
Eternal Guardsman Enemy type 1 of 15 · first met in The Battlefield
- Health
- 700
- Catalysts
- 1,200
- Posture
- 500
- Placements
- 22
- Methodology
- Data Methodology
- Author
- Dakota Chinnick
Eternal Guardsman is an enemy type in Valor Mortis, first met in The Battlefield and placed 22 times across 10 regions. At level 1 it has 700 HP and gives 1,200 Catalysts; its strongest placements (level 6) have 2,450 HP and hit ×1.75 harder. It uses 14 attacks, 5 of them unblockable. No damage type does extra damage to it.
- Health
- 700Level 1 · #2 of 15 by HP
- Catalysts (level 1)
- 1,2002,700 Catalysts at level 6
- Weak to
- No weakness
- Placements
- 2210 regions · #13 most common
- Amber from elites
- Glass SoldierFortress
- Can be backstabbed
- YesBlocks your attacks
How to beat Eternal Guardsman
Game dataCounterplay for Eternal Guardsman, written from its move list, resistances, variants and drops.
Eternal Guardsmen fight with the High Justicar's fencing kit: 14 moves, five of them red (Melee Grab 70, Nephto Leap 50, Poke Followup 45, Backstep 30, Nephto Slam 30). The rest cost 40 to 50 Endurance to block, so parry them instead (0.2 s window), and expect them to block and parry back: their stored block chances run 20% / 50% / 100% and parry chances 0% / 20% / 100%.
Like the Justicar, their masked head takes only half damage while the chest and groin take 20% extra, so shoot centre mass. They resist 30% of firearm damage, 50% of explosives and 50% of Ignite build-up, but have no Stasis resistance (4 segments), and a backstab deals 280 at level 1, 40% of their 700 HP.
They sprint at 10 m/s, so retreating is not an option. At 1,200 Catalysts each at level 1 (2,700 at level 6) they are among the best regular farms. The Nephto Elite (3,200 HP, 1,600 posture) in the Fortress drops the Glass Soldier Amber, and a Guardsman in the Vale of Wrath carries the Beekeeper's Hut Key.
How to fight Eternal Guardsman
Game dataTips built from its data: what it resists, what it is weak to, which attacks to dodge and how to open it up.
- Watch for the red attacks: Melee Grab, Nephto Leap, Poke Followup, Backstep cannot be blocked, so dodge them instead of holding block.
- Avoid relying on Explosives, Ignite build-up; it resists that damage type.
- Its head takes only ×0.5 damage: shoot the body instead.
- It can block and parry your attacks (block chance 20% / 50% / 100%, parry chance 0% / 20% / 100% as the game lists them), so mix in charged attacks and posture damage instead of mashing light attacks.
- Sneak up on it: a backstab deals a fixed 280 damage at level 1, 40% of its health (3 backstabs to kill).
- It has a grab, and grabs cannot be blocked: step back when it lunges.
- Its toughest variant, Nephto Elite*, starts at 3,200 HP, far more than the 700 of a level-1 placement.
Eternal Guardsman variants
Game dataThe game defines 5 versions of this enemy. Each has its own health, posture and defensive behaviour; elites are tougher one-off placements, summoned ones appear mid-fight.
| Variant | Role | Health (lowest → highest level) | Catalysts | Posture | Stasis segments | Block chance | Parry chance | Backstab | Placed |
|---|---|---|---|---|---|---|---|---|---|
| Tier 1* | Regular | 700 → 2,450 | 1,200 | 500 | 4 | 20% / 50% / 100% | 0% / 20% / 100% | Yes | 7 |
| Nephto* | Regular | 2,000 → 4,000 | 2,000 | 600 | 5 | 0% / 30% / 100% | 0% / 20% / 70% / 100% | Yes | 5 |
| Nephto Elite* | Elite | 3,200 → 3,400 | 20,000 | 1,600 | 5 | 30% / 70% / 100% | 0% / 0% / 50% / 100% | Yes | 1 |
| Elite Add* | Summoned | 200 | 0 | Unbreakable | — | No | — | No | — |
| Fencer Sneak* | Regular | 500 → 1,200 | 1,200 | 300 | 4 | 20% / 50% / 100% | 0% / 20% / 100% | Yes | 9 |
* Variant names are built from the game's internal tier tags (the game shows no name for them). Block and parry chances are listed in the order the game stores them. Placed = how many level spawners use that variant.
