The Velan Codex

Codex tab: Bestiary

Bestiary

revision 2 · exported 2026-11-03 · open the doc

Every enemy and boss in Velan, written so battle data and model sheets can be made straight from it. It follows the Story Bible (sides, places, acts) and the VEL-51 creature concepts in Art/Concepts/creatures-items/.

What is (Idea) here. Only the training golem's stats come from game data (Assets/StreamingAssets/Data/Enemies/training_golem.json). Every other stat, behaviour, counter, drop, encounter and model note is (Idea). A creature that is new in this tab has (Idea) in its heading. A creature without the mark is already named in the Story Bible, was drawn in VEL-51, or is placed by a walkthrough (its Look or Where line says which); its details are still (Idea).

How to read an entry Open page

Stats

Every number is measured against the training golem, the one enemy in the data today: 120 HP, 12 damage every 6 s, first attack after 8 s. The data line under each entry uses the field names of training_golem.json, so it can be pasted into a new enemy file. Fields the battle code doesn't have yet are listed under "What the code would need" and marked new where they appear.

BandHPDamage per hitSpeed (time between attacks)
Very lowunder 0.35x (< 40)under 0.5x (< 6)Very fast: under 3 s
Low0.35–0.8x (40–95)0.5–0.9x (6–10)Fast: 3–4.9 s
Mid0.8–1.6x (96–190)0.9–1.3x (11–15)Normal: 5–6.9 s
High1.6–3.5x (191–420)1.3–2x (16–24)Slow: 7–9 s
Bossover 3.5x (> 420)over 2x (> 24)Very slow: 10 s or more

For scale, from the Spell Book: Coil does 24, Gale 15 and Repel 10 (with a 2.5 s stagger), and cast quality multiplies that by 0.6–1.5. A careful Act 1 player brings the golem down with about five Coils. Player HP isn't defined yet. These numbers assume 100 HP (an open question below).

Drawing tiers

The counters say which drawing tier works, and why in terms of the Glass. The tiers are those of the Codex (section 6), plus threads:

TierStyleWho draws itWhat it asks of the Glass (Story Bible section 1)
1MirroredWardens, Tenders, Keepers, Still ChoirThat the world and its reflection agree.
2ParallelWaymakersThat the reflection moves with the world.
3AsymmetricFacetsThat the reflection becomes something the world is not.
4Thread (composite)Anyone with two learned spellsThat the Glass stays open from one spell into the next.

The Glass rules for counters **(Idea)**

These five rules decide every counter in this tab, so a player who learns the lore can guess what works.

  1. Loose reflections are pinned by mirrored spells. Glints, the Wyrm and glass storms are reflections that slipped free of the world. A mirrored spell forces world and reflection to agree, and that holds a loose reflection in place: Repel's stagger lasts 50% longer on anything Glass-born. This is why the commonest monster falls to the easiest tier.
  2. Moving things answer to parallel spells. Parallel casting carries the reflection along with the world, so Gale and Squall knock fliers out of the air, scatter packs and blow storms apart. Drift steps out of a charge's path.
  3. Perfect symmetry breaks under asymmetric spells. Evane constructs are built from mirrored glyphs, so a mirrored spell only adds to the agreement they are made of. They take half damage from tier 1. An asymmetric spell asks for something they cannot mirror: Bevel Lash ignores their shields and Prism Snare locks them.
  4. Held-open asymmetry is closed by mirrored spells. Facet constructs and Facet casters hold two unlike shapes open at once. A mirrored spell evens them out: they take double stagger from tier 1.
  5. Living things rot, glass doesn't. Tender decay (Wither) and growth (Coil, Root) work in full on animals and plants, and at half strength on pure glass. Sound and stillness (the Still Choir's Hush, Calm and Echo) work on anything that sings, chants or casts.

Model notes for Meshy

Meshy's auto-rigger handles humanoids, so each entry says which of three routes its model takes:

  • Humanoid (Meshy rig): image-to-3D, then Meshy's humanoid auto-rig, like the training golem. VEL-66 sheets: front, side, back and three-quarter in an A-pose.
  • Static, animated in code: one static mesh, sometimes split into parts, moved by script the way Assets/Scripts/Prologue/GlintPack.cs moves the VEL-32 glints (flocking, hops, squash and stretch, parts turned on pivots). VEL-66 sheets: clean side and front views.
  • Quadruped: a four-legged animal that needs a non-Meshy rig (a hand rig or a quadruped auto-rigger). VEL-66 sheets: clean side and front views.

"Reuses" means the entry needs no new model, only a material or tint change.

Roster at a glance Open page

For VEL-66: the Prologue–Act 2 enemies that need new model sheets are these 18: glint, mirebelly_toad, shardback_boar, sallow_wyrm, gale_hound, glasshorn_stag, winged_glint, glint_brute, warden_golem, warden_sentinel, thorn_warden, warden_menders, echo_owl, hushed_one, shardshell_crab, glyph_hunter, lamplighter and hollow_cut (now in Act 2's Long Road raid). The other Prologue–Act 2 rows reuse a model: training_golem is done; ring_golem and six glint variants (dust_glint, frost_glint, shard_glint, storm_glint, bramble_glint, echo_glint) are material or part swaps; windglass_kite scales up winged_glint; forsworn_mender reuses the menders; Tamsin's two entries use her character model; the practice targets are props. The Concept column is the starting reference in Art/Concepts/creatures-items/enemies/.

idNameFamilyRegion(s)First actModelConcept
glintSallow glintGlintThe SallowPrologueStatic, codeglint-ref-newt-chunky-a.png (+ front, side)
training_golemTraining golemGolemThe SallowPrologueHumanoid (existing model)Art/Concepts/ golem refs
ring_golemProving Ring golem (Idea)GolemThe Sallow (Halfway)Act 1Reuses training_golemnone
tamsin_ringTamsin in the RingNamed opponentThe Sallow (Halfway)Act 1Humanoid (Tamsin's character model)tamsin-ref-a (character concept)
mirebelly_toadMirebelly toadWildlifeThe SallowAct 1Static, codemirebelly-toad-ref-a.png
shardback_boarShardback boarWildlifeThe Sallow, the ShardfieldAct 1Quadrupedshardback-boar-ref-a.png
sallow_wyrmThe Sallow WyrmBossThe SallowAct 1Static, code (chain)sallow-wyrm-ref-a.png, sallow-wyrm-ref-side-a.png
dust_glintDust glint (Idea)GlintThe Long RoadAct 2Reuses glintglint-ref-newt-chunky-a.png
gale_houndGale houndWildlifeThe Long RoadAct 2Quadrupedgale-hounds-a.png (battle shot only)
glasshorn_stagGlasshorn stagWildlifeThe Long RoadAct 2Quadrupedglasshorn-stag-ref-a.png
winged_glintWinged glintGlintThe Long Road, Corran, the Sallow (Act 3)Act 2Static, code (wing parts)winged-glint-ref-a.png
windglass_kiteThe Windglass KiteGlintThe Long RoadAct 2Reuses winged_glint, scaled, with sail-wing partsnone (brief below)
glint_bruteGlint bruteGlintThe Sallow, the Long Road, CorranAct 2Humanoidglint-brute-ref-a.png
cut_glass_dummy, sail_dummyPractice targetsPractice targetThe Shardfield (Lanternfall), the Long RoadAct 2Static propsnone (brief below)
warden_golemWarden drill golem (Idea)GolemTwinhold and GreenvaultAct 2Humanoidnone (brief below)
warden_sentinelWarden sentinelConstructTwinhold and GreenvaultAct 2Humanoidwarden-sentinel-ref-a.png
tamsin_sparTamsin in the VaultNamed opponentTwinhold and Greenvault (the Measure Vault)Act 2Reuses tamsin_ringtamsin-ref-a (character concept)
thorn_wardenThorn wardenConstructTwinhold and GreenvaultAct 2Humanoidthorn-warden-ref-a.png
bramble_glintBramble glintGlintTwinhold and Greenvault (Greenvault)Act 2Reuses glint, scaled, with thorn partsnone (brief below)
warden_mendersWarden mendersEnforcerTwinhold and Greenvault, CorranAct 2Humanoidwarden-menders-a.png (battle shot only)
frost_glintFrost glint (Idea)GlintHushfold and the Hour StairAct 2Reuses glintglint-ref-newt-chunky-a.png
echo_glintEcho glintGlintHushfold and the Hour Stair (Hushfold)Act 2Reuses glint (thin, mirror material)none (brief below)
echo_owlEcho owlWildlifeHushfold and the Hour StairAct 2Static, code (wing parts)echo-owl-a.png (battle shot only)
hushed_oneHushed oneConstructHushfold and the Hour StairAct 2Humanoidhushed-one-a.png (battle shot only)
shard_glintShard glint (Idea)GlintThe ShardfieldAct 2Reuses glint + shard platesglint-ref-newt-chunky-a.png
storm_glintStorm glintGlintThe ShardfieldAct 2Reuses glint, scaled, with a shard crustnone (brief below)
shardshell_crabShardshell crabWildlifeThe ShardfieldAct 2Static, code (leg parts)shardshell-crab-ref-a.png
glyph_hunterGlyph-hunterCasterThe Shardfield, the Sallow warp (Act 3)Act 2Humanoidglyph-hunter-a.png (battle shot only)
lamplighterLamplighter (Idea)EnforcerThe Shardfield (Lanternfall)Act 2Humanoidnone (brief below)
forsworn_menderForsworn mender (Idea)Outlaw casterThe Long Road, the UndermereAct 2Reuses warden_mendersnone (brief below)
hollow_cutHollow cut (Idea)Outlaw casterThe Long Road, the UndermereAct 2Humanoidnone (brief below)
glass_stormGlass stormHazard bossThe ShardfieldAct 3Static, code (particles + shards)glass-storm-a.png
shard_sentinelShard sentinelConstructThe Heart Pane (deep Shardfield)Act 3Humanoidshard-sentinel-ref-a.png
hour_sentinelHour sentinelConstructHushfold and the Hour StairAct 3Humanoidhour-sentinel-ref-a.png
stilled_glintStilled glint (Idea)GlintCorranAct 3Reuses glintglint-ref-newt-chunky-a.png
glint_colossusThe glint colossusBossCorranAct 3Humanoidglint-colossus-ref-a.png
roof_glintRoof glint (Idea)GlintThe UndermereAct 3Reuses glintglint-ref-newt-chunky-a.png
drowned_choristerDrowned chorister (Idea)ReflectionThe UndermereAct 3Humanoidnone (brief below)
undermere_outlawUndermere outlawOutlaw casterThe UndermereAct 3Humanoidundermere-outlaw-a.png (battle shot only)
sky_shoalSky shoal (Idea)ReflectionThe Heart PaneAct 4Static, code (flock)none (brief below)
mirror_doubleMirror double (Idea)ReflectionThe Heart PaneAct 4Reuses the player modelnone (brief below)
mirrored_chorusOndine's mirrored chorusFinale bossThe Heart PaneAct 4Humanoid (4 faction heads, Ondine behind)mirrored-chorus-a.png (battle shot only)
mirrored_chorus_allyThe chorus, guardedNamed opponent (ally)The Heart PaneAct 4Reuses mirrored_chorusmirrored-chorus-a.png (battle shot only)
culet_cutterCulet cutterNamed opponentThe Heart PaneAct 4Reuses glyph_hunter + a glass picknone (brief below)
iver_kestIver Kest, the CutterFinale bossThe Heart PaneAct 4Humanoidthe-cutter-a.png (battle shot only)
prelate_ondinePrelate OndineFinale bossThe Heart PaneAct 4Humanoid (Ondine's character model)mirrored-chorus-a.png (centre figure)

That is 46 entries: 13 glints (6 regional variants; the storm, bramble and echo glints; the brute, the winged glint, the Windglass Kite and the colossus), 4 golems and Warden sentinels, 1 entry for the practice targets, 4 faction guardians, 6 wildlife, 3 reflections, 6 casters and enforcers, 1 hazard, 4 named opponents (Tamsin twice, the Culet cutter and the guarded chorus) and 4 bosses (the Wyrm, and the finale's chorus, Iver Kest and Prelate Ondine; the colossus is counted with the glints).

Regions and encounters Open page

Eight regions, each with 3–5 kinds of enemy. Three have a boss (the Sallow Wyrm, the glint colossus, the finale on the Heart Pane). The others have a set piece instead (the wind pass, the glass storm, the Vault, the hour trial), and the Undermere has neither. Encounter ids follow golem_spar (Data/Encounters/). Where a walkthrough places a fight, the id here is the walkthrough's. Fights no walkthrough places are optional wild encounters. Difficulty is a rough multiple of golem_spar (1.0): total enemy HP times damage per second, adjusted for specials. XP scales from golem_spar's 20. Story set pieces are in bold.

The Sallow (Sallowbank, the Drowned Steps, the Sallow Road, Sallow Fen, Halfway) **(Idea: Sallow Fen)**

Prologue and Act 1. The player comes back in Act 2 for the mending at the Sallow warp, and Act 3 starts here when the warps reach Sallowbank. Roster: glint, training_golem, ring_golem, tamsin_ring, mirebelly_toad, shardback_boar, and in Acts 2–3 glint_brute, winged_glint and glyph_hunter. Boss: sallow_wyrm.

The player has Repel, then Coil, then (both optional in Act 1) Brace and Mend. Each fight teaches one answer: stagger the glints, out-damage the golem, stagger the boar's charge, keep Mend for the toad, interrupt Tamsin, and stagger-then-hit against the Wyrm. Halfway is under truce, so its only fights are the Proving Ring's: the Ring is the one place inside the truce stones where casting is allowed.

Encounter idEnemiesWhereActDifficultyXP
farm_door_glintsThe glint pack (scripted, VEL-32)Sallowbank farm doorPrologue0.35
golem_spartraining_golem (exists in data)Aske's barnPrologue1.020
road_glint3 glintThe Sallow Road (scene 2.2; again on the way back in scene 5.2)Act 10.610
fen_toadmirebelly_toadSallow FenAct 11.425
heath_boarshardback_boarHeath above SallowbankAct 11.525
riverbank_pack5 glintSallow Road, near the Drowned StepsAct 11.120
toad_and_glintsmirebelly_toad + 2 glintSallow FenAct 11.935
ring_tamsintamsin_ringHalfway, the Proving Ring (scene 4.5)Act 11.230
ring_rank_1, _2, _3ring_golem ranks I, II, III (the Ring's ladder, a recurring activity)Halfway, the Proving RingAct 1 on1.0, 1.8, 2.620, 35, 50
sallow_wyrmsallow_wyrmThe Drowned Steps (scene 5.3)Act 15.0120
road_glints3 glintThe roads out of Halfway, north to Twinhold or south to Lanternfall (scene 0.3)Act 20.610
warp_glints_1, _2, _33, 4, then 5 glintThe Sallow warp, holding the line round the menders' circle (scene 5.2, if the player guards Ondine's mending)Act 21.2, 1.4, 1.625, 30, 35
warp_broodglint_brute (the walkthrough's glint brood: its Shed makes the adds)The Sallow warp, after the third waveAct 23.070
sallowbank_glints4 glint, in wavesSallowbank, warps open (Act 3 scene 1.1)Act 31.430
sallowbank_bruteglint_brute, climbing out of the riverSallowbank (Act 3 scene 1.1)Act 32.660
sallow_glyph_hunters3 glyph_hunter (Sabe's cut), one after anotherThe Sallow warp, only if the player fights them (Act 3 scene 1.3)Act 34.085
sallow_road_glints4 glintThe road out of the Sallow (optional, Act 3 scene 1.4)Act 31.020
sallow_road_winged2 winged_glintThe road out of the Sallow (optional, Act 3 scene 1.4)Act 31.430

The warp fights (warp_glints_*, warp_brood) are the mending guard. The five Warden menders at the circle are the casters the player guards, not foes. There is no fight against the mending: a player who declines the job isn't there.

