Remnants of the Iron Regiment, an enemy in Valor Mortis

Remnants of the Iron Regiment Enemy type 13 of 15 · first met in Vale of Wrath

Enemy19 placements4 elite variantsDrops an Amber
Health
700
Catalysts
3,000
Posture
500
Placements
19
Methodology
Data Methodology

Remnants of the Iron Regiment is an enemy type in Valor Mortis, first met in Vale of Wrath and placed 19 times across 6 regions. At level 1 it has 700 HP and gives 3,000 Catalysts; its strongest placements (level 1) have 700 HP and hit ×1 harder. It uses 13 attacks, 3 of them unblockable. It is weak to Fire damage.

Health
700Level 1 · #3 of 15 by HP
Catalysts (level 1)
3,0003,000 Catalysts at level 1
Weak to
Fire damage
Placements
196 regions · #14 most common
Amber from elites
Wound that Heals+2 more
Can be backstabbed
NoNever blocks
Related guideValor Mortis Combat Guide: Parry, Posture & Unblockables

How to beat Remnants of the Iron Regiment

Game data

Counterplay for Remnants of the Iron Regiment, written from its move list, resistances, variants and drops.

The Remnants share the Iron Marshall's Cannonhand kit: the red Upperbash (90), the Rush (80), and Uppercut, Double Swing and Backhand (70), and every blockable Cannonhand hit costs 60 Endurance to block. Melee variants add a red Stomp (60) and Charge (40); ranged ones fire a 60-damage shotgun blast.

They halve firearm damage and resist 70% of Ignite build-up, but take 30% extra fire damage and cannot be backstabbed, so melee and the Fire Transmutation are the way through 700 to 3,500 HP. Each pays 3,000 Catalysts, more than any other regular enemy at level 1.

Three elites carry Ambers: Wound that Heals (Cursed Hollow), Payback (University; 3,500 HP, 8 Stasis segments and immune to Stasis) and Fire Breathing (Fortress; immune to Fire and Ignite).

How to fight Remnants of the Iron Regiment

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: Cannonhand Upperbash, Melee Stomp, Melee Charge cannot be blocked, so dodge them instead of holding block.
  • Lean on Fire damage: it takes extra damage from it.
  • Avoid relying on Ignite build-up, Firearms; it resists that damage type.
  • 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.
  • Its toughest variant, Elite Cannonhead L09*, starts at 3,500 HP, far more than the 700 of a level-1 placement.

Remnants of the Iron Regiment variants

Game data

The game defines 7 versions of this enemy. Each has its own health, posture and defensive behaviour; elites are tougher one-off placements, summoned ones appear mid-fight.

Remnants of the Iron Regiment variants
VariantRoleHealth (lowest → highest level)CatalystsPostureStasis segmentsBlock chanceParry chanceBackstabPlaced
Tier 1*Regular7003,0005005No—No—
Tier 2*Regular700 → 1,4001,0003005No—No9
Melee*Regular1,000 → 2,0001,0001,0005No—No7
Elite Melee*Elite2,00010,0001,0005No—No1
Elite Cannonhead*Elite1,9509,0006004No—No1
Elite Cannonhand L06*Elite2,00010,0001,0005No—No—
Elite Cannonhead L09*Elite3,500 → 5,95013,0006008No—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 2*7008409801,1201,2601,400
Melee*1,0001,2001,4001,6001,8002,000
Elite Cannonhead L09*3,5004,9005,950———

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 4 m/s; your walk speed is 4 m/s.

Speed and posture by variant
VariantRoleMove speedSprintPosture recoveryRecovery delay
Tier 1*Regular2.5 m/s——1 s
Tier 2*Regular1 m/s2 m/s8/s2 s
Melee*Regular2 m/s——5 s
Elite Melee*Elite4 m/s4 m/s—5 s
Elite Cannonhead*Elite2.5 m/s——1 s
Elite Cannonhand L06*Elite4 m/s4 m/s—5 s
Elite Cannonhead L09*Elite2.5 m/s——1 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.

Remnants of the Iron Regiment 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 1 in another, usually higher later in the campaign. This is the main variant from level 1 to 1.

Remnants of the Iron Regiment level scaling
LevelHealthCatalystsDamage dealtCritical attack damage takenBackstab damage takenBackstab share of HP
Lv 17003,000×1———

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.

