Castle Crawler - enemies

Every picture on this page is the enemy's resting pose in the game, captured by --enemyshot (see the end of the page): the enemies are code-drawn block-outs for now.

Every enemy, what it does, how to beat it, where it appears and what it drops. The implementation (the shared Enemy core, replication, the hooks a new enemy overrides) is in game-prototype.md, "Enemies". Stats are the constants at the top of each script; damage is before the player's armour.

Loot sources (Items.SOURCES, Items.GOLD_DROPS, Subweapons.DROP_CHANCE, Scrolls.DROP_CHANCE): husk 30 % an item, spitter 40 %, bat 20 %, brute 60 %, mimic always one Uncommon or better like a chest, miniboss one Uncommon or better and a phial 60 % of the time, boss two Rare or better.

Stage types are the type an entity has in a stage JSON (Level.ENTITY_SCENES).

Normal enemies

Picture Enemy Type HP What it does Counterplay Found in Loot
zombie Husk zombie 30 Walks, turns at walls and ledges, 15 on touch. Hit it. Everywhere husk
hound Hound hound 20 Trots; sprints at you when it sees you (12 on touch). Hit it as it comes. Hollow Keep, prologues husk
spitter Spitter spitter 20 Stationary; winds up 0.6 s and spits a shot (15) at where you stood. Step aside; a hit during the wind-up cancels. Everywhere spitter
brute Brute brute 50 Armoured club swing (25) after a 0.5 s wind-up, then 0.7 s slumped. Back off, punish the recovery. Hollow Keep, prologues, Clock Tower brute
bat Bat bat 12 Hangs from the ceiling; swoops (10 on touch), pulls away, swoops again. Hit it in the air. Everywhere bat
wolf Blighted Wolf wolf 40 Patrols; runs at you, crouches, pounces (18). Hit it while it crouches, or jump the pounce. Hollow Keep brute
windup Wind-up Knight windup 40 Winds its key, charges (22); then runs down for 1.4 s taking double damage. Jump the charge, hit it run down. Clock Tower brute
tickwraith Tickwraith tickwraith 30 Blinks behind you on the clock's tick, then slashes (18). Turn around when it fades. Clock Tower, Silent Abbey bat
swinglamp Swinglamp swinglamp 18 A lantern hanging on a 96 px chain from the ceiling. It sways until a standing player comes within 300 px, then swings wider and wider like a pendulum (12 on touch) and flicks an ember down (10) every 1.6 s at the end of a swing on your side. A hit knocks most of the swing out of it; hit it low in its arc. Clock Tower, Silent Abbey bat
leaper Grave Toad (leaper) leaper 25 Crouches, leaps at you (12), lands flat for 0.6 s. Hit it while it crouches or when it lands. Hollow Keep husk
wisp Wisp wisp 10 Homes in and bursts (18 within 72 px); a hit sets it off too. Hit it from range, or run. Hollow Keep bat
rampart Rampart Husk rampart 45 A husk behind a door: hits from the front clang off; 12 on touch; a 0.4 s shove (14, big knockback) when you stand in front of it. Jump behind it, or take 4 blocked hits to break the guard (1.4 s staggered). The Menagerie; Hollow Keep R02; Silent Abbey R01 brute
lobber Cinder Lobber lobber 24 Stationary; 0.75 s wind-up, then an ember that arcs over obstacles to where you stood (16). Step off the mark; a hit during the wind-up cancels. The Menagerie spitter
shade Veil Shade shade 26 A ghost that drifts through walls and cannot be hurt until it takes form: 0.5 s wind-up, a claw (16), then 1.1 s solid and open. Hit it while it shows itself; a hit during the wind-up breaks the claw. The Menagerie; Hollow Keep R13; Clock Tower R23; Silent Abbey R02 bat
dripper Ceiling Dripper dripper 22 Clings to the ceiling, creeps over you, drops an acid blob (12) every 1.7 s after a 0.55 s swell. Look up; jump and upward attacks. The Menagerie; Clock Tower R26; Silent Abbey R02 spitter
thrall Powder Thrall thrall 28 A husk with a keg; runs at you (10 on touch). The killing hit leaves it at 1 HP and lights a 1.3 s fuse; then it bursts (28 within 96 px). Hit it from range, or hit and run. The Menagerie; Hollow Keep R02; Clock Tower R16; Silent Abbey R01 husk
chanter Bone Chanter chanter 20 Keeps its distance; every 2.6 s heals the hurt enemies within 260 px by 12 (0.8 s chant); with nothing to heal it flicks a bone (8). Kill it first; a hit cancels the chant. The Menagerie; Hollow Keep R07; Clock Tower R28; Silent Abbey R01 spitter
grinder Rolling Grinder grinder 40 A spiked wheel: 1.3 s wind-up, then 2.6 s rolling the floor (16 on touch), bouncing off walls; hits do 40 % while it rolls. Jump it; hit it while it winds. The Menagerie; Hollow Keep R19; Clock Tower R08 brute
archer Lantern Archer archer 18 Stationary, long range: a beam follows you 0.9 s, locks white 0.35 s, then a fast bolt (18). Step off the beam when it turns white; a hit while it aims cancels. The Menagerie; Clock Tower R19; Silent Abbey R03 spitter
mimic Gilded Mimic mimic 55 Looks like a chest. Within 56 px (or when hit) it opens on teeth and lunges (22); then it hops after you (14 on touch). Hit chests you do not trust; it pays like a chest. The Menagerie; Hollow Keep R06; Clock Tower R22; Silent Abbey R03 mimic
burrower Crypt Burrower burrower 35 Under the floor (untouchable, only a crawling mound) it gets under you and erupts (20, thrown high) after a 0.5 s swell; then 1.7 s up and open. Step off the mound; hit it while it is up. The Menagerie; Hollow Keep R12; Clock Tower R25 husk