The Long Road (the highland wind pass) Open page

Act 2: Dace's caravan run between the two courts (main line), and Dace's caravan jobs after it (a side activity). Roster: dust_glint, gale_hound, glasshorn_stag, winged_glint, windglass_kite, glint_brute, and the raiders forsworn_mender and hollow_cut. The set piece is the wind pass defence, three fights in a row ending with the Windglass Kite.

This is where parallel spells pay off. Gale is learned on the ridge just before the pass. Fliers and fast packs make Gale (and later Squall) the obvious answers, and Drift, from Ness at the night camp, teaches dodging the stag's sweep.

Encounter idEnemiesWhereActDifficultyXP
road_raidersforsworn_mender + hollow_cut (Long Road kits)A cutting below the pass (scene 2.4)Act 22.450
pass_kites_1, pass_kites_23 winged_glint each (the walkthrough's kite glints); protect 1, then 2 wagonsThe wind pass (scene 2.5)Act 21.8, 2.240, 45
pass_windglasswindglass_kite; protect 3 wagonsThe wind pass, the last wave (scene 2.5)Act 23.270
thread_practice_dacesail_dummy (tutorial, canLose: false)The wind pass summit (scene 4.1, Lanternfall-first route)Act 20.55
pass_dust_glints4 dust_glintThe wind passAct 21.430
pass_hounds3 gale_houndRidge roadAct 22.040
meadow_stagglasshorn_stagMisty highland meadowAct 22.445
ridge_winged2 winged_glint + 2 dust_glintWindmill ridgeAct 22.245
caravan_defenceThree waves: 4 dust_glint; 3 gale_hound; glint_brute + 2 winged_glintThe Long Road, on Dace's caravan jobs (a recurring side activity: see the side-quests tab)Act 2 on5.5 (all waves)130

Twinhold and Greenvault (the Evane lowlands)

Act 2. Roster: warden_golem, warden_sentinel, tamsin_spar, thorn_warden, bramble_glint, warden_menders. There are no wild fights inside the cities. Enemies here are drills, guardians, the Measure Vault break-in, Greenvault's overgrown terraces, and enforcers sent after a player whose standing has fallen.

Evane constructs resist mirrored spells (Glass rule 3), so this is where an Evane-only player first feels the wall, and where Facet Seal, a Gale-led thread such as Headwind, or Bevel Lash (if both halves are found) earns its keep.

Encounter idEnemiesWhereActDifficultyXP
drill_sparwarden_golem (optional, after the Tally lesson)Twinhold, the recruits' yard (scene 1.7)Act 22.035
greenvault_terracethorn_wardenGreenvault terraces (off-path, vine-locked)Act 23.260
bramble_glintbramble_glintGreenvault, the decay terrace (scene 6.1)Act 21.840
vault_golem_1, _2warden_golem, under the Vault's wardsThe Measure Vault, the first two wards (scene 5.3, if the player takes Iver's job)Act 22.2, 2.440, 45
vault_golem_3warden_sentinel, under the Vault's wardsThe Measure Vault, the third wardAct 23.680
tamsin_spartamsin_spar (only if the player chooses to fight her)The inner Vault (scene 5.3)Act 22.040
warden_enforcerswarden_mendersAny Evane road, low Evane standingAct 2+3.060

The Vault's wards (Idea). Inside the Measure Vault every golem "weighs" each spell and won't take the same spell twice in a row: a repeated spell does nothing. The player has to vary their casts or thread. A Facet spell that breaks a ward instead of opening it rings the alarm.

Hushfold and the Hour Stair (the Evane highlands)

Hushfold in Act 2 and the Hour Stair in Act 3. Roster: frost_glint, echo_glint, echo_owl, hushed_one, hour_sentinel.

These fights are about sound and time. Hush and Calm counter the Still Choir's creatures, and Linger and Hasten counter the Keepers'.

Encounter idEnemiesWhereActDifficultyXP
snowfield_glints4 frost_glintHushfold echo valleyAct 21.835
echo_glintecho_glintHushfold, the empty bell tower (scene 6.4)Act 21.635
arch_owlecho_owlBroken arch above the abbeyAct 22.445
abbey_hushedhushed_oneHushfold abbey gate (low Evane standing, or forcing a sealed door)Act 23.060
stair_owls2 echo_owl + 2 frost_glintThe Hour Stair, lower flightsAct 34.080
hour_trialhour_sentinelThe Hour Stair, the bell court (scene 3.2, after Keeper Hale teaches Hasten); the fight lasts one "hour", about 3 minutesAct 35.0110

The Shardfield and Lanternfall

Acts 2–3. Roster: shard_glint, storm_glint, shardshell_crab, shardback_boar, glyph_hunter, and lamplighter as Lanternfall's enforcer. The Act 2 set piece is the glass storm. The square half of Facet Seal shows on one standing shard while the storm blows, in the field and not in a battle; after the storm's peak the player fights storm_glint. From Act 3 the storm itself, glass_storm, crosses the Shardfield as a hazard boss with no glyph in it.

Here the player meets shields everywhere. Each one is the case for asymmetric casting (Bevel Lash, once both halves are found), or for stagger-then-hit.

Encounter idEnemiesWhereActDifficultyXP
storm_glintstorm_glintThe open Shardfield, after the glass storm's peak (scene 3.6)Act 23.070
thread_practice_rookcut_glass_dummy (tutorial, canLose: false)Lanternfall (scene 4.1, Twinhold-first route)Act 20.55
edge_boarshardback_boar + 2 shard_glintShardfield edge, rocky heathAct 22.245
lakebed_crabshardshell_crabCracked lakebedAct 22.650
shard_pack5 shard_glintBetween standing shardsAct 22.450
hunter_ambushglyph_hunter + 2 shard_glintOn the trail of a fragmentAct 22.855
lanternfall_watchlamplighter x2Lanternfall gates, low Facet standingAct 2+3.470
glass_stormglass_stormThe open Shardfield, a storm crossing the player's path (no glyph)Act 3–45.5130

Corran Open page

Act 3. Roster: stilled_glint, glint_brute, winged_glint, warden_menders, who still keep Ondine's seal. Boss: glint_colossus.

This is the hardest open region before the finale. Packs and big bodies come together, and threads become the main tool. The Act 3 Sallowbank fights (sallowbank_glints, sallowbank_brute, region 1) lead into it.

Encounter idEnemiesWhereActDifficultyXP
corran_streets4 stilled_glintCorran's streets, among the StilledAct 33.675
corran_seal_watchwarden_mendersOndine's seal-watch at the town edge (avoidable by talking, or with high Evane standing)Act 33.060
well_squareglint_brute + 3 stilled_glintThe well squareAct 34.8100
warp_skies3 winged_glint + 2 stilled_glintRooftops near the warpAct 34.290
corran_colossusglint_colossusCorran's warp (scene 4.2)Act 39.0250

The Undermere Open page

Act 3 on, mostly for players on the evil path (Codex section 7), though any player can find a way in. Roster: roof_glint, drowned_chorister, forsworn_mender, hollow_cut, undermere_outlaw. No boss: the Undermere is a place to fall into, not one to finish.

Outlaws cast like the player, from both sides and in threads, so each fight here is a mirror of the player's own kit. Rewards are a little copper and stolen glyph fragments, and each fight moves morality (see open questions).

Encounter idEnemiesWhereActDifficultyXP
roof_drop4 roof_glintAny tunnelAct 32.855
drowned_hymndrowned_chorister x2The flooded nave under the old MereAct 33.875
forsworn_tollforsworn_mender + 2 roof_glintA toll gate run by forsworn mendersAct 34.285
hoard_raidhollow_cutA glyph hoard behind a false wallAct 34.085
undermere_duel_1, _2, _3undermere_outlaw: the Evane kit, the Facet kit, then the thread kitThe den's duelling pit, in the Upside Market (Idea): the outlaws' trading cave (Act 3 scene 6.2)Act 33.2, 3.8, 4.665, 80, 95
undermere_diggers2 undermere_outlaw (digger kit)The diggings under Corran's warp, if the player breaks the props and the diggers turn hostile (Act 3 scene 6.4)Act 32.655
undercrack_outlawsforsworn_mender, then hollow_cutThe Undercrack, the climb to the Pane's underside (Act 4 scene 4.4, evil path; can be avoided by talking)Act 46.0130

The Heart Pane (and the deep Shardfield around it) Open page

The deep Shardfield opens in Act 3; the Pane is Act 4. On the approach: sky_shoal, mirror_double, shard_sentinel, plus every glint variant leaking from new warps. Finale: mirrored_chorus (or, guarded, mirrored_chorus_ally against culet_cutter), then iver_kest or prelate_ondine.

Encounter idEnemiesWhereActDifficultyXP
shard_guardianshard_sentinelA Facet cache in the deep shardsAct 34.5100
inner_glints5 shard_glintThe inner ring, at two warps on the path (scene 4.3), and at Dace's wagon (scene 4.10)Act 42.450
deep_shoal2 sky_shoalDeep ShardfieldAct 43.575
deep_doublemirror_doubleA shard showing the player's own reflectionAct 44.090
pane_guardshard_sentinel + sky_shoalThe Pane's rim, Iver's campAct 46.0130
pane_chorus_breakmirrored_chorusThe Pane arena (scene 4.14), Help Iver and Stop bothAct 410.0300
pane_chorus_guard3 culet_cutter, in waves; ally mirrored_chorus_allyThe Pane arena (scene 4.14), Help OndineAct 48.0260
pane_shatter_stopiver_kestThe Pane arena (scene 4.16), Help Ondine and Stop bothAct 411.0320
pane_shatter_joinprelate_ondine, with allied cutsThe Pane arena (scene 4.16), Help IverAct 49.0280

The finale and the open ending (Idea). The finale follows Act 4 (Story Bible section 4): two phases on every path, the mirrored chorus first and the asymmetric shattering second. What changes is whether the player is with each rite or against it.

PathPhase onePhase twoThen
Help Ondinepane_chorus_guard: guard the chorus from the Culet cutpane_shatter_stop: stop IverThe last note
Help Iverpane_chorus_break: break the choruspane_shatter_join: cut beside Iver while Ondine holds the last wardThe last cut
Stop bothpane_chorus_break: break the choruspane_shatter_stop: stop IverThe hold (Act 4 scene 4.17)

The hold is a field-cast sequence with no enemy: the player threads Evane into Facet until the Pane steadies, and can't lose. Both phases run on Act 4's Pane gauge (Still at −100, Shattered at +100): mirrored casts push it towards Still, asymmetric casts towards Shattered, cross-side threads back to the middle. Every finale fight can be lost (canLose: true, allowFlee: false), and a loss restarts that phase. That fits "the story picks no canonical outcome": every path fights both phases.

How difficulty climbs

ActTypical difficultyPeak (set piece)Player's tools by then
Prologue0.3–1.01.0 (golem)Repel, Coil
Act 10.6–2.65.0 (Wyrm)+ Brace, Mend (both optional)
Act 20.6–3.65.5 (the wind pass, all three fights)+ Gale, Facet Seal, Weigh (main); Tally, Wither, Root, Hush, Echo, Calm, Listen, Drift, Table Mend (optional); Tailwind, Squall (Waymaker side quest); Bevel Lash only if both halves are found. Threads: Headwind (main), Tempest, Bulwark, Thornshield, Wellspring
Act 31.0–6.09.0 (colossus)+ Linger, Hasten, Pavilion Wake (main); Crown Surge (warp-born, fades mid-act), Toll, Recall, Prism Snare, Girdle Gate (optional); Bevel Lash, if not yet whole. Threads: Thaw (main), Blight, Rebound, Deep Cut
Act 42.4–6.010.0 and 11.0 (finale)Everything. No new spell, only the First Pair thread (Brace into Facet Seal)

Within an act, difficulty climbs through three things, in this order:

  1. More bodies: packs grow from 3 to 6.
  2. One new trait per region: packs in the Sallow, fliers on the Long Road, shields in the Shardfield, mirrored resistance in Twinhold, silence and slowness in Hushfold, adds in Corran, enemy casters in the Undermere.
  3. Mixing: two traits in one fight.

Story fights stay at their act's numbers. Optional fights in an earlier region rise to the player's level in later acts (an open question below).

Glints Open page

Glints are loose reflections leaking from warps (Story Bible section 1). Every glint shares the VEL-51 base: a faceless, fox-sized newt of living quicksilver, with a blank mirror head like a spoon's bowl and a tail that breaks into three floating shards. They die by melting into a mirror-still puddle. Regional variants take on what their warp reflects, which is how one model covers six regions.

Pack behaviour, every variant (Idea). A pack holds formation as mirror images across its leader: the glints on the left move exactly as those on the right do, flipped, like a reflection of a reflection. Every head turns the same way together (as in glint-pack-river-a.png). In battle, a pack is one enemy with a count (new). Only the leader attacks, and the next glint steps up when it dies. Spells that hit the front hit only the leader. Repel, Squall and Gale strike the whole pack. The tell: all heads snap toward the caster at once, about 1 s before the leader leaps. When half the pack is gone, the mirror formation breaks and the rest attack out of step: faster, but staggered for longer.

Sallow glint — `glint`

  • Region: The Sallow; in Act 3 also every region where new warps open.
  • Look: The VEL-51 newt glint: a low, chunky, fox-sized body of living quicksilver with four short splayed legs. Its smooth teardrop head has no eyes, ears or mouth, only a polished mirror that reflects the dusk sky and the caster's glowing hands. A thick tail ends in three floating mirror shards, and wet silver drops and footprints trail back to the river reeds. Chrome silver with sky-blue reflections, using the reflective toon material rather than Meshy's baked texture. Silhouette: a low, wide wedge with a bright head disc. At phone size the pack reads as a row of bright mirror heads all turned the same way.
  • Behaviour: Basic attack: a leaping bite every 4 s. Pack rules as above. No specials, since this is the tutorial monster. When the pack scatters it hesitates for 1 s, a free window for a second cast.
  • Counters: Repel (tier 1) first, always. The door-mark pins a loose reflection, so it hits the whole pack and staggers it for 3.75 s, not 2.5 (Glass rule 1). Coil (tier 1) one-shots a glint at most qualities. From Act 2, Gale and Squall (tier 2) clear packs, and Wither works at half strength: there is nothing living to rot.
  • Rough stats: HP very low (14 each; a pack of 5 is 70). Damage very low (5). Speed fast (4 s), first attack 5 s. maxHp 14, attackDamage 5, attackIntervalSeconds 4, firstAttackDelaySeconds 5, color "#C9D6DF", pack 3–6 (new)
  • Drops: glint_quicksilver (1 per 2 glints). Now and then the puddle can be bottled as still_water.
  • Where it appears: Prologue, the farm door (scripted, VEL-32). Act 1, the Sallow Road (road_glint) and Sallow Fen. Act 2, the roads out of Halfway (road_glints) and the Sallow warp (warp_glints_1–_3). Act 3, Sallowbank (sallowbank_glints) and the road out of the Sallow (sallow_road_glints).
  • Model notes for Meshy: static mesh, animated in code (VEL-32's GlintPack already flocks, holds and flings them). Front and side views exist (glint-ref-newt-front-a.png, glint-ref-newt-side-a.png); poses in glint-poses-a.png. Split the three tail shards off as separate parts so code can float them. This mesh is the base for every glint variant.

