw a pistol at any moment, and may mount a horse if there is one nearby. They will also throw grenades, though this is rare unless there are Grenadiers or other Jägers nearby.
- Though Jägers can resist multiple projectiles before they fall (unless administered during the mighty Special Counter finish with a ranged weapon), a single Poison Dart will always incapacitate and then kill them. Another trick of note, especially with multiple Jägers, is to drop a Smoke Bomb to render them vulnerable to instant kills.
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Others[edit | edit source]
Civilians make up the vast majority of individuals that you will encounter on your travels, and present no threat to Haytham; indeed, their presence often enables him to hide in plain sight through the essential Blending ability. There is no real profit to be had by harming them, and repeatedly attempting to do so (isolated accidents notwithstanding) will actually return you to a previous checkpoint. In areas marked with the icon, select groups of civilians will attempt to restrain enemies that seek to harm Haytham, facilitating easy kills or a less complicated escape from combat.
Orphans, in contrast to often ambivalent civilians, are a nuisance that may test your patience – and yet, the same prohibition on direct acts of violence applies. These groups of small children will beseech Haytham for coins, moving into his path to block his progress. They have the potential to disrupt your plans by causing unfriendly eyes to alight on the unfolding spectacle. Fortunately, orphans only operate in fixed zones, and will lose interest outside of those boundaries. Should you attract their attention, your options are as follows:
- Avoid them: if there is no cause for stealth, just run straight past.
- Pay them off: the Throw Money ability (see page 45) will bring their pestering or threats to an end.
- Intimidate them: drawing a weapon may cause orphans to pause, but they will soon resume their irksome onslaught with the realization that Haytham doesn’t really intend to use it.
Allies may accompany Haytham in his endeavors during certain missions; they are marked by a blue hexagon that can be seen through solid objects over greater distances, and by a blue dot on the mini-map. You are usually enjoined to protect them at all costs, though many of them are happy to dive into the fray in the event of hostilities. In some instances, allies can be issued the following instructions:
- To ask an ally to temporarily stop following Haytham, approach them and press / . Use the same procedure and button to ask them to accompany him once again.
- To request an ally to take refuge in a suitable hiding place – see page 44 – target a suitable position with / , then tap / . Press the latter button again in close proximity to their hiding place to ask them to emerge.
Vendors are individuals that offer some form of service or meaningful interaction (such as a shopkeeper), or represent the start point for a mission or activity. Press / when a suitable prompt appears to begin. When you approach an individual who acts as the trigger for a mission or side quest, certain details appear as an onscreen overlay (such as the name of a mission). Later in the adventure, this will enable you to easily identify optional activities and study their parameters in our Side Quests chapter before you commit to playing them. With shopkeepers, pressing / brings up an interface where you can browse their wares, and buy or sell items. You will periodically encounter individuals who are highlighted on the mini-map by the icon. Approach them and press / to have Haytham take part in optional conversations. These are not critical to your progression, but often provide illuminating background information as you learn more about the game world, and the key players in its story. The dice icon ( ) indicates that Haytham can take part in a minigame with a friendly opponent at the location marked on the mini-map.
Enemy Vessels[edit | edit source]
Gunboats are the smallest and weakest vessels that the Aquila will face, though they can be moderately dangerous in large numbers. The best tactic when you face them in fleets comprising multiple vessel types is to target them with swivel guns in moments where you must wait for the main cannons to reload while engaging larger ships. Hold / to display the aiming reticule, wait until it turns red, then release to fire. A single shot will usually send a gunboat to the bottom of the sea.
Firing broadsides at a single gunboat is generally inefficient. However, if there are multiple gunboats (and schooners) congregated to port or starboard, you can eliminate multiple vessels with a single volley.
- Smallest enemy vessels; low damage.
- Not a priority: take them out with swivel guns as you wait for cannon reloads.
When you engage a frigate it will usually attempt to circle your ship. However, as the frigate is able to fire its cannons at very short intervals, this can lead to a situation where you must almost perpetually brace to avoid its shots. A better strategy is to break off and steer in the opposite direction ( 10). While you are steering your ship in a half circle, the enemy will now come at you perpendicularly ( 11). Focus your cannons and fire a broadside at the enemy ship’s bow ( 12). Furthermore, firing at a frigate’s bow often exposes its Weak Point, enabling you to destroy it with a single well-aimed swivel gun shot. When you face multiple frigates, try to avoid situations where they surround you. Instead, try to circle them, keeping both on one side, ideally in a straight line ( 13). With this tactic, one of the enemy frigates will act as a shield for the Aquila, and may sustain damage from broadsides fired by its more distant ally.
- Can fire their cannons with relatively short reloading intervals.
- Ram their bow or focus a broadside at their bow to expose their Weak Point.
These vessels are small and not particularly durable, but they can deal considerable damage to the Aquila if left unchecked. They favor grapeshot and will fire an initial flurry during their approach if adopting hit-and-run tactics, and may turn into your wake to attack the Aquila from behind. Even a single schooner can inflict grievous damage over the course of a battle, so it always pays to make them priority targets. Schooners require at least three shots to sink with the default swivel guns, but can be destroyed with only two once you obtain the (essential) Piercing Round upgrade. A single broadside is sufficient to send them beneath the waves. You can destroy all small ships by ramming them at high speed ( 07), though the accompanying loss of velocity means that this is only practical against one (maximum two) targets at a time. This tactic is even more efficient if you purchase the Naval Ram upgrade. There are many instances where you will face a large fleet composed primarily of schooners and gunboats. A good way to defeat them efficiently is to circle around them in a broad curve ( 08). Fire broadsides at schooners or multiple vessels in close proximity, and employ the swivel guns to eliminate targets during reloads.
- Attack you head-on in a right-angle with grapeshot.
- Fast and highly maneuverable, they can deal considerable damage; eliminate them quickly.
The man-of-war is the largest vessel you will encounter. Even if you use chain shot to destroy their masts, they are still able to shoot their cannons. For optimal results, measure your approach to pummel these leviathans while remaining outside their direct line of fire. The (extremely expensive) Heat Shot ammunition upgrade will increase the damage that you inflict with broadsides. When you are very close to a man-of-war, there is no need to focus your broadsides. Just fire quickly and then steer the Aquila away from the inevitable counterattack. Even though it is a large vessel, the man-of-war is fast and versatile. Engaging it in combat and maneuvering around it can be draining, as it can fire more frequently than the Aquila, and has cannons equipped in its bow, stern, port and starboard sides. The quickest way to defeat a man-of-war is to approach it from the front and focus broadsides at its bow to expose a Weak Point; you can also achieve this on occasion with a judiciously aimed collision. Once this point of vulnerability is revealed, you can destroy it with a single, well-aimed swivel gun shot.
- Largest enemy vessel.
- Use heat shot for maximum damage, or aim broadsides at their bow (or even ram it!) to expose their Weak Point.
Animals[edit | edit source]
Aggressive animals (primarily bears, wolves, bobcats and cougars) will stalk and attack Connor if they see him. They are represented as enemies on the mini-map. To kill them, you need to either use ranged weapons from a distance, take them by surprise with an assassination (particularly from above) or let them attack you and successfully complete the timed button-pressing minigame to kill them. The most dangerous animals (such as bears) may require longer and more involved chains of button presses to defeat, and there will be devastating consequences if you fail. Male elk may also charge and attempt to gore Connor if he startles or attacks them. Unlike natural predators, however, they will generally leave him be if a respectful distance is maintained.
Passive animals (such as hares and beavers) will flee the moment they see or hear Connor. To kill them, you can use a ranged weapon from a distance, a melee weapon at close range or plant snares to trap them. To lure animals to a specific position, distribute bait close to Stalking Zones or hiding places, then wait until they approach and strike from your place of concealment.
Animus 4.35[edit | edit source]
This Animus was used by a group of teenagers to simulate the collective unconscious where they encountered a number of primal archetypes.
Made up of unidentifiable trees that seemingly evoke all species of trees at once, the Forest is an ancient archetype. It represents both the unconscious mind and the unknown. It can either be foreboding or enchanting.
The Serpent represents death and fear.
The archetypal Path represents the direction and journey towards one's goal.
Appearing almost more wolf than dog, this archetype represents devotion.
TBA
TBA
TBA
Mobile Animus 4.38[edit | edit source]
A mobile animus based on the version used by the Aerie and the Madrid facility this animus was used to develop the Abstergo Entertainment product, Rebellion.
Non-combatants[edit | edit source]
- Abbots
- Monks
- Prisoners
Assassins[edit | edit source]
- Enforcer
- Tank
- DPS
- AOE
- Specialist
- Heal
- Support
- Disarm
- Shadow
- Navigation
- Stealth
- Assassination
Templar forces[edit | edit source]
- Templar Knight
- Templar Champion
- Knight Captain
- Bonacolto's Lieutenant (not sure if individual enough or not)
The Spanish Inquisition[edit | edit source]
- Inquisitor
- Inquisition Brute
- Executioner
- Inquisition Elite
- Inquisition Scribe (appears a couple of times)
Spanish army[edit | edit source]
- Spanish Grunt
- Spanish Agile
- Spanish Lookout
- Spanish Veteran
- Spanish Sergeant
- Armored Knight (pretty sure he goes here)
- Corporal (only appears as named target I think)
- Spanish Officer
[edit | edit source]
Bandits[edit | edit source]
- Thug/Bandit Agile
- Thug Brute
- Thug/Bandit Lookout
- Common Thug
- Young Thug
- Slumlord
- Corrupt Merchant
Mercenaries[edit | edit source]
- Seasoned Mercenary
- Seasoned Condottiere
- Armored Condottiere
- Condottiere Elite
Crusader forces[edit | edit source]
- Crusader Levy
- Crusader Lookout
- Crusader Soldier
- Crusader Sergeant
- Crusader Headsman
- Knight Hospitalier
- Knight Templar
Athenian army[edit | edit source]
- Athenian Grunt
- Athenian Phalangite
- Athenian Peltast
- Athenian Psiloi
- Athenian Ekdromos
- Athenian Hypaspist
- Athenian Hoplite
- Athenian Strategos
Spartan army[edit | edit source]
- Spartan Grunt
- Spartan Phalangite
- Spartan Peltast
- Spartan Psiloi
- Spartan Ekdromos
- Spartan Hypaspist
- Spartan Hoplite
- Spartan Polemarch
Order of the Ancients[edit | edit source]
- Persian Elite
- Order Cultist
Wolf Clan[edit | edit source]
- Norse Rusher
- Norse Soldier
- Norse Elite Dual Wielder
- Norse Slayer
- Norse Archer
- Norse Wolf-Stormer
Sect of the Ibis Reborn[edit | edit source]
Animus Console[edit | edit source]
Animus Omega[edit | edit source]
Kenway session[edit | edit source]
Enemy Archetypes[edit | edit source]

