| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Enemy | Behaviour and Tactics | Forgotten Crossroads | Howling Cliffs | King's Pass | Greenpath | City of Tears | Colosseum of Fools | Blue Lake | Ancient Basin Tram tunnel | Deepnest | Royal Waterways | Fungal Wastes | Ancestral Mound | Overgrown Mound | Crystallised Mound | Queen's Gardens | Resting Grounds | Can be spawned | Infected | Info | |||||
2 | NON-AGGRESSIVE ENEMIES | |||||||||||||||||||||||||
3 | Crawlid | Meanders back and forth peacefully and doesn't attempt to target the Knight. Cannot climb up walls or ceilings. | YES | YES | YES | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | ||||||||
4 | Tiktik | Crawls along every surface of the platform it is on, clinging to walls and ceilings, dealing contact damage. If knocked off a ledge, they will drop down and continue to crawl along whatever new platform they land on. They do not pursue the Knight. | YES | YES | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | ||||||||
5 | Mosscreep | Hides in greenery until the Knight approaches. Once approached they shuffle about in their bush before rising up and wandering back and forth. | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | YES | NO | ||||||||
6 | Mossy Vagabond | Four are found in the room with the Moss Prophet, accessible from Fungal Wastes by using the Mantis Claw, sitting in the room listening to the Moss Prophet's singing. Once disturbed they hop 3 times in place before running or hopping at the Knight. When "attacking" they hop 3-4 times. They are very easy to kill. | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | YES | NO | After defeating Broken Vessel and acquiring the Monarch Wings, the Mossy Vagabonds, as well as the Moss Prophet, are overcome by the Infection and only their corpses are left behind. Inspecting one of the corpses immediately grants the Journal entry if they were not killed before. | |||||||
7 | Durandoo | Slowly swims back and forth passively in acid pools. It can be used to traverse above acid before acquiring Isma's Tear or Crystal Heart by Nail-bouncing on it as it cannot be harmed this way due to its spiky shell. It only takes damage from the front; however, it is rather difficult to hit it with the Nail without Isma's Tear, so the use of Spells is recommended. | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | YES | NO | ||||||||
8 | Duranda | Floats around passively, always facing the Knight. It only takes damage from its unarmoured front and can be used to traverse areas that are above thorns before acquiring Crystal Heart by Nail-bouncing on its hard shell. | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | ||||||||
9 | EASY ENEMIES | |||||||||||||||||||||||||
10 | Mosskin | Meanders back and forth until disturbed. Upon seeing the Knight, it runs forward and flails its arms about, dealing contact damage, similar to Wandering Husks. They move somewhat predictably, but they run very fast and slashing them does not cause them to stop, so be mindful and jump over their attack in time. | NO | NO | NO | YES (usually near a Volatile Mosskin) | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | ||||||||
11 | Wandering Husk | Meanders back and forth until disturbed. It then flails its arms about wildly and runs at the Knight, dealing contact damage. | YES | NO | NO | YES | YES | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | large quantities in the Forgotten Crossroads, though only one can be found there after they become Infected. | |||||||
12 | Husk Hornhead | Lowers its head and charges at the Knight on sight but is otherwise rather weak. | YES | SOME | NO | SOME | YES | NO | NO | NO | YES | SOME | SOME | NO | NO | NO | NO | NO | ||||||||
13 | Leaping Husk | Meanders back and forth until disturbed. Leaps at the Knight when in range. Only dangerous when not on level ground or near hazards, however, this can be taken advantage of by getting them to throw themselves into hazards. | YES | YES | NO | YES | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | ||||||||
14 | Husk Bully | Meanders back and forth passively until the Knight comes within range. It then hurls its body a short distance at the Knight. Because of its slow attack sequence and predictable move set, it is very easily dealt with and only poses a threat to the Knight when found in conjunction with other enemies. | YES | SOME | NO | SOME | SOME | NO | NO | NO | NO | SOME | NO | NO | NO | NO | NO | NO | ||||||||
15 | MEDIUM ENEMIES | |||||||||||||||||||||||||
16 | Husk Warrior | Patrols back and forth. Once disturbed, it defends with its shield, even if the Knight attempts to perform a down-strike. When it attacks, it performs three consecutive strikes before defending with its shield again. The fastest way to kill it is to attack it from the front, it then blocks the attack and begins its attack sequence. While it is attacking, jump and attack it from above. The Knight can also down-strike repeatedly until it is dead. | YES (Only two can be found) | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | Only two can be found in the Forgotten Crossroads, to the east of the Stag Station. | |||||||