Health of every variant by level
| Variant | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Lv 6 |
|---|---|---|---|---|---|---|
| Tier 1* | 700 | 1,050 | 1,400 | 1,750 | 2,100 | 2,450 |
| Nephto* | 2,000 | 2,400 | 2,800 | 3,200 | 3,600 | 4,000 |
| Nephto Elite* | 3,200 | 2,800 | 3,400 | — | — | — |
| Fencer Sneak* | 500 | 700 | 850 | 1,000 | 1,100 | 1,200 |
Speed and posture by variant
Game dataHow fast each variant closes the distance, and how quickly its posture comes back once you stop pressuring it.
Its fastest variant moves at 10 m/s; your walk speed is 4 m/s.
| Variant | Role | Move speed | Sprint | Posture recovery | Recovery delay |
|---|---|---|---|---|---|
| Tier 1* | Regular | 3 m/s | 10 m/s | 20/s | 3 s |
| Nephto* | Regular | 3 m/s | 10 m/s | — | 2 s |
| Nephto Elite* | Elite | 3 m/s | — | — | 2 s |
| Elite Add* | Summoned | 5 m/s | — | — | — |
| Fencer Sneak* | Regular | 6 m/s | 6 m/s | 25/s | 2 s |
Speeds are the AI's movement settings in metres per second. Posture recovery is the posture regained per second, and the delay is the wait before recovery begins (game fields posture_recovery_per_sec and posture_reset_delay). — = not set for that variant.
Eternal Guardsman level scaling
Game dataEnemy levels in Valor Mortis are set per placement, not by a difficulty setting (the game has a single difficulty): the same enemy is level 1 in one spot and level 6 in another, usually higher later in the campaign. This is the main variant from level 1 to 6.
| Level | Health | Catalysts | Damage dealt | Critical attack damage taken | Backstab damage taken | Backstab share of HP |
|---|---|---|---|---|---|---|
| Lv 1 | 700 | 1,200 | ×1 | 280 | 280 | 40% |
| Lv 2 | 1,050 | 1,500 | ×1.15 | 368 | 420 | 40% |
| Lv 3 | 1,400 | 1,800 | ×1.3 | 490 | 560 | 40% |
| Lv 4 | 1,750 | 2,100 | ×1.45 | 613 | 700 | 40% |
| Lv 5 | 2,100 | 2,400 | ×1.6 | 735 | 840 | 40% |
| Lv 6 | 2,450 | 2,700 | ×1.75 | 735 | 980 | 40% |
Damage dealt multiplies every attack's base damage. Critical attacks (after a posture break) and backstabs deal the fixed amounts shown, whatever your weapon; the share column is our arithmetic.
Eternal Guardsman attacks
Game dataEvery damaging attack across its variants, grouped into moves, with base damage per hit, wind-up and whether you can block it.
| Move | Type | Hits | Damage per hit | Wind-up | Block / parry |
|---|---|---|---|---|---|
| Melee Grab* | Grab | 1 | 70 | — | Unblockableparry window 0.2 s |
| Nephto Leap* | Melee | 1 | 50 | — | Unblockableparry window 0.2 s |
| Nephto Charge* | Special | 1 | 50 | — | Blockableparry window 0.2 s |
| Nephto Combo* | Melee | 1 | 50 | — | Blockableparry window 0.2 s |
| Poke Followup* | Melee | 1 | 45 | — | Unblockableparry window 0.2 s |
| Regular Left* | Melee | 1 | 40 | 0.4 s | Blockableparry window 0.2 s |
| Regular Right* | Melee | 1 | 40 | 0.6 s | Blockableparry window 0.2 s |
| Backstep Stab* | Melee | 1 | 40 | — | Blockableparry window 0.2 s |
| Rush Jump* | Leap | 1 | 40 | — | Blockableparry window 0.2 s |
| Stab Slash Combo* | Melee | 1 | 40 | 0.4 s | Blockableparry window 0.2 s |
| Backstep* | Melee | 1 | 30 | — | Unblockableparry window 0.2 s |
| Backstep Slash* | Melee | 1 | 30 | — | Blockableparry window 0.2 s |
| Nephto Slam* | Melee | 1 | 30 | — | Unblockableparry window 0.15 s |
| Poke* | Melee | 1 | 17 | — | Blockableparry window 0.2 s |
* Attack names are built from the game's internal tags. Damage is the level-1 base; multiply by the placement's damage multiplier (up to ×1.75 at level 6), so Melee Grab goes from 70 to about 123.
Eternal Guardsman resistances and weak points
Game dataResists Explosives (−50%), Ignite build-up (−50%).