Mini-bosses

Group miniboss: the HUD shows a small bar while one is engaged. No arena; the chapter goes on when they die. They sleep until they see you and go back to sleep after 6 s alone.

Picture Mini-boss Type HP Attacks Openings Found in
sentinel Ossuary Sentinel sentinel 220 Shield bash (18), overhead cleave (30), a fan of three bone shards (12). Blocks front hits (40 %) until 6 of them break the guard. Hits from behind; the guard break (1.8 s); during the cleave the shield is down. Enraged under 30 %. Hollow Keep R10, Silent Abbey R04
jailer Iron Jailer jailer 300 Stomp (22 in front + two floor waves, 14), the double lash (chain over and down, 24; then back low, 18), the hook (10, drags you to its feet, then a lash). After a stomp it rests 1 s (staggers); a hook that catches nobody leaves it recoiling 1.5 s, hits x1.5. Enraged under 35 %. The Menagerie R06; Clock Tower R21 (Gear Lift Hall)
cantor Glass Cantor cantor 260 Hovers 150 px up. Wail (a ring of 8 glass shards, 12; 12 shards enraged), shriek (a fan of three fast shards, 14), dive (drops to your locked x: 20 around the landing). Airborne it never staggers (jump attacks still land); after a dive it kneels 1.8 s on the floor, hits x1.5. Enraged under 35 %. The Menagerie R07; Silent Abbey R03 (Gallery of Glass)

Bosses

Group boss: the HUD's boss bar, the boss music layers follow the phase, the exit crystal opens where it falls. They wake when you walk into the arena, leash home after 4 s alone, and reset on a team wipe.

Picture Boss Type HP Phases and attacks Openings Stage
boss The Warden boss 400 Slam (25 + two waves), charge (30), volley (3 shots; 5 in phase 2 at half HP). Exposed 1.2 s after a charge: double damage. Prologue, Hollow Keep
colossus The Sunken Colossus colossus 600 Hand slam (30; twice in phase 2), floor sweep (25), falling rocks (6; 9), eye beam (phase 2). Only the head can be hurt; strained 1.8 s after a sweep: x1.5. The Colossus Pit
midnight The Midnight Engine midnight 720 Hand sweep (26), rolling gears (16), chime ring (phase 2), blink, gear rain (phase 3), a toll on each new phase. Overwound 1.8 s after a sweep, sagging low: x1.5. The Clock Tower
huntsman The Pale Huntsman huntsman 900 1 (mounted): charge (32), leap onto your spot (26 + two waves, 18), spear volley from above (5 spears, 18). 2 (below two thirds, dismounted): sweep (24, then 18), a returning spear throw (22 out, 18 back), dash (20), volley. 3 (below one third): a howl on entering (10 shots + waves) and in the deck, 7-spear volleys, everything 30 % faster. Staggered 1.2 s on the wall after a charge, and during the dismount: x1.5. The Huntsman's Glade
saint The Glass Saint saint 820 Hovers 170 px over the floor. All phases: light pillars (three marked columns, 24), halo (ring of 10 glass, 13), glass rain (8), descent (22 + two waves, 16). 2 (below 60 %): the gaze: a beam that sweeps one half of the floor (26); a choir ring on entering. 3 (below 30 %): mirror (blinks across the arena straight into a halo), double halos, 30 % faster. Kneeling 2.2 s after each descent (every 2nd attack in phase 1, 3rd in 2, 4th in 3): x1.6. The wall ledges and the dais put jump attacks in reach and lift you over the gaze. The Nave of Glass

Where to meet the new ones

The headless checks are bestiarytest, jailertest, cantortest, huntsmantest and sainttest (scripts/test_bestiary.gd, run by tools/ci/run_tests.py).

Regenerating the pictures

godot --path game -- --host --stage enemy_arena --enemyshot <folder> (windowed, solo host) calls up every enemy of EnemyConsole.ROSTER in turn, freezes it, crops the screen around it and saves <folder>/<type>.png. The pages use wiki/game/images/enemies/. Run it again after an enemy is redrawn or a new one joins the roster (scripts/test_bestiary.gd, _run_enemyshot).