Chapter
Regions and encounters
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 id | Enemies | Where | Act | Difficulty | XP |
|---|---|---|---|---|---|
farm_door_glints | The glint pack (scripted, VEL-32) | Sallowbank farm door | Prologue | 0.3 | 5 |
golem_spar | training_golem (exists in data) | Aske's barn | Prologue | 1.0 | 20 |
road_glint | 3 glint | The Sallow Road (scene 2.2; again on the way back in scene 5.2) | Act 1 | 0.6 | 10 |
fen_toad | mirebelly_toad | Sallow Fen | Act 1 | 1.4 | 25 |
heath_boar | shardback_boar | Heath above Sallowbank | Act 1 | 1.5 | 25 |
riverbank_pack | 5 glint | Sallow Road, near the Drowned Steps | Act 1 | 1.1 | 20 |
toad_and_glints | mirebelly_toad + 2 glint | Sallow Fen | Act 1 | 1.9 | 35 |
ring_tamsin | tamsin_ring | Halfway, the Proving Ring (scene 4.5) | Act 1 | 1.2 | 30 |
ring_rank_1, _2, _3 | ring_golem ranks I, II, III (the Ring's ladder, a recurring activity) | Halfway, the Proving Ring | Act 1 on | 1.0, 1.8, 2.6 | 20, 35, 50 |
sallow_wyrm | sallow_wyrm | The Drowned Steps (scene 5.3) | Act 1 | 5.0 | 120 |
road_glints | 3 glint | The roads out of Halfway, north to Twinhold or south to Lanternfall (scene 0.3) | Act 2 | 0.6 | 10 |
warp_glints_1, _2, _3 | 3, 4, then 5 glint | The Sallow warp, holding the line round the menders' circle (scene 5.2, if the player guards Ondine's mending) | Act 2 | 1.2, 1.4, 1.6 | 25, 30, 35 |
warp_brood | glint_brute (the walkthrough's glint brood: its Shed makes the adds) | The Sallow warp, after the third wave | Act 2 | 3.0 | 70 |
sallowbank_glints | 4 glint, in waves | Sallowbank, warps open (Act 3 scene 1.1) | Act 3 | 1.4 | 30 |
sallowbank_brute | glint_brute, climbing out of the river | Sallowbank (Act 3 scene 1.1) | Act 3 | 2.6 | 60 |
sallow_glyph_hunters | 3 glyph_hunter (Sabe's cut), one after another | The Sallow warp, only if the player fights them (Act 3 scene 1.3) | Act 3 | 4.0 | 85 |
sallow_road_glints | 4 glint | The road out of the Sallow (optional, Act 3 scene 1.4) | Act 3 | 1.0 | 20 |
sallow_road_winged | 2 winged_glint | The road out of the Sallow (optional, Act 3 scene 1.4) | Act 3 | 1.4 | 30 |
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)
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 id | Enemies | Where | Act | Difficulty | XP |
|---|---|---|---|---|---|
road_raiders | forsworn_mender + hollow_cut (Long Road kits) | A cutting below the pass (scene 2.4) | Act 2 | 2.4 | 50 |
pass_kites_1, pass_kites_2 | 3 winged_glint each (the walkthrough's kite glints); protect 1, then 2 wagons | The wind pass (scene 2.5) | Act 2 | 1.8, 2.2 | 40, 45 |
pass_windglass | windglass_kite; protect 3 wagons | The wind pass, the last wave (scene 2.5) | Act 2 | 3.2 | 70 |
thread_practice_dace | sail_dummy (tutorial, canLose: false) | The wind pass summit (scene 4.1, Lanternfall-first route) | Act 2 | 0.5 | 5 |
pass_dust_glints | 4 dust_glint | The wind pass | Act 2 | 1.4 | 30 |
pass_hounds | 3 gale_hound | Ridge road | Act 2 | 2.0 | 40 |
meadow_stag | glasshorn_stag | Misty highland meadow | Act 2 | 2.4 | 45 |
ridge_winged | 2 winged_glint + 2 dust_glint | Windmill ridge | Act 2 | 2.2 | 45 |
