Enemies

From Star of Providence Wiki
Jump to navigation Jump to search
Kleines portrait1.png "Wow, looks like a lot of spoilers on this page! There are a lot of fun surprises down here... you'd hate to accidentally ruin them."

Enemies in Star of Providence are hostile entities that populate the Facility and often stand between the player and game victory. They are usually weaker than Mini-Bosses and Bosses. Many enemies display unique firing patterns and behaviors, utilize various projectiles, and drop Debris or Pickups upon death. Some enemies are unique to certain floors, but many can be found on several.

There are five sub-types that enemies are categorized into: Undead, Machines, Mages, Constructs, and Creatures. Every type excluding Creatures is susceptible to a specific weapon Keyword.

Each enemy also has a Bestiary entry available on the bulletin board in the Hub.

Enemy Mechanics

Red Bullets

Every projectile and hazard in Monolith deals exactly 1 point of damage unless it is absorbed by a Shield first. The only exception to this is Drdskull's guillotine, which deals 5 damage in Normal Mode and 100 damage in Hard Mode, effectively an instant kill. Some enemies fire red and black bullets that deal 2 points of damage instead of 1, and cause knockback. These are separate from blood bullets, like those fired by swarm Hosts.

Frost / Cold Bullets

Some enemies, especially those found in Maintenance System, fire blue bullets that slow the player down if they get hit by them. The Weatherproof Upgrade will negate this slowing effect but not the normal damage dealt along with it.

Halos

HaloSet.png

Rarely, an enemy will spawn with (or be given) a colored Halo. Enemies seen wearing Halos will gain an additional power based on its color. Interestingly, Halos can also rarely be seen attached to an Aegis.

  • Red: Makes the enemy affected act like a Malice Engine, emitting an aura in which enemies release bullets on death, including the Halo enemy itself.
  • Orange: Makes the enemy fire 3-4 shots independent of its normal attack patterns.
  • Green: Pulls the player towards the Halo.
  • Blue: Spawns several Swarmers (see Creatures section) upon the death of the Halo's bearer. Cannot affect Swarmers, unlike other Halos.

Aegis

Some rooms contain enemies equipped with an Aegis, a reflective shield that slowly lines up with the player. If the player shoots the Aegis, small bullets will be fired back at them (regardless of what bullet type was initially fired). Aegises are indestructible, so players will have to work their way behind them in order to shoot the enemy that they protect.

In harder areas such as Secret Rooms, Danger Rooms, Breaches, Unknown, Nowhere, and the The Temple, some will be upgraded to reflect bullets into homing purple stars. These upgraded Aegises have an orange hue, and are known as Eternal Aegises.

All Enemies

Undead

Name HP Debris Bestiary Entry Behavior and Notes
Ghost
Ghost.png
50HP
10G
"A lingering snapshot of somebody's past."
Chases the player via the shortest route available.

align Hard Mode: Fires a revenge bullet at the player upon death.

align Looping: Releases a backblast of destructible bullets upon death. Each loop adds an additional bullet; eventually, the bullets in the ring closest to the player become indestructible.

Crazy Ghost
CrazyGhostEnemy.png
100HP
7G
"Former inhabitants of the facility didn't take kindly to intrusion."
Targets the player's position when it wakes, then explodes into destructible bullets upon reaching it.

align Hard Mode: Targeting reticle continuously moves toward the player's current position.

align Looping: Releases more bullets upon death. Each loop adds an additional bullet.

Ice Ghost
IceGhostEnemy.png
50HP
15G
"Contrary to popular belief, it is not necessary to refrigerate ghosts to keep them fresh."
Chases the player via the shortest route available. Fires a revenge bullet upon death.

align Hard Mode: Fires two additional revenge bullets upon death.

align Looping: Releases a backblast of destructible bullets upon death. Each loop adds an additional bullet; eventually, the bullets in the ring closest to the player become indestructible.

Lost Soul
LostSoulEnemy.png
70HP
25G
"A soul exposed to Power Eternal is never the same again.
Something is lost forever."
Chases the player via the shortest route available. Fires a burst of three revenge bullets upon death, two of which are destructible.

align Hard Mode: Fires an additional backblast of revenge bullets.

align Looping: Fires more revenge bullets every few loops, initially indestructible; eventually, the added bullets at the edge of the attack become destructible.

Giant Ghost
GiantGhostEnemy.png
180HP
40G
"Tired of solitude in unlife?
Feel like you lost all sense of identity?
Join the ring today!"
Chases the player via the shortest route available. Instead of chasing the player, smaller Ghosts will choose to revolve around the Giant Ghost until it is destroyed. Fires a burst of revenge bullets upon death.

align Hard Mode: Revenge bullets arc slightly as they travel through the air.

align Looping: Shoots a bullet at the player as it moves towards them. Each loop adds an additional revenge bullet released upon death.

Giant Ice Ghost
GiantIceGhostEnemy.png
180HP
60G
"Desperate to preserve their memories, some ghosts approach absolute zero."
Chases the player via the shortest route available. Instead of chasing the player, smaller Ghosts will choose to revolve around the Giant Ice Ghost until it is destroyed. Fires a burst of revenge bullets upon death.

align Hard Mode: Revenge bullets arc slightly as they travel through the air.

align Looping: Shoots a bullet at the player as it moves towards them. Each loop adds an additional revenge bullet released upon death.

Eternal Gestalt
EternalGestaltEnemy.png
200HP
80G
"Ultimately, the soul is simply fuel.
The essence of the past, burned to make future."
Slowly chases the player, capable of passing through any obstacles in its path. Slowly blinks in and out of visibility. Cannot be possessed by Possessors.

align Hard Mode: Moves slightly faster, sometimes teleports while invisible.

align Looping: Gains the ability to shoot bullets at the player. Fires more frequently with each loop.

Hermit
HermitEnemy.png
125HP
75G
"We've got some new management, boys.
It's the ghosts, then you, then me, then the cat now."
Avoids the player while spawning Ghosts to attack them, occasionally firing bullets at them. Cannot spawn more than one Ghost at a time, continuing to fire projectiles at the player until it is killed. Cannot attack if the player is too close to them. Does not deal contact damage.

align Hard Mode: No effect.

align Looping: Spawns ghosts and fires more frequently with each loop.

Wiseguy
WiseguyEnemy.png
125HP
75G
"This cat has a very strange sense of fashion."
Avoids the player, occasionally firing a rapid volley of bullets. Cannot attack if the player is too close to them. All bullets fired by a Wiseguy travel very fast, making sustained combat difficult without cover. Has trouble firing directly upwards or downwards.

align Hard Mode: In addition to the bullet volleys, fires a large fireball with a flaming trail that splits into bullets upon contact with a wall.

align Looping: Fires more frequently with each loop.

Banshee
BansheeEnemy.png
200HP
70G
"Some just never come to terms with the infinite cruelty of life."
Wanders around the room and occasionally lets out a scream that produces a full circle of destructible bullets.

align Hard Mode: Increased bullet speed.

align Looping: No effect.

