Enemy
|
Behaviour + Notes
|
Attacks - Damage
|
Damage Modifiers
|
HUSKS
|
FILTH LESSER HUSK
|
DEBUTED IN 0-1: INTO THE FIRE
- Fragile, spawns in swarms to overwhelm the player.
- Runs towards the player at a fast pace, stopping to lunge at them if close enough.
- They'll stay still if the player is on top of them.
|
30 DP (Lunging Bite )
|
Shotgun Parries - 200%
Silver Nails/Saws - 200%
Head ✓
Limbs ✓
Airborne - 150%
Explosions - 50%
Flammable
|
Health
|
0.5
|
Weight
|
LIGHT
|
STRAY LESSER HUSK
|
DEBUTED IN 0-1: INTO THE FIRE
- Periodically throws an energy projectile at the player.
- Moves away to keep their distance from the player.
|
25 DP (Hell Bullet )
|
Shotgun Parries - 200%
Silver Nails/Saws - 200%
Head ✓
Limbs ✓
Airborne - 150%
Flammable
|
Health
|
1.5
|
Weight
|
LIGHT
|
SCHISM GREATER HUSK
|
DEBUTED IN 0-3: DOUBLE DOWN
- Shoots energy projectiles in vertical and horizontal motions.
- Health pool and unordinary weakpoint makes it difficult to kill.
|
25 DP (Hell Bullet )
|
Shotgun Parries - 200%
Head ✓ (Shoulder)
Limbs ✓
Silver Nails/Saws - 150%
Airborne - 150%
Flammable - 50%
|
Health
|
5
|
Weight
|
LIGHT
|
SOLDIER GREATER HUSK
|
DEBUTED IN 2-2: DEATH AT 20,000 VOLTS
- Shoots a hell energy projectile at the player, with 3-5 smaller shots being fired alongside it.
- Heavily resistant to explosive damage when grounded.
- Will kick the player if they're too close.
|
25 DP (Hell Scatter )
40 DP (Soldier Kick )
|
Shotgun Parries - 200%
Head ✓
Limbs ✓
Silver Nails/Saws - 150%
Airborne - 150%
Standard Explosions - 25%
Flammable
|
Health
|
2.5
|
Weight
|
LIGHT
|
THE CORPSE OF KING MINOS SUPREME HUSK
|
BOSS OF 2-4: COURT OF THE CORPSE KING
- Attacks using lumbering punches and palm strikes that can also be parried (+DOWN TO SIZE).
- In Phase 2, Parasites will erupt from Minos' eyes shooting both homing and standard projectiles at the player in addition to previous attacks.
- On higher difficulties, he will spawn a black hole following the player that will apply 99 Hard Damage on contact.
|
45 DP (King's Hand )
35 DP (King's Hand Shockwave )
30 DP (Hell Seeker )
25 DP (Hell Bullet )
10 DP (Black Hole, 99 Hard Damage Override)
|
HAND
Revolvers - 150%
BODY
Shotgun Parries - 650%
Feedbacker Parries - 500%
All Damage (Head) - 150%
Limbs ✓ (Eyes)
|
Health
|
65 (HAND) 160 (BODY)
|
Weight
|
HEAVY
|
STALKER LESSER HUSK
|
DEBUTED IN 4-2: GOD DAMN THE SUN
- Splashes other enemies in sand, preventing the player from regaining health from them.
- Sandblast is smaller if killed directly, and has low vertical reach.
- Doesn't attack the player directly unless there are no enemies nearby
|
10 DP (Sand Bomb ) (Remaining Health = Hard Damage)
|
Head ✓
Limbs ✓
Revolvers - 150%
Silver Nails/Saws - 150%
Flammable
|
Health
|
3.5
|
Weight
|
MEDIUM
|
SISYPHEAN INSURRECTIONIST SUPREME HUSK
|
DEBUTED IN 4-2: GOD DAMN THE SUN
- Slow, persistent enemy with far-reaching attacks
- Uses a dead Malicious Face as a flail to attack the player.
- High priority enemy that can catch unattentive players off guard.
|
30 DP (Malicious Beating )
30 DP (Concussion Impact )
25DP (Shockwave )
|
Flammable - 200%
Limbs ✓
Non-Fire/Explosion Damage (Inflamed) - 150%
All Damage (Malicious Face) - 0%
Friendly Fire - 0%
|
Health
|
75 (COMMON) 110 (BOSS)
|
Weight
|
HEAVY
|
FERRYMAN SUPREME HUSK
|
DEBUTED IN 5-2: WAVES OF THE STARLESS SEA
- Agile enemy that's difficult to parry at close-range and mid-range.
