Howler, an enemy in Valor Mortis

Howler Enemy type 2 of 15 · first met in The Battlefield

Enemy95 placements2 elite variantsDrops an Amber
Health
100
Catalysts
100
Posture
80
Placements
95
Methodology
Data Methodology

Howler is an enemy type in Valor Mortis, first met in The Battlefield and placed 95 times across 11 regions. At level 1 it has 100 HP and gives 100 Catalysts; its strongest placements (level 6) have 400 HP and hit ×2.7 harder. It uses 6 attacks, 1 of them unblockable. No damage type does extra damage to it.

Health
100Level 1 · #11 of 15 by HP
Catalysts (level 1)
100225 Catalysts at level 6
Weak to
No weakness
Placements
9511 regions · #4 most common
Amber from elites
Warrior's Fury+1 more
Can be backstabbed
NoNever blocks
Related guideValor Mortis Combat Guide: Parry, Posture & Unblockables

How to beat Howler

Game data

Counterplay for Howler, written from its move list, resistances, variants and drops.

Howlers move at 8 m/s, twice your 4 m/s walk, so you cannot back away from one: turn and fight. A level-1 Howler has only 100 HP and 80 posture, but its damage multiplier climbs to 2.7x by level 6, so a 25-damage bite hits for about 68 late in the game.

Every bite and the jump attack can be blocked (35 Endurance) or parried; only the Grab (30) is red. Howlers never block and cannot be backstabbed, so a full light chain always lands, and their head takes 1.5x damage: one Musket shot (150) kills a level-1 Howler outright.

Two elite Howlers carry the Warrior's Fury Amber. The one in Cursed Hollow (600 HP) resists 40% of fire damage and half of Ignite build-up; the one in the University is completely immune to Fire and Ignite, so bring a blade or Stasis for it. The common Tier 2 variant also shrugs off half of fire damage.

How to fight Howler

Game data

Tips 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: Grab cannot be blocked, so dodge them instead of holding block.
  • Its head takes ×1.5 damage, so aim firearm shots at the head.
  • It never blocks, so a full light-attack chain always lands.
  • It cannot be backstabbed, so there is no stealth opener: break its posture or race its health instead.
  • It has a grab, and grabs cannot be blocked: step back when it lunges.
  • Its toughest variant, Elite T1*, starts at 600 HP, far more than the 100 of a level-1 placement.

Howler variants

Game data

The game defines 4 versions of this enemy. Each has its own health, posture and defensive behaviour; elites are tougher one-off placements, summoned ones appear mid-fight.

Howler variants
VariantRoleHealth (lowest → highest level)CatalystsPostureStasis segmentsBlock chanceParry chanceBackstabPlaced
Tier 1*Regular100 → 400100802No—No59
Tier 2*Regular130 → 520150—2No—No34
Elite T1*Elite600 → 1,0206,0004004No—No1
Elite 09*Elite600 → 1,0209,0004003No—No1

* 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

Health of every variant by level
VariantLv 1Lv 2Lv 3Lv 4Lv 5Lv 6
Tier 1*100140180240320400
Tier 2*130182234312416520
Elite T1*6008401,020———
Elite 09*6008401,020———

Speed and posture by variant

Game data

How fast each variant closes the distance, and how quickly its posture comes back once you stop pressuring it.

Its fastest variant moves at 8 m/s; your walk speed is 4 m/s.

Speed and posture by variant
VariantRoleMove speedSprintPosture recoveryRecovery delay
Tier 1*Regular8 m/s8 m/s1/s1 s
Tier 2*Regular8 m/s8 m/s10/s1 s
Elite T1*Elite8 m/s—10/s1 s
Elite 09*Elite8 m/s8 m/s1/s1 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.

Howler level scaling

Game data

Enemy 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.