Dust glint (Idea) — `dust_glint`

  • Region: The Long Road.
  • Look: The base glint, its mirror dulled to a scuffed pewter that reflects the brown dust storm rather than sky. Grit streams off its back like smoke, and its tail shards are chipped and frosted. Pale green Waymaker light from the caravan sails catches on its head. Silhouette: the same wedge, blurred at the edges by a trail of dust; it reads as a smudge that sharpens when it leaps.
  • Behaviour: Leaping bite every 3.5 s. Special, Dust Veil: every third attack the pack sinks into the dust for 1.5 s, and spells cast at it miss. Tell: the dust around it thickens and turns brown 1 s before.
  • Counters: Gale or Squall (tier 2) blow the veil away and hit the whole pack. Moving air answers moving air (rule 2), so the Waymakers' own spell is the lesson. Repel still pins it (rule 1).
  • Rough stats: HP very low (16 each). Damage very low (5). Speed fast (3.5 s), first attack 4 s. maxHp 16, attackDamage 5, attackIntervalSeconds 3.5, firstAttackDelaySeconds 4, color "#A89A84", pack 3–5 (new)
  • Drops: glint_quicksilver, mirror_grit.
  • Where it appears: Act 2, the Long Road wind pass and the caravan defence.
  • Model notes for Meshy: reuses glint with a pewter material and a dust particle trail. No new mesh.

Frost glint (Idea) — `frost_glint`

  • Region: Hushfold and the Hour Stair.
  • Look: The base glint, frosted over like a mirror left outside on a winter night: matt white rime on its back, clear ice at its edges, and a mirror head that shows falling snow. It leaves no footprints, and snowflakes hang still in the air around it (the Still Choir's stillness gone wrong). Silhouette: a white wedge on white snow, so it needs a dark outline; the still-hanging snowflakes around it mark where it is.
  • Behaviour: Leaping bite every 4 s, with no sound and a shorter tell (0.6 s instead of 1 s). Special, Rime: a bite that lands slows the player's next cast's breath window by 20% (a chill in the lungs).
  • Counters: Calm (tier 1) clears Rime. Repel pins them (rule 1). Echo (tier 1) gives a second hit without a second breath, which helps against a shorter tell.
  • Rough stats: HP very low (20). Damage low (6). Speed fast (4 s), first attack 4 s. maxHp 20, attackDamage 6, attackIntervalSeconds 4, firstAttackDelaySeconds 4, color "#E6EEF2", pack 3–5 (new)
  • Drops: glint_quicksilver (1 per glint).
  • Where it appears: Act 2, Hushfold. Act 3, the Hour Stair's lower flights.
  • Model notes for Meshy: reuses glint with a frost material and a small still-snow particle volume.

Shard glint (Idea) — `shard_glint`

  • Region: The Shardfield.
  • Look: A glint that has grown armour from the shards around it: three or four flat panes of mirror-glass along its back and head, each reflecting a different sky (a dawn, a storm, a night) as the shards of the Shardfield do. Amber evening light, with thin teal and violet prismatic edges on the panes. Silhouette: the base wedge with a jagged, plated ridge; it reads as spikier and bigger than the Sallow glint.
  • Behaviour: Leaping bite every 4 s. Plated (new): an 8-point shield that comes back 6 s after it breaks. Tell: the panes flash in sequence just before the leap.
  • Counters: Repel's stagger (rule 1) opens a 3.75 s window after the plate breaks. Squall's three hits (tier 2) strip the plate and then damage. Bevel Lash (tier 3), once both halves are found, ignores the plate.
  • Rough stats: HP very low (24, plus an 8 shield). Damage low (7). Speed fast (4 s), first attack 5 s. maxHp 24, attackDamage 7, attackIntervalSeconds 4, firstAttackDelaySeconds 5, shield 8 (new), color "#D9C9A3", pack 3–5 (new)
  • Drops: glint_quicksilver, mirror_grit.
  • Where it appears: Acts 2–3, the Shardfield. Act 4, the inner ring on the way to the Pane (inner_glints) and the deep Shardfield.
  • Model notes for Meshy: reuses glint, plus 3–4 flat pane meshes parented to the back as separate parts (they can tilt in code).

Stilled glint (Idea) — `stilled_glint`

  • Region: Corran.
  • Look: A glint caught half-stilled by Ondine's seal: its back half is clear, solid glass like the Stilled of Corran, and its front still runs as quicksilver. Through the glass you see a frozen moment: a falling raindrop, a leaf. It walks with a stiff drag of the back legs, and glowing warp-light shines through its clear parts. Silhouette: two-tone and lopsided, bright front and clear back. It reads as heavier and slower than other glints.
  • Behaviour: Heavy bite every 6 s. Glass shell (new): a 15-point shield on its back half that regrows only when it is out of combat. Special, Stillness: if a stilled glint is the last one standing, it locks in place for 4 s and then shatters for 18 area damage. Tell: its quicksilver half crawls back into the glass and it goes silent.
  • Counters: Hit it hard before the last one is alone: Toll (tier 1) lands its delayed blow as the lock ends. Brace or Facet Seal (tiers 1, 3) cover the shatter. Rule 1 still applies, so Repel staggers it for longer. Prism Snare (tier 3) stops the lock.
  • Rough stats: HP low (40, plus 15 shield). Damage low (10; the shatter does 18). Speed normal (6 s), first attack 6 s. maxHp 40, attackDamage 10, attackIntervalSeconds 6, firstAttackDelaySeconds 6, shield 15 (new), color "#BFE3E6", pack 2–4 (new)
  • Drops: glint_quicksilver, mirror_grit.
  • Where it appears: Act 3, Corran.
  • Model notes for Meshy: reuses glint, with a two-part material (quicksilver front, clear glass back) and a small frozen prop inside the glass.

Roof glint (Idea) — `roof_glint`

  • Region: The Undermere.
  • Look: A glint that crawled out of the upside-down reflection on the Undermere's cave roof, and still walks upside down along it. Its mirror is dark, showing the inverted landscape overhead, and its quicksilver is dimmed to gunmetal with faint glow at the joints. It hangs by its feet like a bat and drops onto its target. Silhouette: in battle it starts at the top of the frame, inverted, and drops into the normal glint stance. The drop itself is the tell.
  • Behaviour: Ambush: first attack at 2 s, a drop from the ceiling for 1.5x damage. Then a leaping bite every 4.5 s. Special, Climb: at 50% HP it climbs back up for 3 s, out of reach of ground spells.
  • Counters: Drift (tier 2) dodges the drop. Gale (tier 2) knocks a climbing glint back down. Repel pins it (rule 1). Linger (tier 1) slows the climb.
  • Rough stats: HP very low (18). Damage low (8; the drop does 12). Speed fast (4.5 s), first attack 2 s. maxHp 18, attackDamage 8, attackIntervalSeconds 4.5, firstAttackDelaySeconds 2, color "#5E6670", pack 2–5 (new)
  • Drops: glint_quicksilver (1 per glint).
  • Where it appears: Act 3 on, the Undermere.
  • Model notes for Meshy: reuses glint, with a gunmetal material, played upside down by code.

Glint brute — `glint_brute`

  • Region: The Sallow (the Sallow warp in Act 2, Sallowbank in Act 3), the Long Road, Corran.
  • Look (VEL-51 concept): A bear-sized glint of fused quicksilver and cracked mirror-glass plates. It stands hunched like a gorilla on huge knuckles, with a small blank teardrop mirror head sunk between massive shoulders. Mirror shards float off its back, and the surface is chrome silver with sky-blue reflections. Small glints sometimes cling to it. Silhouette: a top-heavy hump with two huge fists, the biggest non-boss shape in the game. It reads at a glance as the heavy enemy.
  • Behaviour: Double-fist slam every 7 s. Special, Shed: at 66% and 33% HP it sheds two glint adds, which share its region's variant. Tell: before a slam it rears up with fists raised for 1.5 s. Staggering it in that window cancels the slam.
  • Counters: Repel (tier 1) cancels the slam during the rear-up (rule 1). Gale (tier 2) clears the shed adds, and Headwind (Repel into Gale) staggers the brute and pushes the adds back in one cast. Brace or Facet Seal takes a slam that gets through. Later, Tailwind into Bevel Lash (tiers 2+3), the strongest single hit, burns down the second third.
  • Rough stats: HP high (220). Damage high (18). Speed slow (7 s), first attack 8 s. maxHp 220, attackDamage 18, attackIntervalSeconds 7, firstAttackDelaySeconds 8, color "#B8C4CC"
  • Drops: glint_quicksilver x3, mirror_grit.
  • Where it appears: Act 2, the Sallow warp (warp_brood: Act 2 calls it the glint brood, and its Shed makes the adds) and Dace's caravan jobs (caravan_defence). Act 3, Sallowbank (sallowbank_brute, climbing out of the river) and Corran.
  • Model notes for Meshy: humanoid. The gorilla stance is close enough for Meshy's auto-rig (VEL-51 says so). References: glint-brute-ref-a.png, glint-brute-ref-b.png. Float the back shards as separate parts.

Winged glint — `winged_glint`

  • Region: The Long Road, Corran, and the Sallow in Act 3.
  • Look (VEL-51 concept): A hawk-sized bird of living quicksilver with a faceless teardrop mirror head. Its broad wings are made of overlapping flat mirror-glass shard feathers, with a short tail of floating shards. Chrome silver, flashing sky-blue as it banks. Silhouette: a wide, flat T of wings, flashing light every time it turns. It flies in the upper middle of the frame, where the player's eye already is.
  • Behaviour: Dive every 3.5 s. Flying (new): ground-bound spells (Coil, Wither, Root's roots) do half damage. Special, Flash: every fourth dive it turns its wings to the sun, and the player's next cast starts 0.3 s late (the glare). Tell: it climbs and hangs still for 1 s before a dive.
  • Counters: Gale and Squall (tier 2) do full damage and knock it down: a 2 s stagger where it is grounded and takes full damage from everything (rule 2). Repel pins it mid-dive (rule 1).
  • Rough stats: HP low (50). Damage low (8). Speed fast (3.5 s), first attack 4 s. maxHp 50, attackDamage 8, attackIntervalSeconds 3.5, firstAttackDelaySeconds 4, flying (new), color "#D6E4EE"
  • Drops: mirror_grit, glint_quicksilver.
  • Where it appears: Act 2, the wind pass (pass_kites_1, pass_kites_2: Act 2 calls them kite glints), the Long Road ridge and the caravan jobs. Act 3, the road out of the Sallow (sallow_road_winged) and Corran's rooftops.
  • Model notes for Meshy: static mesh with the wings as two separate parts, flapped and banked in code. Reference: winged-glint-ref-a.png.

The Windglass Kite — `windglass_kite`

  • Region: The Long Road (the wind pass).
  • Look: A large glint riding the wind out of the warp in the pass cliff, about 5 m from wingtip to wingtip. Its wings are sails of loose reflection that show the sky behind them in reverse, so it looks like a hole in the weather. The body is the winged glint's, quicksilver with a blank teardrop mirror head, and a long tail of floating shards streams behind it. Silhouette: a huge, flat kite shape across the upper frame, its reversed sky a little wrong against the real one. It reads as the boss of the pass.
  • Behaviour: A diving strike every 5 s for 15. Airborne (new): while it flies, only Gale can hit it. A Gale hit grounds it for 4 s, and on the ground everything works. Special, Sail Turn: it banks to dive at a wagon instead of the player (the wind pass's protect objective, new: wagon HP). Tell: the sail-wings fold flat and the reversed sky goes dark for 1 s before a dive.
  • Counters: Gale (tier 2) first: moving air answers moving air (rule 2). Then Repel (tier 1) pins it while it's grounded, for 3.75 s (rule 1), and Coil hurts it. Brace takes a dive; Drift (if learned from Ness) steps out of one. It is the fight that makes Gale, learned on the ridge the same day, the player's own.
  • Rough stats: HP mid (180). Damage mid (15). Speed normal (5 s), first attack 5 s. maxHp 180, attackDamage 15, attackIntervalSeconds 5, firstAttackDelaySeconds 5, airborne until hit by Gale, grounded 4 s (new), color "#CFE3EE"
  • Drops: glint_quicksilver x3, mirror_grit x2.
  • Where it appears: Act 2, the wind pass, the last of the three fights (pass_windglass).
  • Model notes for Meshy: static, animated in code. Reuses winged_glint, scaled up, with two new flat sail-wing parts that take a reversed-sky shader in Unity. No Meshy model needed.

Storm glint — `storm_glint`

  • Region: The Shardfield.
  • Look: A glint that came out of the glass after a storm's peak, crusted all over in mirror shards picked up by the wind, about 2.5 m long. It is heavy and slow, and the shards on its back flash a different sky each, as the standing shards do. Amber storm light catches the edges. Silhouette: the glint wedge grown huge and spiky, low to the ground. The shards on its back lifting is the tell.
  • Behaviour: A heavy bite every 7 s for 18. Special, Shard Volley: every third attack it throws the shards off its back at the player for 22. Tell: the shards lift and turn towards the player for 1.5 s. Glass-born (rule 1).
  • Counters: Facet Seal (tier 3), cast for real minutes before in the storm, takes the whole volley: its 22-point shield is the volley's size on purpose. Brace (tier 1) takes most of it. Repel pins it for 3.75 s (rule 1), and Coil and Gale hurt it. On the Lanternfall-first route the player meets the storm before the Long Road, so it's Coil and Repel without Gale.
  • Rough stats: HP high (200). Damage high (18; the volley does 22). Speed slow (7 s), first attack 8 s. maxHp 200, attackDamage 18, attackIntervalSeconds 7, firstAttackDelaySeconds 8, volley 22 every third attack (new), color "#D9C9A3"
  • Drops: glint_quicksilver x2, mirror_grit x2. On the way back the player picks up the Corran shard (corran_half_wave): a scene, not a drop.
  • Where it appears: Act 2, the glass storm set piece in the open Shardfield (storm_glint, scene 3.6), after the square half of Facet Seal is traced from a standing shard and the storm peaks.
  • Model notes for Meshy: static, animated in code. Reuses glint, scaled up, with the shard_glint pane parts doubled and floated off the back in code. No new mesh.

Bramble glint — `bramble_glint`

  • Region: Twinhold and Greenvault (Greenvault's decay terrace).
  • Look: A glint that has grown into the hedges of a decay terrace, about 3 m: quicksilver threaded through thorn and bramble, the mirror head half hidden in leaves. Violet Greenvault light catches on the thorns. Behind it is the dead stump that carries the Wither glyph. Silhouette: a low, tangled mound with a bright mirror head inside it. It reads as part of the hedge until it moves.
  • Behaviour: A thorn lash every 6 s for 12. Special, Overgrowth (new: weakness and immunity by effect type): growth spells feed it. Coil, Mend and Root heal it by what they would have done. Gale, Repel and Wither hurt it in full. Tell: the thorns pull back into the hedge for 1 s before a lash. Glass-born (rule 1).
  • Counters: Gale (tier 2) and Repel (tier 1, a 3.75 s stagger by rule 1). The puzzle is not to reach for Coil or for Root, learned on the terraces the same day: not every Tender spell helps. Wither (tier 1) would rot it in full, because the hedge is alive (rule 5), but its fragment is on the stump the bramble guards, so the first fight is Gale and Repel.
  • Rough stats: HP mid (150). Damage mid (12). Speed normal (6 s), first attack 6 s. maxHp 150, attackDamage 12, attackIntervalSeconds 6, firstAttackDelaySeconds 6, healed by growth spells (new), color "#8FA86A"
  • Drops: glint_quicksilver x2, mirror_grit. Beating it frees the stump: the Wither glyph (fragment_wither) is a find, not a drop.
  • Where it appears: Act 2, Greenvault's decay terrace (bramble_glint, scene 6.1).
  • Model notes for Meshy: static, animated in code. Reuses glint, scaled up, with thorn-and-hedge parts parented over it. No new mesh beyond the bramble parts.