Legion
LegionEnemy.png
200HP
240G
"Tyranny of the masses."
Is divided into segments. If at least one segment remains, will either fire multiple projectiles directed at the player, or more projectiles from the center of its position outwards. When each segment is destroyed, releases 1-2 Ghosts at the player, and when all are gone, Legion's core is revealed, beginning to fire bullets outwards as it moves towards the player.

align Hard Mode: More projectiles are fired per attack. Core is unaffected.

align Looping: Each loop adds additional projectiles to each attack. Fires more frequently with each loop.

Glacial Legion
GlacialLegionEnemy.png
300HP
300G
"Keeps frozen the last, irreplaceable remnants of ancient blood."
Is divided into segments. If at least one segment remains, will either fire multiple cold projectiles directed at the player, or more cold projectiles (as well as Icicles) from the center of its position outwards. When each segment is destroyed, releases 1-2 Ice Ghosts at the player, and when all are gone, Glacial Legion's core is revealed, beginning to fire cold bullets outwards as it moves towards the player.

align Hard Mode: More projectiles are fired per attack. Core is unaffected.

align Looping: Each loop adds additional projectiles to each attack. Fires more frequently with each loop.

Possessor
PossessorEnemy.png
240HP
120G
"Especially grave transgressions were met with punishments that even death could not reprieve."
The Possessor container chases after the player via the shortest route available, dealing damage if it comes in contact with them. Once broken, it reveals the Possessor inside, who then tracks down the nearest enemy and possesses them. Possessed enemies are indicated via a dark red tone, and have their health doubled, have their loop increased, and gain faster movement and attack speeds.

If there are no enemies in the room to possess, the Possessor chases the player down via the nearest route available. Deals double damage upon contact, much like a Red Bullet. Possessors cannot possess other Possessors, or Eternal Gestalts.

align Hard Mode: No effect.

align Looping: No effect.

Honor Guard
HonorGuardEnemy.png
450HP
250G
"I'm anxious to serve beyond death."
Follows the player and slams its mace into the ground, producing a series of bullets around where the mace struck.

align Hard Mode: Slam attack produces larger projectiles. Gains an alternative attack, spawning blue spikes at the top of the room which then fall downwards much like Icicles.

align Looping: Each loop adds an additional bullet to the slam attack.

Enchanted Skull
EnchantedSkullEnemy.png
80HP
13G
"Hovers ominously. Enchanted with powerful bone magicks."
Fires a single homing shot towards the player when within line of sight.

align Hard Mode: Occasionally fires three small stars alongside the homing shot.

align Looping: Fires more frequently each loop.

Fiery Enchanted Skull
FieryEnchantedSkullEnemy.png
100HP
17G
"It's commonly known that anything worth having is worth having on fire."
Fires three fire shots with flaming trails at the player in a trident pattern.

align Hard Mode: Can also fire an orb that wraps around the perimeter of the wall and shoots bullets at the player, similar to Demons.

align Looping: Fires more frequently with each loop.

Bishop
BishopEnemy.PNG
225HP
35G
"Only through divine salvation can you reach the great boneyard in the sky."
Spawns with its eyes closed. When it opens them, fires three diamond-shaped bullets at the player that go through solid walls. Attempts to predict player movement. Can only be damaged while its eyes are open.

align Hard Mode: Fires an additional diamond shot per burst.

align Looping: Fires more frequently with each loop.

Imp
ImpEnemy.png
200HP
75G
"Fire is a primal sign of comfort. Or ambition."
If it does not have line of sight to the player, places a sigil over the player that explodes a moment later. If it can see the player, will fire 3-4 fire bullets at them with a flaming trail that deals damage upon contact.

align Hard Mode: The placed sigils explode into fire bullets. Can fire an additional fire bullet if it has line of sight to the player. Sometimes teleports away if the player is too close.

align Looping: Fires more frequently with each loop.

Angel
AngelEnemy.png
350HP
300G
"Divine will made manifest, cauterizing the loose seams of chaos."
Releases orbs that create lasers when they touch a wall. Lasers are directed orthogonal to the wall. Can also fire a massive field of bullets outwards in all directions.

align Hard Mode: Fires additional shots from its position outwards when releasing the orb attack. Fires more bullets with its secondary attack as well.

align Looping: Each loop adds an additional bullet per attack.

Demon
DemonEnemy.png
600HP
300G
"What's this place? Did I take a wrong turn at the maintenance system? Who's that scary fire guy? Oh no, he's looking this way now. I think he might be angry. Must stop writing."
Fires a flaming orb at the player, along with six smaller flames at the orb's sides. When this orb hits a wall, it causes flames to wrap around its perimeter, shooting slow fire projectiles at the player.

align Hard Mode: More projectiles are released from the moving flames around the wall's perimeter.

align Looping: No effect.

Boneling
BonelingEnemy.png
50HP
0G
"The last secret of necromancy is to wrest life from stone."
Emerges from a pile of bones and proceeds to toss bones in an arc at the player. Bonelings will continue to emerge from bone piles until the piles have been destroyed or all enemies in the room have been killed, including Bonelings. They cannot move, and when the pile a Boneling is on is destroyed, the Boneling is instantly killed. Can sometimes spawn with an alternate sprite.

align Hard Mode: Currently unknown.

align Looping: Currently unknown.

Hothead
HotheadEnemy.png
300HP
120G
"Notorious for their habit of falling asleep above doorways."
Hovers at the top of the room, occasionally spewing a stream of fire bullets downwards as it moves towards the player. Can fire an alternate attack, where fire bullets gush out of the top of its head like a volcano.

align Hard Mode: The main attack culminates in a large fireball shot downwards that splits into bullets when it hits the ground.

align Looping: Currently unknown.

Wraith
WraithEnemy.PNG
250HP
70G
"Wraiths have always been highly prized as ambassadors between the skeletal and incorporeal factions."
Hovers at a distance horizontal to the player, and occasionally shoots a spread of laser bullets. Sometimes stops moving, and then quickly charges off screen in the direction it was facing, leaving a trail of bones fired upward and behind itself, before reappearing from the other side of the screen.

align Hard Mode: Fires an additional projectile per attack.

align Looping: Each loop adds an additional laser to the laser attack.

Noxious Dead
NoxiousDeadEnemy.png
250HP
70G
"Remember kids, too much television will rot your brains."
Occasionally fires a slow gaseous bullet toward the player. Upon death, will generate four gaseous bullets that travel in a cross or X formation. Gaseous bullets are considered environmental hazards, thus using the Weatherproof Upgrade negates their damage and makes Noxious Dead completely harmless (they deal no contact damage). Noxious Dead are still able to fire while preparing to release their death attack.

align Hard Mode: Attacks slightly faster.

align Looping: Each loop adds an additional gas bullet to the attack.

Cavalier
CavalierEnemy.png
800HP
250G
"Quite frankly, what other chance will I ever get to delve a dungeon?"
Effectively a Mini-Boss, though will also be found as an NPC in shops on the floor where it appears. Fires bullets at the player, and spawns lines that themselves fire Railgun shots. It is possible to safely get behind the Cavalier and damage it, though it will eventually dash to the other side of the room.

align Hard Mode: Spawns with an Aegis that changes its angle with Cavalier's movement.

align Looping: Currently unknown.