Red = takes extra damage of that type; filled to the right = resists it (100% = immune).
Weak points
| Body part | Damage taken | Posture damage taken |
|---|---|---|
| Chest | ×1.2 | ×1 |
| Groin | ×1.2 | ×1 |
| Hands | ×1 | ×1 |
| Legs | ×1 | ×1 |
| Head | ×0.5 | ×1 |
Variants with different resistances
| Variant | Melee | Firearms | Explosives | Fire damage | Stasis (Crystallization) | Infection | Head |
|---|---|---|---|---|---|---|---|
| Tier 1* · main | — | −30% | −50% | −20% | — | −30% | ×0.5 |
| Nephto* | — | −20% | −20% | −20% | — | −30% | ×1.5 |
| Nephto Elite* | — | −40% | — | −30% | −30% | −30% | ×1.5 |
| Fencer Sneak* | — | −50% | −50% | −50% | — | −30% | ×0.5 |
Red = takes extra damage of that type; negative = resists it. Head = damage multiplier on head hits.
Eternal Guardsman drops
Game dataRandom drops on every kill, with the chance the game rolls for each.
| Item | Type | Chance | Amount | On average |
|---|---|---|---|---|
| Consumable | 8% | 1 | 1 in 13 kills | |
| Consumable | 8% | 1 | 1 in 13 kills | |
| Upgrade material | 3% | 1 | 1 in 33 kills | |
| Upgrade material | 3% | 1 | 1 in 33 kills |
"On average" is 1 ÷ chance (calculated): the expected number of kills per drop, not a guarantee.
Elite drops: Ambers and keys
Game data2 placed spawners carry a scripted reward that always drops on the kill: Beekeeper's Hut Key (Vale of Wrath), Glass Soldier (Fortress).
| Reward | Type | Location | Carried by | Nearest Lantern |
|---|---|---|---|---|
| Key | Vale of Wrath | Tier 1* · Regular | Wolfsbane Field · about 151 m away | |
| Amber | Fortress | Nephto Elite* · Elite | Courtyard · about 47 m away |
These are one-time rewards from specific spawners. The Lantern distance is a straight line from the spawner (calculated).
Where to find Eternal Guardsman
Game dataPlaced spawners per region in campaign order: 22 in total, the most in Napoleon's Prison (9).
| Location | Region | Placed | Enemy level | Health | Share of placements | Map |
|---|---|---|---|---|---|---|
| The Battlefield | I | 1 | 2 | 1,050 | 5% | Show on map |
| Valley of Ashes | II | 1 | 1 | 700 | 5% | Show on map |
| Fallen Village | III | 1 | 5 | 2,100 | 5% | Show on map |
| Caverns | IV | 1 | 3 | 1,400 | 5% | Show on map |
| Vale of Wrath | V | 1 | 4 | 1,750 | 5% | Show on map |
| Cursed Hollow | VI | 1 | 5 | 2,100 | 5% | Show on map |
| City of Orphans | VIII | 4 | 1–6 | 700–2,450 | 18% | Show on map |
| University | IX | 1 | 2 | 1,050 | 5% | Show on map |
| Fortress | X | 2 | 1–2 | 700–1,050 | 9% | Show on map |
| Napoleon's Prison | — | 9 | 2 | 1,050 | 41% | Show on map |
Counts are the game's placed spawners; scripted waves and summons during fights are not included.
Data: Steam build 25907482 (1.0 launch). How we source this
Everything placed in Napoleon's Prison
Chests: 4 (Exquisite Firearm Parts, Distilled Blade Material, Remnant's Return, Distilled Transmutation Material)
Keys: 2 (Key to the Chapel, Armoury Key)
Lanterns: 2 (Burning City, Prison)
Mouse holes: 1
Letters: 6 (Equipment Note, Prisoner's Note, Prison Warden's Journal — Part One, Prison Warden's Journal — Part Two, Letter to Headquarters — A List of Deceased Prisoners, Headquarters' Orders — Sealing of the Chapel)
Hits to kill Eternal Guardsman
CalculatedBasic hits needed to kill a level-1 Eternal Guardsman (700 HP) with every blade and firearm at weapon levels 1, 5 and 10.
| Weapon | Weapon level 1 | Weapon level 5 | Weapon level 10 |
|---|---|---|---|
| 3421 per hit67 to the head | 2429 per hit48 to the head | 1742 per hit34 to the head | |
| 7105 per hit14 to the head | 5147 per hit10 to the head | 4210 per hit7 to the head | |
| 7105 per hit14 to the head | 5161 per hit9 to the head | 3245 per hit6 to the head | |
| 3520 per hit | 1840 per hit | 1260 per hit | |
| 2825 per hit | 2035 per hit | 1645 per hit | |
| 1450 per hit | 980 per hit | 7100 per hit |
Calculated from weapon damage × the first light attack's multiplier × (1 − resistance); firearms also show head hits. Upgrades, Ambers, coatings and the stat board are not included, and higher-level placements need proportionally more hits.