Remnants of the Iron Regiment 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
Cannonhand Upperbash*Melee190—Unblockableparry window 0.05 s
Cannonhand Rush*Melee180—Blockableparry window 0.2 s
Cannonhand Uppercut*Melee170—Blockableparry window 0.2 s
Cannonhand Double Swing*Melee170—Blockableparry window 0.2 s
Cannonhand Backhand*Melee170—Blockableparry window 0.2 s
Melee Stomp*Melee160—Unblockableparry window 0.2 s
Melee Regular*Melee160—Blockableparry window 0.2 s
Ranged Shotgun*Ranged160—Blockableparry window 0.2 s
Cannonhand Combo*Melee160—Blockableparry window 0.2 s
Melee Spin*Melee1501.5 sBlockableparry window 0.2 s
Melee Charge*Melee140—Unblockableparry window 0.2 s
Cannonhand Rotation Attack*Melee140—Blockableparry window 0.2 s
Cannonhand Backhand Windup*Melee110—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 at level 1), so Cannonhand Upperbash goes from 90 to about 90.

Remnants of the Iron Regiment resistances and weak points

Game data

Weak to Fire damage (×1.3). Resists Ignite build-up (−70%), Firearms (−50%).

Melee—
Firearms−50%
Explosives−30%
Fire damage+30%
Ignite build-up−70%
Stasis (Crystallization)−20%
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×1×1
Groin×1×1
Chest×1×1
Hands×1×1
Legs×1×1
Armoured part×1×1

Variants with different resistances

Variants with different resistances
VariantMeleeFirearmsExplosivesFire damageStasis (Crystallization)InfectionHead
Tier 1* · main—−50%−30%+30%−20%—×1
Tier 2*—−50%—+30%−20%—×1
Melee*—−10%−30%+30%−20%−70%×1
Elite Melee*—−20%−30%+30%−20%Immune×1
Elite Cannonhead*—−50%−30%Immune−20%—×1
Elite Cannonhand L06*—−20%−30%+30%−20%Immune×1
Elite Cannonhead L09*—−50%−30%—Immune—×1

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

Remnants of the Iron Regiment drops

Game data

It has no random drop table; it only pays Catalysts.

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

Elite drops: Ambers and keys

Game data

3 placed spawners carry a scripted reward that always drops on the kill: Wound that Heals (Cursed Hollow), Payback (University), Fire Breathing (Fortress).

Elite drops: Ambers and keys
RewardTypeLocationCarried byNearest Lantern
Wound that HealsAmberCursed HollowElite Melee* · EliteDeep Water · about 59 m away
PaybackAmberUniversityElite Cannonhead L09* · EliteLaboratories · about 63 m away
Fire BreathingAmberFortressElite Cannonhead* · EliteMain Gate · about 50 m away

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

Where to find Remnants of the Iron Regiment

Game data

Placed spawners per region in campaign order: 19 in total, the most in Cursed Hollow (6).

Where to find Remnants of the Iron Regiment
LocationRegionPlacedEnemy levelHealthShare of placementsMap
Vale of WrathV41–370021%Show on map
Cursed HollowVI61–270032%Show on map
The OutskirtsVII13—5%Show on map
City of OrphansVIII12—5%Show on map
UniversityIX21–470011%Show on map
FortressX51–470026%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

Cursed Hollow
Full map

Elsewhere in this region (separate area, not drawn): Village Church (Lantern)

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 Cursed Hollow

Bosses: 1 (Anna)

Chests: 14 (Exquisite Firearm Parts, Distilled Transmutation Material, Life Diverted, Indestructible Shell, Pure Blade Material, Ferrofluid Flask Power Upgrade, Distilled Blade Material, Superior Firearm Parts, Empty Ferrofluid Flask)

Lanterns: 3 (Deep Water, Silent Cannons, Eerie View)

Letters: 11 (Seamus's Journal — Page One, Seamus's Journal — Page Two, Seamus's Journal — Page Three, Letter to Headquarters — Distressed Soldier, Headman's Daughter's Diary, Apothecary's Note, Headman's Daughter's Prayer, Cryptic Note — Spindle, Headquarters' Orders — Operation Torrent, To Headquarters — Morale Crisis)

Hits to kill Remnants of the Iron Regiment

Calculated

Basic hits needed to kill a level-1 Remnants of the Iron Regiment (700 HP) with every blade and firearm at weapon levels 1, 5 and 10.