Mechs

Name HP Debris Bestiary Entry Behavior and Notes
Drone
DroneEnemy.png
70HP
30G
"Everything is made of something smaller than itself."
Dashes towards the player's position. If the player is within line of sight, fires a spread of bullets at them once. If they are not, continues dashing until it lines up with them.

align Hard Mode: Shoots at the player twice before dashing again.

align Looping: Each loop adds an additional bullet to the spread.

Shuffler
ShufflerEnemy.png
115HP
30G
"Ever caught off-guard on housekeeping duty? No more! Blow away the intrusion, like so much autumn leaves."
Moves back and forth along a linear path, occasionally firing a bullet at the player. Destroying or moving a block in the way will change its path. Delay between each fired shot is randomized to a nearly unnoticeable degree.

align Hard Mode: No effect.

align Looping: No effect.

Sentinel
SentinelEnemy.png
110HP
20G
"Built to last eons!"
Fires a spread of three bullets in a spiral pattern.

align Hard Mode: Fires an additional fire bullet for each burst.

align Looping: Activates faster, fires more frequently, and fires more projectiles with each loop.

Heavy Sentinel
HeavySentinelEnemy.png
350HP
220G
"An excessive solution to all worldly problems!"
Fires a long burst of fire bullets at the player. Loses its shell at half health, changing its attack pattern to firing a thin stream of blood bullets at the player, along with small rings of blood bullets around itself.

align Hard Mode: Bullets travel through the air faster.

align Looping: Fires more frequently with each loop.

Eternal Sentinel
EternalSentinelEnemy.png
400HP
250G
"The service never ends."
Fires a stream of bullets at the player, with 4 shots concentrated in the middle and 10 more around them in a wider arc. Eternal Sentinels spawn with an orange Halo that fires 3 additional projectiles independently of their attack, switching to another enemy upon the Eternal Sentinel's death.

align Hard Mode: The Halo fires 5 projectiles instead.

align Looping: Each loop adds additional projectiles to the attack; the attack gets progressively wider, until the attack completes a near full circle around the Eternal Sentinel.

Skully
SkullyEnemy.png
80HP
13G
"It's great to be your own personal assistant and bodyguard!"
Shivers when in direct line of sight of the player, and fires a single bullet toward them. Rare variant is a little tougher and fires laser spike bullets instead.

align Hard Mode: Normal variant can sometimes shoot two bullets instead of one. Rare variant can fire four laser spikes in a spread pattern.

align Looping: Both variants fire more frequently with each loop.

Scarfy
Scarfy.png
120HP
17G
"So cold... Can't feel anything below my head..."
Shivers when in direct line of sight of the player, and fires a single bouncy frost bullet toward them.

align Hard Mode: Can occasionally fire three bullets instead of one.

align Looping: Fires more frequently with each loop.

Blazing Skully
BlazingSkullyEnemy.png
100HP
17G
"Hothead."
Shivers when in direct line of sight of the player, and fires a single flaming bullet at the player. The bullet has a short flame trail that hurts the player on contact.

align Hard Mode: Fires three additional bullets in random directions that do not have a flaming trail.

align Looping: Fires more frequently with each loop.

Defoe
Defoe.png
100HP
32G
"Welder eternal."
Passively invincible, becomes vulnerable when attacking the player. Attempts to anticipate where the player will move by leading its revolver shots.

align Hard Mode: Will occasionally fire 3-4 projectiles one on top of the other, with some of them being heavy revolver shots. This will cause it to recoil away from the player.

align Looping: Fires more frequently with each loop.

Demiskull
DemiskullEnemy.png
180HP
40G
"Some Skullies have delved too deep."
Fires three blood bullets at the player, and teleports closer to them if it doesn't have line of sight to them.

align Hard Mode: Fires projectiles that deal double damage.

align Looping: Fires more frequently with each loop.

Blastcore
Blastcore.png
180HP
55G
"Your lot in life could always be just that little bit worse."
Chases the player via the shortest route available. Explodes into six large bullets on death.

align Hard Mode: The bullets released on death will sometimes have their angle offset, changing where the safe spots are.

align Looping: Releases a trail of bullets as it enters a broken state. Bullets become more tightly knit with each loop.

Voltcore
Voltcore.png
180HP
75G
"I have faint memories of someone else. But just barely."
Chases the player via the shortest route available. Shoots six electric beams that reach across the room on death.

align Hard Mode: The lasers released on death will sometimes have their angle offset, changing where the safe spots are.

align Looping: Releases a trail of bullets as it enters a broken state. Bullets become more tightly knit with each loop.

Eternal Core
EternalCoreEnemy.png
250HP
100G
"Probably the angriest ball of metal in the whole facility."
Chases the player via the shortest route available. Explodes into six large bullets on death, along with a storm of destructible fire bullets that eventually disappear.

align Hard Mode: Leaves a trail of bullets when at low HP. The large bullets deal double damage.

align Looping: Each loop adds additional large bullets and destructible fire bullets that release upon death.

Saucer
SaucerEnemy.png
200HP
50G
"The battle for space had to be shelved in favor of the battle for everything else."
Fires a laser spike burst at the player if they are within line of sight.

align Hard Mode: The laser spike burst can bounce off a wall once and is slightly longer.

align Looping: The laser spike burst can bounce off walls and gets longer with each loop. Also fires more frequently with each loop.

Fish
FishEnemy.png
50HP
5G
"Yes, even a fish has a soul."
Passively swims back and forth through water, but still deals contact damage.

align Hard Mode: Moves slightly faster.

align Looping: No effect.

Crazy Fish
CrazyFishEnemy.png
65HP
20G
"They say that if a fish reaches the top of a waterfall, it becomes an Ice Wyrm..."
Swims back and forth through water, but will leap towards the player if they are directly above it within a certain range.

align Hard Mode: Moves slightly faster.

align Looping: Can leap higher with each loop.

Turret
TurretEnemy.png
90HP
25G
"This is the most boring existence imaginable. I hope a target practice comes by soon."
Is fixed to the surface it is found on. Can still be damaged if its shutter is closed. Deals no contact damage. Fires a burst of three bullets aimed at the player when it has direct line of sight to them.

align Hard Mode: Fires a burst of five bullets instead.

align Looping: Every few loops, another projectile is added to the burst.

Heavy Turret
HeavyTurretRGBP.png
150HP
40G
"Shh, they're sleeping."
Has four forms, each with their own unique attack:
  • Blue: Triggered through a tripwire, firing a sustained laser in a straight line.
  • Green: Releases two waves of circle shots similar to a Power Orb.
  • Orange: Leads with two spread shots, then fires a large fireball at the player that releases smaller fireballs at its sides as it travels through the air.
  • Purple: Fires four homing shots.

align Hard Mode:

  • Blue: In addition to the laser, fires four electric projectiles.
  • Green: Releases three waves instead.
  • Orange: Fireball releases a shot burst right away.
  • Purple: Also fires three spike projectiles between these shots.

align Looping:

  • Blue: No effect on its own, increases electric projectile count if paired with Hard Mode.
  • Green: Each loop adds an additional bullet to each wave.
  • Orange: Fires more frequently each loop.
  • Purple: No effect.
Crawler
CrawlerEnemy.png
115HP
30G
"Rumors say they have their own little kingdom somewhere between the cracks of the facility."
Crawls along the wall it is attached to until it aligns with the player. It then stops and shoots a fire projectile straight ahead. Dies if the wall upon which it crawled is destroyed.

align Hard Mode: Crawls along the wall much faster. Bullet velocity increased.

align Looping: Each loop adds an additional bullet that deviates from the original projectile, up to a total of six. Fires faster with each loop.