Echo glint — `echo_glint`

  • Region: Hushfold and the Hour Stair (Hushfold's empty bell tower).
  • Look: A thin glint living in the bell frames where Hushfold's bells used to hang. Frost lies on its back, and its mirror head shows the player's own silhouette, flipped. It has been signing the monks' signs back to them wrong. Silhouette: a narrow, upright glint high in an empty bell frame, the player's shape in its head.
  • Behaviour: No attack of its own. Special, Echo (new: a recast of the player's last spell): every 6 s it casts the player's last spell back at them, at full power. A Mend comes back as a heal for it, a Brace as a shield for it. Tell: the player's silhouette in its head traces the spell's glyph for 1 s. Glass-born (rule 1).
  • Counters: Cast cheap before you cast big: whatever you cast last comes back. Calm (tier 1, from Wen at the listening stone) clears what its copies land. Repel's stagger (3.75 s, rule 1) pushes back its next copy. Hush would silence it, but Wen teaches Hush and Echo hand over hand right after this fight, so the first time through it's Calm and timing.
  • Rough stats: HP mid (120). Damage equal to the player's last spell. Speed normal (6 s), first copy 6 s. maxHp 120, attackDamage copy (new), attackIntervalSeconds 6, firstAttackDelaySeconds 6, recasts last spell (new), color "#E4ECFF"
  • Drops: glint_quicksilver x2, mirror_grit.
  • Where it appears: Act 2, Hushfold's bell tower (echo_glint, scene 6.4).
  • Model notes for Meshy: static, animated in code. Reuses glint, thinner, with the mirror double's flipped-silhouette material on its head. No new mesh.

The glint colossus — `glint_colossus` (boss)

  • Region: Corran.
  • Look (VEL-51 concept): A towering giant fused from hundreds of quicksilver glints. It has a top-heavy body of liquid silver and cracked mirror-glass plates, long arms with heavy fists, short thick legs, and a small blank teardrop mirror head. Small glints cling to its shoulders and crawl over it. Behind it, the glowing crack of Corran's warp pours white light, and Corran's people stand frozen in clear glass mid-step. Silhouette: a huge, top-heavy figure filling the upper half of the frame, dark against the white warp-light, with the small mirror head as the one bright point.
  • Behaviour (phases):
    1. The Mass (100–60%). A sweeping arm every 7 s (24). Each hit on it sheds a glint (stilled_glint), up to three alive at a time. Tell: the arm draws back across the warp-light for 1.5 s. Stagger cancels it.
    2. The Crack (60–25%). Its chest plates crack and show the warp inside. Hits to the chest during a stagger do double damage. Special, Warp Pulse: every 12 s, 20 damage that ignores shields, unless Hush is up. Tell: the crack brightens from white to blinding over 2 s.
    3. The Pull (25–0%). It turns towards the Stilled at the arena's edge and starts pulling them toward the warp, and a 40 s timer shows on screen. When it runs out, its reaching blow lands on them: one Stilled figure cracks (it doesn't break, and it heals later in Act 3, but Aske sees it; Act 3 moves rep.facets −5 and sets corran.cracked_figure). The fight goes on: it is not a loss. A Repel or Bulwark (Repel into Facet Seal) in the wind-up turns the blow. Attacks speed up to every 5 s. Linger slows the timer by half while it lasts.
  • Counters: Phase 1: Squall or Gale (tier 2) on the adds, then a thread on the body. Phase 2: Repel's stagger opens the chest (rule 1), then Toll or Bevel Lash. Prism Snare stops the plates re-forming. Hush (tier 1, Still Choir) stops the Warp Pulse: the warp's hum is a sound. Phase 3: Linger (tier 1, Keepers) and Hasten for longer threads, and Repel or Bulwark to turn the reaching blow. It is the first fight that strongly rewards cross-side threads (Codex section 6).
  • Rough stats: HP boss (1,400, about 12x the golem). Damage high (24; Warp Pulse 20). Speed slow, then normal (7 s, then 5 s), first attack 8 s. maxHp 1400, attackDamage 24, attackIntervalSeconds 7, firstAttackDelaySeconds 8, phases (new), color "#E8EEF2"
  • Drops: colossus_heart (key item: the warp-light it held, used in the post-fight scene where the stilling is undone), glint_quicksilver x10. After the fight, Aske and the player trace Pavilion Wake together at Corran's well: Aske's hourglass half (corran_half_hourglass) and the player's low-wave half from the Act 2 storm (corran_half_wave). Then the player threads Thaw (Repel into Pavilion Wake) while Aske casts Brace across the warp, and the Unstilling begins. That is a scene, not a drop.
  • Where it appears: Act 3, Corran's warp (corran_colossus, the set piece). Its first phase is shorter if Ondine set fewer seal-stones, and a fallen player who broke the diggers' props in the Undermere starts the fight at phase 2 (Act 3).
  • Model notes for Meshy: humanoid (Meshy rig). Reference: glint-colossus-ref-a.png. The clinging glints are the glint mesh parented to its bones and moved in code.

Golems and Evane drill constructs Open page

The training golem is an old Warden practice construct (Story Bible section 3). Golems are built to spar, not kill. The glyph on the chest makes them pull their punches, so their HP is honest and their specials are lessons.

Training golem — `training_golem`

  • Region: The Sallow (Aske's barn).
  • Look: Aske's training golem (Story Bible section 3, VEL-20 model): stone and old iron under an old sail, a heavy squat body with thick forearms. On its chest is a worn pale-blue Warden glyph that makes it pull its punches, mostly. Earth-grey (#8A7F74) with rust at the joints. Silhouette: a broad stone block with two arms. It reads clearly as the target; it is the reference every spell concept already aims at.
  • Behaviour: One punch every 6 s, starting at 8 s (the data file's numbers). No specials. Tell: the chest glyph brightens before each punch (Idea, for the battle view).
  • Counters: Everything works, by design. Repel staggers it, Coil is the main damage, and Brace blocks a punch. Golems resist nothing, because they were made for students.
  • Rough stats (from data): HP mid (120, the baseline). Damage mid (12). Speed normal (6 s), first attack 8 s. maxHp 120, attackDamage 12, attackIntervalSeconds 6, firstAttackDelaySeconds 8, color "#8A7F74"
  • Drops: none. It is a spar; golem_spar gives 20 XP. (Idea) Aske gives the protagonist a coil of old sail rope afterwards (a flavour key item).
  • Where it appears: Prologue, Aske's barn (golem_spar, in the game today).
  • Model notes for Meshy: humanoid; already modelled and rigged (VEL-20). Nothing new needed.

Proving Ring golem (Idea) — `ring_golem`

  • Region: The Sallow (Halfway, the Proving Ring in the old quarry).
  • Look: The same kind of golem as Aske's, repaired by both sides: pale-blue Warden plates on one arm and amber Facet glass on the other, held with Halfway's rope and rivets. A neutral grey sash marks it as Ring property, and painted chalk rank marks (I, II, III) are on its chest. Silhouette: the training golem's block, made lopsided by its mismatched arms. It reads as "the golem, again, but stronger".
  • Behaviour: Rank I is the training golem. Rank II punches every 5.5 s for 14, and Guard: every third punch is followed by a 10-point shield. Rank III punches every 5 s for 16, with Guard, and a Double: two quick punches, 0.6 s apart. Tell: it plants its feet before a Double.
  • Counters: In Act 1: Brace (tier 1) for the Double, and patience for the Guard: hit after it fades, or open it with Repel's stagger. It is a teaching fight for shields before the Shardfield. A player who comes back later finds more answers: Facet Seal takes the Double, and Bevel Lash (once whole) ignores the Guard.
  • Rough stats: Rank I: 120, 12, 6 s. Rank II: HP mid (180), damage mid (14), normal (5.5 s). Rank III: HP high (260), damage high (16), normal (5 s). First attack 8 s for all. ring_golem_1: maxHp 120, attackDamage 12, attackIntervalSeconds 6, firstAttackDelaySeconds 8 ring_golem_2: maxHp 180, attackDamage 14, attackIntervalSeconds 5.5, firstAttackDelaySeconds 8, guard 10 (new) ring_golem_3: maxHp 260, attackDamage 16, attackIntervalSeconds 5, firstAttackDelaySeconds 8, guard 10 (new)
  • Drops: none. A win moves the player up the Ring's ladder, and the Ring pays in ladder place and standing, not goods.
  • Where it appears: Act 1 on, Halfway's Proving Ring (ring_rank_1–_3, a recurring activity; practice before PvP, Codex section 10).
  • Model notes for Meshy: reuses training_golem, with a material swap per arm and rank decals.

Practice targets — `cut_glass_dummy`, `sail_dummy`

  • Region: The Shardfield (Lanternfall) and the Long Road (the wind pass summit).
  • Look: Two targets for the threading lesson. The cut-glass dummy is Rook's: a post hung with offcut panes of amber-edged mirror-glass that ring when hit. The sail dummy is Dace's: a post wrapped in old caravan sail and lashed down with rope, flapping in the summit wind. Silhouette: an upright post with a bright top. They read as targets, not enemies.
  • Behaviour: No attack. They stand still and take hits. The player draws Repel into Gale (Headwind) three times on them, then wins a short spar with it.
  • Counters: Headwind (Repel into Gale, the thread being taught): the push lands, then the wind carries the target further back.
  • Rough stats: HP mid (100). No damage. cut_glass_dummy: maxHp 100, attackDamage 0, attackIntervalSeconds 0, firstAttackDelaySeconds 0, color "#FFC66B" sail_dummy: maxHp 100, attackDamage 0, attackIntervalSeconds 0, firstAttackDelaySeconds 0, color "#9CFFB0"
  • Drops: none. The encounters can't be lost (canLose: false).
  • Where it appears: Act 2, the first thread (scene 4.1): thread_practice_rook in Lanternfall on the Twinhold-first route, thread_practice_dace at the wind pass summit on the Lanternfall-first route.
  • Model notes for Meshy: static props, no rig. A post, a few flat panes or a sail cloth; no Meshy model needed.

Warden drill golem (Idea) — `warden_golem`

  • Region: Twinhold and Greenvault.
  • Look: What Aske's golem looked like new: a Warden drill golem from the Hall of Measure's yards. It is perfectly symmetric, of polished pale grey stone with silver bands, and has a square, faceless head with a thin horizontal slit of pale blue light. A matched pair of pale-blue L glyphs (the door-mark) glow on both forearms, and they flash when it blocks. It is clean, measured and slightly too perfect. Silhouette: the training golem's shape made upright and squared: hard right angles everywhere. It reads as the Evane version.
  • Behaviour: A punch every 6 s for 14. Special, Measured Guard: after every punch it raises its forearms in a Brace (15 shield) for 3 s. Mirrored resistance (new): tier 1 spells do half damage (Glass rule 3). Tell: the forearm glyphs light up just before the guard goes up.
  • Counters: Gale and Squall (tier 2) aren't resisted, and Headwind (Repel into Gale) is the strongest answer most players have. Facet Seal (tier 3) takes its punches. Bevel Lash (tier 3), if both halves are found, ignores the guard. Repel and Coil still work at half damage, which is the lesson: the Wardens' own drills reward an answer from outside the mirror. Tally (tier 1), just learned in the yard, still hits back for half of what it took. In the Vault its wards add one rule: it won't take the same spell twice in a row, so vary casts or thread.
  • Rough stats: HP high (220). Damage mid (14). Speed normal (6 s), first attack 7 s. maxHp 220, attackDamage 14, attackIntervalSeconds 6, firstAttackDelaySeconds 7, guard 15 (new), resist mirrored 0.5 (new), color "#C8D3DC"
  • Drops: evane_silver in the Vault. On the drill yard: none, but Warden reputation goes up a little.
  • Where it appears: Act 2, Twinhold's recruits' yard (drill_spar, after the Tally lesson) and the Measure Vault's first two wards (vault_golem_1, _2; Act 2 calls it the Measure golem).
  • Model notes for Meshy: humanoid (Meshy rig). There is no concept yet. VEL-66 needs a Midjourney model sheet made from this brief (A-pose, four views).

Warden sentinel — `warden_sentinel`

  • Region: Twinhold and Greenvault (the Measure Vault, the Hall of Measure bridge).
  • Look (VEL-51 concept): A tall guardian construct of the Wardens of Measure, perfectly symmetric: a polished white marble body with silver bands, broad shoulders and a smooth faceless helm. It carries two identical square tower shields, mirrored, one on each forearm, and a matched pair of pale-blue L glyphs glow on its shoulders. Silhouette: tall and rectangular, two shields like doors. It reads as a wall.
  • Behaviour: A shield-bash every 7 s for 20. Twin Shields: a 30-point shield that regrows 8 s after it breaks. Mirrored resistance (half damage from tier 1). Special, Verdict: at 50% HP it brings both shields together. After a 2.5 s tell (the two L glyphs slide to meet in front of it, making the door-mark), it does 32 damage. Staggering it in the tell cancels the Verdict.
  • Counters: Repel (half damage, but the stagger still works) cancels the Verdict in its tell. Tally (tier 1, Wardens) answers a landed Verdict with 16. That is their own rule, cause and effect, turned on them. Gale and Headwind aren't resisted. Facet Seal takes a bash, but in the Vault it risks the alarm. Bevel Lash (tier 3), if both halves are found, goes through the shields. From Act 3, Prism Snare also stops the Verdict. In the Vault it won't take the same spell twice in a row.
  • Rough stats: HP boss (450). Damage high (20; Verdict 32). Speed slow (7 s), first attack 8 s. maxHp 450, attackDamage 20, attackIntervalSeconds 7, firstAttackDelaySeconds 8, shield 30 regrow 8 s (new), resist mirrored 0.5 (new), color "#F2F4F7"
  • Drops: evane_silver x3, sentinel_glyph (a quest item: a sealed glyph from the Vault's shelves, which you can't trace until Act 3).
  • Where it appears: Act 2, the Measure Vault break-in, the third ward (vault_golem_3, Iver's job). Act 2+, Twinhold gates for players of very low Evane standing.
  • Model notes for Meshy: humanoid (Meshy rig). Reference: warden-sentinel-ref-a.png (straight front, symmetric). Shields as separate parts so code can bring them together.

Faction guardians and enforcers Open page

Each Evane faction guards its seat with a construct that is symmetric and lit in its faction's colour: Wardens pale blue, Tenders violet, Keepers brass-gold, Still Choir moonlight silver (VEL-51; the last two colours are still open). The Facets build theirs from asymmetric salvage. Human enforcers, the Warden menders and the Lanternfall lamplighters, come after players whose standing with a side has fallen. The warden sentinel (above) is the Wardens' guardian.

Enforcers and standing (Idea). Below a set standing with a side, its enforcers block the gates (Codex section 7: gate guards refuse entry) and may meet the player on that side's roads. Beating them doesn't fix standing; it lowers it further. Talking, paying, or a reputation quest is the way back. Humans never die in battle: at 0 HP they yield. What the player does then (let them go, hand them over, take their fragments) is a morality choice (Codex section 7).