Soldiers are by far the most abundant enemy variety encountered during the first half of the story, and remain common in later Sequences.
- Soldiers have no resistances, and attack with a single lunging strike.
- They are extremely susceptible to bullets. Even “snap shots” are lethal against them.
- In battles where you face several opponents, removing the majority of soldiers via a Kill Streak (which could include Scouts engaged in the battle) can make it easier to take control of a combat situation.
- Though they have a degree of free running prowess, soldiers are slower than Kenway in a straight-line sprint and have limited climbing ability

Gunners are usually encountered on rooftops or watchtowers, where they act as sentries commissioned to punish all trespassers severely.
- When you notice a Gunner is about to fire at you while you are busy in melee combat, you can use any nearby target as a human shield. You can also “cancel” their ranged attack by hitting them with a pistol shot or a blowpipe dart.
- Once they have detected Kenway, Gunners will open fire at regular intervals while he remains within range. If you cannot avoid them entirely, try to move out of sight as quickly as you can. It also helps to use natural cover elements (sloped rooftops and chimneys in particular) to disappear from view. If Kenway is hit by a Gunner shot while climbing or free running, use the Catch Back move to avoid plummeting to the ground.
- Gunners will engage Kenway in standard melee combat at close range. In these situations, their behavior is functionally identical to that of generic soldiers – with the sole exception that they usually require two body shots from a pistol to kill.
- This enemy archetype is a constant danger until you obtain the Blowpipe. At that point, they are relegated to the status of temporary nuisance easily pacified by Sleep Darts – or, with Berserk Darts, a powerful ally when you need to cause a chaotic distraction…