Pipeipide
Pipeipede.png
100HP
100G
"Someday I will break out of this place and sprout through the clouds."
A stationary enemy. If the player is within its field of vision, will fire a sustained burst of bullets at them from its eye, then continue periodically shooting four projectiles in a set pattern. The Pipeipide is composed of multiple segments, but can only be killed by destroying its eye. Separating a segment from the eye will destroy that segment. No part of the Pepeipede is bound to a wall.

align Hard Mode: Fires additional projectiles per attack.

align Looping: Fires more frequently with each loop.

Mimic
Mimic1Enemy.pngMimic2Enemy.png
400HP
125G
"Another failure."
Has multiple attacks and functions that resemble the player's own ship. Can fire a burst of three Vulcan-like shots, a continuous laser in a straight pattern, or dash away to avoid damage.

align Hard Mode: Currently unknown.

align Looping: Fires an additional Vulcan shot with each loop.

Furnace Maw
FurnaceMawEnemy.png
400HP
125G
"Old metal, new metal. But the people don't change."
Has two attacks: one has it shooting fire bullets at a consistent spread pattern and velocity outwards, the other has it firing a large fire projectile towards the player alongside a few smaller ones, splitting into more bullets upon contact with a wall. Constantly moves toward the player.

align Hard Mode: First attack has longer bursts of bullets, second attack fires more bullets along the larger projectile.

align Looping: No effect.

Hunter
Hunter.png
240HP
100G
"The beginning of the war was marked by a wave of assassinations, not all of which were by living hands."
Fires a series of projectiles at the player, then dashes away into the background.

align Hard Mode: Upon death, dashes into the background and attempts to crash into the player as it reappears.

align Looping: Fires more projectiles with each loop.

Soul Tank
Soultank.png
240HP
15G
"I mean, where do you store your souls?"
Stationary enemy. Releases Ghosts, Ice Ghosts, and Crazy Ghosts upon death. Slowly takes damage over time.

align Hard Mode: Currently unknown.

align Looping: Currently unknown.

Soul Extractor
SoulExtractor.png
400HP
250G
"Please do not interfere with the extractors.
They are after the ghosts - not you, unless you give them a reason."
Fires double damage bullets in a wide spread pattern outwards, as well as two bigger double damage projectiles towards the player.

Releases its Soul Tank upon death, spawning 2-4 Ghosts, Ice Ghosts, or Crazy Ghosts.

align Hard Mode: Projectiles travel slightly faster through the air.

align Looping: Releases more Ghosts upon death with each loop.

Soulmonger
SoulMongerEnemy.PNG
600HP
350G
"Lest the souls go to waste?"
Fires double damage bullets in a wide spread pattern outwards, as well as two bigger double damage projectiles towards the player. Will also let Crazy Ghosts out on occasion.

Releases its Soul Tank upon death, spawning 2-4 Ghosts, Ice Ghosts, Crazy Ghosts, or Lost Souls.

align Hard Mode: Projectiles travel slightly faster through the air.

align Looping: Releases more Ghosts upon death with each loop.

Bat
BatSmall.png
50HP
10G
"The humble bat. Truly a precious little critter."
Stationary until woken by the player. After waking, flaps after the player, dealing damage upon contact.

align Hard Mode: No effect.

align Looping: No effect.

Firebat
Firebat.png
120HP
24G
"Roosts wherever it's warm and cozy."
Stationary until woken by the player. After waking, flaps after the player dealing damage upon contact, while also leaving a trail of fire in its wake that deals damage too.

align Hard Mode: No effect.

align Looping: Moves slightly faster, and the flaming trail gets slightly longer with each loop.

Giant Skully
GiantSkullyEnemy.png
200HP
50G
"Incoming bullets from the big giant skull."
Fires large bullets similar to smaller Skullies. Also occasionally releases a burst of several clumped bullets when it is horizontally aligned with the player.

align Hard Mode: The large bullet releases two secondary bullets twice as it flies through the air.

align Looping: Fires more frequently, secondary attack features more projectiles with each loop.

Rockhead
RockheadEnemy.png
275HP
30G
"Ah, the ponderous, graceful Rockhead cod. One snap of its mighty jaw could - Oh god it's coming right for us!"
Swims in water and fires a spread of three bullets aimed at the player. Will swim towards the player if they're inside the water.

align Hard Mode: Fires eight bullets instead.

align Looping: Fires eight bullets instead, gets faster each loop.

Blast Reaper
BlastreaperEnemy.png
250HP
150G
"Issue 245: Object does not exist."
Will teleport to a location within line of sight of the player, then open and fire thick bursts of fire bullets in all directions. Is only vulnerable when open. When reaching 0 health, instead of dying, will finish its attack and then teleport to the player location and self-destruct, creating a storm of fire bullets that slow down as they travel.

align Hard Mode: Currently unknown.

align Looping: Currently unknown.

Colonel
ColonelEnemy.png
1400HP
500G
"I'm sick and tired of this war. Glad it ends tomorrow."
Effectively a Mini-Boss, but can be found in normal rooms and as an NPC in shops. Has several bomb-themed attacks, and can charge up a large laser. Drops 4-6 special or double bomb pickups upon death.

align Hard Mode: Currently unknown.

align Looping: Currently unknown.

Autodoc
AutodocEnemy.png
1400HP
500G
"Fascinating.
This slime shows potential to harm, but also to heal."
Effectively a Mini-Boss, but can be found in normal rooms and as an NPC in shops. Fires syringes, and can throw canisters containing jellies or waves of toxic gas. Drops health items upon defeat.

align Hard Mode: Currently unknown.

align Looping: Currently unknown.

Giant Bat
GiantBatEnemy.png
1600HP
750G
"A few enterprising souls realized the way to boss others around was to be bigger than them. The idea stuck."
Effectively a Mini-Boss, but can be found in normal rooms and as an NPC in shops. Summons waves of indestructible bats, and can fire screeches that travel at varying speeds, flooding the room. Drops a map pickup and creates several dug-up rooms upon defeat.

align Hard Mode: Currently unknown.

align Looping: Currently unknown.

Constructs

Name HP Debris Bestiary Entry Behavior and Notes
Seeker
SeekerEnemy.png
120HP
37G
"Power eternal shapes great many things in its image."
Fires two shots in a spread from each of its tips.

align Hard Mode: Fires three shots from each of its tips.

align Looping: Each loop adds an additional bullet to each tip.

Crystal Seeker
CrystalSeekerEnemy.png
125HP
55G
"Advanced animating classes take place in the lower levels.
Please bring warm robes."
Fires ten bullets in a pentagon shape.

align Hard Mode: Fires fifteen bullets per burst instead.

align Looping: Each loop adds an additional bullet to the burst.