Thorn warden — `thorn_warden`

  • Region: Twinhold and Greenvault (Greenvault's terraces).
  • Look (VEL-51 concept): A Tender guardian, grown rather than built. It is a tall, symmetric figure woven from living green vines, roots and smooth pale wood. Its round knot of a face holds two mirrored violet glyphs (Coil's #B48CFF), violet blossoms grow on its shoulders, and it has long arms of braided thorny vine ending in heavy root fists. Silhouette: a rounded, heavy body with long, drooping arms. It reads as a tree that walks.
  • Behaviour: A root-fist swing every 6 s for 16. Special, Regrow: heals 4 HP a second while it hasn't been hit for 3 s (the Tender cycle). Special, Bramble: every 15 s it roots the player's thumbs: the next cast's shape score is capped at 70% unless it is cleansed. Tell: the blossoms on its shoulders open just before Bramble. Mirrored resistance (rule 3).
  • Counters: Keep hitting it: Squall's three hits (tier 2) or Wither (tier 1, full strength on a living thing, rule 5) stop the Regrow. Calm (tier 1) or Table Mend (tier 3) clear Bramble. Gale isn't resisted, and nor is Bevel Lash, if both halves are found.
  • Rough stats: HP high (380). Damage high (16). Speed normal (6 s), first attack 8 s. maxHp 380, attackDamage 16, attackIntervalSeconds 6, firstAttackDelaySeconds 8, regen 4/s after 3 s (new), resist mirrored 0.5 (new), color "#B48CFF"
  • Drops: evane_silver x2.
  • Where it appears: Act 2, Greenvault's vine-locked terraces (opened by Root's field effect; there is no Bloom spell).
  • Model notes for Meshy: humanoid (Meshy rig). Reference: thorn-warden-ref-a.png.

Hushed one — `hushed_one`

  • Region: Hushfold and the Hour Stair (Hushfold abbey).
  • Look (VEL-51 concept): A silent guardian of the Still Choir: a tall, slender, symmetric figure in layered pale grey and white veils that hang perfectly still in the wind. It has no face, only a smooth silver oval, and two mirrored hands raised in a hand-sign. A faint moonlight-silver halo of stillness surrounds it, and in it snowflakes hang frozen in the air. Silhouette: a tall, thin column with two raised hands. Of all the enemies it moves least, so its rare movements read as tells.
  • Behaviour: A sign-strike every 6 s for 12. Special, Stillness: its halo shortens the player's breath window by 25% while it stands. Special, Hush: every 18 s it signs Hush: the player can't cast for 3 s. Tell: both hands slowly close, over 2 s. Mirrored resistance.
  • Counters: Calm (tier 1) clears the silence. Its own Hush back at it (tier 1, Still Choir) stops its signs, because the Still Choir hears itself. Short spells (Drift, Gale) fit in the shortened breath. Long threads don't, and that is the lesson. From Act 3, Hasten (tier 1, Keepers) more than makes up the lost breath.
  • Rough stats: HP high (300). Damage mid (12). Speed normal (6 s), first attack 8 s. maxHp 300, attackDamage 12, attackIntervalSeconds 6, firstAttackDelaySeconds 8, breath aura -25% (new), resist mirrored 0.5 (new), color "#D8DEE6"
  • Drops: evane_silver.
  • Where it appears: Act 2, Hushfold, at a sealed door or for low Evane standing.
  • Model notes for Meshy: humanoid (Meshy rig). The veils should be modelled as a solid shape, with no cloth simulation. There is only a battle concept (hushed-one-a.png), so VEL-66 makes the A-pose sheet.

Hour sentinel — `hour_sentinel`

  • Region: Hushfold and the Hour Stair (the Hour Stair).
  • Look (VEL-51 concept): A Keeper guardian: a heavy, symmetric construct of pale stone and old brass shaped like a walking bell tower. A great bronze bell hangs inside its open chest, two brass clock hands are crossed on its face, and mirrored brass-gold spiral glyphs glow on each shoulder. It is slow and enormous. Silhouette: a tall tower with a bell-shaped opening at its middle. The bell's swing is the tell.
  • Behaviour: Toll: one blow every 10 s for 30, landing 3 s after the bell swings, like the Keepers' spell. Special, the Hundred-Year Hour: at 50% HP it stops the battle clock for everyone but itself for 4 s and strikes twice. Tell: both clock hands swing to twelve. Mirrored resistance.
  • Counters: Linger (tier 1, Keepers, found on the seventh bell's frame on the climb) halves the pace of its blows. Hush (tier 1) silences the bell, and cast in the tell it cancels the Hundred-Year Hour. Brace timed to the landing takes a Toll; Drift (tier 2) dodges one. Hasten, which Keeper Hale teaches just before the trial, gives room for longer threads in the long gaps. This is a patience fight.
  • Rough stats: HP boss (500). Damage boss (30). Speed very slow (10 s), first attack 10 s. maxHp 500, attackDamage 30, attackIntervalSeconds 10, firstAttackDelaySeconds 10, delayed hit 3 s (new), resist mirrored 0.5 (new), color "#C9A44C"
  • Drops: evane_silver, marble_chips.
  • Where it appears: Act 3, the Hour Stair's bell court: the hour trial (hour_trial).
  • Model notes for Meshy: humanoid (Meshy rig, stubby limbs). Reference: hour-sentinel-ref-a.png. The bell as a separate part, swung in code.

Shard sentinel — `shard_sentinel`

  • Region: The Heart Pane (the deep Shardfield).
  • Look (VEL-51 concept): A hulking Facet guardian built from large salvaged panes of mirror-glass and dark slate stone bound with wire. It is deliberately asymmetric: one huge arm is a cluster of jagged mirror shards and the other a small stone arm, and its head sits off-centre. Warm amber light glows in the seams (amber crystal, not fire: see VEL-51's note), with thin teal and violet edges on the glass. Silhouette: lopsided, with one enormous arm. It is the Warden sentinel's opposite at a glance.
  • Behaviour: A crystal-arm smash every 7 s for 22. Special, Two Shapes: every 14 s it holds two glyphs open, one per arm. After a 2 s tell (one circle and one triangle light up on its arms), it fires Bevel Lash at the player (30, ignoring shields). Held asymmetry (new): double stagger from tier 1 (Glass rule 4).
  • Counters: Repel (tier 1) staggers it for 5 s and cancels Two Shapes: a mirrored spell makes its two shapes agree, and it can't hold them. Drift (tier 2) dodges the Lash, since a shield won't help. Hush (tier 1) also stops it casting.
  • Rough stats: HP high (420). Damage high (22; the Lash does 30). Speed slow (7 s), first attack 8 s. maxHp 420, attackDamage 22, attackIntervalSeconds 7, firstAttackDelaySeconds 8, stagger x2 from mirrored (new), color "#FFC66B"
  • Drops: raw_amber, mirror_grit, a Facet glyph fragment (shared freely; Facets don't hoard).
  • Where it appears: Act 3, a Facet cache in the deep shards. Act 4, the Pane's rim, as Iver's guards.
  • Model notes for Meshy: humanoid (Meshy rig). Reference: shard-sentinel-ref-a.png.

Warden menders — `warden_menders`

  • Region: Twinhold and Greenvault; Corran.
  • Look (VEL-51 concept): A pair of Evane Warden menders, stern casters in matching white and silver half-armour over pale blue robes. Smooth silver half-masks hide their faces. They stand as exact mirror images of each other, each raising one hand to draw a pale blue mirrored L between them, and each wears a silver glyph band on each wrist (Aske's old bands, worn the right way out). Silhouette: two identical figures, flipped, with one glowing shape between them. It reads as one enemy made of two.
  • Behaviour: Each casts Repel-like bolts, alternating, every 6 s for 12. Shared ward: a hit on one gives the other a 12-point shield, so hurting them unevenly is wasted. Special, Binding: together they draw a seal over 3 s. If it completes, the last spell the player cast fizzles for 15 s ("Your hands won't answer …" in grey). That is a battlefield binding, not a court's un-teaching: it wears off, and it can never bind Repel. If Repel was the last spell, the binding takes the one before it. Tell: the L between them grows from a spark to full size.
  • Counters: Hit both evenly: Squall (tier 2) spreads across them. Hush (tier 1) breaks the Binding, and from Act 3 so does Prism Snare (tier 3). Rule 3 doesn't apply, because they are human, not constructs. Calm (tier 1) lifts a Binding early, because stillness is older than measure.
  • Rough stats: HP mid each (160 each, 320 total). Damage mid (12). Speed normal (6 s, alternating, so in effect 3 s), first attack 6 s. maxHp 160 x2, attackDamage 12, attackIntervalSeconds 6, firstAttackDelaySeconds 6, pair (new), color "#7FD4FF"
  • Drops: evane_silver (they yield; humans never die). They never drop glyphs: Wardens carry no fragments, because the Vault keeps every glyph they take.
  • Where it appears: Act 2+, Evane roads for low standing (warden_enforcers). Act 3, Corran's seal-watch (corran_seal_watch). Act 4, a mender takes the place of any faction head who sits the finale out, with that voice's ability at half strength. At the Act 2 mending at the Sallow warp, five menders are the casters the player guards, not foes: there is no fight to stop the mending.
  • Model notes for Meshy: humanoid (Meshy rig). One model, mirrored in code for the second mender. There is only a battle concept (warden-menders-a.png), so VEL-66 makes the A-pose sheet.

Lamplighter (Idea) — `lamplighter`

  • Region: The Shardfield (Lanternfall).
  • Look: Lanternfall's volunteer watch, chosen by the open council and never more than a season at a time. A lamplighter wears a mismatched long coat, one sleeve slate and one amber-glass-scaled, and carries a long pole topped with a lantern of cut amber glass that throws broken colour. Each wears their own sigil, painted on the lantern's glass. They are cheerful, unhurried and very good at their job. Silhouette: a figure with a tall pole and a bright lantern above its head. In battle the lantern is the bright point.
  • Behaviour: A lantern-pole sweep every 5 s for 14. Special, Facet Seal: a 22 shield on itself every 12 s. Special, Crown Surge: it spends 15 of its own HP for a 1.6x next strike. Tell: its sigil glows on the lantern before a Surge. Held asymmetry (double stagger from tier 1).
  • Counters: Repel (tier 1) staggers it for 5 s (rule 4), the window for damage. Brace before a Surged strike. Bevel Lash (tier 3), if both halves are found, goes through the Seal. Talking works too: lamplighters stand down for a player who gives away a glyph (Facet culture, Story Bible section 2).
  • Rough stats: HP high (200). Damage mid (14; Surged 22). Speed normal (5 s), first attack 6 s. maxHp 200, attackDamage 14, attackIntervalSeconds 5, firstAttackDelaySeconds 6, stagger x2 from mirrored (new), color "#FFC66B"
  • Drops: facet_token, raw_amber. If spared, a Facet glyph fragment given freely.
  • Where it appears: Act 2+, Lanternfall's gates and the Shardfield roads, for low Facet standing.
  • Model notes for Meshy: humanoid (Meshy rig); the pole and lantern as a separate prop. There is no concept yet. VEL-66 makes the A-pose sheet from this brief.

Wildlife touched by the Glass Open page

Ordinary animals with mirror-glass grown through them, one or two per biome (VEL-51). They aren't evil. They are frightened and in pain, and the drops say so (Idea): what they drop is mirror_grit, the glass that grew through them, and Sister Orla, the Tender healer at Halfway, will buy it "to bury it properly".

Mirebelly toad — `mirebelly_toad`

  • Region: The Sallow (Sallow Fen).
  • Look (VEL-51 concept): A huge fat fen toad the size of a cart. Its green warty back is covered in round glassy blisters that each reflect a tiny sky. It has a pale cream belly and a wide, grumpy mouth, and sits in a reedy marsh pool with willows behind. Silhouette: a low dome with a wide mouth. The blisters glint as one cluster, and the throat swelling is the clearest tell in Act 1.
  • Behaviour: A tongue lash every 6 s for 10. Special, Gulp: every 14 s a tongue that grabs a cast mid-draw. If it lands while the player is drawing, the cast is lost (new: the cast cancels). Tell: the throat swells for 1.5 s. Special, Blister Burst: at 50% HP it bursts three blisters, 4 damage each over 3 s.
  • Counters: Draw short spells (Repel, Brace) or wait out the swell; that teaches timing around breath. Coil (tier 1) at full strength on a living thing (rule 5). Mend after the Blister Burst. Repel's stagger stops a Gulp. From Act 2, Wither also works in full.
  • Rough stats: HP high (200). Damage low (10; Burst 12 over time). Speed normal (6 s), first attack 7 s. maxHp 200, attackDamage 10, attackIntervalSeconds 6, firstAttackDelaySeconds 7, color "#6E8B4E"
  • Drops: mirror_grit x2, river_reeds.
  • Where it appears: Act 1, Sallow Fen beside the Sallow Road.
  • Model notes for Meshy: static mesh, animated in code (squash-and-stretch hops and throat swell by blend shape or scale). Reference: mirebelly-toad-ref-a.png. The tongue as a separate stretched part.

Shardback boar — `shardback_boar`

  • Region: The Sallow (the heath above Sallowbank); the Shardfield edge.
  • Look (VEL-51 concept): A stocky wild boar touched by the Glass. A tall ridge of jagged mirror-glass shards grows along its spine in place of bristles, patches of its brown bristly hide have turned to polished mirror, and it has short thick tusks of clear crystal. It paws the ground at the edge of a field of standing mirror shards. Silhouette: a low, heavy wedge with a bright jagged crest. The crest flares up before a charge.
  • Behaviour: A tusk jab every 7 s for 12. Special, Charge: every 3rd attack is a charge for 22. Tell: it paws the ground twice and the shard crest flares, over 2 s.
  • Counters: Repel (tier 1) during the paw cancels the charge, as the door-mark is meant to do. Brace takes the edge off it. Drift (tier 2, Act 2 on) dodges it. Coil (tier 1) does full damage (rule 5).
  • Rough stats: HP mid (150). Damage mid (12; the charge does 22). Speed slow (7 s), first attack 6 s. maxHp 150, attackDamage 12, attackIntervalSeconds 7, firstAttackDelaySeconds 6, color "#7A5B44"
  • Drops: mirror_grit x3.
  • Where it appears: Act 1, the heath above Sallowbank. Act 2, the Shardfield edge (with shard glints).
  • Model notes for Meshy: quadruped (non-Meshy rig). Reference: shardback-boar-ref-a.png.

Gale hound — `gale_hound`

  • Region: The Long Road.
  • Look (VEL-51 concept): Lean grey highland wolves touched by the Glass. Their fur is wind-whipped, with streaks of pale green light, and each wears a collar of floating mirror shards around its neck. They leap out of a dust storm beside a wagon train under pale-green-lit sails. Silhouette: long, low bodies in mid-leap, with the shard collars as a bright ring at the neck. Three of them read as a pack from their collars alone.
  • Behaviour: A pack of 3, like glints, but each attacks (no leader rule): a bite every 4 s each, offset by 1.3 s, for 7. Special, Run With the Wind: while the wind blows (every other 6 s on the Long Road), their attacks come 30% faster. Tell: the collars spin faster.
  • Counters: Gale and Squall (tier 2) hit all three and break their run (rule 2). Drift dodges one bite but not the pack. Linger (tier 1, Act 3) halves the pace. Echo (tier 1) doubles a Squall.
  • Rough stats: HP low (45 each, 135 total). Damage low (7). Speed fast (4 s each, a bite every ~1.3 s in all), first attack 4 s. maxHp 45 x3, attackDamage 7, attackIntervalSeconds 4, firstAttackDelaySeconds 4, pack-all-attack (new), color "#8E9A93"
  • Drops: mirror_grit x2.
  • Where it appears: Act 2, the Long Road ridge and Dace's caravan jobs (caravan_defence).
  • Model notes for Meshy: quadruped (non-Meshy rig). Collars are floating parts, spun in code. There is only a battle concept (gale-hounds-a.png), so VEL-66 makes the side and front sheets.

