Shambling Civilians, an enemy in Valor Mortis

Shambling Civilians Enemy type 12 of 15 · first met in Fallen Village

Enemy162 placements2 elite variantsDrops an Amber
Health
80
Catalysts
120
Placements
162
Methodology
Data Methodology

Shambling Civilians is an enemy type in Valor Mortis, first met in Fallen Village and placed 162 times across 7 regions. At level 1 it has 80 HP and gives 120 Catalysts; its strongest placements (level 6) have 320 HP and hit ×2.7 harder. It uses 18 attacks, none of them unblockable. No damage type does extra damage to it.

Health
80Level 1 · #13 of 15 by HP
Catalysts (level 1)
120170 Catalysts at level 6
Weak to
No weakness
Placements
1627 regions · #2 most common
Amber from elites
DominatusCaverns
Can be backstabbed
YesNever blocks
Related guideValor Mortis Combat Guide: Parry, Posture & Unblockables

How to beat Shambling Civilians

Game data

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

Shambling Civilians are the game's crowd: 162 spawners, 63 of them in the Fallen Village. None of their 18 attacks is red, so a raised guard handles every swing (30 to 50 Endurance per block), and a backstab kills one outright at every level.

They are fragile (80 HP at level 1, head 1.8x, no posture bar on the basic variants) but scale hard: their damage multiplier reaches 2.7x at level 6. Sickle carriers move at 5 m/s while torch carriers crawl at 1.15 m/s but Ignite you with every poke, and the Exploding variant (60 HP) has a -1,000% Ignite build-up resistance in the data, so any fire Ignites it almost at once.

Hunt the elite scythe Civilians: in the Caverns one drops the Dominatus Amber and a Pure Blade Material, and in Cursed Hollow another carries the Headman's Key.

How to fight Shambling Civilians

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.

  • None of its 18 attacks are flagged unblockable, so a raised guard or a parry handles everything it throws.
  • Its head takes ×1.8 damage, so aim firearm shots at the head.
  • It never blocks, so a full light-attack chain always lands.
  • Sneak up on it: a backstab deals a fixed 80 damage at level 1, 100% of its health (1 backstab kills it).
  • Some attacks build up Ignite on you; back off and let the meter drain.
  • Its toughest variant, Elite Scythe*, starts at 700 HP, far more than the 80 of a level-1 placement.

Shambling Civilians variants

Game data

The game defines 9 versions of this enemy. Each has its own health, posture and defensive behaviour; elites are tougher one-off placements, summoned ones appear mid-fight.

Shambling Civilians variants
VariantRoleHealth (lowest → highest level)CatalystsPostureStasis segmentsBlock chanceParry chanceBackstabPlaced
Tier 1 Sickle*Regular80 → 320120—2No—Yes47
Tier 2 Torch*Regular60 → 240120—2No—Yes15
Tier 3 Axe*Regular80 → 320120—2No—Yes27
Tier 4 Fork*Regular80 → 320120—2No—Yes33
Tier 5 Scythe*Regular80 → 320120—2No—Yes12
Exploding*Summoned60120—2No—No23
Elite Sickle*Elite500 → 8505003504No—Yes—
Sleeping Beauty*Regular80 → 360120—2No—No1
Elite Scythe*Elite700 → 7003,0003502No—Yes2

* 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 Sickle*80112144192256320
Tier 2 Torch*6084108144192240
Tier 3 Axe*80112144192256320
Tier 4 Fork*80112144192256320
Tier 5 Scythe*80112144192256320
Elite Sickle*500700850———
Sleeping Beauty*80128200256312360
Elite Scythe*700800700———

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

Speed and posture by variant
VariantRoleMove speedSprintPosture recoveryRecovery delay
Tier 1 Sickle*Regular5 m/s5 m/s—1 s
Tier 2 Torch*Regular1.15 m/s——1 s
Tier 3 Axe*Regular2 m/s——1 s
Tier 4 Fork*Regular1.8 m/s——1 s
Tier 5 Scythe*Regular1.88 m/s——1 s
Exploding*Summoned5.1 m/s——1 s
Elite Sickle*Elite5 m/s5 m/s—1 s
Sleeping Beauty*Regular5 m/s5 m/s—1 s
Elite Scythe*Elite1.88 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.