Eternal Seeker
EternalSeekerEnemy.png
330HP
120G
"This pattern has no end and likely no beginning.
It goes on and on and on and on..."
Fires a massive spread of bullets shaped like itself, then teleports.

align Hard Mode: Four additional, larger bullets are fired alongside the regular ones. All bullets deal double damage.

align Looping: Each loop adds an additional double damage bullet to the burst.

Seekerhead
SeekerHeadEnemy.png
320HP
150G
"Issue 450: Superimposed values."
Fires at the player in a burst of projectiles around itself that resembles a diamond with large bullets at its tips.

align Hard Mode: Currently unknown.

align Looping: Fires more rapidly and adds more projectiles with each loop.

Chamberhead
ChamberheadEnemy.png
120HP
37G
"Unconditionally hostile - like most of the facility itself."
Fires a large bullet at the player and recoils back.

align Hard Mode: Fires a chain of three large bullets that get progressively smaller.

align Looping: Fires more projectiles around itself in addition to the large bullet. Each loop, the projectile aimed at the player gets faster.

Frosthead
FrostheadEnemy.png
130HP
75G
"Somewhere in there, is a dim glimmer of humanity."
Fires an Icicle-like bullet along with two additional cold bullets.

align Hard Mode: Fires six cold bullets alongside the Icicle.

align Looping: Each loop adds an additional bullet fired alongside the Icicle.

Eternal Chamberhead
EternalChamberheadEnemy.png
350HP
120G
"A spitting visage of infinity."
Fires spreads of bullets at the player. When it does not have line of sight to them, fires bullets in all direction that wrap around the screen and go through blocks, similar to the player's weapons when they have the Phasing Keyword. Even when in line of sight, there is a 1/6 chance that any given attack will become the phasing attack.

align Hard Mode: All bullets deal double damage.

align Looping: Fires an additional phasing projectile with each loop.

Chamberlain
ChamberlainEnemy.png
180HP
100G
"Their spirit displays an utterly alien, patterned harmony."
Charges up and fires a gigalaser at the player that phases through all blocks, but doesn't wrap the screen, and summons several bullets around itself when firing. This causes it to recoil back, much like Chamberheads. Does not need line of sight to the player to attack.

align Hard Mode: Currently unknown.

align Looping: Summons more bullets around itself when it fires with each loop.

Reaper
ReaperEnemy.png
125HP
40G
"They find it very hard to open up to anybody else."
Teleports in and out of visibility, firing three streams of bullets when it reappears. Can only be damaged when open. Deals no contact damage.

align Hard Mode: Fires a spread of bullets outwards as it teleports away.

align Looping: Stream of bullets widens with more projectiles with each loop.

Reaver
ReaverEnemy.png
140HP
75G
"Like all constructs, Reavers are inscrutable and very hard to read."
Teleports in and out of visibility, firing five streams of bullets when it reappears. Can only be damaged when open. Deals no contact damage.

align Hard Mode: Fires a spread of bullets outwards as it teleports away.

align Looping: Stream of bullets widens with more projectiles with each loop.

Vortex Reaper
VortexReaperEnemy.png
250HP
125G
"That's just their moniker. Their true names are nigh unpronounceable."
Teleports in and out of visibility, utilizes one of two attacks as it reappears: one has it firing bullets in a star shape from its center outwards, another has it firing in a spiral around itself while sucking the player in. Can only be damaged while open. Deals no contact damage.

align Hard Mode: Fires a spread of bullets outwards as it teleports away. These bullets deal double damage.

align Looping: Currently unknown.

Displacer
DisplacerEnemy.png
175HP
80G
"They misunderstood. We do not own this power, merely borrow it."
Teleports in and out of visibility, projecting and then firing a sweeping laser in the direction of the player when it reappears. Does no contact damage.

align Hard Mode: Bullets emerge from the laser as well, similar to a player's laser when it contains the Pulsewave Keyword.

align Looping: Each loop, the area of effect of the sweep attack is increased.

Eternal Displacer
EternalDisplacerEnemy.png
300HP
135G
"What stares from without is a firmament of hollow eyes. And the intensity of their gaze could turn worlds to dust."
Teleports in and out of visibility, projecting and then firing two inward-sweeping lasers in the direction of the player when it reappears. Bullets emerge from the lasers as they connect with the wall. Does no contact damage.

align Hard Mode: The bullets that emerge from the lasers' point of contact with the wall deal double damage.

align Looping: Each loop, the area of effect of the sweep attack is increased.

Bumper
BumperEnemy.png
120HP
50G
"Truly theirs is a very unique kind of hell."
Will travel in a direction until they hit a wall or another Bumper, in which case they bounce off of what they hit and continue in the opposite direction. They can also be slightly redirected by shooting them. On death, will generate a ring of bullets that travel outward, most of which are destructible, the indestructible bullets being the ones directed closest to the player.

align Hard Mode: When they hit a wall, they fire two bullets perpendicular to it.

align Looping: Will generate more bullets upon death with each loop.

Shard
ShardEnemy.png
100HP
40G
"Allegedly a tiny shard of some old and unnameable machinery."
Stationary enemy. Rhythmically fires bullets above, below, left, and right of itself.

align Hard Mode: Also fires bullets in a ring outwards upon death.

align Looping: Fires more frequently with each loop.

Martyr
MartyrEnemy.png
100HP
45G
"A spectacularly poor way to store razor blades."
Dashes at the player, firing bullets in its wake upon doing so. Only attacks when another Martyr is killed. After attacking, another Martyr must be killed for the Martyrs to attack again. Almost always appear in groups.

align Hard Mode: Currently unknown.

align Looping: Dashes are faster and produce more projectiles with each loop.

Zealot
ZealotEnemy.png
200HP
65G
"Not everyone needs a reason. Spins better than some of the ghost rings I've seen."
Moves around the room while firing bullets in a spiral pattern. Occasionally dashes towards the player while producing more bullets.

align Hard Mode: Currently unknown.

align Looping: Dashes are faster and produce more projectiles with each loop.

Martyrball
MartyrBallEnemy.png
200HP
150G
"Issue 110: References a nil value."
Bounces around the room, firing bullets when it connects with a wall or another bouncy enemy. When a Martyrball is killed, all Martyrballs in the room accelerate rapidly.

align Hard Mode: Currently unknown.

align Looping: Each loop adds an additional revenge bullet released upon death.

Dendritic
DendriticEnemy.png
160HP
58G
"Psh. Icicles are for amateurs."
Has two attacks: one has it firing bullets around it in a spread pattern, and another has it firing an Icicle that leaves a wake of cold bullets, splitting into more bullets upon contact with a wall.

align Hard Mode: Fires more bullets per attack.

align Looping: Each loop adds an additional bullet to the split Icicle attack.

Malice Engine
MaliceEngineEnemy.png
200HP
75G
"You ain't gonna see anything like this on the surface."
Stationary enemy. Creates an aura around itself. Enemies that are killed in this field will generate revenge bullets on death.

align Hard Mode: Aura is wider.

align Looping: Aura gets wider with each loop, eventually covering the entire screen.