- Demands full attention and fast reflexes from the player.
- Uses lightning strikes when far away.
|
50 DP (Lightning )
25-50 DP (Oar Combo 12)
25-50 DP (Kick Combo 12)
25 DP (Stinger )
25 DP (Far Sweep )
25 DP (Backstep )
25 DP (Explosive Overhead )
25 DP (Uppercut )
|
Head ✓
Shotgun Parries - 150%
Limbs ✓
Friendly Fire - 0%
|
Health
|
30 (COMMON) 90 (BOSS)
|
Weight
|
HEAVY
|
MACHINES
|
SWORDSMACHINE GREATER MACHINE
|
DEBUTED IN 0-2: THE MEATGRINDER
- Drops the Shotgun at 50% health.
- Phase 1 attacks include sword swing combos, a shotgun blast, and a lunging swing.
- Phase 2 attacks include a blade throw, orbital swing, and both lunging and combo swings.
- The switch between Phases takes ~4 seconds, giving an opportunity for a lot of damage to be dealt.
- All attacks are parriable and easy to do so.
|
WIP
|
Head ✓
Limbs ✓ Shotgun - 150% Explosions - 175% (AGONY ONLY) Electricity - 175% (TUNDRA ONLY)
|
Health
|
30
|
Weight
|
HEAVY
|
DRONE LESSER MACHINE
|
DEBUTED IN 1-1: HEART OF THE SUNRISE
- Hovers around, shooting horizontal clusters of projectiles at the player.
- Upon death, will initiate a Suicide Dive, detonating upon impact with anything.
|
WIP
|
None
|
Health
|
2
|
Weight
|
LIGHT (FLYING)
|
STREETCLEANER LESSER MACHINE
|
DEBUTED IN 1-2: THE BURNING WORLD
- "Area of effect" fire attack, which is unparryable.
- Can dodge and parry projectile attacks.
- The gas canister on the back is a weakpoint that, on hit, causes the Streetcleaner to detonate, killing it instantly.
- On Brutal difficulty, Streetcleaners can aim at 45°, making them extremely dangerous in P-2: WAIT OF THE WORLD.
|
WIP
|
Head ✓ Limbs ✓ Explosions - 50%
|
Health
|
4.5
|
Weight
|
LIGHT
|
V2 SUPREME MACHINE
|
BOSS OF 1-4: CLAIR DE LUNE AND 4-4: CLAIR DE SOLEIL
- Mimics the player's movement and arsenal.
- Switches between four movement patterns depending on how far the player is.
- Enrages if the player constantly distances themselves from it.
SECOND FIGHT (4-4)
|
WIP
|
Head ✓
Limbs ✓ Revolvers - 60%
|
Health
|
40 (1st) 80 (2nd)
|
Weight
|
MEDIUM
|
MINDFLAYER GREATER MACHINE
|
DEBUTED IN 2-3: SHEER HEART ATTACK
- Teleports around and to the player sporadically, shooting the player with a cluster of 5 homing projectiles.
- Does a short-ranged swipe attack, or shoot a sweeping energy beam when next to the player.
- Explodes on death.
- On VIOLENT or higher, enrages when at or below 50% HP. While enraged, it attacks faster and teleports more erratically.
|
WIP
|
Head ✓
Limbs ✓
|
Health
|
30
|
Weight
|
HEAVY (FLYING)
|
SENTRY GREATER MACHINE
|
DEBUTED IN 5-1: IN THE WAKE OF POSEIDON
- Will dig its legs into the ground before charging up for a perfectly accurate hitscan shot.
- Can be interrupted by shooting its antenna or launching it in the air.
- Will kick the player if they're too close.
|
WIP
|
Head ✓
Limbs ✓
|
Health
|
12
|
Weight
|
MEDIUM
|
GUTTERMAN GREATER MACHINE
|
DEBUTED IN 7-2: LIGHT UP THE NIGHT
- Constantly fires a hit-scan Minigun, tracking the player with greater accuracy over time.
- Possesses a Shield which passively reduces damage taken and can fully block attacks.
- Will punch the player with fist/shield when close, resetting their tracking accuracy.
- Shield can be broken with the Knuckleblaster.