caravan_defence | Three waves: 4 dust_glint; 3 gale_hound; glint_brute + 2 winged_glint | The Long Road, on Dace's caravan jobs (a recurring side activity: see the side-quests tab) | Act 2 on | 5.5 (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 id | Enemies | Where | Act | Difficulty | XP |
|---|---|---|---|---|---|
drill_spar | warden_golem (optional, after the Tally lesson) | Twinhold, the recruits' yard (scene 1.7) | Act 2 | 2.0 | 35 |
greenvault_terrace | thorn_warden | Greenvault terraces (off-path, vine-locked) | Act 2 | 3.2 | 60 |
bramble_glint | bramble_glint | Greenvault, the decay terrace (scene 6.1) | Act 2 | 1.8 | 40 |
vault_golem_1, _2 | warden_golem, under the Vault's wards | The Measure Vault, the first two wards (scene 5.3, if the player takes Iver's job) | Act 2 | 2.2, 2.4 | 40, 45 |
vault_golem_3 | warden_sentinel, under the Vault's wards | The Measure Vault, the third ward | Act 2 | 3.6 | 80 |
tamsin_spar | tamsin_spar (only if the player chooses to fight her) | The inner Vault (scene 5.3) | Act 2 | 2.0 | 40 |
warden_enforcers | warden_menders | Any Evane road, low Evane standing | Act 2+ | 3.0 | 60 |
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 id | Enemies | Where | Act | Difficulty | XP |
|---|---|---|---|---|---|
snowfield_glints | 4 frost_glint | Hushfold echo valley | Act 2 | 1.8 | 35 |
echo_glint | echo_glint | Hushfold, the empty bell tower (scene 6.4) | Act 2 | 1.6 | 35 |
arch_owl | echo_owl | Broken arch above the abbey | Act 2 | 2.4 | 45 |
abbey_hushed | hushed_one | Hushfold abbey gate (low Evane standing, or forcing a sealed door) | Act 2 | 3.0 | 60 |
stair_owls | 2 echo_owl + 2 frost_glint | The Hour Stair, lower flights | Act 3 | 4.0 | 80 |
hour_trial | hour_sentinel | The Hour Stair, the bell court (scene 3.2, after Keeper Hale teaches Hasten); the fight lasts one "hour", about 3 minutes | Act 3 | 5.0 | 110 |
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 id | Enemies | Where | Act | Difficulty | XP |
|---|---|---|---|---|---|
storm_glint | storm_glint | The open Shardfield, after the glass storm's peak (scene 3.6) | Act 2 | 3.0 | 70 |
thread_practice_rook | cut_glass_dummy (tutorial, canLose: false) | Lanternfall (scene 4.1, Twinhold-first route) | Act 2 | 0.5 | 5 |
edge_boar | shardback_boar + 2 shard_glint | Shardfield edge, rocky heath | Act 2 | 2.2 | 45 |
lakebed_crab | shardshell_crab | Cracked lakebed | Act 2 | 2.6 | 50 |
shard_pack | 5 shard_glint | Between standing shards | Act 2 | 2.4 | 50 |
hunter_ambush | glyph_hunter + 2 shard_glint | On the trail of a fragment | Act 2 | 2.8 | 55 |
lanternfall_watch | lamplighter x2 | Lanternfall gates, low Facet standing | Act 2+ | 3.4 | 70 |
glass_storm | glass_storm | The open Shardfield, a storm crossing the player's path (no glyph) | Act 3–4 | 5.5 | 130 |
Corran
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 id | Enemies | Where | Act | Difficulty | XP |
|---|---|---|---|---|---|
corran_streets | 4 stilled_glint | Corran's streets, among the Stilled | Act 3 | 3.6 | 75 |
corran_seal_watch | warden_menders | Ondine's seal-watch at the town edge (avoidable by talking, or with high Evane standing) | Act 3 | 3.0 | 60 |
well_square | glint_brute + 3 stilled_glint | The well square | Act 3 | 4.8 | 100 |
warp_skies | 3 winged_glint + 2 stilled_glint | Rooftops near the warp | Act 3 | 4.2 | 90 |
