Adversaries

Adversary Overview

Understanding the 10 threat actors in Stamp Collector Simulator — mechanics, tiers, and strategy.

Adversary System

Adversaries are AI-controlled threats that attack players based on resource thresholds. They’re persistent — tied to the world, not individual games — and cycle between awake (attacking) and sleep states.

How Adversaries Work

Wake Conditions

Each adversary has a trigger threshold (stamps or money). When any player in the world exceeds that threshold, the adversary wakes up and starts its attack cycle.

Attack Cycle

While awake, adversaries:

  1. Check for targets at regular intervals
  2. Select a target based on their targeting rules
  3. Launch a network thread (attack) against the target
  4. The attack deals its normal effect (steal money, inject malware, etc.) AND SI damage
  5. Wait for their attack interval, then repeat

System Integrity Damage

Every adversary attack deals SI (System Integrity) damage in addition to its normal effect. When your SI reaches 0, your run ends. See the System Integrity guide for the full damage table and survival strategies.

Killing Adversaries

Hit adversaries with hack spells to deal damage:

  • Hack Level 1 = 1 HP (e.g., Foreign Script, Targeted Attack)
  • Hack Level 2 = 4 HP (e.g., Trojan, System Breach)
  • Hack Level 3 = 9 HP (e.g., Banking Intrusion, BIOS Exploit, Buffer Overflow)

When HP hits 0, the adversary:

  • Drops kill rewards (stamps + money)
  • Returns to sleep state with full HP
  • Stays asleep for sleepTimeHours

Whitelist (Immunity)

Favor From Above (Communications tree) adds your game to an adversary’s whitelist, granting immunity from targeting. However, the whitelist is cleared when the adversary is killed or goes to sleep — you must re-cast after each cycle.

Complete Adversary Roster

AdversaryTierHPWake TriggerAttack IntervalKill RewardXP
Script Kiddie131K stamps / 10K money72h2 stamps + 500 money50
Corporate Spy155K stamps144h5 stamps + 1,200 money50
Hacktivist Collective288K stamps54h8 stamps + 2,000 money50
Cyber Police21210K stamps / 100K money72h15 stamps + 5,000 money50
Ransomware Gang21680K money36h20 stamps + 8,000 money50
PLEX-9 (Rogue AI)21820K stamps24h (accelerating)25 stamps + 10,000 money50
Gideon32875K stamps / 750K money36h40 stamps + 25,000 money50
The Agency33250K stamps / 500K money108h50 stamps + 30,000 money50
Darknet Collective4363K stamps / 30K money18h (x2 attacks)60 stamps + 40,000 money50
The Overmind450500K stamps / 5M money18h100 stamps + 100,000 money50

Kill Efficiency

How many hack spells to kill each adversary:

AdversaryHPL3 Spells NeededL2 Spells NeededL1 Spells Needed
Script Kiddie3113
Corporate Spy5125
Hacktivist Collective8128
Cyber Police122312
Ransomware Gang162416
PLEX-9182518
Gideon284728
The Agency324832
Darknet Collective364936
The Overmind5061350

Threat Priority

Not all adversaries are equal threats. Consider both their damage output and attack frequency:

Most Dangerous (by DPS):

  1. Darknet Collective — 2 attacks every 18h using heavy spells (Buffer Overflow, BIOS Exploit)
  2. PLEX-9 — accelerating attacks (down to every 3h after 15+ attacks)
  3. Ransomware Gang — escalating attack tiers, Banking Intrusion at tier 3

Easiest to Manage:

  1. Corporate Spy — attacks every 144h (6 days), weak spell pool
  2. Script Kiddie — attacks every 72h, weak spells, only 3 HP

SI Damage by Adversary

Each adversary’s attacks deal SI damage. Here’s the average SI damage per attack cycle:

AdversaryAvg SI/AttackAttacks/DayAvg SI/DayWorst Single Hit
Script Kiddie~40.33~1.38 (Targeted Attack)
Corporate Spy~50.17~0.812 (Storage Compromise)
Hacktivist Collective~60.44~2.712 (Storage Compromise)
Cyber Police~70.33~2.310 (Contracted Support)
Ransomware Gang~8-150.67~5-1020 (Buffer Overflow, Tier 3)
PLEX-9~101-8~10-8020 (Buffer Overflow)
Darknet Collective~72.67~1920 (Buffer Overflow)
Gideon~70.67~4.78 (BIOS Exploit)
The Agency~100.22~2.220 (Buffer Overflow)
The Overmind~141.33~1920 (Buffer Overflow)

See the System Integrity guide for survival strategies and perk recommendations.

Strategy

  • Kill or whitelist? — cheap adversaries (Script Kiddie, Corporate Spy) are worth killing for rewards. Expensive ones (Darknet Collective, The Agency) are worth whitelisting.
  • SI management is critical — adversary attacks now deal SI damage. Multiple active adversaries stack SI drain and can end your run.
  • Darknet Collective is the early-game threat — wakes at only 3K stamps but has 36 HP. Consider whitelisting early.
  • PLEX-9 accelerates — the longer it’s awake, the faster it attacks. Kill it quickly or whitelist it.
  • The Agency is sticky — once it picks a target, it stays on them until it sleeps. If you’re the target, act fast.
  • Every kill gives 50 XP — adversary kills contribute to your account level and perk progression.