Enemies & Bosses
Learn about every enemy type you'll encounter on your journey through the 30 floors. Knowledge is power!
๐ด Enemy Card System
Enemies draw a random card each turn based on weighted probabilities. Unlike the player's deck, enemy cards don't deplete - each turn is an independent draw.
How It Works
- โข Each enemy type has a deck of 3-5 unique cards
- โข Cards have probability weights (higher = more likely)
- โข Powerful cards have lower probabilities
- โข Heal overflow becomes armor (enemies never waste a heal)
Floor Growth
All enemies grow along ONE global curve: HP ร2.6 by floor 30, and ATK and HEAL as stat points in proportion to the base ATK (card damage ร (1 + ATK/10), heals ร (1 + HEAL/10)). Card Armor is printed and does not grow. Warlord / Soldier ATK and HEAL:
๐ซ Soldier Hesitation
When soldiers fight in groups, confusion sets in. The more allies a soldier has, the higher the chance they'll hesitate and skip their turn entirely.
This mechanic only applies to basic Soldiers, not to Brutes, Reavers, Acolytes, or Hybrids.
๐น Basic Enemy Types
Standard enemies you'll encounter throughout your run. Stats scale with floor level.
Soldier
Basic enemy unit. Low stats, scales in quantity. Pack tactics: +2 ATK for each other living soldier.
Brute
High HP tank. Slow but durable. Wind-Up telegraphs a double-damage blow โ defend or interrupt it.
Reaver
High ATK glass cannon. Kill quickly or suffer. Predator: its single-target attacks hunt the weakest hero; Flurry hits at random.
Acolyte
Heals and buffs allies, weakens the whole party with Curse and strikes when nothing else is needed. Bond mends and shields its most wounded ally in one motion.
Saboteur
Sabotages the fight as it enters: blocked structures, Debilitated heroes (no HP, Armor or shield gains) or the floor's rewards lost. Blocks and Debilitated end with it. Spends its first action on the Sabotage.
Strategist
Coordinates the enemy team while it lives: single-target attacks go for the hero with the lowest HP + Armor + Frost Shield (Taunt first; Flurry still hits at random), and Soldiers skip their hesitation roll. Control effects do not stop it: it must be defeated. Heals and shields only when needed.
๐บ Hybrid Enemies
Elite enemies that combine traits from multiple archetypes. More dangerous but appear less frequently.
Warlord
Brute + Reaver hybrid. Tanky AND hits hard.
Warden
Brute + Acolyte hybrid. Tanky healer.
War Priest
Reaver + Acolyte hybrid. Buffs self, then attacks.
๐ฒ Encounters
Normal floors are generated within a per-floor budget โ every run meets different packs, deterministic per seed. Dreaming deeper (Threshold, Abyss) multiplies the budget: richer encounters, not spongier ones. Elites and bosses are hand-crafted.
Generation Templates
- โข swarm
- โข frontline + support
- โข heavy + duo
- โข mixed
- โข mirror โ Abyss only: the dream repeats itself in identical pairs. The rules you learned bend here.
Three pack rules: a support is never alone, every group has a frontline body, no duplicate specials โ except in elites and the Mirror, where duplicates are the point.
Elite Signatures
Five named, hand-crafted fights at fixed floors:
| Floor 7 | The Warband | Soldier ร4 + Strategist |
| Floor 14 | The Bonded | Brute ร2 + Acolyte |
| Floor 17 | The Hunt | Reaver ร2 + Warden + Saboteur |
| Floor 24 | The War Council | Warlord + War Priest + Strategist |
| Floor 27 | Twin Warlords | Warlord ร2 |
๐ Stage Bosses
Powerful bosses that guard the end of each stage. They have multiple phases and unique mechanics.
Forest Guardian
At half health, the Guardian splits into a healer and an attacker.
At half health, the Guardian splits into Root, which heals Bramble, and Bramble, which attacks; defeat both.
- Guardian: 300 HP ยท 2 ร 20 damage per normal hit. Splits at 50% HP.
- Root โ healer: heals Bramble for 4; 1 ร 16 damage per normal hit when alone.
- Bramble โ attacker: 1 ร 16 damage per normal hit.
- The remaining HP is divided between the two forms; neither gets a fresh 300-HP pool.
Frost Tyrant
Break its Armor to cancel the storm and unleash the Tyrant.
Break its shell before the countdown ends to cancel a storm against every hero, then strike while it is Unleashed.
- 300 HP ยท 50 shell Armor.
- Armored: 2 ร 16 damage per normal hit.
- Storm: 32 damage to EVERY hero + Chill for 1 turn(s). Clock: 2 enemy boundaries.
- Unleashed: 2 ร 18 damage per normal hit ยท Vulnerable ยท 2 player response turns.
Infernal Lord
Defeat its body, then survive the heart as it burns itself out.
Defeat the body, then face a Heart that loses 40 HP each enemy phase and attacks 4 times for 24.
- Body: 320 HP ยท 1 ร 20 damage per normal hit.
- Inferno can hit EVERY hero for 20 and apply 3 Burn for 3 turns.
- Heart: a new 160-HP pool ยท 4 ร 24 damage per normal hit ยท loses 40 HP each eligible enemy phase.
- Burns out within 4 eligible enemy phases; player damage and DoTs can finish it sooner.
- Damage beyond the bodyโs remaining HP does not carry into the Heart.