Nemeses are the primary foes that the mages of Gravehold must defend against in Aeon's End.
Standard Nemeses[]
Nemesis | Set | Difficulty | Description |
---|---|---|---|
Blight Lord | The Nameless | 4 | The Blight Lord turns all it touches to glass. Player's decks slowly turn to glass too, as the Blight Lord marches closer and closer to Gravehold, threatening to crystallize the whole city. |
Carapace Queen | Core Set | 3 | Carapace Queen summons swarms of small minions called Husks. The more Husks that are in play, the more dangerous the Queen gets. |
Crooked Mask | Core Set | 5 | Crooked Mask is a nemesis of disease and pestilence. Crooked Mask uses a special Corruption deck that places corruption cards into players' decks, slowing them down. |
Gate Witch | War Eternal | 7 | The Gate Witch bends time itself into a weapon against Gravehold. It does this by manipulating the turn order deck in ways the benefit itself and hurt the players. |
Hollow Crown | War Eternal | 5 | The hollow crown appears weak at first; but its real strength lies in its power to convince others to follow it. A zealous cult of followers will protect their god at all costs, and they stand between the players and the Crown. |
Horde-Crone | The Depths | 6 | The Horde-Crone has awakened hordes of ancient troggs to lay siege to Gravehold. The more of the same type of trogg in play, the more dangerous the Crone becomes. |
Knight of Shackles | The Void | 4 | The Knight of Shackles is suspected to be the risen form of a old fallen breach mage, as he is capable of opening and focusing breaches as the mages do. But now he commands an undead army and must be stopped, regardless of who he once was. |
Magus of Cloaks | War Eternal | 7 | The Magus of Cloaks shrouds itself in layers of shadows making it impossible to clearly distinguish, or strike. These layers must be peeled back to confront the true creature. |
Maiden of Thorns | The Void | 4 | The Maiden of Thorns is a cruel sadistic creature, intent on extracting as much pain as possible from its prey with its many arrays of needles and thorns. Gravehold and the players will suffer extra damage based on the number of remaining cards left in certain supply piles. |
Prince of Gluttons | Core Set | 5 | Prince of Gluttons devours cards from the supply, draining away important options from the players. If Prince of Gluttons in given enough time and empties the supply completely, the players lose. |
Rageborne | Core Set | 2 | Rageborne is a simple nemesis focused on dealing damage to Gravehold and the breach mages. Rageborne uses an additional deck of 6 Strike Cards to deal greater damage. |
Thrice-Dead Prophet | The Outer Dark | 5 | The Thrice-Dead Prophet has feigned its death in the past, and each time it has learned more from the mages, returning stronger. Hopefully this time will be its final death. The Prophet continually gains life, even beyond its starting life, and ascends if it ever reaches 99 life. The players also lose if the Prophet completes its ritual and depletes the nemesis deck. |
Umbra Titan | War Eternal | 3 | The Umbra Titan is manic and feral beast, with little intelligence. Yet creatures from deep and dark places rise to serve the Titan. The mages do not have much time before Gravehold collapses beneath the Titan's writhing. |
Wayward One | The Nameless | 7 | The Wayward One is trapped between our world and others, constantly phasing in and out of position. Careful planning and timing are required to catch this creature in physical form. |
Wraithmonger | The Outer Dark | 6 | The Wraithmonger did not emerge from a breach; rather it grew in the minds of those in Gravehold, fueled by the terror within its hosts. Wraithmonger blocks players from using their abilities, while descending down a terror track. If Wraithmonger is allowed to reach its maximum terror, the players lose, as fear overcomes them completely. |
Legacy Nemeses[]
Nemesis | Set | Difficulty | Description |
---|---|---|---|
Bishop of Scrolls | Legacy of Gravehold | 2 | The mysterious Bishop of Scrolls arrives with an army of the Unnamed. As they appear, players will give them names. As the fight continues, their names will be spelled out. When their names are complete, a new version of them is created with stats based on the names given, and they are banished to an envelope for later. |
Bishop: Returned |
Legacy of Gravehold | 7 | The Bishop returns, this time with an improved army of Unnamed. The minions named by the players in the first fight with her make their appearance here. It plays very similarly to the first fight, though its difficulty is increased based on how players performed previously. |
Fate Shepherd | Legacy of Gravehold | 3 | Text. |
Griefweaver | Legacy of Gravehold | 8 | The titanic Griefweaver lumbers over the horizon, sucking hope from the world itself. The mages' minds are clouded with despair as supply piles are covered up with Fetter minions. Players must fight to keep access to their market before it is choked out completely. |
Mist: Revealed |
Legacy of Gravehold | 10 | Having been thought dead, Mist appears as a surprise fight at the end of Legacy of Gravehold. She beckons forth fragments of powerful Nameless, attempting to assemble them into the perfect foe of Gravehold. The fate of the future rests in this battle as friends must lay their tragic friend to rest. |
Mother of Rust | Legacy of Gravehold | 4 | Text. |
Paradox of Bone | Legacy of Gravehold | 8 | Text. |
Paradox of Myth | Legacy of Gravehold | 8 | Text. |
Paradox of Myth and Bone |
Legacy of Gravehold | 5 | Text. |
Rust Amalgam | Legacy of Gravehold | 6 | Text. |
Rust Superion | Legacy of Gravehold | 5 | Text.
