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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.

TimeSlime HP (reference)Attack multiplierEnemy speedHow many can be aliveSpawn rate
0 min30×1.15100%6–102.2 /s
5 min300×20110%25–352.5 /s
10 min600×32120%40–553.0 /s
15 min850×42~125%50–653.5 /s
20 min1,150×50130%60–804.0 /s
30 min3,000×56180%120–1608.0 /s
40 min10,000×62 (cap)300%188–25012.0 /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.