Chapter
Outlaw casters and Facet scavengers
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_mendersmodel 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).