Chapter
Reflections
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
GlintPackflocking, 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.