17 | Volatile Mosskin | It meanders back and forth peacefully until disturbed. Once engaged, it shakes rapidly before producing an orange cloud of Infection, similar to Fungified Husks. After it is killed, its corpse produces one final explosion. | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | ||||||||
18 | Moss Charger | Hides until the Knight enters its territory when it emerges from the ground and charges at them. Upon being hit, the leaves fall away, revealing a small bug inside that flees to one end of the platform to burrow away, waiting a few moments before re-emerging again, covered in leaves, attempting another charge. | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | ||||||||
19 | Baldur | Rolls into a ball and propels itself towards the Knight, bouncing off walls and other Baldurs. After a short time, it uncurls and reorients itself to face the Knight again. | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | YES | NO | YES | NO | NO | They can also be spawned by the Collector and Elder Baldurs. | |||||||
20 | HARD ENEMIES | |||||||||||||||||||||||||
21 | Husk Guard | Stands in place until disturbed. Once engaged, it rushes into battle, using two attacks: Overhead Slam: Raises its club and smashes it down in an overhead arcing motion. This attack deals 2 Masks of damage. Shockwave: Hops backwards, creating shockwaves that travel horizontally both left and right. | YES (Only two can be found) | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | Only two are found in the Forgotten Crossroads, one east of the False Knight arena and the other right above the north Crystal Peak entrance. Once the Forgotten Crossroads changes to the Infected Crossroads, the Husk Guard near the arena of the False Knight is overcome by the Infection and cannot be fought anymore. The one in the northeast is still there, however. | |||||||
22 | Entombed Husk | Slowly drags itself about and charges quickly towards the Knight once in range, swiping three times while pulling itself forward. It deals two Masks of damage on contact. Keep an eye on the distance between the Knight and the enemy, and quickly back up to avoid any head-on confrontation. Also, make sure to use any height advantages, if possible. Its eyes glow and it makes choking noises as it drags itself around, so it can easily be heard from far away. | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | YES (Found in the crypts beneath the Resting Grounds.) | ||||||||
23 | Elder Baldur | Remains stationary, taking no knockback. It can use one of three attacks: Summon Baldur: It occasionally spawns a Baldur. It can't spawn a Baldur if one is already present. Spit Venom: It occasionally spits a blob of venom[1] that lingers on the ground for a small amount of time. Shell Curl: When approached, it curls into a ball that cannot be damaged. Elder Baldurs can be killed with Spells, such as Vengeful Spirit/Shade Soul and Desolate Dive/Descending Dark. The spawned Baldurs can be killed to gather SOUL, which can then be used to cast Spells at the Elder Baldur when it is not curled. | NO | YES (Two in the Howling Cliffs, inside a "trap chest".) | NO | YES (One guarding the entrance to Greenpath) | NO | NO | NO | NO | NO | NO | NO | YES (One in Ancestral Mound) | NO | NO | NO | NO | One encounter on the boundary of Greenpath and the Howling Cliffs involves fighting two of them at once. Do not stand in the middle of the room; approach one Elder Baldur until it rolls into a ball and stay there until the other one has died. | |||||||
24 | Moss Knight | Moss Knights have four attacks: Block: blocks with its shield when engaged. It faces the Knight with the shield from any direction. Swing: strikes once or twice to the front, lunging forward with each swipe and pausing for a bit after the last strike. Thorn Spit: spits a projectile of thorns at the Knight that travels in a parabolic arc. This projectile can be destroyed by hitting it with the Nail or a Spell. Disengage: occasionally jumps backwards, disengaging from melee battle. If the Knight is close enough it chains this into a melee attack, baiting the Knight into pursuing them. If it creates enough distance between it and the Knight it chains it into a Thorn Spit attack. | NO | NO | NO | YES (usually guarding Geo or something of interest.) | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | ||||||||
25 | FLYING ENEMIES | |||||||||||||||||||||||||
26 | Gruzzer | Flies around, bumping into walls and objects, changing direction on contact. | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | Eight are also spawned by the death of the Gruz Mother in the Forgotten Crossroads, popping out of her dead corpse. | are replaced by Volatile Gruzzers once it becomes Infected. | ||||||
