
Volunteers Enemy type 11 of 15 · first met in Valley of Ashes
- Health
- 650
- Catalysts
- 500
- Posture
- 500
- Placements
- 68
- Methodology
- Data Methodology
- Author
- Dakota Chinnick
Volunteers is an enemy type in Valor Mortis, first met in Valley of Ashes and placed 68 times across 10 regions. At level 1 it has 650 HP and gives 500 Catalysts; its strongest placements (level 6) have 1,300 HP and hit ×1.5 harder. It uses 19 attacks, 5 of them unblockable. No damage type does extra damage to it.
- Health
- 650Level 1 · #4 of 15 by HP
- Catalysts (level 1)
- 5002,500 Catalysts at level 6
- Weak to
- No weakness
- Placements
- 6810 regions · #6 most common
- Amber from elites
- Wound that Heals+2 more
- Can be backstabbed
- YesBlocks your attacks
How to beat Volunteers
Game dataCounterplay for Volunteers, written from its move list, resistances, variants and drops.
Volunteers are three different soldiers: dual-sword fencers (650 HP), greatsword brutes (630 HP, 30% resistance to firearms, explosives and fire) and riflemen (500 HP, take 20% extra melee damage, 30% firearm resistance). Identify the weapon before you commit: rush the riflemen with a blade, out-parry the fencers, and give the greatswords room.
The greatsword hits are the ones to fear: 50 to 60 damage, two of them red (Swing Left 60 and Double Swing First 50), and the blockable ones cost 65 Endurance to block, most of your 80. The dual-sword Pirouet (57) is red too, and the rifleman's flamethrower Ignites you.
They pay well: 500 Catalysts each at level 1, rising to 2,500 at level 6. Elite Volunteers carry four scripted rewards: Wound that Heals and the Wagon Key in the Vale of Wrath, Glass Soldier in The Outskirts and Bountiful Harvest in City of Orphans.
How to fight Volunteers
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: Greatsword Swing Left, Dual Sword Pirouet, Greatsword Double Swing First, Greatsword Push Combo Intro cannot be blocked, so dodge them instead of holding block.
- Its head takes ×1.5 damage, so aim firearm shots at the head.
- It can block and parry your attacks (block chance 0% / 30% / 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 325 damage at level 1, 50% of its health (2 backstabs to kill).
- Some attacks build up Ignite on you; back off and let the meter drain.
- Its toughest variant, Greatsword Ultra Elite L8*, starts at 3,000 HP, far more than the 650 of a level-1 placement.
Volunteers variants
Game dataThe 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.
| Variant | Role | Health (lowest → highest level) | Catalysts | Posture | Stasis segments | Block chance | Parry chance | Backstab | Placed |
|---|---|---|---|---|---|---|---|---|---|
| Dual Sword Tier 1* | Regular | 650 → 1,300 | 500 | 500 | 3 | 0% / 30% / 100% | 0% / 20% / 100% | Yes | 3 |
| Greatsword Tier 1* | Regular | 630 → 1,260 | 500 | 500 | 4 | 0% / 20% / 100% | — | Yes | 19 |
| Rifle Tier 1* | Regular | 500 → 1,000 | 600 | 200 | 3 | No | — | Yes | 18 |
| Greatsword Tier 2* | Regular | 1,000 → 2,000 | 1,300 | 700 | 5 | 20% / 60% / 100% | — | Yes | 5 |
| Rifle Tier 2* | Regular | 600 → 1,200 | 1,100 | 200 | 4 | No | — | Yes | 9 |
| Dual Sword Tier 2* | Regular | 700 → 1,400 | 1,200 | 700 | 4 | 0% / 30% / 100% | 0% / 20% / 100% | Yes | 11 |
| Greatsword Elite* | Elite | 1,500 → 2,550 | 7,000 | 900 | 4 | 0% / 20% / 80% / 100% | — | Yes | 1 |
| Greatsword Ultra Elite L8* | Elite | 3,000 | 10,000 | 700 | 5 | 20% / 60% / 100% | — | Yes | 1 |
| Dual Sword Elite* | Elite | 2,000 | 15,000 | 1,200 | 4 | 30% / 70% / 100% | 0% / 20% / 100% | Yes | 1 |
* 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 |
|---|---|---|---|---|---|---|
| Dual Sword Tier 1* | 650 | 780 | 910 | 1,040 | 1,170 | 1,300 |
| Greatsword Tier 1* | 630 | 756 | 882 | 1,008 | 1,134 | 1,260 |
| Rifle Tier 1* | 500 | 600 | 700 | 800 | 900 | 1,000 |
| Greatsword Tier 2* | 1,000 | 1,200 | 1,400 | 1,600 | 1,800 | 2,000 |
| Rifle Tier 2* | 600 | 720 | 840 | 960 | 1,080 | 1,200 |
| Dual Sword Tier 2* | 700 | 840 | 980 | 1,120 | 1,260 | 1,400 |
| Greatsword Elite* | 1,500 | 2,100 | 2,550 | — | — | — |
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 2.25 m/s; your walk speed is 4 m/s.