Glasshorn stag — `glasshorn_stag`

  • Region: The Long Road (highland meadows).
  • Look (VEL-51 concept): A big, sturdy highland stag touched by the Glass, with short, thick branching antlers of clear mirror-glass that reflect the sky. Its chest and shoulders are crusted with chunky glassy facets over a thick brown winter coat. It has a calm, dangerous stare, in a misty meadow with windmills on the far ridge. Silhouette: a tall body under a wide, bright crown of antlers. The antlers lowering is the tell. (VEL-51: the antlers were thickened for Meshy and phone size; keep them thick.)
  • Behaviour: An antler sweep every 8 s for 20. Special, Antler Mirror: with antlers lowered for 3 s, every spell the player casts is reflected back at 50% power (new). Tell: it lowers its head slowly over 1 s, and the antlers flash.
  • Counters: Don't cast into the mirror. Drift (tier 2) or Brace during it, then hit as the head comes up. Wither (tier 1) before the mirror goes up keeps ticking through it, since damage over time isn't a cast (rule 5). Tally (tier 1, Wardens) turns a reflected hit back.
  • Rough stats: HP high (260). Damage high (20). Speed slow (8 s), first attack 8 s. maxHp 260, attackDamage 20, attackIntervalSeconds 8, firstAttackDelaySeconds 8, reflect window (new), color "#8B6A4F"
  • Drops: mirror_grit x2.
  • Where it appears: Act 2, the Long Road's highland meadows (optional, off the caravan path).
  • Model notes for Meshy: quadruped (non-Meshy rig). Reference: glasshorn-stag-ref-a.png.

Shardshell crab — `shardshell_crab`

  • Region: The Shardfield.
  • Look (VEL-51 concept): A big, squat, pony-sized crab wearing a domed broken pane of mirror-glass as its shell. The shell reflects a different sky from the one above, and the crab has thick stone-grey legs, one claw much bigger than the other, and small eyes on short stalks. It scuttles sideways across the cracked lakebed between standing mirror shards in amber evening light. Silhouette: a wide, flat dome with one big claw raised. The shell is the brightest thing on screen.
  • Behaviour: A big-claw crush every 6 s for 14. Shell: a 30-point shield that regrows fully when it turns its shell to the player. That happens every 10 s, with 1.5 s of shell-turning as the tell. Special, Pincer: the small claw grabs, so the player can't move their next thumb stroke for 1 s.
  • Counters: Squall (tier 2) strips the shell, then follow up. Repel during the turn stops the regrow. Coil (tier 1) full damage (rule 5) once the shell is down. Bevel Lash (tier 3), once both halves are found, ignores the shell: the Facet answer to the Facet land's commonest animal.
  • Rough stats: HP high (240, plus a 30 shield). Damage mid (14). Speed normal (6 s), first attack 7 s. maxHp 240, attackDamage 14, attackIntervalSeconds 6, firstAttackDelaySeconds 7, shield 30 regrow on turn (new), color "#7D8288"
  • Drops: mirror_grit x3.
  • Where it appears: Acts 2–3, the Shardfield's cracked lakebed.
  • Model notes for Meshy: static mesh, animated in code, with legs and claws as separate parts moved on pivots. A crab doesn't suit a quadruped rig. Reference: shardshell-crab-ref-a.png.

Echo owl — `echo_owl`

  • Region: Hushfold and the Hour Stair.
  • Look (VEL-51 concept): A huge, round snowy owl touched by the Glass. Its face is a smooth silver mirror disc with no eyes, and its wings are edged with thin mirror-glass feathers. It perches on a broken stone arch in a silent snowy valley, with snowflakes hanging still around it. Silhouette: a round white body with a bright face disc, perched high in the frame. The disc turning toward the player is the tell.
  • Behaviour: A silent swoop every 6 s for 12. Special, Echo: after the player casts, it echoes that spell back at them at half power, 2 s later (new). Tell: the face disc turns to the player and shows the spell's glyph. Flying.
  • Counters: Hush (tier 1, Still Choir) silences it, which stops the echo: sound answers sound (rule 5). Gale (tier 2) grounds it (rule 2). Cheap spells first while it is listening (Repel's 10 echoes as 5).
  • Rough stats: HP mid (160). Damage mid (12; echoes half of the player's last spell). Speed normal (6 s), first attack 6 s. maxHp 160, attackDamage 12, attackIntervalSeconds 6, firstAttackDelaySeconds 6, flying (new), echo (new), color "#EEF1F4"
  • Drops: mirror_grit x3.
  • Where it appears: Act 2, Hushfold. Act 3, the Hour Stair.
  • Model notes for Meshy: static mesh, animated in code, with the wings as separate parts. There is only a battle concept (echo-owl-a.png), so VEL-66 makes the side and front sheets.

Reflections Open page

Things that were never animals: the Glass itself, showing something that has slipped loose. Like glints, they follow Glass rule 1. The mirror double is the exception: it copies mirrored spells instead of being pinned by them.

Drowned chorister (Idea) — `drowned_chorister`

  • Region: The Undermere.
  • Look: The Drowned Choir of legend (Story Bible section 1), as a reflection that never stopped singing. It is a tall, robed figure of still, dark water, standing ankle-deep in the Undermere's flooded nave under the old Mere. Its outline ripples as it sings, and its face is the upside-down reflection of a calm lake at night. A faint hum is visible as rings spreading out across the floor water. Silhouette: a dark, tall robe-shape with rings around its feet. The rings speeding up is the tell.
  • Behaviour: A hum every 5 s, doing 3 damage a second for 4 s (damage over time). Special, the Mere Hymn: two choristers in one fight sing in unison. If both are alive after 20 s, the hymn stills the player for 3 s (no casting) and heals both for 30. Tell: the floor rings join into one circle. Glass-born (rule 1).
  • Counters: Hush (tier 1, Still Choir: the faction that claims descent from this choir) stops a chorister's hum and breaks the unison. Calm clears the hum's damage. Repel pins it (rule 1). Kill one first: they are weak alone. (Tobin always believed in their hum; there could be a moment with him, see open questions.)
  • Rough stats: HP mid (180). Damage mid in total, low per tick (12 over 4 s, 3 a second). Speed normal (5 s), first attack 5 s. maxHp 180, attackDamage 12 over 4 s (new: damage over time), attackIntervalSeconds 5, firstAttackDelaySeconds 5, color "#2E4A5A"
  • Drops: hymn_page (a key item, once: a page of the Drowned Choir's hymn, for Tobin's side quest), still_water.
  • Where it appears: Act 3 on, the Undermere's flooded nave.
  • Model notes for Meshy: humanoid (Meshy rig): a robed figure with a solid robe and no cloth, and a water shader in Unity. There is no concept yet. VEL-66 can skip it (Act 3); a later sheet is needed.

Sky shoal (Idea) — `sky_shoal`

  • Region: The Heart Pane (the deep Shardfield around it).
  • Look: A shoal of fish-shaped reflections that swim through the air between the deep shards. Each shard there reflects a different sky, and where one reflects water the fish swim out of it. They are small flat silver ovals, palm-sized, a dozen or more, turning together like a real shoal, flashing whichever sky they came from. Silhouette: a single shifting cloud of bright flecks in the upper middle. It reads as one creature that is many.
  • Behaviour: A pack (new) of 6, one enemy. A darting nip every 2.5 s for 4 (the shoal's edge). Special, School: at full count the shoal swirls into a tight ball for 3 s and takes half damage. Tell: the flecks speed up and draw together. Flying, glass-born.
  • Counters: Squall (tier 2) hits the whole shoal and scatters it (rule 2). Repel pins it (rule 1). Single big hits are wasted: one nip fish soaks a Bevel Lash.
  • Rough stats: HP very low each (12 each, 72 total). Damage very low (4). Speed very fast (2.5 s), first attack 3 s. maxHp 12 x6, attackDamage 4, attackIntervalSeconds 2.5, firstAttackDelaySeconds 3, pack (new), flying (new), color "#CFE1EA"
  • Drops: mirror_grit, glint_quicksilver.
  • Where it appears: Act 4, the deep Shardfield and the Pane's rim.
  • Model notes for Meshy: static, animated in code: one small flat fish mesh, instanced and flocked (the GlintPack flocking, faster). No Meshy model needed; a simple mesh will do.

Mirror double (Idea) — `mirror_double`

  • Region: The Heart Pane (the deep Shardfield).
  • Look: The player's own reflection, stepping out of a standing shard: their model, clothes and gear exactly, but flipped left for right, in a quicksilver sheen. Its face is a smooth mirror showing the player's real face. It moves a fraction of a second behind the player's own idle animation. Silhouette: the player's silhouette, flipped. That's what makes it unsettling, and it reads instantly.
  • Behaviour: No basic attack of its own. Special, Copy: 2 s after each cast, it casts the player's spell back at them at full power if it was mirrored. If it was parallel or asymmetric, its copy fizzles (new). Tell: its hands trace the player's glyph, flipped. Its HP is 70% of the player's.
  • Counters: Parallel and asymmetric spells (tiers 2 and 3) are the answer: a reflection can only show what a mirror shows. A mirror never shows two hands moving the same way (Story Bible section 1), so a parallel copy fizzles. An asymmetric spell's mirror swaps the hands, which isn't the spell, so that copy fizzles too (rule 3, turned around). Mirrored spells are the worst choice here. A thread (tier 4) copies only its mirrored half. It's the purest test in the game of drawing style.
  • Rough stats: HP low (70, at 100 player HP). Damage equal to the player's own casts. Speed equal to the player's, first copy 2 s after the first cast. maxHp 0.7 x player (new), attackDamage copy (new), attackIntervalSeconds 0, firstAttackDelaySeconds 0, color "#DCE3E8"
  • Drops: none. A short line: "You've seen your hands from the other side now." (A flavour note for the Act 4 walkthrough.)
  • Where it appears: Act 4, the deep Shardfield (a shard showing the player's own reflection).
  • Model notes for Meshy: reuses the player model, mirrored on X, with a quicksilver material. No new model.

Hazard: the glass storm Open page

In Act 2 the glass storm is a set piece in the field: the player runs between shelters, traces the square half of Facet Seal from the one standing shard that shows it while the storm blows, and casts Facet Seal for the first time. The fight that follows is storm_glint (in Glints). From Act 3 the storm can come back on its own, as the hazard boss below. No glyph shows inside it.

Glass storm — `glass_storm` (hazard boss)

  • Region: The Shardfield.
  • Look (VEL-51 concept): A whirling, living storm of wind and thousands of flying mirror shards, spinning into a tall funnel with the rough shape of a giant figure inside it. A warm amber light pulses at its heart, and the shards flash teal and violet as it sweeps across the drained lakebed under a dark sky. Silhouette: a tall, spinning funnel filling the upper middle, with one amber point at its heart. The amber light is the target, and the funnel narrowing is the tell. (Rook lost his arm in one: Story Bible section 2.)
  • Behaviour (phases): It isn't a creature but weather, so it has no basic attack. It does damage on a clock, and the player fights the clock.
    1. Shardfall (100–60%). Shards rain every 4 s for 10. A Brace or Facet Seal blocks them. Tell: the funnel's spin slows for 1 s before a volley.
    2. The Eye (60–30%). The funnel opens and shows its amber heart for 6 s in every 15, and only then can it be hurt in full (75% less damage the rest of the time).
    3. The Wall (30–0%). The funnel narrows and lashes for 18 every 5 s. Gale (tier 2) pushes it back a step each time, and each push holds the Eye open for 2 s longer.
  • Counters: Facet Seal (tier 3, whole since the Act 2 storm) or Brace (tier 1) for Shardfall and the Wall. Gale and Squall (tier 2) push the funnel and open the Eye, because moving air answers moving air (rule 2). Repel's stagger works on its heart (rule 1). Linger (tier 1, Act 3) slows the volleys.
  • Rough stats: HP boss (900). Damage low, then high (10, then 18). Speed fast, then normal (4 s, then 5 s), first volley 4 s. maxHp 900, attackDamage 10, attackIntervalSeconds 4, firstAttackDelaySeconds 4, phases (new), damage taken x0.25 outside the Eye (new), color "#FFC66B"
  • Drops: mirror_grit x5.
  • Where it appears: Acts 3–4, as a hazard crossing the open Shardfield (glass_storm), with no glyph in it.
  • Model notes for Meshy: static, animated in code: particles and instanced shard meshes spinning around a funnel, with an amber light at the heart. No Meshy model needed. The figure inside is a shape in the particles.

Outlaw casters and Facet scavengers Open page

Casters cast like the player: spells from the Spell Set, real tells (the glyph they are drawing shows on screen in its faction's colour) and real breath windows. A player who knows the Spell Book can read their spells.

Glyph-hunter — `glyph_hunter`

  • Region: The Shardfield; the Sallow warp in Act 3.
  • Look (VEL-51 concept): A wiry Facet scavenger caster in a mismatched dark slate coat with one bare arm, goggles of cut amber glass, and a satchel full of etched mirror shards. One hand draws a glowing amber triangle and the other a glowing line (Bevel Lash's shapes), with amber light and prismatic sparks. They crouch on top of a tilted giant mirror shard. Silhouette: a small, crouched figure high on a slanted shard, with two different bright shapes at its hands. It reads as the quick, sneaky caster.
  • Behaviour: Casts Bevel Lash every 5 s for 15, ignoring shields. Special, Pick: if their Lash lands while the player is drawing, they steal a little copper. Special, Run: at 30% HP they flee (the fight ends, with half the drops) unless staggered. Tell: the triangle and the line light on their hands for 1 s. Held asymmetry (rule 4). From Act 3 they also raise a Facet Seal (22 shield) every 15 s.
  • Counters: Repel (tier 1) staggers them for 5 s (rule 4) and stops the run. Drift (tier 2) dodges the Lash, since shields don't help. Bevel Lash (tier 3), once whole, goes through their Seal. From Act 3, Prism Snare (tier 3) at 30% keeps them from running.
  • Rough stats: HP mid (140). Damage mid (15, ignoring shields). Speed normal (5 s), first attack 4 s. maxHp 140, attackDamage 15, attackIntervalSeconds 5, firstAttackDelaySeconds 4, pierce (new), flee at 30% (new), color "#FFC66B"
  • Drops: facet_token, an etched shard (a random Facet glyph fragment), amber_goggles (rare gear).
  • Where it appears: Act 2 on, the Shardfield, on the trail of a fragment. Act 3, the Sallow warp (sallow_glyph_hunters, only if the player fights Sabe's cut). Facet glyph-hunters widened the crack that became the Sallow warp, digging warp-born glyphs out of the bank for a year to sell (some sold their shards to Rook); then an unguarded Warden mending tore it open (Story Bible section 4, Act 3 scene 1.3).
  • Model notes for Meshy: humanoid (Meshy rig). There is only a battle concept (glyph-hunter-a.png), so VEL-66 makes the A-pose sheet.

Forsworn mender (Idea) — `forsworn_mender`

  • Region: The Long Road (Act 2); the Undermere.
  • Look: An Evane outlaw: a Warden mender whom a court sealed for a crime (one spell gone; Repel never goes), or who fled before a court could sit. They still wear the white and silver half-armour, but it is soot-black and dented, the silver half-mask cracked down the middle. Their glyph bands are cut and knotted back on with wire. They draw the pale-blue door-mark, but the L's are a little crooked: they have lost the habit of perfection. Silhouette: the Warden mender's shape, but alone and hunched, with a cracked mask catching the light. It reads as a fallen Warden.
  • Behaviour: Casts Repel every 5 s (10 and a 1 s stagger on the player: the player's next cast starts late). Special, Tally: hits back with half the damage taken in the last 6 s. Special, Sell the Seal: once per fight they draw a binding (as the menders do, 3 s tell) that fizzles the player's last spell for 15 s ("Your hands won't answer …"; never Repel). Long Road kit (Act 2): the raiders are newer to the life. They cast only Repel and Brace, each cast telegraphed in the upper middle, with no Tally and no Sell the Seal, and a Repel stagger cancels a cast in progress.
  • Counters: Don't burst them: Tally punishes big hits. Wither or Root (tier 1, over time) keep the damage under their Tally window. Hush (tier 1) stops the binding, and so does Prism Snare (tier 3). Calm lifts it. Against the Long Road kit: Repel to interrupt, which is the lesson before the wind pass.
  • Rough stats: HP high (260; the Long Road kit 160). Damage low (10, plus Tally). Speed normal (5 s), first attack 5 s. maxHp 260, attackDamage 10, attackIntervalSeconds 5, firstAttackDelaySeconds 5, tally (new), color "#7FD4FF" Long Road kit: maxHp 160, attackDamage 10, attackIntervalSeconds 5, firstAttackDelaySeconds 5, casts Repel and Brace, cast telegraph (new), color "#7FD4FF"
  • Drops: a little copper, evane_silver. No fragment: Wardens carry none, and the forsworn kept the habit.
  • Where it appears: Act 2, the Long Road raid (road_raiders, Act 2 calls it the Evane-trained outlaw). Act 3 on, the Undermere toll gates (forsworn_toll). Act 4, the Undercrack (undercrack_outlaws).
  • Model notes for Meshy: humanoid. Reuses the warden_menders model with a damaged material and a cracked mask. No new mesh.