Bane Engine
BaneEngineEnemy.png
400HP
200G
"And to think this all started with such noble intentions."
Sends out a targeting reticle that follows the player. If the reticle overlaps with the player while line of sight with the Bane Engine is broken, the Bane Engine will fire several large explosions at them, tracking their movement while doing so and concluding its assault shortly after. If the Bane Engine has line of sight with the player, it will instead fire a stream of large bullets.

align Hard Mode: Targeting reticle moves faster.

align Looping: Fires more rapidly with each loop.

Relic
RelicEnemy.png
150HP
75G
"They should have learned from their mistakes, instead they glorified them."
Stationary enemy. Creates a field around itself. Terrain within this field will occasionally fire bullets at the player. Terrain in the area is tinted red and destructible dust blocks become eye blocks.

align Hard Mode: Aura is wider.

align Looping: Aura gets wider with each loop, eventually covering the entire screen.

Focus
FocusEnemy.png
70HP
60G
"This place has many eyes."
Stationary enemy. Occasionally fires an electric beam at the player, if they are within its field of view.

align Hard Mode: The laser fired is not an electric one, and thus cannot be blocked by the Voltaic/Weatherproof Upgrade.

align Looping: Fires more frequently with each loop.

Transistor
TransistorEnemy.png
350HP
150G
"The great circuit runs its course through most of the facility, but is seldom seen."
Stationary enemy. Transistors are sprawled out among a room in a large circuit with other smaller transistors. The main transistor sends electric currents through the circuit to the smaller transistors. These cause contact damage as they travel. When the currents make contact with the smaller transistors, they expel an electric charge bullet at the player. Killing the smaller transistors cuts off parts of the circuit, making the room safer, while killing the large transistor destroys the entire entity. Some rooms have smaller transistors connected to multiple large transistors. In those cases, all large transistors connected to a small node must be destroyed for the small node to die by disconnection.

align Hard Mode: The current is split into three when shot by the smaller nodes.

align Looping: Fires more frequently with each loop.

Destroyer
DestroyerEnemy.png
400HP
300G
"Somewhere, somehow, somebody dreams of a better world.
A N D   Y O U   A R E   N O T   A   P A R T   O F   I T ."
Spawn into the level is slightly delayed. Has two attacks: either releases a massive wave of bullets around itself that requires cover to avoid, or rapidly creates sigils at the player's location that explode after a short while.

align Hard Mode: The sigils release secondary projectiles after they explode.

align Looping: Fires more rapidly with each loop.

Shattered One
ShatteredOneEnemy.png
120HP
75G
"Some couldn't escape."
Disguises as a normal block, and awakens when all other enemies are killed. Chases the player, leaving a trail of bullets in its wake.

align Hard Mode: Also fires bullets at the player as it chases them.

align Looping: Fires more frequently with each loop.

Broken One
BrokenOneEnemy.png
160HP
100G
"They're a part of this place now."
Disguises as a large block, and awakens when all other enemies are killed. Slowly chases the player, leaving a spread of three bullets in its wake.

align Hard Mode: Also fires bullets at the player as it chases them.

align Looping: Fires more frequently with each loop.

Cracked One
CrackedOneEnemy.png
200HP
125G
"They too will be consumed, in time."
Disguises as a suspiciously massive block, and awakens when all other enemies are killed. Stays in place and fires a tight spread of bullets around the room.

align Hard Mode: Currently unknown.

align Looping: Fires more frequently with each loop.

Mirrorhead
MirrorheadEnemy.png
240HP
100G
"It's you! But the reflection keeps twisting into something else."
Slowly pursues the player. When it takes damage, it will reflect back all shots taken as small Vulcan-like bullets regardless of the type of bullet type fired.

align Hard Mode: If it loses 1/3 of its health in a short amount of time, it becomes invincible and fires an omnidirectional volley of diamond shots around itself for a few seconds.

align Looping: Currently unknown.

Watcher
WatcherEnemy.png
175HP
80G
"It looks like someone..."
A statue that holds two weapons with individual hitboxes and HP. The sword weapon generates a wave of four sword projectiles, while the wand shoots four homing bullets toward the player. Can hold two of the same weapon. The statue itself acts as room tiles and is indestructible.

align Hard Mode: Currently unknown.

align Looping: Generates six projectiles instead. Fires more frequently with each loop.

Power Orb
PowerOrbEnemy.png
300HP
150G
"Cracking the mirror-like surface of this orb is said to bring grave misfortune, via death by bullets."
Shoots bullets toward the player and then slowly around itself, with the occasional homing bullet. Invulnerable until all other enemies in the room are dead, excluding other Power Orbs. When all other enemies in the room are dead, the orb cracks and the bullet ring that it fires is denser, and it shoots more homing bullets.

align Hard Mode: Currently unknown.

align Looping: Currently unknown.

Cursed Blade
CursedBladeEnemy.png
350HP
120G
"Accursed armament with a will of its' own. Forever hunts those who refuse to switch weapons."
Has three forms that all lunge at the player after hovering in place for a while, leaving a stream of blood bullets in their wake, bursting into more bullets as they hit a wall.

align Hard Mode: Adds an additional attack that has the Cursed Blade spinning in place, firing slashing projectiles around itself in a spiral pattern.

align Looping: Each loop adds an additional projectile to the bullet burst as the Cursed Blade hits the wall.

Holy Rod
HolyRodEnemy.png
300HP
120G
"A blessed rod of power, made in the image of a certain magician's favoured arms. A forgery, but a danged good one."
Has two attacks: one has it firing a stream of railgun shots into the air, which then rain down upon the room from above; the other has it firing a laser at the player with bullets emanating from the Holy Rod and outwards.

align Hard Mode: Fires more frequently.

align Looping: Currently unknown.

Dominion
DominionEnemy.png
350HP
150G
"Primordial magic watches over every corner of these halls, purging interlopers."
Shoots an orb at the player that, when it hits the wall, fires a large laser that travels from the point of impact to the next wall perpendicular to it. Dominion generates a ring of bullets around itself as it does so.

align Hard Mode: The orb also fires a spread of five shots the same direction it fires the laser.

align Looping: Fires more frequently each loop.

Myriad
MyriadEnemy.png
1200HP
5G
"Borne of primordial magic and once countless, but time is the most patient destroyer there is."
Effectively a Mini-Boss, but can be found in normal rooms and as an NPC in shops. Is defeated by destroying the crystals that make up its ring. When only one is left, it will become significantly more dangerous. Drops a Cartridge when defeated.

align Hard Mode: Currently unknown.

align Looping: Currently unknown.

Mages

Name HP Debris Bestiary Entry Behavior and Notes
Electromancer
ElectromancerEnemy.png
100HP
55G
"Be responsible with your powers.
Proper, straight aim prevents friendly fire."
When the player moves directly horizontal or vertical of the Electromancer, it will shoot an electric beam along that axis.

align Hard Mode: Fires four additional bullets diagonally as it shoots the beam, with those diagonal bullets slightly biased towards the pair of cardinal direction that the beam was fired along.

align Looping: Fires more frequently with each loop.