Slow but relentlessly aggressive, Brutes are easily identified by their imposing stature.
- Brutes are immune to standard attacks, Combo Kills, conventional Counter Kills and Kill Streaks. Attempting these moves against them will even cause you to take damage as they repel you.
- Pressing when they attack will lead to a dodge rather than a standard counter opportunity, and for good reason: their blows are extremely heavy, and cause massive injuries if they connect. However, if you use to direct your evasive roll behind them, there's a tiny window of opportunity to press to kill them immediately by stabbing their unprotected backs. This is much easier if you are using an appropriated musket.
- The safest and usually most time-effective way to kill a Brute is to perform the Break Defense move twice to knock them from their feet, then finish them off instantly as they lie prone. You can also eliminate them with two pistol shots, or a single headshot.
- Brutes can throw grenades whenever the corresponding icon appears. These cause high damage (and a loss of footing) within a fixed area. To avoid this, simply move out of the blast radius.
- Brutes are much slower than Kenway when running, and cannot climb. From a higher vantage point or a safe distance, you can shoot them with ranged weapons or make an easy escape.
Scouts are agile adversaries primarily defined by their speed.
- Scouts attack with three-hit combos. If one blow penetrates Kenway's defenses, be ready to parry or counter subsequent strikes.
- Scouts are immune to normal attacks, blocking Kenway's attempts to initiate a combo assault. However, they fall instantly to Counter Kills and attacks during Kill Streaks: it's just a matter of waiting for the right opening. They are also vulnerable to the Break Defense technique and can be profitably disarmed.
- These opponents are perhaps more dangerous when you have a pressing need to escape combat. Though a Scout's free running and climbing prowess is no match for Kenway, they are 30% faster in a straight line sprint, and can therefore outpace him in a footrace. As they run behind Kenway, they will dive and tackle him. When a sighting or your intuition informs you that a Scout is close at heel, tap to perform a short jump to foil their tackle attempt.
The Captain is the ultimate enemy archetype, and is effectively a composite of the Brute and Scout classes. These are the toughest enemies you will meet.
- Captains are immune to every standard melee combat technique. Their only weakness resides in the Parry move. Simply hold when they attack you, and Kenway will block the assault and follow up with a kick that will stun the Captain for several seconds. You can use this window of opportunity to finish them off in any way you see fit: a full Combo if you have the time, a Kill Streak, or an assassination (from behind or while they lie prone after two successive uses of the Break Defense ability) if you need to act fast.
- Alternatively, you can take a Captain down with a single pistol bullet manually aimed to the head, though you are unlikely to have the time to complete this during larger brawls. They can withstand up to three bullets fired to the body before they fall. Blowpipe darts are highly effective against them.
- Captains can draw a pistol at any moment, though their tendency to use this firearm is much lower than with Gunners. Sprint behind cover or use a human shield to avoid injury.
Long Bay features a unique type of opponent indigenous to this area: the Guardians. These assailants are defined by their propensity for hiding in Stalking Zones, and their ability to fire hugely damaging Blowpipe darts. That said, their close-range fighting skills are unremarkable — comparable to a standard soldier, and with no resistance to staple hand-to-hand techniques. The Guardians behave in a distinct manner in the initial jungle areas of Long Bay. They crouch in Stalking Zones, practically invisible unless detected with Eagle Vision, and will periodically stand to briefly survey the area, slightly adjusting the position that they are facing in as they return to a crouching position. This latter point is important if you are to attempt to complete the second Optional Objective to incapacitate opponents from Stalking Zones: Guardians can see Kenway at close range if they are facing him. If they espy Kenway in the open, they will immediately hit him with a Blowpipe dart; at close range, they will then move in to engage him in combat. As their projectiles are enormously damaging, a Cautious approach based on liberal use of Sleep Darts and advance planning is essential.
Animals[edit | edit source]
Passive animals (such as rabbits and deer) will flee the moment they see or hear Kenway. To kill them, you can use a ranged weapon from a distance or a melee weapon at close range. As a rule, animals will not see Kenway if he is concealed within Stalking Zones, hiding places or situated out of sight on higher branches. They will, however, detect him quickly in the open.
Aggressive animals (crocodiles, and all types of jaguars) will stalk and attack Kenway if they see him. To kill them, you need to use ranged weapons from a distance. At close range they will attack and you will need to successfully complete the timed button-press minigame to survive.
Ships[edit | edit source]
- Level 4/8/11
- Speed 63/66/70
- Firepower 12/14/15
- Health 27/29/30
- Level 17/20/25
- Speed 54/50 (might be misprint)/60
- Firepower 23/24/25
- Health 45/48/50
- Level 23/29/38
- Speed 45/47/50
- Firepower 32/33/35
- Health 63/67/70
- Level 60
- Speed 30
- Firepower 70
- Health 150
Adewale session[edit | edit source]
de Granpre sesssion[edit | edit source]
Cormac session[edit | edit source]
Civilians[edit | edit source]
Enemies[edit | edit source]
Soldiers are the weakest opponents. They don’t counter, they can be killed easily with basic attack combos, and their weaponry isn’t very powerful. Go for kill streaks and bring them down in droves. Ranged weaponry is also incredibly effective against soldiers.
Scouts are agile enemies that carry knives, so they’re a mean-looking bunch. Be ready to Break Defense and attack when they start getting defensive. When they attack, scouts swing multiple times, so you have to keep trying to Counter if you miss the first incoming blow. Scouts are very fast runners. They’ll charge after Shay and tackle him if they get a chance. Use Smoke Bombs to distract them, break line of sight, or kill these enemies to break free of their pursuit. If you use Break Defense during a tackle attempt, Shay avoids the move and won’t get pinned to the ground; keep that in mind too.
Gunners get their own map icons. They look like a dagger with a bull’s-eye inside of it. The tip of the dagger shows where the gunner is pointing. These snipers are often found higher up and should be killed before engaging most guards in the area. Gunners shoot at you once you’re spotted. You need to break line of sight, counter with your own ranged weapons afterward, or use human shields to block their shots. In melee, combos of swings work decently, and counterattacks are perfect for killing them. Berserk Darts are wonderful against gunners because you often get a few free kills out of the deal; the gunners have great line of sight over their watch areas, and they’ll shoot their own allies while you laugh from the shadows.
Brutes carry heavy weapons. They deal damage in droves and can desynch you easily if you haven’t mastered counterattacks. They’re almost immune to combos, but they’re weak toward Guard Breaks. Attack once, press Guard Break next, and then attack again once the brute is exposed. Done and done. If you’re missing that opportunity, then Break them twice to put the brute on the ground. They are doomed at that point, because a single stab ends their lives. Watch out when brutes are close to you in an existing battle. Not only do they have their incredibly strength; they also carry grenades. They’ll toss these into the middle of your group, regardless of any friends they might kill in the process. Drop a Smoke Bomb quickly so that you can escape (and your enemies will be distracted and stick around for the Grenade’s explosion). It’s win-win for you. Rather bad for the brute’s post-battle report to his superiors though.
Captains are the best enemy fighters. They block wonderfully, aren’t always easy to Guard Break, and attack decisively on their own. Counter + Attack + Guard Break + Attack is a reliable combo against them, but rear attacks and pistol ambushes work well if you have time to set them up. Enemy captains are powerful combatants, especially during ship warfare. Assassinate them if you can, or focus on them during a swordfight to eliminate them before they hurt Shay or his sailor allies.
Stalkers are an interesting finish to the enemy list. They’re Assassins, and they don’t fight openly unless they have to. Counter their initial attacks to avoid monstrous damage. Listen for their battle cries if they attack from above, or spot them using Eagle Vision so that you can sneak up on them.
Gang Leaders are found in side activities. They’ll stay out of sight while patrolling Gang HQs. If they spot Shay, they’ll start an alarm and call reinforcements into the area. They also can ambush you, use Smoke Bombs, fire Pistols, and run away to hide. Detect Gang Leader locations with Eagle Vision (just as you would a Stalker). Try to approach them from above and use ranged weaponry or air assassinations to secure faster and much easier kills. Don’t use Sleep, Berserk, or Smoke effects against them. These guys have seen it all, and they won’t be impressed or affected by those abilities.
Hunters are the enemies that get called when you have a Wanted Level on land. They’re like super captains. You can’t counter their attacks, they aren’t influenced by Smoke Bombs, and they’re generally quite nasty. Berserk Darts and Grenades turn them against their friends!
[edit | edit source]
Gunboats are extremely small vessels that won’t stand up in a fight against the Morrigan. Even early in the game they’re fodder, and they become even weaker once you get a Puckle gun and some ram upgrades. Charge into this ships for immediate victory or gun them down. Avoid their forward cannons and go broadside with them for fast kills; eliminate them early in battles to simplify the fight and take their damage out of the equation.
- Level 1/2/6
- Armour 200/250/600
- Cannons (Front/Side/Rear)
- Damage per cannon 100/125/125
Schooners are fast, light vessels that have a modest number of guns and a good supply of burning oil. Don’t chase these ships for long, because they’re strong against vessels at their backs (unlike most of the larger vessels, which are weakest there). Instead, attack from the front or the sides of a schooner and work against their light armour with your superior firepower.
- Level 4/8/11
- Armour 400/900/1550
- Cannons (Front/Side/Rear)
- Damage per cannon 125/150/175
Brigs have heavier broadside cannon coverage and the potential to ram their targets. Attack them from the front or rear to minimize damage taken, and brace any time they turn toward your vessel and speed up (that’s a ramming attack). If you brace, you won’t have to defend your ship and lose extra crew.
- Level 17/20/25
- Armour 3000/7000/12000
- Cannons (Front/Side/Rear)
- Damage per cannon 150/160/165