Hollow cut (Idea) — `hollow_cut`

  • Region: The Long Road (Act 2); the Undermere.
  • Look: A Facet outlaw who broke the Facets' first rule and hoards glyphs. Hollow cuts are banished from Lanternfall: their personal sigil has been scratched off their clothes, leaving bare, scraped patches where the two shapes used to be. They wear a heavy coat of hanging shards, each etched with a stolen glyph, which clink as they move. Their amber light is dim and greedy. Silhouette: a heavy, jangling, cloaked figure, wider at the bottom. The coat's shards are the bright points.
  • Behaviour: Casts a Facet attack every 5 s (Bevel Lash, 15). Special, Hoard: every third spell the player casts, they catch it on a shard and cast it back 3 s later at full power. Tell: one shard on their coat lights up in the colour of the player's spell. Special, Crown Surge: below 50% HP, every attack costs them 10 HP for 1.6x damage. Held asymmetry (rule 4). Long Road kit (Act 2): Bevel Lash only, telegraphed in the upper middle, with no Hoard and no Crown Surge.
  • Counters: Count your casts. Make the third one cheap (Repel, Drift) so the Hoard catches nothing worth having. Repel (tier 1) staggers them for 5 s (rule 4), and cancels a cast in progress. Hush (tier 1) stops the throw-back. Their Bevel Lash ignores shields, so Drift (tier 2) dodges it; shields are for the Surged hits that aren't Lashes.
  • Rough stats: HP high (240; the Long Road kit 160). Damage mid (15; Surged 24). Speed normal (5 s), first attack 5 s. maxHp 240, attackDamage 15, attackIntervalSeconds 5, firstAttackDelaySeconds 5, hoard every 3rd cast (new), stagger x2 from mirrored (new), color "#C98F3A" Long Road kit: maxHp 160, attackDamage 15, attackIntervalSeconds 5, firstAttackDelaySeconds 5, pierce (new), cast telegraph (new), stagger x2 from mirrored (new), color "#C98F3A"
  • Drops: 2–3 stolen glyph fragments (giving them away in Lanternfall raises Facet standing a lot), a little copper. The Long Road kit drops only a little copper.
  • Where it appears: Act 2, the Long Road raid (road_raiders, Act 2 calls it the Facet-trained outlaw). Act 3 on, glyph hoards in the Undermere (hoard_raid). Act 4, the Undercrack (undercrack_outlaws).
  • Model notes for Meshy: humanoid (Meshy rig), with the shard coat as a solid shape; the shards can be separate parts that swing in code. There is no concept yet. It now appears in Act 2, so VEL-66 makes the A-pose sheet from this brief.

Undermere outlaw — `undermere_outlaw`

  • Region: The Undermere.
  • Look (VEL-51 concept): An outlaw caster of the Undermere, a hooded renegade in patched, mismatched robes from both orders: one sleeve white and silver, the other dark slate with mirror-glass plates. A scarf hides the face. They draw a glowing glyph that is half pale blue and half amber, in a dark cavern where the upside-down reflection of a whole landscape hangs on the cave roof like a mirror. Silhouette: a hooded figure with a split-coloured glyph at its hands. It reads as both sides at once, the dark echo of the unaligned player.
  • Behaviour: Threads like the player does. Every 6 s it casts one of two threads: Bulwark (Repel into Facet Seal: 35 shield, 3 s stagger on the player, 10 damage) or Tempest (Gale into Coil: 55 damage, 1 s stagger). Tell: its glyph is drawn over 1.5 s in the colours of the two spells, so the player can tell which is coming. Blue-then-amber is Bulwark; green-then-violet is Tempest.
  • Kits (scaling): the duelling pit's three duels step up. Duel 1 (undermere_duel_1), the Evane kit: Repel and Brace, 200 HP. Duel 2 (undermere_duel_2), the Facet kit: Bevel Lash and Facet Seal, 250 HP. Duel 3 (undermere_duel_3), the thread kit above, 300 HP. Digger kit (undermere_diggers, two at a time): outlaw quicksilver-diggers from under Corran's warp. Picks and thrown quicksilver: 10 damage every 5 s; no threads; 120 HP each.
  • Counters: Read the glyph. Brace or Facet Seal before Tempest, and save a burst for after Bulwark's shield. Hush (tier 1) stops threads cold (a thread needs the Glass held open, and silence closes it). Prism Snare (tier 3) during the tell. Bevel Lash (tier 3) goes through the Evane kit's Brace and the Facet kit's Seal. Diggers cast nothing: Coil and Gale are enough. The outlaw is no more right or wrong than either side's casters, just cut loose.
  • Rough stats: HP high (300). Damage boss on Tempest (55), low on Bulwark (10). Speed normal (6 s), first attack 6 s. maxHp 300, attackDamage 55 or 10, attackIntervalSeconds 6, firstAttackDelaySeconds 6, threads (new), color "#BFA8D9" duel 1 (Evane kit): maxHp 200, attackDamage 10, attackIntervalSeconds 6, firstAttackDelaySeconds 6, casts Repel and Brace, color "#BFA8D9" duel 2 (Facet kit): maxHp 250, attackDamage 30, attackIntervalSeconds 6, firstAttackDelaySeconds 6, casts Bevel Lash and Facet Seal, pierce (new), color "#BFA8D9" digger kit: maxHp 120, attackDamage 10, attackIntervalSeconds 5, firstAttackDelaySeconds 5, color "#BFA8D9"
  • Drops: a little copper, a random thread hint (a note naming a pair that works), split_glyph_band (rare gear). Diggers drop only a little copper.
  • Where it appears: Act 3 on, the Undermere: the den's duelling pit in the Upside Market (Idea) (undermere_duel_1–_3), and the diggings under Corran's warp (undermere_diggers, if the player breaks the props and the diggers turn hostile).
  • Model notes for Meshy: humanoid (Meshy rig). There is only a battle concept (undermere-outlaw-a.png); a sheet is needed later (Act 3).

Named opponents Open page

People the player fights by name. They cast like the player, with real tells, and they yield at 0 HP: humans never die in battle. Iver Kest and Prelate Ondine are named opponents too; as finale bosses, their entries are under Bosses.

Tamsin in the Ring — `tamsin_ring`

  • Region: The Sallow (Halfway, the Proving Ring).
  • Look: Tamsin Vale, the Warden recruiter (her character concepts, tamsin-ref-a), in a Ring sash over her Warden blues. Her glyph bands glow faintly when she draws. She fights clean, all Warden corners. Silhouette: an upright young caster, square to the player, hands up and level.
  • Behaviour: A Warden bolt every 5 s for 10. She casts Repel and Brace, and each cast is telegraphed in the upper middle (new). Tell: her pale blue glyph shows at her hands for 1 s. The Ring's wards stop the bout before anyone is hurt.
  • Counters: Repel (tier 1) interrupts her casts. Coil and Mend trade with her. It is the first fight against someone who casts like the player.
  • Rough stats: HP mid (100). Damage low (10). Speed normal (5 s), first attack 5 s. maxHp 100, attackDamage 10, attackIntervalSeconds 5, firstAttackDelaySeconds 5, casts Repel and Brace, cast telegraph (new), color "#7FD4FF"
  • Drops: none. A win sets ring.tamsin.won; win or lose, the crowd has seen the farmer's hands.
  • Where it appears: Act 1, Halfway's Proving Ring (ring_tamsin, scene 4.5). The encounter can be lost (canLose: true): the wards stop the bout.
  • Model notes for Meshy: humanoid (Meshy rig), from Tamsin's character sheets (tamsin-concept-a, -b, tamsin-ref-a, tamsin-expressions-a), with her Repel and Brace casting animations. Not a VEL-66 enemy sheet.

Tamsin in the Vault — `tamsin_spar`

  • Region: Twinhold and Greenvault (the inner Measure Vault).
  • Look: Tamsin on the night watch in the Vault, with the warded shelves behind her. Silhouette: as in the Ring, but braced in a doorway.
  • Behaviour: A Warden bolt every 5 s for 12. She casts Repel (10, a 2.5 s stagger on the player) and Brace (15 shield), telegraphed like the Ring bout. Tell: her glyph at her hands for 1 s.
  • Counters: Gale and threads such as Headwind get past her Brace. Repel trades staggers with hers. The Vault's wards still hold: no spell twice in a row. The player can also talk her down (tamsin.trust ≥ 2) or Repel her out of the way and run.
  • Rough stats: HP mid (140). Damage mid (12). Speed normal (5 s), first attack 5 s. maxHp 140, attackDamage 12, attackIntervalSeconds 5, firstAttackDelaySeconds 5, casts Repel and Brace, cast telegraph (new), color "#7FD4FF"
  • Drops: none. Losing means capture (canLose: true): a Warden court sits the next morning and seals the spell used in the crime (Repel can never be sealed).
  • Where it appears: Act 2, the inner Vault on the break-in (tamsin_spar, scene 5.3), only if the player chooses to fight her.
  • Model notes for Meshy: reuses tamsin_ring's model.

Culet cutter — `culet_cutter`

  • Region: The Heart Pane.
  • Look: A Facet of Iver's cut, the Culet cut, with a glass pick: a long-handled pick of amber crystal for driving into the Pane. Mismatched slate and amber coat. Silhouette: a crouched figure with a raised pick. The pick rising is the tell.
  • Behaviour: Doesn't attack the player. Every 5 s a cutter strikes the chorus for 9, and each hit pushes the Pane gauge 5 towards Shattered. Three come one after another. Held asymmetry (rule 4). Tell: the pick lifts for 1 s.
  • Counters: Prism Snare (tier 3) stops a cutter. Repel (tier 1) staggers one for 5 s (rule 4). Mirrored casts at 80% or better also count as notes in the chorus, which keeps the gauge below 0.
  • Rough stats: HP low (70 each). Damage low (9, at the chorus). Speed normal (5 s), first attack 5 s. maxHp 70, attackDamage 9, attackIntervalSeconds 5, firstAttackDelaySeconds 5, targets ally (new), gauge +5 a hit (new), stagger x2 from mirrored (new), color "#FFC66B"
  • Drops: none. It's the finale.
  • Where it appears: Act 4, the Pane arena on the Help Ondine path (pane_chorus_guard, scene 4.14), three in waves.
  • Model notes for Meshy: reuses glyph_hunter's model with a glass pick prop.

The chorus, guarded — `mirrored_chorus_ally`

  • Region: The Heart Pane.
  • Look: Ondine's chorus (see mirrored_chorus), seen from inside: the player stands in the empty place at the centre of the four stones, and the four voices sing around them.
  • Behaviour: An ally with its own HP bar (new). It attacks no one. The chorus beat every 6 s pushes the Pane gauge towards Still. Every mirrored cast the player makes at 80% or better is also a note in the chorus. If its bar empties, the phase restarts.
  • Counters: Not an enemy. Keep the cutters off it and the gauge below 0.
  • Rough stats: HP high (300). No attack. maxHp 300, attackDamage 0, attackIntervalSeconds 6, firstAttackDelaySeconds 6, ally (new), color "#7FD4FF"
  • Drops: none.
  • Where it appears: Act 4, the Pane arena on the Help Ondine path (pane_chorus_guard, scene 4.14).
  • Model notes for Meshy: reuses mirrored_chorus.

The Ring Card challengers (Idea)

The Proving Ring ladder in the Side Quests tab puts six named casters on Ulla's Ring Card above the Ring golem's three ranks. They fight under the Ring's wards (every spell pulls its punches; canLose: true; no drops: the Ring pays a ladder place and standing only). Their casts are telegraphed like Tamsin's, which needs Act 2's cast-telegraph code; until then the Act 1 challengers just hit. Models reuse the Evane mage base, glyph_hunter and a Waymaker driver with colour swaps.

idWhoEncounterActHPAttackKit
ring_cadetCadet Orrin Tey, a Warden cadetring_card_cadetAct 1909 every 5 sRepel; a Brace shield every third attack
ring_duellistKetter, a Facet duellist of the Crown cutring_card_duellistAct 110010 every 6 sa telegraphed Bevel Lash of 20 every third attack
ring_waymakerFaye Linnet, a Waymaker who only casts Galering_card_waymakerAct 1806 every 3 sfast; staggers last half as long
ring_cadet_2Orrin, back from Twinhold's yardring_court_cadetAct 217012 every 5 sas ring_cadet, plus Tally
ring_duellist_2Ketter, back from Lanternfallring_court_duellistAct 217012 every 6 sas ring_duellist, plus Facet Seal
ring_ullaRingmaster Ulla Stroudring_ullaAct 2 on28014 every 5 salternates a mirrored and an asymmetric cast; a thread every third attack

Bosses Open page

The glint colossus (above, in Glints) and the glass storm (in Hazards) also have phase breakdowns.

The Sallow Wyrm — `sallow_wyrm` (boss)

  • Region: The Sallow (the Drowned Steps).
  • Look (VEL-51 concept): A huge river serpent made of reflections, rising in a tall S-curve out of the slow Sallow beside the Drowned Steps, the stone stairs descending into clear water with faint glyphs carved on the drowned steps. Its thick body is translucent blue-green water, armoured in large overlapping plates of polished mirror-glass that each reflect a different piece of sky. It has a broad, blunt, eyeless head with a smooth mirror face and a short frill of glass fins. Silhouette: a tall S of water rising from the river into the upper middle, with the head as a bright disc at the top. The plates opening is the visual for "hit it now".
  • Behaviour (phases):
    1. Rising (100–65%). A head-strike every 6 s for 14. Plated: its mirror plates make a 40-point shield. Repel's stagger opens the plates for 3.75 s (rule 1). Then Coil hits the water body. This is the Story Bible's "Repel to stagger it, Coil to hurt it". Tell: the head draws back and the fins flare, 1.5 s.
    2. Undertow (65–30%). It sinks and surges from one side every 8 s for 20. Repel can't hit it while it's under. Tell: ripples run toward the player from one side for 2 s, so Brace in time. After each surge it rises for a 3 s window with its plates open.
    3. The Drowned Hum (30–0%). The river goes mirror-flat, as it did after the first cast at the farm door. The Wyrm's face shows the player's own reflection, its plates close for good, and it strikes every 4 s for 12. Only stagger windows work now. Every perfect-quality Repel (90%+) staggers it for 5 s instead of 3.75 s, a nod to the first cast.
  • Counters: Repel (tier 1) to open, Coil (tier 1) to hurt, Brace to take the surges, Mend between phases. Every answer is a mirrored spell, because Act 1 is the mirrored act. Later, when Act 3 warps bring the Wyrm back (optional), Bevel Lash ignores the plates.
  • Rough stats: HP boss (600, 5x the golem). Damage mid, then high (14, 20, 12). Speed normal, slow, fast (6 s, 8 s, 4 s), first attack 8 s. maxHp 600, attackDamage 14, attackIntervalSeconds 6, firstAttackDelaySeconds 8, shield 40 open on stagger (new), phases (new), color "#5FA8A0"
  • Drops: wyrm_plate (a key item, granted once: a mirror plate that shows a different sky; Sister Orla, the Tender healer at Halfway, says it's still wet, and in Act 1 Harl can set it into a still_water_locket for 25 copper), still_water x3. The Drowned Steps' lower glyphs can be seen again once the water calms (a hook for a later fragment).
  • Where it appears: Act 1, the Drowned Steps (set piece, encounter sallow_wyrm, scene 5.3). Act 1 now uses this design: 600 HP, the plated 40 shield opened by stagger in place of Act 1's guard 0.25 rule, three phases, 120 XP. (Idea) It could come back, optionally, in Act 3, when the warps reach the Sallow.
  • Model notes for Meshy: static, animated in code. A serpent needs a spline or chain rig, not Meshy's (VEL-51): the body as 6–8 segments moved along a curve in code, with the plates as parts. References: sallow-wyrm-ref-a.png, sallow-wyrm-ref-side-a.png. The water body comes out of Meshy opaque, so translucency is a Unity shader job.