corran_colossus | glint_colossus | Corran's warp (scene 4.2) | Act 3 | 9.0 | 250 |
The Undermere
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 id | Enemies | Where | Act | Difficulty | XP |
|---|---|---|---|---|---|
roof_drop | 4 roof_glint | Any tunnel | Act 3 | 2.8 | 55 |
drowned_hymn | drowned_chorister x2 | The flooded nave under the old Mere | Act 3 | 3.8 | 75 |
forsworn_toll | forsworn_mender + 2 roof_glint | A toll gate run by forsworn menders | Act 3 | 4.2 | 85 |
hoard_raid | hollow_cut | A glyph hoard behind a false wall | Act 3 | 4.0 | 85 |
undermere_duel_1, _2, _3 | undermere_outlaw: the Evane kit, the Facet kit, then the thread kit | The den's duelling pit, in the Upside Market (Idea): the outlaws' trading cave (Act 3 scene 6.2) | Act 3 | 3.2, 3.8, 4.6 | 65, 80, 95 |
undermere_diggers | 2 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 3 | 2.6 | 55 |
undercrack_outlaws | forsworn_mender, then hollow_cut | The Undercrack, the climb to the Pane's underside (Act 4 scene 4.4, evil path; can be avoided by talking) | Act 4 | 6.0 | 130 |
The Heart Pane (and the deep Shardfield around it)
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 id | Enemies | Where | Act | Difficulty | XP |
|---|---|---|---|---|---|
shard_guardian | shard_sentinel | A Facet cache in the deep shards | Act 3 | 4.5 | 100 |
inner_glints | 5 shard_glint | The inner ring, at two warps on the path (scene 4.3), and at Dace's wagon (scene 4.10) | Act 4 | 2.4 | 50 |
deep_shoal | 2 sky_shoal | Deep Shardfield | Act 4 | 3.5 | 75 |
deep_double | mirror_double | A shard showing the player's own reflection | Act 4 | 4.0 | 90 |
pane_guard | shard_sentinel + sky_shoal | The Pane's rim, Iver's camp | Act 4 | 6.0 | 130 |
pane_chorus_break | mirrored_chorus | The Pane arena (scene 4.14), Help Iver and Stop both | Act 4 | 10.0 | 300 |
pane_chorus_guard | 3 culet_cutter, in waves; ally mirrored_chorus_ally | The Pane arena (scene 4.14), Help Ondine | Act 4 | 8.0 | 260 |
pane_shatter_stop | iver_kest | The Pane arena (scene 4.16), Help Ondine and Stop both | Act 4 | 11.0 | 320 |
pane_shatter_join | prelate_ondine, with allied cuts | The Pane arena (scene 4.16), Help Iver | Act 4 | 9.0 | 280 |
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.
| Path | Phase one | Phase two | Then |
|---|---|---|---|
| Help Ondine | pane_chorus_guard: guard the chorus from the Culet cut | pane_shatter_stop: stop Iver | The last note |
| Help Iver | pane_chorus_break: break the chorus | pane_shatter_join: cut beside Iver while Ondine holds the last ward | The last cut |
| Stop both | pane_chorus_break: break the chorus | pane_shatter_stop: stop Iver | The 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
| Act | Typical difficulty | Peak (set piece) | Player's tools by then |
|---|---|---|---|
| Prologue | 0.3–1.0 | 1.0 (golem) | Repel, Coil |
| Act 1 | 0.6–2.6 | 5.0 (Wyrm) | + Brace, Mend (both optional) |
| Act 2 | 0.6–3.6 | 5.5 (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 3 | 1.0–6.0 | 9.0 (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 4 | 2.4–6.0 | 10.0 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:
- More bodies: packs grow from 3 to 6.
- 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.
- 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).