Frigates are heavy hitters that do their best work at short range. Avoid their broadside attacks by relying on your mortar for heavy hits without getting too close to your target. If you are close to a frigate, attack from the rear and use broadside shots to cripple these ships before they turn to bring their big guns against you.
- Level 23/29/38
- Armour 7000/12000/22000
- Cannons (Front/Side/Rear)
- Damage per cannon 265/210/200
Men-o’-wars have almost limitless firepower if you go broadside against them. Use your ship’s speed and maneuverability to stay close behind these massive ships so that they can’t turn to pulverize you. Don’t use ranged tactics as you would against frigates, because men-o’-wars have mortars of their own, and you won’t do well by trading hits against them for long. When closing on them, use low speed so you can turn quickly if a mortar attack is placed in front of the Morrigan; then switch to ramming speed to move quickly away once you’re facing the right direction. Use short-range, rear attacks with your broadside cannons and mix in mortar strikes to break through the huge armour of these wonderful ships. Seize a few for your fleet so that you can take on the tougher Fleet Missions that come up later in the campaign.
- Level 36/49/60
- Armour 19000/27900/30000
- Cannons (Front/Side/Rear)
- Damage per cannon 180/200/200
Animals[edit | edit source]
Black bears have decent attacking power, so they pose a modest threat to Shay if you aren't careful. Kill them at range for maximum safety, or go in for a quick-time minigame to defeat them in more heroic melee combat. Because they're aggressive, they won't run away or make the hunting difficult for you; you just need to find them first.
- Locations: Ile Des Pins, Otetiani, St. Nicolas
- Danger Level: Moderate
Arctic foxes are fast runners. They're extremely hard to catch even if you run them toward trees or cliffs, but you might get lucky and score a melee kill. Otherwise, you can hide in a bush and wait for a stealthy attack or use ranged weapons for the easiest kill.
- Locations: Burgeo, Harbour Deep, Miramichi
- Danger Level: None
Arctic wolves are a brave lot. They can't do much damage to Shay if they attack, and the short minigame you need to beat them is quite simple. But the wolves try anyway. Shoot them at range if you're trying to be quick, or rush them for the attack if you'd like a more cinematic fight.
- Locations: Gros Morne, Harbour Deep, Havre-Saint-Pierre, Lewisporte, Terra Nova
- Danger Level: Minor
They're cute white bunnies. Even Sir Bors could take these little guys out. Run up, chase them toward a tree or cliff, and attack as soon as they're within range.
- Locations: Burgeo, Harbour Deep, Havre-Saint-Pierre, Lewisporte
- Danger Level: None
Beavers are a sad target to hunt. They can't run away quickly, they have no defenses, and they make pitiful noises when you kill them. If that sounds a bit too mean even for an Assassin, you can always buy their pelts when you're on your ship. Otherwise, have fun "hunting."
- Locations: Glace Bay, Grande-Entrée, Nerepis, Yarmouth
- Danger Level: None
Black wolves are very rare, and their parts cost a bundle if you buy them on the open market. Make a specific trip to places like Or-du-Nord just for the hunting so that you can craft your upgrades without having to pay a premium.
- Location: Or-du-Nord
- Danger Level: Moderate
TBA
Batilla session[edit | edit source]
Lo Sparviero session[edit | edit source]
- Agiles
- Assassins
- Brutes
- Civilians
- Champions
- Commanders
- Courtesans
- Crows
- Elites
- Messengers
- Mercenaries
- Marksmen
- Militia
- Thieves
- Seekers
- Wolfs
Animus HR-8[edit | edit source]
This Animus was used by Layla Hassan to relive to memories of Bayek.
Main weapon: sword Secondary weapon: short bow Shield/Tool: none
Most basic enemy, performing only simple attacks with no real defensive actions.
Main weapon: sword Secondary weapon: short bow Shield/Tool: small shield
A Type B soldier carries a small shield that is used to defend against basic attacks, driving the player to evade to the side or use an attack that creates an opening, such as a Shield Charge.
Within close to medium range of his target, he raises his shield. The soldier can perform two basic attacks in succession, which can be interrupted if the first strike misses or the target moves away.
Main weapon: spear C Secondary weapon: short bow Shield/Tool: small shield
A Type C soldier can perform circular attacks, forcing the player to defend with the shield.
When target flees from soldier, he pursues with shield raised. Raises shield when attacked. Sidestep or evade attack to get around his defense.
Main weapon: spear Secondary weapon: short bow Shield/Tool: none
A Type D soldier can perform circular attacks, forcing the player to defend with the shield.
Within a close to medium range of his target, the soldier may perform a basic attack or double charge attack. Be ready to evade to the side to avoidd the piercing.
Main weapon: long bow Secondary weapon: none Shield/Tool: none
A Type A archer occasionally sets up for a single shot from his bow. Use the shield or dodge to the side to defend against the attacks.
Main weapon: long bow Secondary weapon: none Shield/Tool: none
A Type B archer encourages the use of the shield to defend against his light bow.
When he reaches cover or a ranged position, he aims and performs a set of three light shots. When his target approaches at less than 10 meters, he strafes away while firing light shots.
Main weapon: long bow Secondary weapon: none Shield/Tool: none
A Type C archer uses fire arrows, encouraging his target to dodge or roll away.
When he reaches cover or a ranged position, he aims and performs a fire shot. When his target approaches at less than 10 meters, he strafes away while firing light shots. Strike at him with a melee attack and he pushes back with bow and attempts a shot.
Main weapon: heavy weapon Secondary weapon: short bow Shield/Tool: none
A Type A brute should be kept at a distance to avoid its deadly shield breaker attacks.
Main weapon: heavy weapon Secondary weapon: javelin Shield/Tool: big shield
A Type B brute carries a big shield that he can use to stun his target, putting the player on the ground. Sidestep his attacks or keep him at a distance.
When he has line of sight on his target, he jogs toward the target, with shield raised. Within 4 meters of a target, the brute can perform a shield stun. With a successful shield charge, he chains the hit with a sequence of two heavy attacks.
Main weapon: heavy long weapon Secondary weapon: javelin Shield/Tool: big shield
A Type C brute should be kept at an even greater distance since he can put his target on the ground from even farther away with his shield charge, which also inflicts critical damage.
When he has line of sight on his target, he jogs toward the target, with shield raised. Within 10 meters of a target, the brute may perform a shield charge by running at the target. With a successful shield charge, he chains the hit with a sequence of two heavy attacks.
Main weapon: dual sickle sword Secondary weapon: small bow Shield/Tool: none
A Type A predator encourages the player to use stun actions before attacking since predators have the ability to dodge an attack by dashing backward or to the side.
Main weapon: dual sickle sword Secondary weapon: small bow Shield/Tool: smoke bombs
A Type B predator’s purpose is to break the tempo of the fight by disrupting visibility.
When he has a wide-open line of sight on his target, he runs to the stalking zone (such as tall grass) around the target. If there is no stalking zone, he searches for cover, and if there is no cover, he goes to a ranged position. At a ranged position, he aims and tosses a smoke bomb or fires a heavy shot. With a successful heavy shot, he runs at his target and performs a running attack, before returning to medium range. If his target gets within 5 meters, he performs a set of three light attacks and moves back to a medium range or stalking zone.
Main weapon: dual sickle sword Secondary weapon: small bow Shield/Tool: firebombs
A Type C predator has a deadly ranged attack, which can only be avoided by rolling quickly out of its area of effect.
When he reaches a ranged position, he aims and tosses a firebomb or shoots a heavy shot. Evade to a safe area to avoid fire damage. With a successful heavy shot, he runs at his target and performs a set of four light attacks, before returning to medium range or stalking zone. From a stalking zone position, he throws a firebomb. If his target gets within 5 meters, he performs a set of four light attacks and moves back to medium range or cover.
Main weapon: long sword Secondary weapon: short bow Shield/Tool: medium shield
The super is an archetype, which challenges players’ reflexes, since the windows of opportunity are short and errors have stiff consequences. Stay on the move against supers, as they can close in on their targets quickly, catching you off guard
Main weapon: long sword Secondary weapon: javelin Shield/Tool: big shield
The super is an archetype, which challenges players’ reflexes, since the windows of opportunity are short and errors have stiff consequences.
From a ranged position, less than 20 meters away, he may toss a javelin at his target. Within close to medium range, he may perform a paired attack or a dash plus dash attack
Animus HR-8.5[edit | edit source]
This Animus was used by Layla Hassan to relive the memories of Kassandra of Sparta and Eivor of the Raven Clan amd by an unidentified member of the Assassin Brotherhood to relive the memories of Basim Ibn Ishaq.
Kassandra session[edit | edit source]
Civilians[edit | edit source]
TBA
TBA
TBA
Bandits and Pirates[edit | edit source]
These simple fighters will dive away when cornered, only to run back in and sucker punch their enemies, briefly staggering them. Dodge-roll to avoid this dirty trick. They are extremely easy to take out from range and not much challenge for your skills in melee range either.
This simple archer sometimes uses poison arrows to whittle away at an enemy’s health. When they are using poison arrows, you see a very noticeable green glow around the arrowheads. Be ready to dodge their incoming shots when closing the distance to them. They are also sometimes joined by a vicious canine companion as well.
Fast, dual-wielding rogues have no compunction to fight fair—they coat their weapons in poison. While it’s possible to parry their attacks, it is very difficult due to their speed. Using an attack that knocks them down works well. If you’re overwhelmed by their poisonous attacks, you can rid yourself of the poison by immersing yourself in water or mitigate its effects with the Second Wind ability, which restores health.
This tough but simple enemy mixes up regular attacks with unstoppable ones, making life difficult for you if you depend on parries. They also are quick to bash you with their weapon. Using abilities that knock down this enemy and attacking from range are both very effective against this foe.
Wild swings with two heavy weapons make this enemy tough to ignore. Their fast-paced attacks can be tricky to handle when facing a large group, but their focus on attacking leaves their defenses wide open. Take advantage of their negligence by avoiding their blows, knocking them down, and performing heavy attacks while they are prone.
Followers of Ares[edit | edit source]