Ondine's mirrored chorus — `mirrored_chorus` (finale, phase one)

  • Region: The Heart Pane.

  • Look (VEL-51 concept, Act 4 cast): Evane casters in a half-ring of standing stones on the Heart Pane, a vast flat mirror with the sky above and below. The concept shows five mages under one enormous mirrored seal. In Act 4 the chorus is four voices, each a faction head with a glyph band glowing in their colour: Tamsin for the Wardens (pale blue), Mother Bramble for the Tenders (violet), Keeper Hale for the Keepers, and Choirmistress Wen for the Still Choir. Dace refuses to sing, so the Waymakers have no voice. Prelate Ondine Ash, a stern grey-haired woman in a tall white and pale blue high-collared robe, conducts from behind them and can't be targeted in this phase. Silhouette: a half-ring of four figures under one huge glowing seal, with a fifth behind. The seal filling in is the clock.

  • Behaviour: One enemy with four voices (new). The chorus beat: every 6 s, a ring of pale light rolls across the Pane, hitting the player for 10 and pushing the Pane gauge 8 towards Still. Each voice adds its faction's answer:

    • Wardens (Tamsin): every third beat, a 15 shield on the chorus. (Idea) At tamsin.trust ≥ 3 she steps out on her own when her voice drops below half, and the voice ends there.
    • Tenders (Bramble): heals the chorus 10 a beat.
    • Keepers (Hale): every other beat, the player's breath window is 20% shorter for 8 s.
    • Still Choir (Wen): every fourth beat, the player is silenced for 3 s.

    Breaking a voice (350 HP each) removes its ability, and that faction head steps out of the ring and kneels. A head who sits the finale out is replaced by a Warden mender with the same ability at half strength. Sung over: a mirrored cast at 85% or better on a voice cancels that voice's next ability, so the chorus can be beaten at its own game. The Pane rule (Act 4): mirrored casts at 80% or better get +25% power and push the gauge 4 towards Still, and under 60% they do half; parallel casts do normal power and push one hazard off the Pane; asymmetric casts get +25% power and push the gauge 6 towards Shattered, which makes the chorus cast harder to compensate; a cross-side thread moves the gauge 10 back towards 0. At −100 the Pane freezes, and asymmetric casts fizzle until the gauge is back above −80. Tell: the voice about to act brightens in its colour for 1 s before the beat.

  • Counters: Precise mirrored drawing sings over the voices. Bevel Lash (tier 3) ignores the Wardens' shield. Hush (tier 1) on Bramble stops her heals for 8 s: break her first. Hasten (tier 1) cancels Hale's short breath, and precise short spells still fit. Calm (tier 1) clears Wen's silence, and Drift (tier 2) avoids the beat that carries it. Cross-side threads keep the gauge in the middle. They are human, so Glass rule 3 doesn't apply.

  • Rough stats: HP boss in total (four voices at 350 each: 1,400). Damage low (10 a beat). Speed normal (6 s), first beat 6 s. voices: chorus_wardens, chorus_tenders, chorus_keepers, chorus_choir maxHp 350 each (1,400 total), attackDamage 10, attackIntervalSeconds 6, firstAttackDelaySeconds 6, group of voices (new), voice abilities (new), gauge 8 towards Still a beat (new), color "#7FD4FF"

  • Drops: none. It's the finale. Story outcomes (reputation, the ending) follow the Act 4 walkthrough.

  • Where it appears: Act 4, the Pane arena (pane_chorus_break, scene 4.14), on the Help Iver and Stop both paths. On the Help Ondine path the same chorus is the ally the player guards (mirrored_chorus_ally).

  • Model notes for Meshy: humanoid (Meshy rig): the four faction heads' character models in a ring (Tamsin, Bramble, Hale, Wen), each with a glowing glyph band, and Ondine behind in silver (from VEL-50's character sheets). A Warden mender stand-in reuses warden_menders. There is only a battle concept (mirrored-chorus-a.png). It is Act 4, so VEL-66 can skip it.

Iver Kest, the Cutter — `iver_kest` (finale, phase two)

  • Region: The Heart Pane.
  • Look (VEL-51 concept): Iver Kest, "the Cutter", a lean, wild-haired Facet radical in a ragged asymmetric dark slate coat. One arm is bare and scarred, and the other is sheathed in jagged mirror-glass plates. He drives a long blade of amber crystal down into the Heart Pane, and the mirror surface cracks outward around him in jagged lines while huge shards break loose and rise into the sky. The Culet cut works the cut line behind him with glass picks. Amber light, with teal and violet edges. Silhouette: a single lean figure with a long bright blade, the cracks running out from him across the floor. The cracks reaching the player are the threat.
  • Behaviour: The cut: every 5 s a cut pushes the Pane gauge 12 towards Shattered and opens a crack under the player, which does 3 damage a second until it is cleared (new). Bevel Lash: every 6 s, 18 that ignores shields. Crown Surge: every third attack he draws it, paying in his own HP, and his next cut lands for 40. At half HP he pulls his sleeves back, and the player sees his sealed palms in close-up (a short cut-in: he was un-taught as a boy). His casting speeds up: a cut every 4 s. Tell: the blade rises and the crack's path glows; his sigil (a circle and a broken line) flares before a Surge. Held asymmetry (rule 4). He yields at 0 HP.
  • Counters: Mirrored casts at 70% or better seal a crack, because they make world and reflection agree again (rule 4). Parallel casts push a crack off the Pane. Brace and Facet Seal don't stop his Bevel Lash, but Drift (tier 2) dodges it. Hush (tier 1) silences him through a Surge, or Prism Snare (tier 3) stops it. Repel staggers him for 5 s (rule 4). If both companions stepped out in the interlude, Tamsin's Brace opens the fight and Rook's Facet Seal comes once at half HP (Act 4 scene 4.15).
  • Rough stats: HP boss (700). Damage high (18 a Lash; cracks 3 a second; the Surged cut 40). Speed normal, then fast (5 s, then 4 s), first attack 5 s. maxHp 700, attackDamage 18, attackIntervalSeconds 5, firstAttackDelaySeconds 5, cut every 5 s: crack 3/s and gauge 12 towards Shattered (new), Bevel Lash every 6 s, pierce (new), Surged cut 40 every third attack (new), faster below 50% (new), stagger x2 from mirrored (new), color "#FFC66B"
  • Drops: none. It's the finale.
  • Where it appears: Act 4, the Pane arena (pane_shatter_stop, scene 4.16), on the Help Ondine and Stop both paths. On the Help Iver path he is on the player's side: his cuts work beside them against prelate_ondine.
  • Model notes for Meshy: humanoid (Meshy rig), with the glass-plated arm and the amber blade as separate props, and a sleeve-pull animation for the half-HP cut-in. There is only a battle concept (the-cutter-a.png). It is Act 4, so VEL-66 can skip it.

Prelate Ondine — `prelate_ondine` (finale, phase two)

  • Region: The Heart Pane.
  • Look: Prelate Ondine Ash, the centre figure of the chorus concept: stern, grey-haired, in a tall white and pale blue high-collared robe. With the chorus broken she stands alone at the Pane's centre and holds the last ward over it, a dome of pale blue measuring lines. Silhouette: one upright figure inside a ruled dome of light.
  • Behaviour: The ward (new): it agrees with mirrored spells, so they do a quarter of their damage to her. Measure: she hits back with a third of the biggest hit she took in the last 6 s. A Repel-like stagger every 8 s: 10 damage, and the player's next cast starts 2.5 s late. Allied cuts: every 6 s Iver's cutters deal her 15 and push the gauge towards Shattered. She holds the ward until the gauge reaches +100: (Idea) until then she can't fall below 1 HP. Then the ward breaks and she yields. Tell: a pale blue L draws itself facing the player before the stagger.
  • Counters: Parallel and asymmetric spells (tiers 2 and 3) are the way through. Asymmetric casts also push the gauge towards the break. Steady hits beat one big one, because Measure throws back a third of the biggest. Prism Snare (tier 3) stops her. Drift (tier 2) dodges the stagger.
  • Rough stats: HP boss (600). Damage low (10; Measure throws back a third of her biggest hit). Speed slow (8 s), first attack 6 s. maxHp 600, attackDamage 10, attackIntervalSeconds 8, firstAttackDelaySeconds 6, stagger on player (new), ward: mirrored damage x0.25 (new), measure: a third of the biggest hit in 6 s (new), allied cuts 15 every 6 s (new), ward breaks at gauge +100 (new), color "#7FD4FF"
  • Drops: none. It's the finale.
  • Where it appears: Act 4, the Pane arena (pane_shatter_join, scene 4.16), on the Help Iver path only.
  • Model notes for Meshy: humanoid (Meshy rig): Ondine's named-character model (VEL-50's character sheets), with the ward as a dome VFX of pale blue measuring lines. It is Act 4, so VEL-66 can skip it.

What the code would need Open page

Today an enemy's data has maxHp, attackDamage, attackIntervalSeconds, firstAttackDelaySeconds and color, and an encounter names one enemy. This bestiary adds, roughly in the order the acts need it:

  • Act 1:
    • Encounters with more than one enemy, and with waves.
    • Packs: one enemy with a count and a leader, and spells that hit the whole pack (Repel, Squall, Gale).
    • Shields on enemies, regrowing or opened by a stagger (the Wyrm's plates; Bevel Lash's shield-piercing matters from Act 2).
    • Specials with tells: a wind-up time the battle view shows, that a stagger cancels.
    • Enemy casts telegraphed in the upper middle, that a stagger cancels (Tamsin in the Ring; Act 2's raiders).
    • Phases: HP thresholds that change the attack and specials.
    • A cast cancelled by an enemy hit (the toad's Gulp).
  • Act 2:
    • Resistance by drawing style (mirrored, parallel, asymmetric) and stagger multipliers by style: the Glass rules.
    • Flying: half damage from ground spells. Airborne: only Gale hits, and a Gale hit grounds (the Windglass Kite).
    • A protect objective on an encounter: wagon HP (the wind pass).
    • Reflecting spells (the stag), echoing spells (the owl), recasting the player's last spell (the echo glint), and auras on the player's breath window (the hushed one).
    • Weakness and immunity by effect type (the bramble glint, healed by growth spells).
    • Immunity to the last spell that hit (the Vault's wards).
    • Pairs that share a ward (the menders).
    • Damage that ignores the player's shield.
    • Enemy bindings that fizzle a known spell for a time (never Repel; not un-teaching).
    • The player's casts sped up or delayed (glare, stagger on the player).
    • Fleeing at an HP threshold.
    • (No reflected glyph mid-battle: the square half of Facet Seal is traced in the field during the storm, before the storm_glint fight.)
  • Act 3:
    • Adds spawned mid-fight.
    • A fight timer that a spell slows, and an enemy attack aimed at scenery when it runs out (the colossus's reaching blow).
    • Enemies casting the player's own spells and threads, with tells showing their glyph.
    • Enemy regeneration, damage-over-time attacks, Tally.
  • Act 4:
    • One enemy made of several voices, each with its own HP and ability (the chorus).
    • An ally with its own HP bar, and enemies that attack it instead of the player (the guarded chorus, the Culet cutters).
    • The Pane gauge (Still to Shattered), moved by drawing style, and floor hazards (cracks) that a cast clears.
    • Copying the player's casts (the mirror double).
    • (The hold is a field-cast sequence, <<hold_pane>>, not a battle.)
  • Every act: humans yield at 0 HP, with a choice afterwards for morality.

Element and colour come from each enemy's color, like spells.

Open questions for Ray Open page

  • Player HP. Every damage number here assumes 100. The Spell Set has the same gap.
  • The Glass counter rules. Do the five rules feel right? In particular: should Evane constructs really resist mirrored spells (rule 3)? That makes an Evane-only player meet a wall in Twinhold, their own side's city.
  • Multi-enemy battles. Packs as one enemy with a count (as here), or true multi-target battles? The second is a bigger battle-code job and harder to read on a phone.
  • Glint look. VEL-51 recommends the newt body with the spoon-head's blank mirror head. Is that the pick, so VEL-66 can do sheets for it?
  • Regional glint variants. Six variants from one model with material swaps: enough variety, or do some deserve their own mesh?
  • Keeper and Still Choir colours. VEL-51 used brass-gold and moonlight silver for their guardians. Confirm before the hour sentinel and hushed one get data files. Note: the spell roadmap now gives Keeper spells #FF8FA3 and Still Choir spells #E4ECFF, so the hour sentinel's #C9A44C no longer matches its faction's spell colour.
  • Wildlife sympathy. The Glass-touched animals are hurt, not evil. Should beating them be a morality choice (spare, heal with Mend), or just a fight?
  • Do humans always yield? And does what the player does after (let go, hand over, take fragments) move morality?
  • The finale and the ending. Helping one side means fighting only the other's phase; stopping both means both phases. Is that the right link between the open ending and the two-phase finale? Settled: no. The finale follows Act 4: both phases on every path, with the player for or against each rite. Help Ondine is pane_chorus_guard then pane_shatter_stop; Help Iver is pane_chorus_break then pane_shatter_join; Stop both is pane_chorus_break then pane_shatter_stop, then the hold. The chorus is four voices (Dace refuses), and the finale entries are mirrored_chorus, mirrored_chorus_ally, culet_cutter, iver_kest and prelate_ondine (VEL-63).
  • Optional fights in earlier regions: should they scale up with the player, or stay at their act's numbers (old regions stay easy)?
  • The Undermere has no boss. Should it have one (an outlaw leader), or stay a place you never finish?
  • Tobin and the Drowned Choir. Tobin believes the Choir's hum is real. Worth a side quest where he hears the choristers? Settled: yes. The choristers drop hymn_page, a page of the Drowned Choir's hymn, for Tobin's side quest (VEL-63).
  • New names to accept, change or cut: Sallow Fen, the Upside Market, lamplighters, hollow cuts, forsworn menders, the drowned choristers, the sky shoal and the mirror double.
  • Drops and items: every material id here (quicksilver_bead, sky_pane, wyrm_plate, …) is a placeholder for VEL-61's items catalogue to adopt or rename (VEL-63 reconciles them). Settled: done. Drops now use the items tab's catalogue ids (glint_quicksilver, mirror_grit, river_reeds, raw_amber, evane_silver, facet_token, marble_chips, still_water). wyrm_plate, colossus_heart, sentinel_glyph, amber_goggles, split_glyph_band and hymn_page are key or unique items in the items tab's new table. ring_token is gone (the Ring pays a ladder place and standing). Glints, golems, constructs and wildlife drop no copper; humans who yield drop evane_silver, facet_token or a little copper (VEL-63).