Stormlash
StormlashEnemy.png
110HP
80G
"Try as they might, no augmentation offered them a true immortality."
Fires an electric beam at the player's position.

align Hard Mode: Fires six additional bullets from the sides of the beam.

align Looping: Fires more frequently with each loop.

Vardimancer
VardimancerEnemy.png
350HP
120G
"I am all of us."
Teleports to a random spot and summons several copies of itself, each firing an electric beam at the player, as well as summoning a circle of 5 bullets before vanishing. The real Vardimancer can be identified by looking for the copy that hasn't shot at the player. Fakes have an HP bar and cannot be distinguished from the real Vardimancer using Scanner. Fakes will still execute their attack even if the real Vardimancer is dead, and are considered real enemies for room completion. Damaging a fake will cause it to spawn its circle of bullets and disappear.

align Hard Mode: Can spawn an additional copy of itself to fire at the player.

align Looping: Each loop moves slightly faster, adds an additional projectile to the vanishing attack.

Cryomancer
CryomancerEnemy.png
100HP
55G
"Cryomagic has traditionally been shunned among the denizens of the facility.
Too many blunt trauma incidents."
Drops Icicles on the player. Instead of being killed when hit by an Icicle, the Icicle breaks when it hits the Cryomancer, and releases bullets downwards (this applies to all Ice Mages).

align Hard Mode: Fires six additional cold bullets from its position outwards.

align Looping: Attacks more frequently with each loop.

Iceweaver
IceweaverEnemy.png
180HP
100G
(The page is burnt to a crisp)
Fires cold bullets from its position outwards. Bullets bounce once when hitting a wall. Instead of being killed when hit by an Icicle, the Icicle breaks when it hits the Iceweaver, and releases bullets downwards (this applies to all Ice Mages).

align Hard Mode: Bullets arc slightly as they travel through the air.

align Looping: Each loop adds an additional bullet to the attack.

Prismancer
PrismancerEnemy.png
500HP
150G
"You've made fun of him for the last time."
Has two attacks: one fires a burst of four projectiles in a line around the Prismancer; if the player is within direct line of sight they will get slowed as if hit by a cold bullet. The second attack fires an ice chunk at the player that can bounce off walls twice, splitting into more bullets as it collides with them. Instead of being killed when hit by an Icicle, the Icicle breaks when it hits the Prismancer, and releases bullets downwards (this applies to all Ice Mages).

align Hard Mode: Moves slightly faster.

align Looping: The secondary attack gains an additional bounce, and each loop adds an additional projectile to the split attack.

Pyromancer
PyromancerEnemy.png
110HP
80G
"Pyromancers on the other hand, have always enjoyed the most spotlight."
Fires a fireball at the player's position that leaves a trail and splits into bullets when it hits a wall.

align Hard Mode: Fires two additional fire bullets that have a damaging fire trail diagonally.

align Looping: Fireball splits into more projectiles with each loop.

Infernalist
InfernalistEnemy.png
180HP
100G
"Fire magic: 1
Loser magic: 0"
Summons a storm of both regular bullets and fire bullets that decay and disappear after a short distance. Fireballs fired by enemies do not pass through Infernalists, and instead break into several fire bullets in the direction the fireball was traveling (this applies to all Fire Mages besides Pyromancers).

align Hard Mode: Decaying fire bullets will be replaced with regular bullets that do not disappear until they make contact with a wall.

align Looping: Each loop adds an additional bullet to the attack.

Flameseer
FlameseerEnemy.png
450HP
120G
"Fool! This head is an upgrade."
Has two attacks: the first fires a large projectile at the player along with smaller secondary ones, with the large projectile then exploding into more bullets upon impact with the wall. The second attack places three exploding sigils around the room at random, releasing multiple bullets after the explosion outwards in a wide spread pattern.

align Hard Mode: More projectiles are added to the attacks.

align Looping: Each loop more projectiles will be added to the first attack, making it begin firing bullets behind the Flameseer rapidly and culminating at the player's position. Each loop also adds more projectiles to the sigil explosion.

Geomancer
GeomancerEnemy.png
150HP
75G
"Earth magic has always been considered a solid investment."
Creates and directs an indestructible block towards the player, which releases bullets when it hits a wall. Does not need line of sight. Geomancers cannot be affected by moving blocks, and will simply pass through them (this applies to all Earth Mages).

align Hard Mode: Spawned blocks will have a spike attached to them.

align Looping: Each loop adds an additional bullet released from the block.

Earthbreaker
EarthbreakerEnemy.png
225HP
100G
"Such is the price of power."
Destroys a random exposed block in the room, making it shatter into several bullets. If there are no blocks available, the attack will be instead released from the Earthbreaker itself. Many rooms require them to destroy a block sealing them off from the rest of the room to defeat them. Earthbreakers cannot be affected by moving blocks, and will simply pass through them (this applies to all Earth Mages).

align Hard Mode: Currently unknown.

align Looping: Blocks and Earthbreakers release more projectiles with each loop.

Archaeomancer
ArchaeomancerEnemy.png
350HP
120G
"There is power in these walls, I merely gave it a will."
Archaeomancers create indestructible blocks around the room that fire at the player. When an Archaeomancer dies, all blocks summoned by the specific Archaeomancer will be destroyed. Archaeomancers cannot be affected by moving blocks, and will simply pass through them (this applies to all Earth Mages).

align Hard Mode: Currently unknown.

align Looping: Each loop allows for the creation of one additional indestructible block.

Necromancer
NecromancerEnemy.png
219HP
129G
"From life, death.
From death, power.
From power, life again."
Fires eight blood shots around itself. When an enemy is defeated with a Necromancer in the room, it may become a light blue Ghost that will begin steadily hovering towards them. If a Necromancer absorbs the Ghost, it can summon the original enemy, indicated by a red tint. Ghosts are considered hostile enemies for room clearing purposes, but are otherwise completely harmless to the player, never firing or dealing contact damage. Necromancers cannot revive other Necromancers.

align Hard Mode: Currently unknown.

align Looping: Fires more frequently with each loop.

Anathemancer
AnathemancerEnemy.png
291HP
192G
"From death, regret."
Projects an aura that grants each enemy within it a red Halo, each enemy then creating their own auras. Will always spawn a single revenge bullet upon death.

align Hard Mode: Currently unknown.

align Looping: Currently unknown.

Eternal Mage
EternalMageEnemy.png
400HP
120G
"Stripped from the pages of time.
Made whole.
Trapped."
Fires a laser toward the player, with bullets emanating from the laser, and then around the Mage. Will slightly alter aim depending on where the player is moving.

align Hard Mode: Fires additional bullets that deal double damage.

align Looping: Fires more frequently with each loop.

Headless Mage
HeadlessMageEnemy.png
350HP
100G
"They've lost their heads a long time ago."
Fires a laser toward the player, with bullets emanating from the laser, and then around the Mage. Bullets will fire parallel from the laser similar to a laser weapon with the Pulsewaves Keyword. Will slightly alter aim depending on where the player is moving.

align Hard Mode: Bullets emanating from the laser will deal double damage, as will some of the bullets fired around the Mage.

align Looping: Fires more frequently with each loop.