| Variant | Role | Move speed | Sprint | Posture recovery | Recovery delay |
|---|---|---|---|---|---|
| Dual Sword Tier 1* | Regular | 2.25 m/s | — | 15/s | 6 s |
| Greatsword Tier 1* | Regular | 2.25 m/s | — | 15/s | 6 s |
| Rifle Tier 1* | Regular | 2.25 m/s | — | 10/s | 6 s |
| Greatsword Tier 2* | Regular | 2.25 m/s | — | 20/s | 6 s |
| Rifle Tier 2* | Regular | 2.25 m/s | — | 10/s | 5 s |
| Dual Sword Tier 2* | Regular | 2.25 m/s | — | 20/s | 6 s |
| Greatsword Elite* | Elite | 2.25 m/s | — | 20/s | 5 s |
| Greatsword Ultra Elite L8* | Elite | 2.25 m/s | — | 20/s | 6 s |
| Dual Sword Elite* | Elite | 2.25 m/s | — | 20/s | 6 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.
Volunteers 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 | 650 | 500 | ×1 | 325 | 325 | 50% |
| Lv 2 | 780 | 900 | ×1.1 | 390 | 390 | 50% |
| Lv 3 | 910 | 1,300 | ×1.2 | 455 | 455 | 50% |
| Lv 4 | 1,040 | 1,700 | ×1.3 | 520 | 520 | 50% |
| Lv 5 | 1,170 | 2,100 | ×1.4 | 585 | 585 | 50% |
| Lv 6 | 1,300 | 2,500 | ×1.5 | 650 | 650 | 50% |
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.
Volunteers 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 |
|---|---|---|---|---|---|
| Greatsword Swing Left* | Melee | 1 | 60 | — | Unblockableparry window 0.2 s |
| Greatsword Swing Right* | Melee | 1 | 60 | — | Blockableparry window 0.2 s |
| Dual Sword Pirouet* | Melee | 1 | 57 | — | Unblockableparry window 0.2 s |
| Greatsword Spin* | Melee | 1 | 50 | — | Blockableparry window 0.2 s |
| Greatsword Rush* | Special | 1 | 50 | — | Blockableparry window 0.2 s |
| Greatsword Push Combo Swing* | Melee | 1 | 50 | — | Blockableparry window 0.2 s |
| Greatsword Double Swing First* | Melee | 1 | 50 | — | Unblockableparry window 0.05 s |
| Greatsword Double Swing Second* | Melee | 1 | 50 | — | Blockableparry window 0.2 s |
| Dual Sword Double Downwards* | Melee | 1 | 45 | — | Blockableparry window 0.2 s |
| Dual Sword Double Stab* | Melee | 1 | 40 | — | Blockableparry window 0.2 s |
| Rifle Stab* | Melee | 1 | 35 | — | Blockableparry window 0.2 s |
| Dual Sword Right To Left Upwards* | Melee | 1 | 32 | — | Blockableparry window 0.2 s |
| Rifle Combo* | Melee | 1 | 32 | — | Blockableparry window 0.2 s |
| Dual Sword Cross* | Melee | 1 | 30 | — | Blockableparry window 0.2 s |
| Greatsword Push Combo Intro* | Melee | 1 | 30 | — | Unblockableparry window 0.1 s |
| Dual Sword Cross To Double* | Melee | 1 | 24 | — | Blockableparry window 0.2 s |
| Dual Sword Left To Right Double* | Melee | 1 | 24 | — | Blockableparry window 0.2 s |
| Greatsword Push Combo Push* | Melee | 1 | 15 | — | Blockableparry window 0.2 s |
| Rifle Flamethrower*Ignite | Flamethrower | 1 | 6 | — | Unblockableparry 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 ×1.5 at level 6), so Greatsword Swing Left goes from 60 to about 90.
Volunteers resistances and weak points
Game dataIt has no special resistances or weaknesses: every damage type works the same.
Red = takes extra damage of that type; filled to the right = resists it (100% = immune).