Howler level scaling
LevelHealthCatalystsDamage dealtCritical attack damage takenBackstab damage takenBackstab share of HP
Lv 1100100×1100100100%
Lv 2140125×1.4140140100%
Lv 3180150×1.7180180100%
Lv 4240175×2240240100%
Lv 5320200×2.3320320100%
Lv 6400225×2.7400400100%

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.

Howler attacks

Game data

Every damaging attack across its variants, grouped into moves, with base damage per hit, wind-up and whether you can block it.

Moves
MoveTypeHitsDamage per hitWind-upBlock / parry
Jump Attack*Melee130—Blockableparry window 0.2 s
Grab*Grab130—Unblockableparry window 0.2 s
Double Bite*Melee1250.3 sBlockableparry window 0.2 s
Single Bite*Melee125—Blockableparry window 0.2 s
Triple Bite*Melee125—Blockableparry window 0.2 s
Spit*Projectile115—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 ×2.7 at level 6), so Jump Attack goes from 30 to about 81.

Howler resistances and weak points

Game data

It has no special resistances or weaknesses: every damage type works the same.

Melee—
Firearms—
Explosives—
Fire damage—
Ignite build-up—
Stasis (Crystallization)—
Infection—

Red = takes extra damage of that type; filled to the right = resists it (100% = immune).

Weak points

Weak points
Body partDamage takenPosture damage taken
Head×1.5×1
Chest×1×1
Legs×0.8×1
Hands×0.8×1

Variants with different resistances

Variants with different resistances
VariantMeleeFirearmsExplosivesFire damageStasis (Crystallization)InfectionHead
Tier 1* · main——————×1.5
Tier 2*———−50%——×1.5
Elite T1*—−20%—−40%——×1.5
Elite 09*———Immune——×1.5

Red = takes extra damage of that type; negative = resists it. Head = damage multiplier on head hits.

Howler drops

Game data

Random drops on every kill, with the chance the game rolls for each.

Howler drops
ItemTypeChanceAmountOn average
Flaming WhetstoneConsumable3%11 in 33 kills
Crude Transmutation MaterialUpgrade material1%11 in 100 kills

"On average" is 1 ÷ chance (calculated): the expected number of kills per drop, not a guarantee.

Elite drops: Ambers and keys

Game data

2 placed spawners carry a scripted reward that always drops on the kill: Warrior's Fury (Cursed Hollow), Warrior's Fury (University).

Elite drops: Ambers and keys
RewardTypeLocationCarried byNearest Lantern
Warrior's FuryAmberCursed HollowElite T1* · EliteSilent Cannons · about 207 m away
Warrior's FuryAmberUniversityElite 09* · EliteLift Shaft · about 25 m away

These are one-time rewards from specific spawners. The Lantern distance is a straight line from the spawner (calculated).

Where to find Howler

Game data

Placed spawners per region in campaign order: 95 in total, the most in Fortress (22).

Where to find Howler
LocationRegionPlacedEnemy levelHealthShare of placementsMap
The BattlefieldI311003%Show on map
Valley of AshesII711007%Show on map
Fallen VillageIII411004%Show on map
CavernsIV521405%Show on map
Vale of WrathV921409%Show on map
Cursed HollowVI61–2100–1406%Show on map
The OutskirtsVII111–3100–18012%Show on map
City of OrphansVIII141–3100–18015%Show on map
UniversityIX132–4140–24014%Show on map
FortressX222–4140–24023%Show on map
Napoleon's Prison—131801%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

Fortress
Full map
Map drawn from the region's own level geometry in the game files (terrain, buildings, water); every marker sits at the exact position of a placed object.

