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Bestiary

Every creature here comes straight from the game, pictured by the game’s own renderer. Whatever it is, the outline on the ground always shows the exact shape of its next blow.

Sunlit Meadows and old ruins 4

Dew slime
Common guardian

Dew slime

Where: Sunlit Meadows · tier 1

In the meadows, a moving earth trail reveals a burrowing mint slime. Approach to make it emerge; dodge its green spit and counter during recovery. Slimes elsewhere still hop.

Lantern wisp
Diving guardian

Lantern wisp

Where: Other lands · threat 1–6

Outside the meadows, a lantern moth marks a red line before diving. In Sunlit Meadows its place is taken by an acorn guardian: it runs up, raises a twig club and strikes in melee.

Mossback
Heavy guardian

Mossback

Where: Old ruins · threat 2–7

A stone guardian with a wide stomp. Dash away from the marked circle.

Reed cantor
Melee guardian

Reed cantor

Where: Old ruins · threat 4–7

A robed singer who chants in the ruins. Leave its attack path and strike while it recovers.

The Violet Vale 2

Mage
Spellcaster

Mage

Where: Dungeons · caves · Waves Challenge

Keeps its distance: it backs away when you close in, circles you, then looses a bolt after a short wind-up. Dash in between its shots.

Keepers of the Violet Vale
Mushroom keeper · violet archer · violet witch

Keepers of the Violet Vale

Where: The Violet Vale

In the Violet Vale the spellcasters wear the valley’s colours. All three keep their distance like a mage: the mushroom keeper’s hits build rot, the violet archer looses arrows and the violet witch casts violet bolts.

Cinder Canyon 3

Cinder imp
Fire-bomb thrower

Cinder imp

Where: Cinder Canyon

In Cinder Canyon the stone guardians are cinder imps. One keeps a few steps away, then winds up and throws a fire bomb where you stand. Keep moving, and close in while it recovers.

Ember centipede
Canyon hunter

Ember centipede

Where: Cinder Canyon

In Cinder Canyon the living bombs are ember centipedes. One coils a circle around the spot where you stand, and when the coil closes, poison pulses inside it. Step out of the circle before it closes.

Bomber
Living bomb

Bomber

Where: Ashglass Caldera · dungeons · Waves Challenge

Hops after you like a slime. When it lands beside you, brushes against you or takes a deadly blow, it lights its fuse, and a fire circle marks the blast. Get out before the circle fills.

In the dungeons 3

Skeleton
Dungeon swordsman

Skeleton

Where: Dungeons · Rookshade Hollow · Waves Challenge

A sword-swinging skeleton with a short, quick wind-up. Step back as soon as its outline appears, then strike while it recovers.

Key Warden
Dungeon boss

Key Warden

Where: White Stair / Unfinished Tower · boss

Stomps, charges and calls reinforcements. Watch the ground telegraphs.

The Archive Keeper
Dungeon boss

The Archive Keeper

Where: Archive / Grotto / Foundry · boss

A robed Keeper who guards the final chamber with magic and retainers.

The Rose Shore 3

Shore Serpent
Ambush guardian

Shore Serpent

Where: The Rose Shore · outside Sunmere

The serpent rises as you approach and holds its head above water for 700 ms before each locked bite. Sidestep the lunge. It stays visible between attacks until you retreat beyond 11 metres. A third landed bite drags you toward the water; dash to escape.

Sakura Mantis
Ambush guardian

Sakura Mantis

Where: The Rose Shore · outside Sunmere

A flowering tree unfolds into a mantis. Petals and raised claws warn of a fast cross-cut, without ground markers. Flank its frontal guard and strike during recovery.

Petal Widow
Ambush guardian

Petal Widow

Where: The Rose Shore · outside Sunmere

An innocent flower snaps open and leaps in under half a second. Dash aside as its legs unfold; it lands at your last position and briefly recovers.