These lowly priests fight simply, often swinging wildly when in pain. They pose little challenge for one of your skill. Melee attacks or a quick headshot or two from range will do the job.

This large enemy prefers wide swings and whirling attacks. With proper timing you can parry their attacks. Dodge-rolling is the most effective way to avoid their attacks before countering with your own.

Totally devoted to her god, this master of the spear feeds on pain. Each hit you inflict triggers a counterattack. Utilize slower weapons and stronger attacks to mitigate this. As usual, knocking these opponents down is the surest way to avoid their devastating abilities.
Daughters of Artemis[edit | edit source]

This archer lights her arrows ablaze. If one hits you, rolling is the best method for putting out the flame. Take them out from range, or close the distance quickly to eliminate them.

This tricky enemy can set you aflame from afar, but getting close doesn’t give you a huge advantage due to their lightning quick attacks. Parry to stagger them. Knock them down to neutralize their speed advantage.

This enemy has a tamed animal and uses a mix of slow attacks and defensive bombs to damage foes. If you kill their beloved pet first, the beast master becomes enraged, dealing increased damage. They cannot be staggered while enraged. To avoid this, focus on the beast master while dodging the beast’s attacks. Defeating this enemy from extreme range does not trigger the pet to attack you, so this is the safest course of action.
Athenian Forces[edit | edit source]

These basic Athenian units bang on their shields before jumping at you. To get the upper hand on these foes, you need to be able to bypass the shield. To do this, parry an incoming attack or use a heavy attack, which staggers them, or use an ability like Shield Breaker, Sparta Kick, or Bull Rush.
This is a tougher brand of enemy than the light soldiers and archers. They use heavy swings and a shield to run enemies down. Unfortunately, you can’t parry the first swing of this whirlwind attack, but with proper timing you can parry the second. Brutes are much easier to deal with if you can break their shield or stagger them. Dodge-rolling is the most effective way to avoid their attacks.
This is your basic archer. When they feel safe, they will crouch and fire multiple arrows in a horizontal line. When closing the distance with an archer, keep an eye out for the incoming ranged attack icon, and be ready to dodge-roll toward them. They can, and will, fire their bow in close range, but due to their low health pool, it is easy to dispatch them once you are in close. Alternatively, you can line up a headshot of your own while they are stationary, firing at you. Just be ready to dodge their shot.

This quick and defensive enemy mixes dodges and parries into their attack pattern to confuse and trick unwary opponents. Perfectly timed parries on your part and attacks that stagger your foe are the best way to deal with the heavy soldier.
This Athenian leader mixes blocks and dodges to avoid some of your attacks. The large shield can only be knocked aside with charged heavy attacks. To break and remove the shield requires the Shield Breaker ability to be at least tier 2. While removing the shield is the most effective way to deal with this enemy, if you don’t have an ability to do this you can still take them down. Utilize a perfectly timed dodge-roll to slow time for a few moments, letting you attack.
The ultimate Athenian archers, marksmen keep their distance and try to pepper you with a mix of quick shots followed up by a blast of multiple arrows. However, they can still fight in close range when forced, and they have a tendency to parry attacks from enemies in close range. When you are fighting them from range, be constantly ready to use your dodge roll to avoid their arrows. In close combat, using abilities that stagger or knock down the marksman is the best way to keep this very mobile unit locked down.
Spartan forces[edit | edit source]

This basic Spartan unit uses leap attacks and quick thrusts to keep you at range and off-balance. To get the upper hand, parry their attacks to stagger them, then move in and finish them off. This enemy is easily defeated from range, since they have no way to block incoming arrows.

The brute attacks slowly, but their attacks cover a large area. They can also perform a devastating seismic leap that damages all nearby foes. Many of the attacks performed by the brute are unblockable, so avoidance is key. Using ranged attacks or poison abilities is the safest option when facing this foe.

This nimble warrior mixes up regular attacks with unstoppable ones, making life difficult for you if you depend on parries. They can also become enraged, which means they can’t be staggered. Using abilities that knock down this enemy and attacking from range are the most effective ways to deal with the heavy soldier.

This shielded enemy uses wide swings of their weapon to catch opponents off guard. Be careful when they become enraged with their shield up; only certain abilities can break it in that state. When this foe is enraged, avoid their attacks. Using the Shield Breaker ability makes this foe much less dangerous.