- Shieldless Guttermen can be parried when they punch and no longer have damage reduction, but have improved accuracy.
|
WIP
|
Head ✓
Limbs ✓ All Damage (With Shield) - 66%
|
Health
|
25
|
Weight
|
HEAVY
|
GUTTERTANK GREATER MACHINE
|
DEBUTED IN 7-2: LIGHT UP THE NIGHT
- Fires rockets at the player, shooting them ahead of where the player is moving and detonating midair when parallel to them.
- Will quickly punch player if close enough. Initial punch can’t be parried, but if the punch misses, will stagger and become vulnerable to a short parry window.
- Periodically stops to lay down a Landmine.
|
WIP
|
Head ✓
Limbs ✓
|
Health
|
23
|
Weight
|
HEAVY
|
1000-THR "EARTHMOVER" SUPREME MACHINE
|
BOSS OF 7-4: ...LIKE ANTENNAS TO HEAVEN
- Has lasers that circle around the Brain, they cannot be dashed through.
- The lasers have holes in them that can be passed through to avoid damage.
- Will fire giant hellseekers, can be parried to regain health.
- Will put up an Idol shield after enough time.
|
WIP
|
None
|
Health
|
100
|
Weight
|
HEAVY
|
DEMONS
|
MALICIOUS FACE LESSER DEMON
|
DEBUTED IN 0-1: INTO THE FIRE
- Shoots volleys of hell energy projectiles.
- Occasionally charges up an explosive hitscan beam.
- On VIOLENT or higher, will enrage when at 50% hp or lower. When enraged, will shoot 2 beams one after another.
|
WIP
|
Slam - 200% Silver Nails - 150% Explosions - 0%
|
Health
|
15
|
Weight
|
HEAVY (FLYING)
|
CERBERUS LESSER DEMON
|
DEBUTED IN 0-5: CERBERUS
- Throws an explosive glowing apple at the player at incredible speeds.
- Will dash towards the player to close the gap.
- Will stomp the ground to create a large shockwave. In Brutal, Cerberus creates 2 shockwave, one slower than the other.
- Will enrage if another active Cerberus dies while it's alive.
|
WIP
|
Head ✓
Limbs ✓ Rockets - 150% Cannonballs - 200%
|
Health
|
22
|
Weight
|
HEAVY
|
HIDEOUS MASS GREATER DEMON
|
DEBUTED IN 1-3: HALLS OF SACRED REMAINS
- Has two different form variations that are constantly switched around (Upright, Laying).
- When Upright, lobs 2 large explosive projectiles into the air and slams the ground creating a horizontal shockwave.
- While Laying, it claps its hands to create a vertical shockwave and shoots a harpoon from its tail that greatly reduces your mobility if it hits.
- When at low health, it flips upside down and frantically attacks with explosive projectiles. In Brutal, it can shoot its harpoon.
- Due to its strong, ceramic armour, only it's underbelly and tail can be damaged. Otherwise, attacks will simply bounce off.
|
WIP
|
All Damage (Belly and Tail) - 300%
Limbs ✓ (Belly)
|
Health
|
60
|
Weight
|
HEAVY
|
IDOL LESSER DEMON
|
DEBUTED IN 5-2: WAVES OF THE STARLESS SEA
CANNOT BE GRAPPLED
- Can bless a singular enemy, making said enemy almost invincible.
- Can only be killed with melee attacks (e.g. Punch from the blue and red arm), cancelling the effect.
|
Bless Enemy (Makes an enemy almost invincible.)
|
All Damage - 0% Punch - INSTAKILL Knuckleblaster Blast - INSTAKILL
|
Health
|
999
|
Weight
|
NULL
|
LEVIATHAN SUPREME DEMON
|
BOSS OF 5-4: LEVIATHAN
- A long, serpentine demon.
- Fires an intimidating volley of projectiles.
- Lunges towards the player to push them off the platform.
- Swings its tail at the player.
- Will use its head and tail simultaneously during its second Phase.
|
WIP
|
All Damage (Heart) - 300%
|
Health
|
200
|
Weight
|
HEAVY
|
MANNEQUIN LESSER DEMON
|
DEBUTED IN 7-1: GARDEN OF FORKING PATHS
- Incredibly quick and agile; can hang onto walls and ceilings.