Weak points
| Body part | Damage taken | Posture damage taken |
|---|---|---|
| Head | ×1.5 | ×1 |
| Chest | ×1 | ×1 |
| Groin | ×1 | ×1 |
| Hands | ×0.8 | ×1 |
| Legs | ×0.8 | ×1 |
Variants with different resistances
| Variant | Melee | Firearms | Explosives | Fire damage | Stasis (Crystallization) | Infection | Head |
|---|---|---|---|---|---|---|---|
| Dual Sword Tier 1* · main | — | — | — | — | — | — | ×1.5 |
| Greatsword Tier 1* | — | −30% | −30% | −30% | — | — | ×1.5 |
| Rifle Tier 1* | +20% | −30% | −30% | — | — | — | ×1.5 |
| Greatsword Tier 2* | — | −30% | −30% | −30% | — | — | ×1.5 |
| Rifle Tier 2* | +20% | −30% | −30% | — | — | — | ×1.5 |
| Greatsword Elite* | — | −30% | — | −50% | −30% | — | ×1.5 |
| Greatsword Ultra Elite L8* | — | −30% | −30% | −30% | — | — | ×1.5 |
Red = takes extra damage of that type; negative = resists it. Head = damage multiplier on head hits.
Volunteers drops
Game dataRandom drops on every kill, with the chance the game rolls for each.
| Item | Type | Chance | Amount | On average |
|---|---|---|---|---|
| Consumable | 4% | 1 | 1 in 25 kills | |
| Upgrade material | 2% | 1 | 1 in 50 kills |
"On average" is 1 ÷ chance (calculated): the expected number of kills per drop, not a guarantee.
Elite drops: Ambers and keys
Game data4 placed spawners carry a scripted reward that always drops on the kill: Wagon Key (Vale of Wrath), Wound that Heals (Vale of Wrath), Glass Soldier (The Outskirts), Bountiful Harvest (City of Orphans).
| Reward | Type | Location | Carried by | Nearest Lantern |
|---|---|---|---|---|
| Key | Vale of Wrath | Greatsword Elite* · Elite | Poisoned Camp · about 113 m away | |
| Amber | Vale of Wrath | Greatsword Elite* · Elite | Poisoned Camp · about 113 m away | |
| Amber | The Outskirts | Dual Sword Elite* · Elite | Market Square · about 41 m away | |
| Amber | City of Orphans | Greatsword Ultra Elite L8* · Elite | Sewers · about 70 m away |
These are one-time rewards from specific spawners. The Lantern distance is a straight line from the spawner (calculated).
Where to find Volunteers
Game dataPlaced spawners per region in campaign order: 68 in total, the most in Vale of Wrath (13).
| Location | Region | Placed | Enemy level | Health | Share of placements | Map |
|---|---|---|---|---|---|---|
| Valley of Ashes | II | 1 | 1 | 650 | 1% | Show on map |
| Fallen Village | III | 6 | 1 | 650 | 9% | Show on map |
| Caverns | IV | 7 | 1 | 650 | 10% | Show on map |
| Vale of Wrath | V | 13 | 1–3 | 650–910 | 19% | Show on map |
| Cursed Hollow | VI | 3 | 2 | 780 | 4% | Show on map |
| The Outskirts | VII | 9 | 1–4 | 650–1,040 | 13% | Show on map |
| City of Orphans | VIII | 8 | 1–3 | 650–910 | 12% | Show on map |
| University | IX | 12 | 1–3 | 650–910 | 18% | Show on map |
| Fortress | X | 7 | 2–4 | 780–1,040 | 10% | Show on map |
| Napoleon's Prison | — | 2 | 3–4 | 910–1,040 | 3% | 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 Vale of Wrath
Ability altars: 3
Bosses: 2 (Slaughtermill)
Boss arenas: 1
Chests: 19 (Butcher's Carnage, Pure Blade Material, Lucky Shot, Exquisite Firearm Parts, Perfectionism, Distilled Transmutation Material, Superior Firearm Parts, Empty Ferrofluid Flask, Wound that Heals, Distilled Blade Material, Pure Transmutation Material, Ferrofluid Flask Power Upgrade, Dilated Moment)
Keys: 1 (Basement Key)
Lanterns: 5 (Ship Graveyard, Under the Bridge, Poisoned Camp, Old Windmill, Wolfsbane Field)
Letters: 23 (Mirek's Note, Shrike's Appeal — Join the Resistance, Deserter's Friend Diary, Wolf's Note — Poison, Cryptic Note — Wolf, Wanted Notice, Shrike's Appeal, Medic's Letter, Shrike's Order — Cargo, Painter's Final Letter, Headquarters' Orders — New Troops, Beekeeper's Note, Captain Lefèvre's Letter — New Troops, Shrike's Appeal — Informants, Thief's Note — Loot, Thief's Note — Warning, Emissary's Letter, Headquarters' Orders — Poisoned Troops, Shrike's Orders — Cargo, Rebel's Note — Mistake, Cargo Manifest, Toothless Jack's Journal, Deserter's Diary)
Hits to kill Volunteers
CalculatedBasic hits needed to kill a level-1 Volunteers (650 HP) with every blade and firearm at weapon levels 1, 5 and 10.
| Weapon | Weapon level 1 | Weapon level 5 | Weapon level 10 |
|---|---|---|---|
| 2230 per hit15 to the head | 1642 per hit11 to the head | 1160 per hit8 to the head | |
| 5150 per hit3 to the head | 4210 per hit3 to the head | 3300 per hit2 to the head | |
| 5150 per hit3 to the head | 3230 per hit2 to the head | 2350 per hit | |
| 3320 per hit | 1740 per hit | 1160 per hit | |
| 2625 per hit | 1935 per hit | 1545 per hit | |
| 1350 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 Volunteers, as written in the game.