This Spartan leader uses a variety of attacks to trick foes. Their large amount of health and longer enrage timer make them difficult to take down quickly. A strategos’s large shield can only be knocked aside with charged heavy attacks. Breaking the shield requires the Shield Breaker ability to be at least at tier 2.
Cult of Kosmos[edit | edit source]
Thanks to their large shields and their ability to parry, it’s difficult to find an opening on this very capable enemy. Using Shield Breaker (at least tier 2) makes this foe more manageable. Parry is also useful to get past their defense. Ranged attacks are mostly ineffective and require extreme precision to hit them behind their shield.
Like the guardian, the protector carries a large shield and uses it, along with wide weapon swings, to catch foes off guard. Their unstoppable attacks can’t be parried, so be ready to dodge-roll if you need to avoid an attack. As with any enemy with a large health pool, it is advantageous to use fire- or poison-based attacks to keep the damage coming while you are avoiding their attacks.
An extremely fast and dangerous foe, the scion is the master of dodging and counterattacks. They have a wide variety of attacks, and finding an opening is extremely tough. Use parry or a perfect dodge to find an opening, or strike just after the scion finishes an attack.
Order of the Ancients[edit | edit source]
TBA
TBA
TBA
Isu forces[edit | edit source]
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Curabitur pretium tincidunt lacus. Nulla gravida orci a odio. Nullam varius, turpis et commodo pharetra, est eros bibendum elit, nec luctus magna felis sollicitudin mauris. Integer in mauris eu nibh euismod gravida. Duis ac tellus et risus vulputate vehicula. Donec lobortis risus a elit. Etiam tempor. Ut ullamcorper, ligula eu tempor congue, eros est euismod turpis, id tincidunt sapien risus a quam. Maecenas fermentum consequat mi. Donec fermentum. Pellentesque malesuada nulla a mi. Duis sapien sem, aliquet nec, commodo eget, consequat quis, neque. Aliquam faucibus, elit ut dictum aliquet, felis nisl adipiscing sapien, sed malesuada diam lacus eget erat. Cras mollis scelerisque nunc. Nullam arcu. Aliquam consequat. Curabitur augue lorem, dapibus quis, laoreet et, pretium ac, nisi. Aenean magna nisl, mollis quis, molestie eu, feugiat in, orci. In hac habitasse platea dictumst.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Curabitur pretium tincidunt lacus. Nulla gravida orci a odio. Nullam varius, turpis et commodo pharetra, est eros bibendum elit, nec luctus magna felis sollicitudin mauris. Integer in mauris eu nibh euismod gravida. Duis ac tellus et risus vulputate vehicula. Donec lobortis risus a elit. Etiam tempor. Ut ullamcorper, ligula eu tempor congue, eros est euismod turpis, id tincidunt sapien risus a quam. Maecenas fermentum consequat mi. Donec fermentum. Pellentesque malesuada nulla a mi. Duis sapien sem, aliquet nec, commodo eget, consequat quis, neque. Aliquam faucibus, elit ut dictum aliquet, felis nisl adipiscing sapien, sed malesuada diam lacus eget erat. Cras mollis scelerisque nunc. Nullam arcu. Aliquam consequat. Curabitur augue lorem, dapibus quis, laoreet et, pretium ac, nisi. Aenean magna nisl, mollis quis, molestie eu, feugiat in, orci. In hac habitasse platea dictumst.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Curabitur pretium tincidunt lacus. Nulla gravida orci a odio. Nullam varius, turpis et commodo pharetra, est eros bibendum elit, nec luctus magna felis sollicitudin mauris. Integer in mauris eu nibh euismod gravida. Duis ac tellus et risus vulputate vehicula. Donec lobortis risus a elit. Etiam tempor. Ut ullamcorper, ligula eu tempor congue, eros est euismod turpis, id tincidunt sapien risus a quam. Maecenas fermentum consequat mi. Donec fermentum. Pellentesque malesuada nulla a mi. Duis sapien sem, aliquet nec, commodo eget, consequat quis, neque. Aliquam faucibus, elit ut dictum aliquet, felis nisl adipiscing sapien, sed malesuada diam lacus eget erat. Cras mollis scelerisque nunc. Nullam arcu. Aliquam consequat. Curabitur augue lorem, dapibus quis, laoreet et, pretium ac, nisi. Aenean magna nisl, mollis quis, molestie eu, feugiat in, orci. In hac habitasse platea dictumst.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Curabitur pretium tincidunt lacus. Nulla gravida orci a odio. Nullam varius, turpis et commodo pharetra, est eros bibendum elit, nec luctus magna felis sollicitudin mauris. Integer in mauris eu nibh euismod gravida. Duis ac tellus et risus vulputate vehicula. Donec lobortis risus a elit. Etiam tempor. Ut ullamcorper, ligula eu tempor congue, eros est euismod turpis, id tincidunt sapien risus a quam. Maecenas fermentum consequat mi. Donec fermentum. Pellentesque malesuada nulla a mi. Duis sapien sem, aliquet nec, commodo eget, consequat quis, neque. Aliquam faucibus, elit ut dictum aliquet, felis nisl adipiscing sapien, sed malesuada diam lacus eget erat. Cras mollis scelerisque nunc. Nullam arcu. Aliquam consequat. Curabitur augue lorem, dapibus quis, laoreet et, pretium ac, nisi. Aenean magna nisl, mollis quis, molestie eu, feugiat in, orci. In hac habitasse platea dictumst.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Curabitur pretium tincidunt lacus. Nulla gravida orci a odio. Nullam varius, turpis et commodo pharetra, est eros bibendum elit, nec luctus magna felis sollicitudin mauris. Integer in mauris eu nibh euismod gravida. Duis ac tellus et risus vulputate vehicula. Donec lobortis risus a elit. Etiam tempor. Ut ullamcorper, ligula eu tempor congue, eros est euismod turpis, id tincidunt sapien risus a quam. Maecenas fermentum consequat mi. Donec fermentum. Pellentesque malesuada nulla a mi. Duis sapien sem, aliquet nec, commodo eget, consequat quis, neque. Aliquam faucibus, elit ut dictum aliquet, felis nisl adipiscing sapien, sed malesuada diam lacus eget erat. Cras mollis scelerisque nunc. Nullam arcu. Aliquam consequat. Curabitur augue lorem, dapibus quis, laoreet et, pretium ac, nisi. Aenean magna nisl, mollis quis, molestie eu, feugiat in, orci. In hac habitasse platea dictumst.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Curabitur pretium tincidunt lacus. Nulla gravida orci a odio. Nullam varius, turpis et commodo pharetra, est eros bibendum elit, nec luctus magna felis sollicitudin mauris. Integer in mauris eu nibh euismod gravida. Duis ac tellus et risus vulputate vehicula. Donec lobortis risus a elit. Etiam tempor. Ut ullamcorper, ligula eu tempor congue, eros est euismod turpis, id tincidunt sapien risus a quam. Maecenas fermentum consequat mi. Donec fermentum. Pellentesque malesuada nulla a mi. Duis sapien sem, aliquet nec, commodo eget, consequat quis, neque. Aliquam faucibus, elit ut dictum aliquet, felis nisl adipiscing sapien, sed malesuada diam lacus eget erat. Cras mollis scelerisque nunc. Nullam arcu. Aliquam consequat. Curabitur augue lorem, dapibus quis, laoreet et, pretium ac, nisi. Aenean magna nisl, mollis quis, molestie eu, feugiat in, orci. In hac habitasse platea dictumst.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Curabitur pretium tincidunt lacus. Nulla gravida orci a odio. Nullam varius, turpis et commodo pharetra, est eros bibendum elit, nec luctus magna felis sollicitudin mauris. Integer in mauris eu nibh euismod gravida. Duis ac tellus et risus vulputate vehicula. Donec lobortis risus a elit. Etiam tempor. Ut ullamcorper, ligula eu tempor congue, eros est euismod turpis, id tincidunt sapien risus a quam. Maecenas fermentum consequat mi. Donec fermentum. Pellentesque malesuada nulla a mi. Duis sapien sem, aliquet nec, commodo eget, consequat quis, neque. Aliquam faucibus, elit ut dictum aliquet, felis nisl adipiscing sapien, sed malesuada diam lacus eget erat. Cras mollis scelerisque nunc. Nullam arcu. Aliquam consequat. Curabitur augue lorem, dapibus quis, laoreet et, pretium ac, nisi. Aenean magna nisl, mollis quis, molestie eu, feugiat in, orci. In hac habitasse platea dictumst.
Human rebels[edit | edit source]
TBA
TBA
TBA
Shaded[edit | edit source]
TBA
TBA
TBA
TBA
Eivor session[edit | edit source]
- Arbalist
- Archer
- Arrow-Hoard (Viking)
- Deadeye (Pict)
- Marksman (Saxon)
- Muspel Bow (Muspel)
- Banneret
- Chieftain (Irish)
- Boar Druid
- Boar Master
- Madman
- Berserkr
- Ceorl
- Yeoman
- Defender
- Brandisher
- Druid Conjurer
- Fire Druid
- Fire-Keeper
- Hell-Raiser
- Gedriht
- Goliath
- Head-Hunter
- Heavy Calvary
- Housecarl
- Kinsman
- Light Calvary
- Macbeth
- Jotun-Gould (Jotun)
- Amus (Irish)
- Man at Arms
- Militia
- Brigand (Pict)
- Cutthroat (Bandit)
- Reaver
- Skirmisher
- Rogue
- Murderer
- Slinger
- Hurler
- Spearman
- Pikeman
- Standard Bearer
- Venomous Druid
- Vikingr
- Warband Chief
- Werewolf
- Woe-Bringer
- Wolf-Stormr
- Wolf Master (Pict)
- Wolf Sorceress
- Flame Keeper
- Giant Raven
- Surtr’s Fury
- Unknown
- Blood-Vikingr
- Slayer
- Tom-O-Bedlam
- Galloglach (Irish)
- Elite Warrior (Irish)
- Brandhjar
- Askeineyg
- Nárlost
- Eimyrjhart
- Banetar
- Lifvinstr
- Blódhond
Basim session[edit | edit source]
Archers specialized in long-range attacks and typically sought positions of high-ground. Rooftops and city walls offered strategic advantages as they facilitated surveillance while also being difficult to reach. If not neutralized quickly, archers could make short work of their enemies in a very short amount of time.
This elite unit was heavily armored and brandished a great sword, and often placed to guard entrances to sensitive areas. Sturdy, strong and boasting unparalleled discipline, these guards were the definition of an immovable object.
A Horn Bearer was an elite melee unit armed with a heavy two-handed mace and a blaring horn to sound alarm to their underlings.
If one spotted you, you could be sure the cavalry would soon arrive to their Captain's defense, making the choice to flee more compelling than the choice to fight.
The Marksman operated much like your standard archer, but was a crack shot marksman with far more deadly precision.
The Marksman could shoot your eagle companion out of the sky, preventing any reconnaissance.
Like a demon straight out of myth and legend, this foe wielded a torch and flame-thrower that could spit fire in all directions.
Dreadful as it sounds, the Naffatah were not invulnerable. The fuel they used to unleash hell was stored and carried in a highly combustible container located on their backs.
Shakiriyya were the elite hunters of the Caliphate guard; warriors of true resolve who were only called in to settle the most dangerous threats to law and order.
Dual-wielding and lightning-fast, if you caught their attention they'd pursue until only one of you was left standing.
The Spearman, as the name would indicate, used a long spear to both attack their enemies and keep them at bay.
The spear's long reach and capacity to poke and prod meant few hiding places were effective for a Hidden One.
The Swordsman was a common soldier combing and patrolling the streets of Baghdad, but they were not to be underestimated. Adequately proficient with any bladed weapon, the Swordsman struck fast and struck hard. If one was not careful, they could find themselves quickly outnumbered and quickly chopped down.
Animus EGO[edit | edit source]
Naoe and Yasuke session[edit | edit source]
Above you see concept art iterations of some ranged types of ashigaru fighters, including archers and gunners armed with long-barreled matchlock rifles called tanegashima.
Ashigaru are the commoners and peasant workers who come from the farms, countryside, and back alleys of Japan to serve as foot soldiers and frontline regulars (i.e., grunts) in the armies of various warring factions. Typically employed by landowner daimyos of the samurai class, these light infantry troops are often poorly trained and lightly equipped.
Some ashigaru fighters for wealthier daimyos do have armor and a variety of basic weapons, such as spears, katanas, and short blades. Some wear a metallic jingasa, a version of the traditional conical Japanese hat.These terrifying masked mercenaries are elite killers who relentlessly hunt you down if you've attracted the attention of the wrong people in the game. Most henchmen are easily identified by their elaborate armor, flowing white hair, and leering masks. Once these headhunters get on your trail, they are largely inescapable. Some henchmen are "explosive" specialists wielding flintlock guns. The mammoth juggernaut henchman (center) was conceived as a heavy melee unit, the classic "tank"