Omnimancer
OmnimancerEnemy.png
600HP
300G
"Long ago, the four elemental schools worked together in harmony, but it all changed when the fire mages took over."
Has several attacks related to each of the four types of magic used by the basic Mage lineages in the Facility.
  • Storm: Summons several beams of lightning in a stripe pattern, similar to Reactor.
  • Earth: Summons a ring of destructible blocks with eyes around the player.
  • Ice: Spews a large spiral of frost bullets outwards, along with some splitting Icicles.
  • Fire: Fires a large field of fire bullets around itself, also targeting the player with several explosive sigils.

align Hard Mode:

  • Storm: Bullets are also fired from the point of origin of each laser.
  • Earth: The blocks completely encircle the player.
  • Ice: Attack lasts longer.
  • Fire: The sigils explode into fire bullets.

align Looping:

  • Storm: Space between laser attacks is reduced with each loop.
  • Earth: The blocks fire more frequently with each loop.
  • Ice: Each loop adds an additional bullet to the attack.
  • Fire: Each loop adds an additional projectile to the sigil explosion and outward burst.
Lich
LichEnemy.png
280HP
99G
"There are many who succumb to the allure of immortality."
Fires six homing shots at the player.

align Hard Mode: Alongside the six homing shots, fires three small stars and four diamond shots in a wide spread. When killed, will split into an Enchanted Skull and Headless Mage, each with drastically reduced health compared to those found normally. Those will drop debris as per usual.

align Looping: Fires more frequently with each loop.

Enigmancer
EnigmancerEnemy.png
500HP
150G
"Enigmancy was once held in very high esteem, but almost all records of it have been lost. Officially, it doesn't exist."
Can use almost any attack from an enemy of the Mage Type, as well as several additional ones found nowhere else or from seemingly unrelated enemies.

align Hard Mode: Utilizes the upgraded attack of the other Mage types.

align Looping: Each loop adds additional bullets to attacks other Mages utilize.

Ghost Wizard
GhostWizardEnemy.png
320HP
64G
"Becoming a mage forever overrides all other attributes."
Releases five large orbs that rotate in a circle around it while expanding and contracting. When the Ghost Wizard dies, the bullets continue in the trajectories they were traveling at, quickly accelerating outwards.

align Hard Mode: Instead of simply rotating around the Ghost Wizard, after a single contraction the orbs will be fired at the player.

align Looping: Currently unknown.

Aberrant
AberrantEnemy.png
320HP
64G
"The strongest willed snap the hardest."
Fires six large bullets in a stream towards the player.

align Hard Mode: Fires additional singular bullets at the player between attacks. Large bullets initially target the player, but gradually deviate from their path.

align Looping: Currently unknown.

Ascended One
AscendedOne.png
1HP
0G
"In the moment I understood. I became nothing. You will too. In time."
Effectively a Mini-Boss. Spawns four Block Locks in three waves that must be destroyed each time for the Ascended One to enter a vulnerable state. After all Block Locks are destroyed, the player must hit the Ascended One once to kill it. Fires large bouncy orbs that home in on the player, but can be pushed back by shooting at them (or with Bombs). When hitting a wall, the bouncy orbs will fire their own projectiles at the player. Each Block Lock wave completed spawns an additional bouncy orb into the room. Drops a random Unique Weapon when defeated, or a Cartridge when playing as Chaos or Skully.

align Hard Mode: Currently unknown.

align Looping: Each loop adds an additional projectile the bouncy orbs can release.

Creatures

Name HP Debris Bestiary Entry Behavior and Notes
Swarmer
SwarmerEnemy.png
12HP
0G
"The most advanced form of life on the planet, Kleines notwithstanding."
Chases the player. Very weak, but comes in large numbers.

align Hard Mode: Moves slightly faster.

align Looping: Currently unknown.

Swarm Host
SwarmHostEnemy.png
150HP
30G
"Everybody needs a home, after all."
Moves around slowly, and fires a ring of blood bullets when damaged. Summons Swarmers on death.

align Hard Mode: Projectiles travel slightly faster through the air.

align Looping: Fires more projectiles around itself with each loop. Damage threshold to release said projectiles is also lowered with each loop.

Jelly
JellyEnemy.png
10HP
5G
"There is life everywhere."
Chases the player, very weak.

align Hard Mode: No effect.

align Looping: Moves slightly faster with each loop.

Blob
BlobEnemy.png
150HP
55G
"Some of this stuff is so bouncy you could swear it was alive."
Bounces around the room and towards the player. Sometimes has a face.

align Hard Mode: Splits into 4-5 jellies on death.

align Looping: Moves slightly faster as it lunges each loop.

Beast
BeastEnemy.png
250HP
200G
"Opening the conduit to eternal domain has ever since attracted freeloaders."
Repeatedly fires three bullets at the player as it slowly moves towards them. After a while will enrage and release a burst of bullets around itself. While alive, the background of the room will be pitch black.

align Hard Mode: Currently unknown.

align Looping: Fires its regular attack more frequently, while adding an additional projectile to the enrage attack each loop.

Insubstantial
InsubstantialEnemy.png
400HP
200G
"Down in the bowels, near the source, the walls of reality give way to a distant, phantasmal void."
Fires bursts of bullets around itself similarly to the burst attacks of Presence, without larger blue bullets. While alive, the background of the room will be pitch black. Clears the room of its projectiles once it dies; this can be used to clear the projectiles of other Insubstantials in the same room even if they are still alive.

align Hard Mode: Currently unknown.

align Looping: Fires more frequently with each loop.

Firefly
FireflyEnemy.png
50HP
3G
"Many have heard the inspiring tales of tired, beaten travelers, struggling on their last legs, led to safety by a mysterious light.
Most of them are just killed by fireflies though."
Spawns in a swarm of four. Chases the player via the shortest route available. Has high health relatively to the numbers it comes in.

If allowed to chase the player for long enough, will target a spot in its flight path with a red mark similar to a Crazy Ghost; will then self-destruct upon reaching this spot, firing five diamond shots at the player.

align Hard Mode: Spawns in a swarm of six instead.

align Looping: No effect.

spr_eatr
SprEatrEnemy.png
666HP
500G
"WIRES IN THE SKY
THEY WATCH ME DIE"
Instead of regular damage, spr_eatr's attacks reduce the player's Max HP. Only found in the walled-off path inside The Temple.

align Hard Mode: Currently unknown.

align Looping: Currently unknown.

NullRight.png
Star of Providence
D13Left.png
CrosshairCursor.png

Basic Mechanics

WeaponBadge.png

Weapons

PickupNavIcon.png

Pickups

GlowingRune.png

Cartridges

NullShipSprite.png

Ships

KeyPickup.png

Unlockables

AheadOfTheCompetitionAchievement.jpg

Achievements

MapPickup.png

Rooms

BlokeShopkeeper.png

Shops

FloorsNavIcon.png

Floors

SecondWindUpgrade.png

Upgrades

Ghost.png

Enemies

MinibossNavIcon.png

Minibosses

BossesNavIcon.png

Bosses

Jukebox.png

Jukebox