Hits to kill
WeaponWeapon level 1Weapon level 5Weapon level 10
Pistol4715 per hit3421 per hit2430 per hit
Musket1075 per hit7105 per hit5150 per hit
Blunderbuss1075 per hit7115 per hit4175 per hit
Saber3520 per hit1840 per hit1260 per hit
Rapier2825 per hit2035 per hit1645 per hit
Claymore1450 per hit980 per hit7100 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 Remnants of the Iron Regiment, as written in the game.

SpoilerShow the journal entry

A horrific horde composed entirely of accidental amalgams — the grotesque result of battlefield infantry violently melted into their own artillery. These are not conscious creations, but a chaotic slurry of flesh, bone, and heavy ordnance fused together by sheer anomaly. They stagger forward in misshapen, unpredictable forms, their mutated bodies serving a singular, baseline survival instinct: to discharge the iron weaponry now buried in their tissue.

The true horror lies in their total lack of design. There is no pilot guiding the chassis, nor a cohesive mind at the helm; instead, nerve endings have randomly grafted onto triggers, and shattered human consciousnesses scream alongside the scraping of iron gears. One cannot tell where the dying soldier ends and the rusted cannon begins.

Even more unsettling is the persistence of function after apparent death. They reload their own ammunition with mechanical precision, showing no signs of fatigue or awareness. Is the ammunition part of the entity itself? Why have some of them torn the cannons out of their own skulls? Perhaps the difference is only a stage of degradation. Their being seems reduced to function alone, stripped of everything except the act of firing.

Remnants of the Iron Regiment is the #14 most common of the 15 enemy types, with 19 placements across 6 regions; you meet it first in Vale of Wrath and see it most in Cursed Hollow. Of its 13 attacks, 3 are unblockable (Cannonhand Upperbash, Melee Stomp, Melee Charge), and the hardest hitter is Cannonhand Upperbash at 90 base damage. Bring Fire damage: it takes extra damage from it. Hunt its elite placements for Wound that Heals (Cursed Hollow), Payback (University), Fire Breathing (Fortress). Its health runs from 700 at level 1 to 700 at level 1, paying 3,000 Catalysts to 3,000 Catalysts.

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Remnants of the Iron Regiment FAQ

How do you beat Remnants of the Iron Regiment in Valor Mortis?

The Remnants share the Iron Marshall's Cannonhand kit: the red Upperbash (90), the Rush (80), and Uppercut, Double Swing and Backhand (70), and every blockable Cannonhand hit costs 60 Endurance to block. Melee variants add a red Stomp (60) and Charge (40); ranged ones fire a 60-damage shotgun blast. They halve firearm damage and resist 70% of Ignite build-up, but take 30% extra fire damage and cannot be backstabbed, so melee and the Fire Transmutation are the way through 700 to 3,500 HP.

How much HP does Remnants of the Iron Regiment have in Valor Mortis?

Remnants of the Iron Regiment has 700 HP at level 1 and 700 HP at level 1, its highest placement level. Levels are set per placement, not by difficulty. Its toughest variant, Elite Cannonhead L09*, starts at 3,500 HP.

What is Remnants of the Iron Regiment weak to?

Weak to Fire damage (×1.3). Resists Ignite build-up (−70%), Firearms (−50%).

What does Remnants of the Iron Regiment drop?

Remnants of the Iron Regiment has no random drops; each kill pays 3,000 Catalysts at level 1. Specific elite placements always drop Wound that Heals (Cursed Hollow), Payback (University), Fire Breathing (Fortress).

Where do you find Remnants of the Iron Regiment?

Remnants of the Iron Regiment first appears in Vale of Wrath and is placed 19 times in total: Vale of Wrath (4), Cursed Hollow (6), The Outskirts (1), City of Orphans (1), University (2), Fortress (5).

Where is the best place to farm Remnants of the Iron Regiment?

Cursed Hollow has the most Remnants of the Iron Regiment placements (6 of 19), so that is where you meet it most often. Each level-1 kill pays 3,000 Catalysts and rolls its drop table.

Can you backstab Remnants of the Iron Regiment, and does it block?

No: Remnants of the Iron Regiment cannot be backstabbed. It never blocks or parries.

Why does Remnants of the Iron Regiment have different health in different places?

Each placement has its own enemy level from 1 to 1. Level 1 has 700 HP and deals ×1 damage compared with level 1. It is not a difficulty mode; Valor Mortis has a single difficulty.