The Lantern Fen 3

Giant Mosquito
Marsh predator

Giant Mosquito

Where: The Lantern Fen

Hovers on veined wings, pauses to aim, then dives with its long proboscis. Sidestep the marked line and strike during its recovery.

Bog Worm
Marsh predator

Bog Worm

Where: The Lantern Fen

A heavy segmented worm with a circular toothed mouth. Coils before lunging at a fixed point; stepping aside leaves it exposed.

Mushroom Mire Frog
Marsh predator

Mushroom Mire Frog

Where: The Lantern Fen

Lives in marsh pools with mushrooms on its back. Inflates its throat, then spits three bubbles at anyone within nine metres, even on dry land. Dodge sideways or use cover.

Amber Afterlight 2

Amber Moth
Dusk hunter

Amber Moth

Where: Amber Afterlight

Circles on broad golden wings, folds them to gather light, then releases three slow amber seeds. Move between them while it rests.

Shard Warden
Guardian of old echoes

Shard Warden

Where: Amber Afterlight

A floating amber heart held in a ring of violet stone shards. Its shards spread before a short pulse; leave the glowing circle, then strike its exposed heart.

Prism Hollow and Mushroom Chapel 4

Crystal Crab
Armored cave guardian

Crystal Crab

Where: Prism Hollow / Mushroom Chapel

Opens its claws before a close crystal burst. Its shell takes reduced damage until recovery exposes it.

Echo Moth
Cave spellcaster

Echo Moth

Where: Prism Hollow / Mushroom Chapel

Spreads its four wings, then releases a three-note fan. Move between the slow echoes.

Geode Warden
Crystal cave boss

Geode Warden

Where: Prism Hollow · second ring

I: armored claw slam. II: falling crystal clusters. III: a ring burst with a safe center. The shell opens during recovery; strike the cyan heart.

Mushroom Queen
Fungal cave boss

Mushroom Queen

Where: Mushroom Chapel · second ring

I: marked spore pools. II: crossing root lanes. III: a spore crown. Pools linger briefly; the queen rests between casts.

The Pale North 3

Frost Hare
Snowball skirmisher

Frost Hare

Where: The Pale North

Throws a snowball at a marked spot. Move after the circle appears.

Rime Ram
Charging guardian

Rime Ram

Where: The Pale North

Lowers its ice horns, locks a straight path and charges. Step sideways, then punish the recovery.

The White Howl
Snow boss

The White Howl

Where: The White Howl’s Den · northern second ring

I: heavy slams and charges. II: falling ice. III: blizzards with a safe eye. Ice grows on its shoulders at two-thirds and one-third health.

Rookshade Hollow and Ashglass Caldera 2

The Vampire Count
Sun-shy duelist

The Vampire Count

Where: Rookshade House

His human form telegraphs a thrust and a crossing cut. When he fades into a bat, step off each locked flight path: he cannot be harmed until he returns. Open a sun shutter to shorten his flight, then strike during the long recovery.

The Ashglass Stoker
Keeper of the furnace

The Ashglass Stoker

Where: Ashglass Caldera

Pressure feeds marked vents, sweeping flame lanes and a furnace ring with a safe center. Cooling valves create safe pools and release pressure. Fire burns for three half-heart ticks; water or two rolls put it out.

The Last Crossing 3

Void Sentinel
Void duelist

Void Sentinel

Where: The Last Crossing

Aims its blade along a narrow lane. Sidestep the dash, then move in before it can attack again.

Void Weaver
Void spellcaster

Void Weaver

Where: The Last Crossing

Weaves a rift under your last position. Violet marks show exactly where the rift will open.

The Gate Guard
Final boss

The Gate Guard

Where: The Winter Gate · beyond the Long Bridge

I: severing lanes. II: hollow rings and falling stars. III: crossing rifts and a broken helm. Ring centers are safe; the core is vulnerable during recovery.

Your lantern is lit

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