197 lines
45 KiB
Markdown
197 lines
45 KiB
Markdown
# Enemy And Boss Catalog
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> Exact envelope: 100 ordinary/elite enemy identities plus 16 bosses across
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> eight regions. Level, palette, group size, and difficulty state are variants,
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> not additional identities.
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## Row Contract
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Every enemy preview shows class, initial order, legal reach, target rule, major
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telegraph, escalation condition, and two counter responses. In battle, shape,
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motion, and caption carry the same rule. Results name the first decisive enemy
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rule and the player counter that did or did not answer it.
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Production shorthand follows `CONTENT_INDEX.md`. `P/A/V/S` on every row means
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silhouette/portrait kit, action family, VFX plus reduced-motion cue, SFX role
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plus caption. Reuse families are named, but a reused rig cannot erase the
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identity's distinct pre-commitment silhouette.
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## `RG-01` Windglass Verge - 12 Identities
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| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
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| `EN-R1-01` | ordinary; Pane Nibbler | Bites the foremost unit; after two uninterrupted bites, chips Guard from that unit's neighbor. | Reorder the neighbor; interrupt the second bite. Teaches adjacency protection. | Third bite becomes a two-target arc. `P/A/V/S`: low glass-jaw, double-bite ticks, chipped-square cue, brittle clicks. |
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| `EN-R1-02` | ordinary; Gust Finch | From rear, telegraphs a projectile at the rearmost allied unit and steps forward after firing. | Use projectile screen; pull the shooter into short reach. Tests rear safety. | Each blocked shot shortens its next step. `P/A/V/S`: fork-wing silhouette, perch/loose, feather-arrow cue, wind snap. |
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| `EN-R1-03` | ordinary; Terrace Ram | Headwind charge pushes the foremost allied unit one position rearward, targeting foremost only. | Brace against push; leave a durable replacement directly behind. Combines with collapse. | Failed push grants it Guard. `P/A/V/S`: wedge-horn body, paw/charge, chevron lane cue, hoof rumble. |
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| `EN-R1-04` | ordinary; Bellstem Grazer | Eats the oldest positive tag on the foremost reachable ally instead of dealing damage. | Delay positive tag until after bite; expose an untagged front. Introduces dispel timing. | Consumed tag makes next bite reach 2. `P/A/V/S`: tall stem-antler, sniff/pluck, hollow-plus cue, plucked chime. |
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| `EN-R1-05` | ordinary; Shardback | Reflects the first projectile each cadence to its source; reflection is previewed and cannot chain. | Use melee/spell first; spend a low-value projectile to open the screen. | At half vitality, screen resets once. `P/A/V/S`: faceted shell, flare/turn, mirrored arrow cue, glass ping. |
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| `EN-R1-06` | ordinary; Verge Stalker | Targets the first ally with reach greater than 1; otherwise attacks foremost. | Equip short reach; Guard the identified long-reach unit. Teaches target-filter preview. | Marked target becomes Exposed after two hits. `P/A/V/S`: long forelegs, scan/pounce, reach-ruler cue, scrape/hiss. |
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| `EN-R1-07` | ordinary; Whistle Midge | A swarm delays the next action of whichever allied band contains the most units. | Balance band occupancy; cleanse the visible delay. Interacts with order bands. | Repeats on a band only after another band is hit. `P/A/V/S`: triangular swarm, orbit/dive, band-bracket cue, filtered whistle. |
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| `EN-R1-08` | ordinary; Glassroot Sprout | Starts as a rear footprint and grows one position forward each cadence; on reaching front, shields all enemies behind it. | Defeat it early at range; push it backward before growth. | Growth cannot be interrupted twice consecutively. `P/A/V/S`: staged crystal plant, three growth poses, numbered sprout cue, rising cracks. |