Shambling Civilians 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.

Shambling Civilians level scaling
LevelHealthCatalystsDamage dealtCritical attack damage takenBackstab damage takenBackstab share of HP
Lv 180120×18080100%
Lv 2112130×1.4112112100%
Lv 3144140×1.7144144100%
Lv 4192150×2192192100%
Lv 5256160×2.3256256100%
Lv 6320170×2.7320320100%

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.

Shambling Civilians 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
Axe Slash (right)*Melee130—Blockableparry window 0.2 s
Axe Slash (left)*Melee130—Blockableparry window 0.2 s
Sickle Slash (right)*Melee1250.8 sBlockableparry window 0.2 s
Sickle Slash (left)*Melee1250.6 sBlockableparry window 0.2 s
Sickle Jump Attack*Melee125—Blockableparry window 0.2 s
Scythe Slash (left)*Melee1250.6 sBlockableparry window 0.2 s
Scythe Slash (right)*Melee1250.6 sBlockableparry window 0.2 s
Scythe Double Slash*Melee1220.4 sBlockableparry window 0.2 s
Fork Slash (left)*Melee120—Blockableparry window 0.2 s
Fork Slash (right)*Melee120—Blockableparry window 0.2 s
Scythe Upper Slash*Melee1200.6 sBlockableparry window 0.2 s
Fork Double Stab*Melee117—Blockableparry window 0.2 s
Sickle Triple Slash*Melee1150.6 sBlockableparry window 0.2 s
Scythe Charge*Melee112—Blockableparry window 0.2 s
Torch Sway*IgniteMelee1100.4 sBlockableparry window 0.2 s
Torch Poke*IgniteMelee1100.3 sBlockableparry window 0.2 s
Fork Charge*Melee1101 sBlockableparry window 0.2 s
Fork Charge Cut Windup*Melee1101.4 sBlockableparry 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 Axe Slash (right) goes from 30 to about 81.

Shambling Civilians 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×1.8×1
Chest×1×1
Hands×0.8×1
Legs×0.8×1

Shambling Civilians drops

Game data

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

Shambling Civilians drops
ItemTypeChanceAmountOn average
Refreshing VialConsumable3%11 in 33 kills
Crude Blade 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

3 placed spawners carry a scripted reward that always drops on the kill: Pure Blade Material (Caverns), Dominatus (Caverns), Headman's Key (Cursed Hollow).

Elite drops: Ambers and keys
RewardTypeLocationCarried byNearest Lantern
Pure Blade MaterialUpgrade materialCavernsElite Scythe* · EliteLast Sunlight · about 44 m away
DominatusAmberCavernsElite Scythe* · EliteLast Sunlight · about 44 m away
Headman's KeyKeyCursed HollowElite Scythe* · EliteEerie View · about 69 m away

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

Where to find Shambling Civilians

Game data

Placed spawners per region in campaign order: 162 in total, the most in Fallen Village (63).

Where to find Shambling Civilians
LocationRegionPlacedEnemy levelHealthShare of placementsMap
Fallen VillageIII6318039%Show on map
CavernsIV121807%Show on map
Vale of WrathV81–280–1125%Show on map
Cursed HollowVI321–280–11220%Show on map
The OutskirtsVII271–380–14417%Show on map
City of OrphansVIII171–480–19210%Show on map
FortressX341922%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

Fallen Village
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 Fallen Village

Ability altars: 2

Bosses: 1 (The Iron Marshall)

Chests: 9 (Glass Soldier, Pure Transmutation Material, Volatile End, Warrior's Fury, Ferrofluid Flask Power Upgrade, Distilled Blade Material, Pure Blade Material, Empty Ferrofluid Flask)

Keys: 2 (Weathered Key, Storage Key)

Lanterns: 4 (Orchard, Marketplace, Fields, Path of Fire)

Letters: 5 (Love Letter, Arrest Warrant, Louis Journal — Medical Procedure, Quartermaster Letter, Letter with a Drawing)

Hits to kill Shambling Civilians

Calculated

Basic hits needed to kill a level-1 Shambling Civilians (80 HP) with every blade and firearm at weapon levels 1, 5 and 10.