These ragtag bands of brigands haunt the uninhabited countryside, roaming forests and roads looking for victims. Although similar to ashigaru fighters in terms of their equipment and capability, Shadows' outlaws operate independently and do not serve as military fodder for nobles. All travelers should beware these brutal, lawless gangs. The short, scythe-like kusanigama blade is a favorite close-range weapon of many regional outlaw gangs Some have scavenged a few mismatched armor pieces from various robberies too. Outlaws often congregate in encampments outside of towns and cities. Some of the camp inhabitants can be quite frightening, like the ones seen below.
Found primarily on the docks of Japan's port cities or aboard towering merchant vessels, the Portuguese are the primary Western power making inroads into Japanese commerce and cultural exchange. The main points of contact are traders and Catholic missionaries, but other Portuguese variants include sailors, riflemen, and armored soldiers. Below: Wealthy, well-dressed merchants flaunting their moneybags and their European finery represent Portuguese interests in the castle courts of the daimyos.
Ronin are "free agent" samurai, lone wolves whose masters have either died or disavowed them. This makes them wandering warriors, often available (especially in the war-torn Sengoku period) to serve new lords as bodyguards or mercenary soldiers for hire. The ronin, in their traditional garb, are not as fashionable as the samurai landowners and masters. Here you see concept art of ronin equipped with wakizashi, one of which wears a distinctive roningasa, a hat made of woven bamboo that covers the face and is worn to hide his identity.
Samurai variants include mounted units carrying war banners associated with certain daimyos to help organize and identify individual clans and factions on the battlefield. Samurai are well known as some of the most formidable warriors in history, and of course the same is true in Shadows. From the harquebus-armed sharpshooter to the massive, powerful brute wielding a kanabo club, each samurai subtype is highly distinctive on the battlefield. The samurai field tactician seen on the opposite page wears the classic jinbaori jacket over his armor and signals his orders using a war fan called a gunbai.
The imposing castle guard archetype is an elite samurai warrior assigned primarily to castle defense, as the name implies, and is typically the biggest threat within a fortress. The castle guard features three different variants: the big- horned katana master (right), the huge, powerful kanabó warrior (below), and the field leader wielding a razor-sharp naginata spear (bottom).
Masked and mysterious, shinobi are light on their feet. They prefer smaller swift weapons like the katana, kusarigama, tanto, and shuriken. A well-tossed smoke bomb can also help a ninja melt into the shadows. The classic shinobi warrior is a master of martial arts and many other things―stealth, deception, infiltration, espionage, ambush, assassination, and all forms of guerrilla warfare. Extremely agile and highly mobile, these ninja fighters will use terrain, tools, and tricks to gain whatever advantage is possible in combat.
The name speaks for itself―warrior-monks are trained as skilled combatants, fiercely fighting those who would threaten their sanctuaries, lands, religious cause, and customs. Yellow, white, gray, and dark blue are the predominant colors of monk outfits, and these holy warriors inhabit temple complexes in every province. Warrior-monks can be found wielding almost any kind of weapon: naginata, bow, katana, harquebus, or traditional staff.
Unidentified Jade Animus[edit | edit source]
Soldiers with one-handed swords are very common. Their strength is limited, but they excel at launching quick attacks successively when they get the chance.
These soldiers with a sword in one hand and a shield in another are excellent defenders. At higher levels, they will quickly counter-attack after defending.
These soldiers that attack from afar with a bow and arrows will always keep their distance. At higher levels, they fire special arrows that make them especially dangerous.
These tall soldiers with great axes cannot be stopped once they start attacking, cleaving, and crushing their enemies.
These soldiers with long spears are good at keeping their distance, taking advantage of their long weapons.
These well-trained soldiers with longswords are good at parrying enemy attacks and counter-attacking.
These Xiongnu with twin blades deal a large amount of damage by unleashing a flurry of attacks with their swords.
Poisoners throw poison darts at their enemies. The resulting vapor will spread and poison nearby enemies. If poisoned, try to stay away from Party members to avoid infecting them.
As a squad commander, the Flag Bearer excels at boosting morale and providing Health regeneration and defense boosts to nearby allies. Prioritize eliminating Flag Bearers to weaken entire enemy formations.
The Grenadier throws fire bombs at enemies, causing them to burn and deal Fire Damage over a period of time. Avoid the burning area and dispatch them as quickly as possible.
Shield guards excel at using their massive shields to effectively block their enemies' attacks.
The Bulwark's metal armor is a strong defense. Normal weapons are ineffective against it.
Dual Macebearer Xiongnu have powerful attacks. Be wary of being knocked off balance when being attacked by them.
The reckless Strongmen have Hyperarmor while swinging their sledgehammers, but they are slow and clumsy.
Animi Training Program[edit | edit source]
In order to train their agents the Templar Order had them compete in simulated environments populated by a number of archetypes.
Console stage[edit | edit source]
DETECTION
- All TARGETS detect you perform a KILL or NOTORIOUS ACTIONS around them.
- ★★★ WARY Moderately when you are in his FIELD OF VISION.
- ★★★ VETERAN Instantly when you use ABILITIES.
TIPS TO KILL HIM
- Identify and KILL him first to prevent the BOMB from exploding.
REACTION
- COWARD Sprints or uses CHASE BREAKERS to flee.
ABILITIES USED
- SMOKE BOMB
- DECOY
DETECTION
- All TARGETS detect you perform a KILL or NOTORIOUS ACTIONS around them.
- ★★★ WARY Quickly when you are in his FIELD OF VISION.
- ★★★ VETERAN Instantly when you use ABILITIES.
- Identify and KILL him first to prevent the BOMB from exploding.
- FIGHTER FAST WALKS to STUN you.
- SMOKE BOMB
- DISGUISE
DETECTION
- All TARGETS detect you perform a KILL or NOTORIOUS ACTIONS around them.
- ★★ SHORT SIGHTED Moderately when you are NOTORIOUS (sprinting, climbing, jumping).
- ★★ NOVICE Slowly when you are moving stealthily or use ABILITIES.
- Take advantage of his limited detection to perform quality KILLS, such as HIDDEN KILLS or INCOGNITO KILLS.
- COWARD Jogs or uses CHASE BREAKERS to flee.
- RESILIENCE
DETECTION
- All TARGETS detect you perform a KILL or NOTORIOUS ACTIONS around them.
- ★★ SHORT SIGHTED Quickly when you are NOTORIOUS (sprinting, climbing, jumping).
- ★★ NOVICE Slowly when you are moving stealthily or use ABILITIES.
- If he detects your presence, exit his FIELD OF VISION and wait before resuming your APPROACH.
- FIGHTER FAST WALKS to STUN you.
- RESILIENCE
DETECTION
- All TARGETS detect you perform a KILL or NOTORIOUS ACTIONS around them.
- ★★★ WARY Quickly when you are in his FIELD OF VISION.
- ★★ NOVICE Slowly when you are moving stealthily or use ABILITIES.
- Use your ABILITIES to spot him in the CROWD and avoid killing CIVILIANS.
- COWARD FAST WALKS or uses CHASE BREAKERS to flee.
- DISGUISE
- BLENDER
DETECTION
- All TARGETS detect you perform a KILL or NOTORIOUS ACTIONS around them.
- ★★★ WARY Quickly when you are in his FIELD OF VISION.
- ★★ NOVICE Slowly when you are moving stealthily or use ABILITIES.
- Kill the TARGET before he uses his BODYGUARD to STUN you.
- FIGHTER FAST WALKS to STUN you.
- BODYGUARD
- RESILIENCE
DETECTION
- All TARGETS detect you perform a KILL or NOTORIOUS ACTIONS around them.
- WARY Moderately when you are in his FIELD OF VISION.
- NOVICE Slowly when you are moving stealthily or use ABILITIES.
- Don't confront your aware TARGETS directly. Attack them from behind or perform an AERIAL KILL.
- COWARD Sprints or uses CHASE BREAKERS to flee.
- FIRECRACKERS
DETECTION
- All TARGETS detect you perform a KILL or NOTORIOUS ACTIONS around them.
- ★★★ WARY Moderately when you are in his FIELD OF VISION.
- ★ FOOL Hardly when you are moving stealthily or using ABILITIES.
- Use your ABILITIES to identify, block and KILL him.
- FIGHTER Jogs to STUN you.
- FIRECRACKERS
DETECTION
- All TARGETS detect you perform a KILL or NOTORIOUS ACTIONS around them.
- ★★★ WARY Quickly when you are in his FIELD OF VISION.
- ★★ NOVICE Slowly when you are moving stealthily or use ABILITIES.
- Identify and KILL him quickly if you do not want to trigger his DECOY.
- COWARD Sprints or uses CHASE BREAKERS to flee.
- DECOY
DETECTION
- All TARGETS detect you perform a KILL or NOTORIOUS ACTIONS around them.
- ★★★★ ALERT Moderately when you are in his LINE OF SIGHT.
- ★★ NOVICE Slowly when you are moving stealthily or use ABILITIES.
- Do not let his DECOY fool you. Identify and KILL him before he STUNS you.
- FIGHTER FAST WALKS to STUN you.
- DECOY
- BLENDER
DETECTION
- All TARGETS detect you perform a KILL or NOTORIOUS ACTIONS around them.
- ★★★★ ALERT Moderately when you are in his LINE OF SIGHT.
- ★ FOOL Hardly when you are moving stealthily or using ABILITIES.
- Stay out of his LINE OF SIGHT and use your ABILITIES to block and KILL him!
- COWARD Sprints or uses CHASE BREAKERS to flee.
- BODYGUARD
- RESILIENCE
DETECTION
- All TARGETS detect you perform a KILL or NOTORIOUS ACTIONS around them.
- ★★★★★ ALERT Moderately when you are in his LINE OF SIGHT.
- ★★ NOVICE Slowly when you are moving stealthily or use ABILITIES.
- This TARGET is very likely to react unless you rush to KILL him first.
- FIGHTER FAST WALKS to STUN you.
- DISGUISE
- BLENDER
Internal Research stage[edit | edit source]
Detection
- The Basic Fighter are similar to the Basic Coward, with a slightly improved detection for players in front of them.
Reaction
- Stun
Tips to kill him
- They won’t use their ability, but they’ll try to stun you. Keep your distance or kill them first.
TBA
TBA
TBA
TBA
TBA
TBA
TBA
TBA
TBA
TBA
TBA
TBA
TBA
TBA
TBA
TBA
TBA
TBA
TBA
TBA
[edit | edit source]
Dorian session[edit | edit source]
Enemy Archetypes[edit | edit source]
All opponents in Assassin’s Creed Unity belong to one of several enemy archetypes, and will exhibit behaviors, proficiencies and weaknesses specific to their class. In this section, we examine their strengths and vulnerabilities, and offer tips on how you can disable them. Though you can encounter them in different garb in accordance with their faction affiliation, each archetype is easily identified by certain distinguishing features – such as their build, or favored weapon.
- Enemies clad in red are called "Extremists". They tend to harass the population and are on the Templar payroll. They will recognize you and attack you on sight whenever you encounter them.
- Enemies clad in blue are called "Guards". Guards act as the police, and will only attack you if you commit reprehensible actions while in their line of sight.
When members of these two factions run into each other in the streets of Paris, they will regularly draw their weapons and fight until one of the two groups is exterminated. This happens irrespective of Arno’s own actions. You can actually exploit this and start faction fights to cause useful distractions, or in the spirit of pure mischief. A Phantom Blade hit from a concealed position will often be enough to cause Extremists and guardsmen to set about each other with abandon.
Just like Arno, enemies have a level, which is represented by a gauge with segments that appears above their heads during open conflict. The higher their level, the more dangerous they are and the more cautious you should be when facing them.
Soldiers are by far the most abundant enemy variety you will encounter.
- Soldiers have no resistances, and their attacks are easily parried. A Perfect Parry followed up by one or two full combos is generally all it takes to defeat them. They are also extremely susceptible to ranged weapons. Even quickshots are often lethal against them.
- Soldiers have limited detection skills. They will spot you if you stand in their line of sight, but will lose you over medium ranges.
- At high levels, soldiers can perform a quick feint when they attack, which makes the timing required for Perfect Parries slightly more awkward. You will have to learn to delay the command by a fraction of a second to be successful.
Slow but powerful, Brutes are easily identified by their imposing stature.
- Brutes have weak detection abilities, but are dangerous combatants. They can be hit with standard attacks, but are immune to Staggering Strikes (and, therefore, to follow-up Ground Executions).
