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Enemies Guide
Nine regular enemies fill the forest. Their names below match the English HUD. Mid-bosses are oversized versions of these types; they are covered in the Boss Guide.
Slime
First appearance: immediately. Type: melee.
Walks into contact range and hits on a short cooldown. Early packs are mostly Slimes and Orc Warriors. Later it remains common but is no longer the only pressure.
Counterplay: keep walking. Contact damage is the whole kit.
Orc Warrior
First appearance: immediately. Type: melee.
Tougher and slower than a Slime. Same contact attack. Mid-boss Orcs use a slightly higher HP factor than most other mid types.
Counterplay: Pierce and wide skills help when several walk in a line.
Skeleton Warrior
First appearance: immediately (weight rises after about 30 seconds). Type: melee.
Contact fighter with higher base attack than a Slime. Becomes a larger share of the mix as minutes pass.
Counterplay: treat them like Orcs with sharper hits; do not stand still in a cluster.
Orc Thrower
First appearance: 25 seconds. Type: ranged.
Keeps distance and lobs slow projectiles (about 1.8s between throws). The rock travels through the pack.
Counterplay: sidestep the throw; closing in is safe if you can cut them down before the next lob.
Goblin Rogue
First appearance: 60 seconds. Type: melee.
Fast, with thin HP. Contact hits harder than its size suggests. Mid-boss Goblins have slightly less HP than other mid types of the same time.
Counterplay: Move Speed and kiting matter more than raw HP here.
Charge Goblin
First appearance: 60 seconds. Type: special (charge).
Telegraphs, then sprints in a straight line past you (wind-up about 0.55s). Only a limited number can be alive at once; that cap rises in very late runs.
Counterplay: step off the line during the wind-up. Do not backpedal along the charge path.
Skeleton Archer
First appearance: 60 seconds. Type: ranged.
Draws a faster arrow than the Thrower after a ~0.7s aim. Only a limited number can be alive at once (starts at 6; the limit climbs after 20 minutes).
Counterplay: break line of sight by circling; they lock aim late in the wind-up.
Shield Orc
First appearance: 90 seconds. Type: melee with a shield.
While the shield is up, weaker hits are blocked and do not damage HP. Each blocked hit wears the shield down. A single hit of at least half of the Shield Orc’s Max HP shatters the shield at once, still without damaging HP. A hit of at least its full Max HP breaks the shield and defeats the orc in one blow. After the shield is gone, it fights like other melee orcs.
Counterplay: heavy hits (Meteor, Heaven's Light, and other large strikes) break or skip the shield. Rapid small hits can also wear it down if you cannot land a large strike.
Dark Mage
First appearance: 90 seconds. Type: special (ground circle).
Stays at range, then plants a filling circle on your position (~1.15s). If you are still inside when it pops, you take the hit. Only a limited number can be alive at once (starts at 4).
Counterplay: leave the circle. Standing still is how the hit lands.
How Difficulty Scales Over Time
Regular HP follows a shared time curve (the Slime HP track), then each type applies its own ratio. Attack uses a separate time multiplier. Enemy movement speed stays at 100% until 5 minutes, then climbs. Spawn rate and how many can be alive at once both step up on the clock. While a final boss is on the field, extra spawns slow down for a while.
| Time | Slime HP (reference) | Attack multiplier | Enemy speed | How many can be alive | Spawn rate |
| 0 min | 30 | ×1.15 | 100% | 6–10 | 2.2 /s |
| 5 min | 300 | ×20 | 110% | 25–35 | 2.5 /s |
| 10 min | 600 | ×32 | 120% | 40–55 | 3.0 /s |
| 15 min | 850 | ×42 | ~125% | 50–65 | 3.5 /s |
| 20 min | 1,150 | ×50 | 130% | 60–80 | 4.0 /s |
| 30 min | 3,000 | ×56 | 180% | 120–160 | 8.0 /s |
| 40 min | 10,000 | ×62 (cap) | 300% | 188–250 | 12.0 /s |
Other types scale from the Slime HP number (for example Goblin Rogue is 70% of that HP, Orc Warrior about 167%). Attack multipliers apply to each type’s own base attack. After 20 minutes attack still rises, but slowly, and stops at ×62. Speed keeps climbing past 40 minutes.
Related: Bosses · Calamities & Events