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| `EN-R1-09` | ordinary; Crosswind Scribe | Draws a line between allied foremost and rearmost; next swap crossing the line becomes Hindered. | Avoid swapping that cadence; cleanse then use movement anyway. | Uncrossed line converts to a weak area hit. `P/A/V/S`: kite-robed caster, draw/release, dotted span cue, chalk-wind stroke. |
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| `EN-R1-10` | ordinary; Ledge Hopper | Leaps over its own foremost neighbor to become front, then strikes the first ally whose target changed. | Hold targets stable; intercept the announced leap strike. | If no target changed, Hopper becomes Exposed. `P/A/V/S`: spring-legged silhouette, vault/stab, target-turn cue, stone tap. |
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| `EN-R1-11` | elite; Gale Bailiff | Declares **Stand Order** on one indexed allied position; leaving it causes a line-wide push, remaining causes focused projectiles. | Choose a braced occupant; deliberately leave before ranged wind-up and absorb push. | Alternates ordered index front/rear. `P/A/V/S`: tall banner coat, point/stamp, numbered pennant cue, gavel-gust event. |
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| `EN-R1-12` | elite; Prism Ox | Occupies two enemy footprints; frontal damage rotates its prism, changing whether it screens projectiles, spells, or pushes. | Rotate with a cheap legal hit; attack through the currently unscreened family. | At low vitality rotation occurs every hit. `P/A/V/S`: two-footprint ox, heavy pivot, three-shape prism cue, bass glass rotation. |
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## `RG-02` Siltwake Fens - 12 Identities
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| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
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| `EN-R2-01` | ordinary; Reed Hook | Pulls the rearmost allied unit one step forward, then attacks its new neighbor. | Brace/pull resist; place a durable unit at rear. Extends displacement lesson. | Successful pull leaves a one-tick snare. `P/A/V/S`: hook-beak reed body, cast/haul, hooked-water cue, rope-wet snap. |
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| `EN-R2-02` | ordinary; Mudlamp Leech | Attaches to lowest-vitality ally in reach 2 and converts incoming healing into its own Guard until removed by damage. | Hit the leech before healing; cleanse attachment then restore. | At full Guard it detaches and moves rearward. `P/A/V/S`: glowing leech, latch/swell/drop, crossed-heal cue, wet pulse. |
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| `EN-R2-03` | ordinary; Silt Mimic | Copies the last allied basic target rule, not its damage, and attacks the mirrored legal candidate. | Feed it a harmless target rule; change party order so copied candidate is guarded. | Two identical copied rules grant it speed. `P/A/V/S`: mud double, trace/strike, mirrored reticle cue, muffled copy hit. |
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| `EN-R2-04` | ordinary; Bank Tortoise | Marks its current indexed position; push or pull across that index creates a slowing mud patch. | Avoid displacement across mark; trigger it early then route around the known patch. | Second crossing expands patch to neighbors. `P/A/V/S`: flat bank shell, stamp/tuck, muddy index cue, suction thud. |
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| `EN-R2-05` | ordinary; Fen Piper | Sound wind-up commands the foremost enemy to step back, changing enemy order before allies resolve. | Interrupt sound; reserve actions with flexible retarget. | Each successful command adds one farther enemy. `P/A/V/S`: reed-mask piper, inhale/play, wave-arrow cue, captioned reed call. |
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| `EN-R2-06` | ordinary; Brackwater Wisp | Applies a hindrance that becomes stronger if cleansed before half its duration. | Let it expire under protection; cleanse only after the midpoint notch. | Reapplication targets a different band. `P/A/V/S`: droplet light, tag/fade, split-duration ring, damp fizz. |
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| `EN-R2-07` | ordinary; Ferry Crab | Side-steps from enemy front to rear after being hit, then targets the attacker through allies. | Use line reach to finish; alternate low-impact attackers behind Guard. | Stops moving when Hindered. `P/A/V/S`: wide ferry shell, scuttle/claw, attacker tether cue, shell clack. |