Hits to kill
WeaponWeapon level 1Weapon level 5Weapon level 10
Pistol330 per hit2 to the head242 per hit260 per hit1 to the head
Musket1150 per hit1210 per hit1300 per hit
Blunderbuss1150 per hit1230 per hit1350 per hit
Saber420 per hit240 per hit260 per hit
Rapier425 per hit335 per hit245 per hit
Claymore250 per hit180 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 Shambling Civilians, as written in the game.

SpoilerShow the journal entry

I can't shake the feeling of despair that took over me when I entered the village. I met no living soul there — at least, none I would still call human. The plagued wandered the fields in a dreadful imitation of life, trapped in endless motions as though time itself had broken. I saw a man raising and lowering an axe into an already-ruined stump for hours without pause... I cannot rid myself of the thought that the plague preserves habit above mind; perhaps the body remembers its most repeated motions long after the soul has fled.

I discovered dozens of villagers hidden deep within the salt mine shafts — all plagued. How did the sickness reach them here? Did one infected soul descend among the refugees, unnoticed until too late? Or did they uncover something beneath the earth itself — some foul source sleeping in the dark? The deeper galleries reeked of decay, yet the plagued continued their labour without rest, as though commanded by memory alone.

The city turned out to be a place filled with cruelty. Those captured — both French and civilians — were burned alive, beheaded, or even impaled... I believe this fanaticism was not born purely out of devotion but rather fuelled by the Shrike. Viciousness of this magnitude feels almost personal. But why? What are the Shrike's motives?

Shambling Civilians is the #2 most common of the 15 enemy types, with 162 placements across 7 regions; you meet it first in Fallen Village and see it most in Fallen Village. All of its 18 attacks can be blocked; the hardest hitter is Axe Slash (right) at 30 base damage. No damage type does extra damage to it, so pick a weapon you like. Hunt its elite placements for Pure Blade Material (Caverns), Dominatus (Caverns), Headman's Key (Cursed Hollow). Its health runs from 80 at level 1 to 320 at level 6, paying 120 Catalysts to 170 Catalysts.

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Shambling Civilians FAQ

How do you beat Shambling Civilians in Valor Mortis?

Shambling Civilians are the game's crowd: 162 spawners, 63 of them in the Fallen Village. None of their 18 attacks is red, so a raised guard handles every swing (30 to 50 Endurance per block), and a backstab kills one outright at every level. They are fragile (80 HP at level 1, head 1.8x, no posture bar on the basic variants) but scale hard: their damage multiplier reaches 2.7x at level 6.

How much HP does Shambling Civilians have in Valor Mortis?

Shambling Civilians has 80 HP at level 1 and 320 HP at level 6, its highest placement level. Levels are set per placement, not by difficulty. Its toughest variant, Elite Scythe*, starts at 700 HP.

What is Shambling Civilians weak to?

Shambling Civilians has no elemental weakness or resistance: every damage type does normal damage. Head hits deal ×1.8 damage.

What does Shambling Civilians drop?

Random drops: Refreshing Vial (3%), Crude Blade Material (1%). Every kill also pays 120 Catalysts at level 1. Specific elite placements always drop Pure Blade Material (Caverns), Dominatus (Caverns), Headman's Key (Cursed Hollow).

Where do you find Shambling Civilians?

Shambling Civilians first appears in Fallen Village and is placed 162 times in total: Fallen Village (63), Caverns (12), Vale of Wrath (8), Cursed Hollow (32), The Outskirts (27), City of Orphans (17), Fortress (3).

Where is the best place to farm Shambling Civilians?

Fallen Village has the most Shambling Civilians placements (63 of 162), so that is where you meet it most often. Each level-1 kill pays 120 Catalysts and rolls its drop table.

Can you backstab Shambling Civilians, and does it block?

Yes: Shambling Civilians can be backstabbed, taking a fixed 80 damage at level 1 (100% of its health). It never blocks or parries.

Why does Shambling Civilians have different health in different places?

Each placement has its own enemy level from 1 to 6. Level 6 has 320 HP and deals ×2.7 damage compared with level 1. It is not a difficulty mode; Valor Mortis has a single difficulty.