Everything placed in Fortress

Ability altars: 1

Bosses: 1 (Captain Raphael)

Chests: 16 (Indestructible Shell, Life Diverted, Ferrofluid Flask Power Upgrade, Empty Ferrofluid Flask, Quintessential Blade Material, Sands of Time, Remnant's Return, Lucky Shot, Quintessential Transmutation Material, Potent Concoction, Exquisite Firearm Parts, Tomorrow's Promise)

Keys: 2 (Captain's Key, Fortress Armory Key)

Lanterns: 6 (Courtyard, Traverse, Main Gate, Chapel, Ramparts, High Tower)

Letters: 9 (Shrike's Scout Report, Countess Elara's Order, Correspondence from the Imperial Legate, Report of the Siege, Letter from Countess Elara's Husband, Commander's Note, Curfew Notice, The Codex of the Oathbound)

Hits to kill Howler

Calculated

Basic hits needed to kill a level-1 Howler (100 HP) with every blade and firearm at weapon levels 1, 5 and 10.

Hits to kill
WeaponWeapon level 1Weapon level 5Weapon level 10
Pistol430 per hit3 to the head342 per hit2 to the head260 per hit
Musket1150 per hit1210 per hit1300 per hit
Blunderbuss1150 per hit1230 per hit1350 per hit
Saber520 per hit340 per hit260 per hit
Rapier425 per hit335 per hit345 per hit
Claymore250 per hit280 per hit1100 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 data

William's journal page on Howler, as written in the game.

SpoilerShow the journal entry

The Howler is a grotesque creation formed from men and a hound, fused together into a single, unstable organism. Neither fully human nor fully beast, these creatures hunt in packs — the attack is always synchronised and sudden.

One cannot help but question the mind behind such a design — what kind of cruelty binds man and animal together in this way? It is not only violence against soldiers, but a perversion of nature itself.

Howler is the #4 most common of the 15 enemy types, with 95 placements across 11 regions; you meet it first in The Battlefield and see it most in Fortress. Of its 6 attacks, 1 is unblockable (Grab), and the hardest hitter is Jump Attack at 30 base damage. No damage type does extra damage to it, so pick a weapon you like. Hunt its elite placements for Warrior's Fury (Cursed Hollow), Warrior's Fury (University). Its health runs from 100 at level 1 to 400 at level 6, paying 100 Catalysts to 225 Catalysts.

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Howler FAQ

How do you beat Howler in Valor Mortis?

Howlers move at 8 m/s, twice your 4 m/s walk, so you cannot back away from one: turn and fight. A level-1 Howler has only 100 HP and 80 posture, but its damage multiplier climbs to 2.7x by level 6, so a 25-damage bite hits for about 68 late in the game. Every bite and the jump attack can be blocked (35 Endurance) or parried; only the Grab (30) is red.

How much HP does Howler have in Valor Mortis?

Howler has 100 HP at level 1 and 400 HP at level 6, its highest placement level. Levels are set per placement, not by difficulty. Its toughest variant, Elite T1*, starts at 600 HP.

What is Howler weak to?

Howler has no elemental weakness or resistance: every damage type does normal damage. Head hits deal ×1.5 damage.

What does Howler drop?

Random drops: Flaming Whetstone (3%), Crude Transmutation Material (1%). Every kill also pays 100 Catalysts at level 1. Specific elite placements always drop Warrior's Fury (Cursed Hollow), Warrior's Fury (University).

Where do you find Howler?

Howler first appears in The Battlefield and is placed 95 times in total: The Battlefield (3), Valley of Ashes (7), Fallen Village (4), Caverns (5), Vale of Wrath (9), Cursed Hollow (6), The Outskirts (11), City of Orphans (14), University (13), Fortress (22), Napoleon's Prison (1).

Where is the best place to farm Howler?

Fortress has the most Howler placements (22 of 95), so that is where you meet it most often. Each level-1 kill pays 100 Catalysts and rolls its drop table.

Can you backstab Howler, and does it block?

No: Howler cannot be backstabbed. It never blocks or parries.

Why does Howler have different health in different places?

Each placement has its own enemy level from 1 to 6. Level 6 has 400 HP and deals ×2.7 damage compared with level 1. It is not a difficulty mode; Valor Mortis has a single difficulty.