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| `EN-R2-08` | ordinary; Drownseed Pod | On defeat, places a visible seed at the defeating ally's position; after two cadences it bursts unless that ally moves. | Plan a safe move after defeat; delay killing until movement is ready. | Burst pulls both neighbors toward seed. `P/A/V/S`: buoy pod, swell/burst, seed countdown cue, bubble pop/bass pull. |
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| `EN-R2-09` | ordinary; Mire Medic | Restores the enemy with the oldest hindrance, but each heal shortens that hindrance. | Focus the medic; use short hindrances so its heal removes setup. | With no hindered ally, attacks allied healer. `P/A/V/S`: reed satchel, scoop/pour, shrinking-ring cue, gourd splash. |
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| `EN-R2-10` | ordinary; Fogjaw | Cannot be targeted beyond reach 1 until it attacks; its attack reveals it for one cadence and targets center band. | Hold a short-reach counter; expose a guarded center target to bait reveal. | At half vitality reveal window shortens one tick. `P/A/V/S`: fog-maw silhouette, emerge/bite, open-eye cue, muffled-to-clear snap. |
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| `EN-R2-11` | elite; Channel Widow | Threads two allied positions; healing either transfers the same amount as damage to the other until thread is cut by swapping them adjacent. | Perform the disclosed swap; stagger healing until one target is safe. | Recasts on farthest pair after break. `P/A/V/S`: long-legged reed frame, thread/cinch, paired droplet cue, taut fiber tone. |
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| `EN-R2-12` | elite; Sluice Elder | Moves the region safe index frontward each cadence; units outside it gain Wet, and three Wet causes a pull. | Reorder with the moving safe index; cleanse Wet before third stack. | Below half vitality safe index reverses direction. `P/A/V/S`: gate-backed elder, valve walk, numbered waterline cue, gate groan. |
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## `RG-03` Emberloom Works - 12 Identities
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| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
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| `EN-R3-01` | ordinary; Cinder Tick | Attaches to the ally whose equipment triggered most recently and lengthens that item's cooldown. | Trigger a disposable item to bait; remove attachment before key proc. | Detaching deals a small area burst. `P/A/V/S`: ember tick, leap/clamp, item-clock cue, metal tick/hiss. |
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| `EN-R3-02` | ordinary; Kiln Porter | Carries a hot vessel toward enemy front; on arrival, throws at allied front and leaves a hazard at that index. | Push porter back; defeat it while vessel is over an empty enemy index. | Each push raises vessel countdown speed. `P/A/V/S`: vessel carrier, stagger/throw, heat-number cue, ceramic rattle. |
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| `EN-R3-03` | ordinary; Glaze Hound | Targets the ally with the most active positive tags; hit seals one tag so it cannot refresh until expiry. | Spread positive tags; Guard the previewed target and accept a harmless seal. | Three sealed tags grant Hound a second bite. `P/A/V/S`: glossy hound, sniff/lunge, wax-seal cue, glazed scrape. |
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| `EN-R3-04` | ordinary; Draft Scamp | Opens a vent that advances every slow wind-up, allied and enemy, at its position. | Move desired caster into index; destroy vent before enemy major cast. | Second vent opens behind it if first survives. `P/A/V/S`: soot mechanic, crank/fan, double-arrow clock cue, vent rush. |
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| `EN-R3-05` | ordinary; Clinker Shell | Drops brittle armor when hit by three different action tags; same-tag hits harden it. | Diversify attacks; use same tag deliberately to delay defeat timing. | Hardened state reflects pushes. `P/A/V/S`: clinker plates, chip/set, three-tool cue, ceramic knocks. |
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| `EN-R3-06` | ordinary; Spark Clerk | Tallies local-resource gains; after the third gain on one ally, steals the next gain and gives it to enemy rear. | Space resource gains; spend/disable before third. | Tally moves to new ally after theft. `P/A/V/S`: ledger imp, mark/snatch, three-box cue, pencil spark. |