- Can either skitter up to the player to melee attack them, or shoots a singular homing projectile.
|
WIP
|
Head ✓
Limbs ✓ Explosions - 50% Airborne - 150% Airborne Punch (Parry) - INSTAKILL
|
Health
|
6
|
Weight
|
MEDIUM
|
MINOTAUR SUPREME DEMON
|
BOSS OF 7-1: GARDEN OF FORKING PATHS
FIRST PHASE
- Very hard to heal from due to the terrain of the fight.
- Can destroy trams with its Hammer.
- New trams will have a Stray on them which can be useful for healing.
- Can cover trams in acid, damaging anything on them.
SECOND PHASE
- The
Minotaur will charge after a few attacks, this charge is parriable. This parry does lots of damage to the Minotaur.
- Will do a four swing combo with its Hammer.
- Will slam its mace into the ground, causing two explosions, one normal, one red.
- Can spawn two types of acid fields, a spherical floating field, and a flat ground field.
|
15 DP (Acid)
25 DP (Four-Swing Combo)
25 DP (Slam)
35 DP (First Explosion)
35 DP (Second Explosion)
50 DP (Stampede)
|
Head ✓ (Second phase only)
Guts ✓
|
Health
|
160
|
Weight
|
HEAVY
|
ANGELS
|
VIRTUE LESSER ANGEL
|
DEBUTED IN 4-1: SLAVES TO POWER
- Summons a beam of holy light on the player's location.
- Will enrage after a set number of attacks, making its beams predict player movement.
|
30 DP (Divine Beam)
|
Silver Nails - 125% Electricity - 150%
|
Health
|
10
|
Weight
|
MEDIUM (FLYING)
|
GABRIEL SUPREME ANGEL
|
BOSS OF 3-2: IN THE FLESH AND 6-2: AESTHETICS OF HATE
- Becomes briefly vulnerable between phase transitions, allowing quick damage from the player until either on the ground or kept airborne due to damage dealt from weapons. ( Nailguns and the Screwdriver Railcannon)
- On higher difficulties, summons an encircling blade shield, dealing rapid damage in close contact.
- Often taunts in between waves of attacks, causing him to be left open.
FIRST FIGHT - THE JUDGE OF HELL (3-2)
- Uses multiple light-based weapons for quick combos to get close to the player.
- Throws an explosive light spear at the end of a combo
- Teleports behind the player for a ground pound.
SECOND FIGHT - THE APOSTATE OF HATE (6-2)
- Starts enraged.
- Doesn't teleport to the player until phase 2.
- Uses slow powerful combos with his swords.
- Despite being easier to parry, he is a lot more aggressive and technical; strategy is key to defeating him.
|
15 DP (Straight Sword Slash)
25 DP (Straight Sword Thrust)
35 DP (Greatsword Slash)
35 DP (Greastsword Throw)
30 DP (Twin Axe Throw)
25 DP (Spear Helmbreaker)
35 DP (Spear Throw)
35 DP (Summon Swords)
|
Head ✓
Limbs ✓ Silver Nails - 125%
|
Health
|
100
|
Weight
|
HEAVY (FLYING)
|
???
|
SOMETHING WICKED ???
|
EXCLUSIVE TO 0-S: SOMETHING WICKED
- Constantly emits a loud buzzing near itself.
- Hisses when spotting the player.
- Instantly kills the player upon contact.
- Has a few set patrol points that it will wander to when it's not chasing the player.
- Cannot be killed. When shot, will teleport to the patrol point that is the farthest away from the player.
|
999 DP (Contact)
|
All Damage - 0%
|
Health
|
Null
|
Weight
|
HEAVY
|
CANCEROUS RODENT ???
|
DEBUTED IN 1-2: THE BURNING WORLD
- Unable to attack. Slowly moves towards the player.
- Ricoshots will not target it
|
None
|
None
|
Health
|
0.01
|
Weight
|
HEAVY
|
VERY CANCEROUS RODENT ???
|
DEBUTED IN 1-2: THE BURNING WORLD
- Stationary enemy that blocks the exit.
- Its only attack is a homing projectile that explodes on impact.
- Reference to a clip from the Civvie11 video "FROM DUSK TILL DAWN"
|
20 DP (Explosive Homing Projectile )
|
Slam - 200%
|
Health
|
50
|
Weight
|
HEAVY
|
MYSTERIOUS DRUID KNIGHT (& OWL) ???
|
DEBUTED IN 4-3: A SHOT IN THE DARK
- Their first attack, "Full Auto", fires four fast bursts of projectiles at the player.