Journal entry
Game dataWilliam's journal page on Eternal Guardsman, as written in the game.
SpoilerShow the journal entry
Though my memory still escapes me, I believe I have seen these Fencers before upon the battlefield — always positioned behind advancing lines, as though guiding the flow of battle itself.
They appear human at first glance — posture intact, movements precise, almost elegant in their restraint. And yet something is profoundly wrong. They do not speak — not a word, not a command. Only silence, as if speech were deemed unnecessary. It is their discipline that unsettles me most: too perfect to be natural.
Some Fencers are different from others — they transform into plague-powered beasts in the midst of battle by crushing a small vial in their hand. I have seen these vials before, unassuming at first, like any soldier's rations. But they are not water, nor rum — rather, the distilled power of the plague itself.
Do they not grieve their humanity as it is discarded in an instant? What mad devotion forces them to turn themselves into weapons?
Eternal Guardsman is the #13 most common of the 15 enemy types, with 22 placements across 10 regions; you meet it first in The Battlefield and see it most in Napoleon's Prison. Of its 14 attacks, 5 are unblockable (Melee Grab, Nephto Leap, Poke Followup, Backstep), and the hardest hitter is Melee Grab at 70 base damage. No damage type does extra damage to it, so pick a weapon you like. Hunt its elite placements for Beekeeper's Hut Key (Vale of Wrath), Glass Soldier (Fortress). Its health runs from 700 at level 1 to 2,450 at level 6, paying 1,200 Catalysts to 2,700 Catalysts.
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Eternal Guardsman FAQ
How do you beat Eternal Guardsman in Valor Mortis?
Eternal Guardsmen fight with the High Justicar's fencing kit: 14 moves, five of them red (Melee Grab 70, Nephto Leap 50, Poke Followup 45, Backstep 30, Nephto Slam 30). The rest cost 40 to 50 Endurance to block, so parry them instead (0.2 s window), and expect them to block and parry back: their stored block chances run 20% / 50% / 100% and parry chances 0% / 20% / 100%. Like the Justicar, their masked head takes only half damage while the chest and groin take 20% extra, so shoot centre mass.
How much HP does Eternal Guardsman have in Valor Mortis?
Eternal Guardsman has 700 HP at level 1 and 2,450 HP at level 6, its highest placement level. Levels are set per placement, not by difficulty. Its toughest variant, Nephto Elite*, starts at 3,200 HP.
What is Eternal Guardsman weak to?
Resists Explosives (−50%), Ignite build-up (−50%). Its head is armoured: head hits deal only ×0.5 damage.
What does Eternal Guardsman drop?
Random drops: Whetstone (8%), Deadly Rounds (8%), Crude Blade Material (3%), Standard Firearm Parts (3%). Every kill also pays 1,200 Catalysts at level 1. Specific elite placements always drop Beekeeper's Hut Key (Vale of Wrath), Glass Soldier (Fortress).
Where do you find Eternal Guardsman?
Eternal Guardsman first appears in The Battlefield and is placed 22 times in total: The Battlefield (1), Valley of Ashes (1), Fallen Village (1), Caverns (1), Vale of Wrath (1), Cursed Hollow (1), City of Orphans (4), University (1), Fortress (2), Napoleon's Prison (9).
Where is the best place to farm Eternal Guardsman?
Napoleon's Prison has the most Eternal Guardsman placements (9 of 22), so that is where you meet it most often. Each level-1 kill pays 1,200 Catalysts and rolls its drop table.
Can you backstab Eternal Guardsman, and does it block?
Yes: Eternal Guardsman can be backstabbed, taking a fixed 280 damage at level 1 (40% of its health). It can block and parry your attacks (block chance 20% / 50% / 100%, parry chance 0% / 20% / 100%).
Why does Eternal Guardsman have different health in different places?
Each placement has its own enemy level from 1 to 6. Level 6 has 2,450 HP and deals ×1.75 damage compared with level 1. It is not a difficulty mode; Valor Mortis has a single difficulty.




