Monster types
Monsters should teach the player how the dungeon works. Early enemies explain movement and positioning. Later enemies pressure resource use, targeting, and escape decisions.
Monstrary
The Book has a Monsters tab for the Monstrary. A monster entry appears when combat starts. Weaknesses are hidden until you hit that monster with the right attack affinity. When that happens, the game shows a weakness toast and writes the new note into the Book.
Slime
- Behavior: slow pursuit and corridor blocking.
- Weaknesses: Arcane and Precision.
- Resistance: Physical.
- Strategy: use
Arcane BurstorAimed Shotbefore it pins you.
Ghoul
- Behavior: direct chase with punishing contact damage.
- Weakness: Holy.
- Resistance: Shadow.
- Strategy:
Smiteis the clean answer; guard before trading hits at low HP.
Necromancer
- Behavior: ranged pressure, often protected by rust squires.
- Weaknesses: Holy and Physical.
- Resistances: Shadow and Arcane.
- Strategy: close distance, break guards, then use
SmiteorStrike.
Rust squire
- Behavior: guard pattern that protects casters and bosses nearby.
- Weaknesses: Arcane and Shadow.
- Resistances: Physical and Precision.
- Strategy: crack armor with
Arcane BurstorShadow Hex.
Gallows wisp
- Behavior: stalker movement that pressures lines of sight.
- Weaknesses: Shadow and Luck.
- Resistance: Physical.
- Strategy: use
Shadow HexorLucky Ripostewhen normal weapon timing feels wrong.
Carrion moth
- Behavior: fragile, evasive movement that flees when hurt.
- Weaknesses: Precision and Luck.
- Resistance: Holy.
- Strategy: pin it with
Aimed Shotbefore it wastes turns.
Crypt mimic
- Behavior: ambush threat hidden around loot routes.
- Weaknesses: Physical and Holy.
- Resistance: Precision.
- Strategy: use
StrikeorSmiteafter it reveals itself.
Grave-root boss
- Behavior: phase-shifting boss that grows meaner after half HP.
- Weaknesses: Holy and Arcane.
- Resistance: Shadow.
- Strategy: save focus for phase two and finish with
SmiteorArcane Burst.