- Their standard attacks can be parried (but not Perfect Parried). However their charged blow (heralded by the icon) cannot be blocked at all – it inflicts massive damage and knocks you down, so make sure you dodge these assaults at all cost. As a rule, try to delay your evasive roll to the last second: if you don’t, Brutes will often adjust the aim of their most powerful attacks to compensate for Arno’s movement.
- Though it is possible to grind down the health of a Brute with standard attacks, the process is far too time-consuming to be practical in most instances. The most efficient way to eliminate them is to use a ranged weapon, or to use Strong Attacks (which must first be unlocked and purchased). You can knock them down with the Strong Attack of a long or heavy weapon and follow up with a quick Ground Execution, but one-handed weapons are also extremely effective. By chaining two standard attacks and a follow-up Strong Attack repeatedly you can effectively incapacitate a Brute, leaving him with no time to block or strike back before he falls.
Watchers (also referred to as "snipers" within the simulation) are most commonly encountered on rooftops, where they act as marksmen commissioned to punish trespassers, but you will also regularly find them in Restricted Areas, on balconies, and occasionally at ground level.
- Watchers have unmatched detection skills. They can identify Arno over long distances, with their field of vision usually enhanced by the fact that they often stand on lofty vantage points that offer a commanding view of their surroundings.
- Once they have detected Arno, Watchers will open fire with rifles at regular intervals while he remains within range. If you cannot avoid them entirely, try to move out of sight as quickly as you can. It also helps to use natural cover elements (sloped rooftops and chimneys in particular) to disappear from view.
- Watchers will engage Arno in standard melee combat at close range – but this is clearly not their field of expertise. In these situations, their behavior is functionally identical to that of generic soldiers, which makes them easy to defeat. Ideally, the best way to deal with Watchers is to sneak up behind them for quiet Hidden Blade kills.
Armed with spears, this archetype is specialized in melee combat.
- Defenders aren’t especially gifted at detecting Arno. However, once open conflict begins, they become a very serious threat. Defenders pose several significant challenges. Perfect Parrying their attacks is very difficult (though possible within a tight timing window), and they have a very high amount of health, granting them a resilience that makes them particularly dangerous when you face large groups of enemies. They are also immune to Staggering Strikes unless you incapacitate them first. All of these factors mean that it’s difficult to fell Defenders quickly.
- Defenders have a special leg sweep attack that, if successful, will knock Arno from his feet – usually enabling another enemy to step in and strike the Assassin while he is briefly incapacitated. Look for the tell-tale icon that indicates that this assault is imminent ( ), and dodge accordingly, or strike them to cancel it. They will also draw a pistol and fire on their opponents from a distance, which complicates your life in large brawls and during escapes.
- While you can grind away at a Defender’s health bar with standard combos, this takes time and leaves you exposed to attacks from other opponents. To dispatch them swiftly, you have two main options. If you are a Perfect Parry expert and have progressed to at least Sequence 10, you can follow up each successful attempt with an immediate Staggering Strike and Ground Execution for an instant kill. Alternatively, you can opt for ranged weapons as a means to dispose of them quickly. Hitting them with a Berserk Blade to turn them against their allies is especially effective, as it instantly removes a significant threat, and technically gives you a powerful (though temporary and capricious) ally.
The Seeker and the Officer are the ultimate archetypes of their factions (Extremists and Guards respectively).
- Seekers and Officers possess the various strengths of all the other archetypes. They deal vicious damage with each blow, they are fast and agile, they have a lot of health, they can shoot with firearms, and they can even perform Strong Attacks () and toss bombs to blind you (which is heralded with the icon). This makes them the most fearsome opponents in the game.
- Normal attacks from Seekers and Officers can be parried or Perfect Parried. You can even follow that up with a Staggering Strike to knock them down. Unfortunately, they are immune to most lethal techniques: they will usually dodge shots from ranged weapons as well as Ground Executions. You can opt to grind their health bar down with standard combos, but this is a rather lengthy process.
- The best way to shorten your duels against them dramatically is to follow up a Perfect Parry or a Staggering Strike with a Phantom Blade shot while they are incapacitated or lie prone. This moderately simple technique usually kills them instantly.
- If you struggle to eliminate these archetypes, consider leaving them alone whenever you can. Avoid them as much as possible, and use tools to escape them if they detect you. If you can approach them undetected (or take advantage of a faction fight), you can assassinate them with the Hidden Blade, or alternatively switch to manual aim with a ranged weapon to strike them with a headshot for an instant finish. Hitting them with a Berserk Blade can also be enormously effective when you face large groups of foes, as it turns the greatest threat you encounter on the battlefield into an improvised ally.
Shao session[edit | edit source]
- Ming forces
- Master
- Seeker
- Grabber
- Grunt
- Poleaxe Guard
- Handcannon Guard
- Metal Shield Guard
- Wooden Shield Guard
- Lantern Guard
- Mongolian forces
- Chief
- Scout
Mir Session[edit | edit source]
- EIC
- Lieutenant
- Sergeant
- Corporal
- Lance Corporal
- Rifleman
- Sepoy
- Sniper
- Highlander
- Sikh forces
- Master (I think he falls under this faction)
- Elite Guard
- Rifle Guard
- Guard
Orelov session[edit | edit source]
Assassins[edit | edit source]
ATTRIBUTES
Health: High
Damage: High
Attack Speed: High
Detection: Fast
SPECIAL ABILITIES
- Must be in smoke to assassinate
- Moves up to frontline
- May block melee attacks
- No position swap
- May be gas mask Equipped
- Revenge Attack
ATTRIBUTES
Health: High
Damage: High
Attack Speed: Medium
Detection: Fast
SPECIAL ABILITIES
- Moves up to frontline
- May block melee attacks
- No position swap
- Revenge Attack
ATTRIBUTES
Health: Very High
Damage: Medium
Attack Speed: Medium
Detection: Fast
SPECIAL ABILITIES
- Moves up to frontline
- Melee multi-attack
- May counter melee attacks
- Gas Mask Equipped
- Revenge Attack
ATTRIBUTES
Health: Low
Damage: Low
Attack Speed: Low
Detection: Slow
SPECIAL ABILITIES
- Revenge Attack
Cheka[edit | edit source]
ATTRIBUTES
Health: High
Damage: Medium
Attack Speed: High
Detection: Medium
SPECIAL ABILITIES
- Must be in smoke to assassinate
- Revenge Attack
ATTRIBUTES
Health: Very High
Damage: High
Attack Speed: Medium
Detection: Fast
SPECIAL ABILITIES
- Moves up to frontline
- Gas Mask Equipped
- May block frontal melee attacks
- No position swap
- Revenge Attack
Workers and Peasants Militia[edit | edit source]
ATTRIBUTES
Health: Low
Damage: Medium
Attack Speed: Slow
Detection: Slow
SPECIAL ABILITIES
- Moves up to frontline
- Melee multi-attack
- Revenge Attack
ATTRIBUTES
Health: Low
Damage: High
Attack Speed: Slow
Detection: Medium
SPECIAL ABILITIES
- Revenge Attack
ATTRIBUTES
Health: Medium
Damage: Low
Attack Speed: Medium
Detection: Slow
SPECIAL ABILITIES
- Will perform multiple strikes in a single attack
- Moves up to frontline
- Revenge Attack
NKVD[edit | edit source]
ATTRIBUTES
Health: High
Damage: Medium
Attack Speed: Medium
Detection: Fast
SPECIAL ABILITIES
- Revenge Attack
- Gas Mask Equipped
- Moves up to frontline
ATTRIBUTES
Health: High
Damage: Medium
Attack Speed: Medium
Detection: Medium
SPECIAL ABILITIES
- May block frontal melee attacks
- Revenge Attack
- No position swap
Red Army[edit | edit source]
ATTRIBUTES
Health: Medium
Damage: Medium
Attack Speed: Medium
Detection: Slow
SPECIAL ABILITIES
- Moves up to frontline
- Melee multi-attack
- May counter melee attacks
- Must be in smoke to assassinate
- Revenge Attack
- May be gas mask Equipped
ATTRIBUTES
Health: High
Damage: Medium
Attack Speed: Medium
Detection: Medium
SPECIAL ABILITIES
- May block frontal melee attacks
- Revenge Attack
- Gas Mask Equipped
- No position swap
ATTRIBUTES
Health: Medium
Damage: Medium
Attack Speed: Medium
Detection: Slow
SPECIAL ABILITIES
- Moves up to frontline
- Melee multi-attack
- Takes no damage from frontal attacks
- Revenge Attack
- Gas Mask Equipped
ATTRIBUTES
Health: Health
Damage: Medium
Attack Speed: Slow
Detection: Slow
SPECIAL ABILITIES
- May block frontal melee attacks
- Revenge Attack
Frye session[edit | edit source]
Enemy Archetypes[edit | edit source]
The most common enemy. Uses melee and simple attack combos.
Soldiers are the most common Archetype you encounter. They rely on numbers to pose a threat. Using melee attacks and basic combos they are easily defeated with counter attacks when you fight them in groups. Be wary when they are matched
with a Brute or Enforcer as things can quickly get complicated by the stronger enemy’s attacks.Powerful, but predictable, melee fighters. Brutes are lumbering giants. They hit hard and have a lot of health. However, they are very predictable in combat, and can be easily defeated by running away and performing an assassination from above.
Whistle when they see you, use ranged weapons, strong and try to remain at shooting distance from you. Watchers are always ready to call their allies to their side with a quick whistle whenever they encounter trouble. Whenever possible, eliminate these threats with a sneak attack, or from afar, before they are even aware of your presence. If you give them time they’ll call their friends for backup and you may have more trouble than you bargained for. Watchers have a high rate of counter attack, so be ready if you directly engage these foes.
Throw Flash Bombs to blind you and position themselves strategically, depending on the enemy group size. Enforcers are a mix of the Brute and Soldier Archetypes. If you attempt to retreat, Enforcers answer with Flash Bombs, blinding you while you try to run. When fighting a group of enemies, Enforcers always try to gain a tactical advantage.
Quick, but have low combat skills. When alerted, they run to fetch reinforcements.
Protectors are the strongest of the Archetypes, however contact with them is easily avoidable. Enemy factions do not have the Protector Archetype; only Police and Royal Guards have Protectors. At lower levels, taking on a Protector in combat is almost a certain death sentence. Once you’ve reached a higher level you begin to gain a small advantage over them, but they are still formidable foes.
Vehicles[edit | edit source]
Each Carriage has different stats. Larger carriages are faster and have more durability, but lack handling. Smaller carriages are able to maneuver through tight gaps and around corners. However, they are not as durable or fast as the bigger carriages.
- Size Small
- Acceleration 5
- Handling 5
- Resistance 1
- Size Medium
- Acceleration 4
- Handling 4
- Resistance 2
- Size Medium
- Acceleration 4
- Handling 5
- Resistance 3
- Size Large
- Acceleration 3
- Handling 3
- Resistance 3
- Size Large
- Acceleration 4
- Handling 1
- Resistance 5
- Size Large
- Acceleration 2
- Handling 2
- Resistance 4
- Size Large
- Acceleration 4
- Handling 2
- Resistance 4
BoV[edit | edit source]
- Core
- Mercenaries
- Courtesans
- Thieves
- Brutes
- Agiles
- Crossbowmen
- Seekers
- Horsemen
- Rome
- Followers of Romulus
- Papal Guards
- Creed Vs Crows
- Automatons
- Apocalypse
- Stalkers
- Vipers
- Furies
Appearances[edit | edit source]
Notes[edit | edit source]
- ↑ 1.0 1.1 The way the animus depicts the Varangians and Almogavars is counter to historical attestations and almost swapped. Varangians historically were a heavy infantry unit typically portrayed wielding Dane axes while the Almogavars were a group of agile spear wielding light infantry.
- ↑ Given the beard and the axe these soldiers resemble the pioneers, a specialized unit charged with the construction and destruction of fortifications. The beard however is anachronistic as it wasn't adopted by British forces until after the Napoleonic Wars