SpoilerShow the journal entry
That colossus was unlike any adversary I had crossed paths with before. It was not merely its monstrous stature, but the manner in which it drew its arms, the terrible precision of each motion, the cold deliberation within every sequence of attack... Its disciplined demeanour felt too precise.
There is something profoundly unsettling about these soldiers, if I should even still call them that. They march not as men animated by blood and spirit, but as grim engines, obedient to some invisible and merciless puppeteer.
Once more, I escaped with my life by the narrowest of margins after confronting this beast. A most worthy adversary indeed; there is something noble in the way it conducts itself. And while we crossed blades, a troubling thought had struck me: is there intention in the way this soldier fought?
So far, I have encountered several such warriors, each using a different and exotic weapon.
I have discovered the truth behind the creation of the Volunteers.
It is dreadful beyond measure... And though I had long suspected it, it still filled me with utter horror. The Volunteers were once ordinary soldiers, men such as myself. Loyal, devoted with all their hearts to the Empire. They came willingly, lured into those nightmarish laboratories by pamphlets promising that they would become the glory of Napoleon. And what awaited them there? Death, agony, torment.
Volunteers is the #6 most common of the 15 enemy types, with 68 placements across 10 regions; you meet it first in Valley of Ashes and see it most in Vale of Wrath. Of its 19 attacks, 5 are unblockable (Greatsword Swing Left, Dual Sword Pirouet, Greatsword Double Swing First, Greatsword Push Combo Intro), and the hardest hitter is Greatsword Swing Left at 60 base damage. No damage type does extra damage to it, so pick a weapon you like. Hunt its elite placements for Wagon Key (Vale of Wrath), Wound that Heals (Vale of Wrath), Glass Soldier (The Outskirts), Bountiful Harvest (City of Orphans). Its health runs from 650 at level 1 to 1,300 at level 6, paying 500 Catalysts to 2,500 Catalysts.
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Volunteers FAQ
How do you beat Volunteers in Valor Mortis?
Volunteers are three different soldiers: dual-sword fencers (650 HP), greatsword brutes (630 HP, 30% resistance to firearms, explosives and fire) and riflemen (500 HP, take 20% extra melee damage, 30% firearm resistance). Identify the weapon before you commit: rush the riflemen with a blade, out-parry the fencers, and give the greatswords room.
How much HP does Volunteers have in Valor Mortis?
Volunteers has 650 HP at level 1 and 1,300 HP at level 6, its highest placement level. Levels are set per placement, not by difficulty. Its toughest variant, Greatsword Ultra Elite L8*, starts at 3,000 HP.
What is Volunteers weak to?
Volunteers has no elemental weakness or resistance: every damage type does normal damage. Head hits deal ×1.5 damage.
What does Volunteers drop?
Random drops: Refreshing Vial (4%), Crude Blade Material (2%). Every kill also pays 500 Catalysts at level 1. Specific elite placements always drop Wagon Key (Vale of Wrath), Wound that Heals (Vale of Wrath), Glass Soldier (The Outskirts), Bountiful Harvest (City of Orphans).
Where do you find Volunteers?
Volunteers first appears in Valley of Ashes and is placed 68 times in total: Valley of Ashes (1), Fallen Village (6), Caverns (7), Vale of Wrath (13), Cursed Hollow (3), The Outskirts (9), City of Orphans (8), University (12), Fortress (7), Napoleon's Prison (2).
Where is the best place to farm Volunteers?
Vale of Wrath has the most Volunteers placements (13 of 68), so that is where you meet it most often. Each level-1 kill pays 500 Catalysts and rolls its drop table.
Can you backstab Volunteers, and does it block?
Yes: Volunteers can be backstabbed, taking a fixed 325 damage at level 1 (50% of its health). It can block and parry your attacks (block chance 0% / 30% / 100%, parry chance 0% / 20% / 100%).
Why does Volunteers have different health in different places?
Each placement has its own enemy level from 1 to 6. Level 6 has 1,300 HP and deals ×1.5 damage compared with level 1. It is not a difficulty mode; Valor Mortis has a single difficulty.