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Expedition Mode Nemeses[]
These nemeses act and can be used just like the standard nemeses, but are listed separately to allow them to be hidden behind a spoiler warning as they are supposed to be initially hidden. They are revealed during the first playthrough of the expedition they belong to.
Nemesis | Set | Difficulty | Description |
---|---|---|---|
Ageless Walker | The New Age | 5 | Ageless Walker brings death and decay wherever it walks. The players' mages experience this firsthand; a curse is added to their deck to represent a damaging effect of aging and their cards can be temporarily removed from their deck by being exiled. |
Arachnos | The New Age | 4 | Arachnos once was a trusted mage and friend, but his thirst for knowledge and willingness to harness the power of the Nameless led to conflict with the Council of Elders. Now he is performing a dangerous ritual that may change him in an monstrous and even more dangerous adversary. Hindering the ritual is key to prevent a buildup of Nemesis Tokens, which determine how powerful and successful the result of the ritual will be. |
Burrower | Return To Gravehold | 8 | Burrower is a giant, tunneling Nameless that forces players to think strategically about purchasing supply cards. When players set up the market at the start of the game, they must put special Trap cards in the supply piles that deal damage to players or Gravehold when revealed on a Nemesis turn. Burrower frequently destroys cards from the top of supply piles, attempting to trigger the traps on its turn. |
Clouded Mesmer | Evolution | 7 | This nemesis is made of smoke that gets in your head and makes you need things, things you'd never even wanted in the first place. And it knows how to get those things. It uses compulsion cards that damage the players until they get rid of them by performing the action the card demands. |
Experiment 153 | Outcasts | 2 | This Nemesis, formerly a mere rabbit, grew powerful and twisted after being abandoned in the Void. It now bears four hungry maws that sit atop its head like horrible ears. Each maw is represented by a track on a separate mat. As maws move along their tracks, they trigger increasingly dangerous effects. Players deal damage to these maws instead of to the Nemesis itself, forcing the maws back toward the beginnings of their tracks. |
Fenrix | The New Age | 7 | Fenrix is the result of Arachnos' experiments with the Void and power of the Nameless. This fearsome wolf lets its pack of special minions do most of the fighting but players need to pick their targets carefully as they can only focus their damage on one of these minions each turn. Allowing too many of them to be present at the same time causes the players to lose. |
Fortress | Return To Gravehold | 5 | This enormous, crab-like Nameless moves down a special track, eventually doing huge damage to Gravehold if left unchecked. The track is divided into an upper and lower section. While in the upper section, the Nemesis takes increased damage. When moving to the lower section, the Nemesis gains damage-reducing tokens that must be removed to send it back to the top of the track. |
Fountain of Souls | Outcasts | 8 | A swirling, fluid, living mass of Aether and Void, the Fountain of Souls draws in the Aether of dead mages and twists them into horrors. It sends Souls marching down a spiraling track, where the players must remove them before they whittle away all of Gravehold. Souls can only be removed by using the special Soulfire supply card. Players must manage the Souls carefully, lest they too be consumed by the waters. |
Maggoth | The New Age | 3 | Maggoth summons a large amount of weak maggot minions that will hatch into the stronger fly minions. If left unchecked these vile creatures will attack Gravehold and may eventually even cause the players to be overrun, immediately losing the game. |
Necroswarm | Into The Wild | 7 | Necroswarm summons a large amount of bramble minions that will move toward and attack Gravehold on the Invasion Track. The closer they brambles are to Gravehold, the easier they are to discard; the players need to carefully balance their damage and risk-taking to efficiently get rid of this green threat. |
Risen Thrall | Outcasts | 5 | Filling the power vacuum created by the absence of the Knight of Shackles, the Risen Thrall commands the remnants of the Knight's forces. Its followers may not be as numerous as it first appears, however, as illusions hide in its ranks. Players may spend Aether 2 to check for an illusory thrall, discarding it if they guessed correctly. To beat Risen Thrall, players will need to be careful in determining what may be real and what is merely a facade. |
The Burning Kor | Southern Village | 7 | This humanoid, blazing Nameless circles the forests, setting them ablaze as it goes. The locations of players and special Ember minions are tracked on a grid with four winding paths. Players and Embers move through the grid, with Embers traversing the paths toward Gravehold. Players may only deal damage to enemies that are adjacent to them on the grid, making careful positioning crucial to defeating this Nemesis. |
The Endless Decay | Origins | 5 | A nemesis whose primary weapon is time. Its abilities enter entropy cards into play that deal damage passively in each nemesis turn and cannot be removed. Unleashes and powers just speed up this process. |
The Wanderer | The Ancients | 5 | A horde-style nemesis whose minions are specialized for defence instead of offense. The primary way of dealing damage to this nemesis is through spending rather than through spells and abilities, while minions reduce the amount of such damage dealt. |
Thief of Dreams | Outcasts | 4 | The Thief of Dreams lurks the Void like a cutout from space and time, a void within a void. This enigmatic Nameless begins the game by taking almost every supply card and shuffling them into one deck. Throughout the fight, this deck is slowly cycled across the Dream Mat, where players can destroy or purchase the cards before they damage the players and return to the deck. A special Delirium nemesis turn keeps the Dream deck flowing as players fight to reclaim the dreams they can and bury the dreams they can't. |