27 | Mossfly | Flies around aimlessly until engaged, then drifts slowly towards the Knight. When jumping to attack, remember to watch out for thorns below when falling. | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | YES | NO | YES | NO | ||||||||
28 | Maskfly | Sit in a flock until disturbed, when they take off and quickly fly away, even before the Knight gets into Nail range. They also fly away if any other enemy gets too close. To kill them, dash forward to get to them faster or stay out of range and use the Vengeful Spirit/Shade Soul Spell. It is also possible to kill them easily using the Crystal Heart, as they do not deal contact damage. | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | YES | NO | ||||||||
29 | Obble | Flies around its territory, bouncing off of any surfaces it comes into contact with. Whenever the Knight is within its range, it periodically spews four blobs of acidic liquid in an X-shaped pattern. Also attacks after taking any damage. | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | ||||||||
30 | Squit | Squits hover in the air until the Knight comes in range, at which point they hiss and lunge at them, not stopping until they hit the Knight or a part of the environment. | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | YES | NO | NO | NO | ||||||||
31 | Vengefly | Hovers in the air, moving around a small area. Emits a squawk before homing in on the Knight when they come in range. One of the first and easiest enemies in the game. Either wait and strike when it gets within range, or jump and strike down at it. Either way, it will continue to move towards the Knight, making it possible to stay in one place and continue attacking until it is dead. | YES | YES | YES | YES | YES | YES | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | They can also be spawned by the Collector and Vengefly Kings. | All but one of the Vengeflies in the Forgotten Crossroads are replaced by Furious Vengeflies when it becomes Infected. | ||||||
32 | Aspid Hunter | Aimlessly hovers around until approached by the Knight. It attacks from a distance by spitting blobs of corrosive liquid. | YES | NO | NO | NO | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | They can also be spawned by the Collector. | |||||||
33 | Aspid Mother | Births Aspid Hatchlings one at a time, up to a maximum of fifteen. Two more Hatchlings are spawned upon defeat. The primary danger is that she can spawn many Aspid Hatchlings. Keep an eye on the Hatchlings and strike the mother either when there is an opening, or once the Hatchlings have been dealt with. | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | ||||||||
34 | Aspid Hatchling | Spawned by Aspid Mothers, flies towards the Knight if within range. Two additional ones spawn when the Mother dies. They are good sources of SOUL as they are easy to kill and come in big groups. Given this, in some scenarios, it is more beneficial to leave the Aspid Mother alive to farm her hatchlings. | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | anywhere that an Aspid Mother appears, as it only spawns if summoned by one. | |||||||
35 | TRAP ENEMIES | |||||||||||||||||||||||||
36 | Goam | Emerges from its hole quickly and then immediately rushes back in. It cannot be damaged or killed. | YES | NO | NO | NO | NO | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | ||||||||
37 | Fool Eater | Usually well-hidden, often found guarding Geo deposits and other objects of interest. The jagged ridges of its mouth can be seen barely protruding from the ground, wall, or ceiling. When the Knight moves within range, its mouth shakes, causing leaves to come unsettled, and then snaps shut. Bait it into closing its mouth by stepping into its range. After it begins to shake, quickly jump or dash away. It can only be damaged while its mouth is closed, so either move back in for a Nail attack or hit it with a Spell. | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | YES | NO | ||||||||
38 | Gulka | Shoots spiked balls in the Knight's direction. These balls arc very slightly with gravity. When approached, it retracts into the wall or ceiling it has grown on, making it hard to kill. To damage it, increase the the Knight's range with a Charm such as Longnail, Mark of Pride, or Grubberfly's Elegy, use a Nail Art such as Dash Slash or a Spell such as Vengeful Spirit/Shade Soul, or reflect the spiky balls it spits back at it by striking them with the Nail. | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | ||||||||
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46 | OPTIONAL MINI BOSS | |||||||||||||||||||||||||
47 | Vengefly King | |||||||||||||||||||||||||
48 | Gruz Mother | |||||||||||||||||||||||||
49 | Massive Moss Charger | |||||||||||||||||||||||||
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