- Their second attack, "Fuller Auto", fires an intimidating barrage of tracking projectiles.
- Each phase shortens the time between these attacks.
- Fuller Auto, while intimidating, can allow for some easy parries if low on health.
- Reference to MandaloreGaming and ShammyTV Youtube Channels.
|
25 DP ("Full Auto" )
30 DP ("Fuller Auto" )
|
Head ✓
Limbs ✓
|
Health
|
80
|
Weight
|
LIGHT (FLYING)
|
BIG JOHNINATOR ???
|
DEBUTED IN 7-1: GARDEN OF FORKING PATHS
- Comes down in payload shell.
- Acts like v2.
- Reference to a clip from the Civvie11 video "FROM DUSK TILL DAWN"
|
35 DP (Triple Rocket Barrage)
50 DP (Malicious Explosion)
35 DP ( Landmine)
|
None
|
Health
|
40
|
Weight
|
MEDIUM
|
PUPPET ???
|
DEBUTED IN 7-3: NO SOUND, NO MEMORY
- Indefinitely generated by Hungry Blood Trees until the Tree is fully fed.
- Can adapt into the shape of any enemy and replicate its behavior albeit more slowly.
- Shape is defined by the parent Blood Tree.
- Default shape is a weak humanoid.
|
10 DP
|
Head ✓
Limbs ✓
|
Health
|
2.5
|
Weight
|
HEAVY
|
FLESH PRISON ???
|
BOSS OF P-1: SOUL SURVIVOR
- Summons eyeball and Malicious Face minions that will fire laser or malicious beams at the player.
(Indicated by a colourful flash) It will cycle between different states where it will either:
- Fire blue spiralling homing projectiles, similar to Mindflayers. (BLUE)
- Tracking holy beams that cover a lot of ground, similar to Virtues. (WHITE)
- Tracking black holes, similar to TCoKM. (PURPLE)
- Contains Minos Prime, and will free him upon death.
|
30 DP (Homing Projectile)
30 DP (Divine Beam)
10 DP (Black Hole, 99 Hard Damage Override)
15 DP (Eyeball Beams)
20 DP (Miniface Beams)
50 DP (Miniface Explosions)
|
Electricity - 50% Silver Nails - 50%
|
Health
|
100
|
Weight
|
HEAVY
|
FLESH PANOPTICON ???
|
BOSS OF P-2: WAIT OF THE WORLD
- Summons yellow eyeball minions (that prevent healing) and Malicious Face minions.
- Uses vertical and horizontal light beams.
- Uses tracking mortars.
- Has a homing black hole attack.
- Destroyed by Sisyphus Prime upon its first healing attempt or at low enough health.
|
30 DP (Divine Beam)
60 DP (Mortar)
10 DP (Black Hole, 99 Hard Damage Override)
20 DP (Miniface Beams)
50 DP (Miniface Explosions)
|
Electricity - 50% Silver Nails - 50%
|
Health
|
150
|
Weight
|
HEAVY
|
PRIME SOULS
|
MINOS PRIME PRIME SOUL
|
BOSS OF P-1: SOUL SURVIVOR
- Slow movement, but fast and powerful attacks that are hard to avoid.
- Parriable Serpent Projectile that tracks the player.
- On VIOLENT or higher, at 50% health, has no cooldown on attacks and most melee strikes cannot be parried.
|
25 DP (Shockwaves)
30 DP ("Die!")
30 DP ("Prepare thyself!"/"Thy end is now!")
30 DP (Uppercut/Overhead)
30 DP (Serpent Projectile)
50 DP ("Judgement!")
|
None
|
Health
|
130
|
Weight
|
HEAVY
|
SISYPHUS PRIME PRIME SOUL
|
BOSS OF P-2: WAIT OF THE WORLD
- Quick movement and powerful attacks that are hard to avoid.
- Will attempt to teleport behind the player to attack them.
- Almost all attacks are parriable.
- On VIOLENT or higher, at 50% health, has no cooldown on attacks.
- When at half health, on Brutal, he can create multiple explosion, similar to destroy, that will deal the same number of damage.
|
30 DP ("You can't escape!")
30 DP ("BE GONE!")
33 DP ("Destroy!")
50 DP ("This will hurt.")
30 DP (Roundhouse Kick)
30 DP (Overhand Punch)
30 DP (Ground Pound)
25 DP (Shockwaves)
|
None
|
Health
|
200
|
Weight
|
HEAVY
|