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| `EN-R3-07` | ordinary; Furnace Kite | Airborne during allied basics, lands during equipment triggers and major actions. | Use equipment/major action while landed; delay basics to preserve legal target. | Landing hit damages its enemy neighbors. `P/A/V/S`: ember kite, lift/dive, ground-window cue, canvas flare. |
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| `EN-R3-08` | ordinary; Ashen Riveter | Marks two adjacent enemies with a metal link; damage to either grants the other Guard until link is interrupted. | Area-hit both simultaneously; pull them apart to break link. | Repairs link once at half vitality. `P/A/V/S`: rivet arms, hammer/link, paired-plate cue, ringing rivets. |
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| `EN-R3-09` | ordinary; Pressure Newt | Stores damage during its wind-up and releases a fraction as line-wide heat; interrupting releases it early but weaker. | Interrupt early; pause damage during storage then burst after release. | Storage cap rises each cycle. `P/A/V/S`: gauge-backed newt, inflate/vent, filling gauge cue, pressure whine. |
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| `EN-R3-10` | ordinary; Toolmagnet | Pulls the allied unit with the most cooldown-ready equipment one step forward and disables one item for a cadence. | Put ready gear on front holder; trigger key gear before the pull. | Disabled item type becomes its temporary screen. `P/A/V/S`: magnet limbs, point/pull, tool silhouette cue, magnetic clank. |
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| `EN-R3-11` | elite; Master Stoker | Assigns hot/cold states to alternating enemy positions; striking wrong state changes the target's next action into a burst. | Follow disclosed action-state match; reorder enemies to move state with position. | Pattern reverses after an interrupt. `P/A/V/S`: forked stoker, stamp/fan, black-white shape pattern, alternating furnace beats. |
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| `EN-R3-12` | elite; Walking Crucible | Occupies two footprints and builds Pressure from every action in battle; player may vent it by hitting a shown weak side, but vent pushes allied front. | Schedule weak-side hits with brace; race damage before cap. | Below half vitality weak side swaps each cadence. `P/A/V/S`: two-foot crucible, lumber/vent, side-arrow gauge, deep boil/vent blast. |
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## `RG-04` Quillroot Archive - 12 Identities
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| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
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| `EN-R4-01` | ordinary; Margin Moth | Copies the last equipment trigger at reduced effect for the enemy side, using same legal target class. | Feed a harmless trigger; defeat before valuable proc. | Copy gains full timing after three different triggers. `P/A/V/S`: page-wing moth, trace/flutter, copied-item outline, paper flick. |
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| `EN-R4-02` | ordinary; Root Indexer | Labels allied positions A/B/C; its attack cycles to the next occupied label regardless of movement. | Move a guard into next label; eliminate before cycle reaches fragile band. | Empty label advances twice. `P/A/V/S`: root pointer, label/stab, letter-shape tabs, wooden tick. |
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| `EN-R4-03` | ordinary; Erasure Slug | Removes the newest Mark or Hindered tag from enemy team and leaves an ink patch at source position. | Apply expendable tag last; use raw damage while it is ready. | Ink patch shortens future tag duration there. `P/A/V/S`: white slug, wipe/trail, erased-ring cue, wet page scrape. |
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| `EN-R4-04` | ordinary; Footnote Jackal | Acts immediately after the slowest allied action and targets that actor. | Guard the slow actor; accelerate or cancel the slow action. | Consecutive same target gains reach. `P/A/V/S`: narrow text-tail jackal, wait/pounce, footnote bracket cue, page snap. |
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| `EN-R4-05` | ordinary; Clause Beetle | Preview declares Repeat or Alternate; obeying grants beetle Guard, breaking exposes it but Hinders actor. | Break clause with durable actor; obey until a finisher is ready. | Clause switches after exposure. `P/A/V/S`: split-shell beetle, stamp/flip, repeat/alternate glyphs, wax click. |
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| `EN-R4-06` | ordinary; Leaf Counter | Counts target changes; third change causes the acting ally's action to retarget foremost. | Commit to targets; deliberately trigger on flexible area action. | Count persists through enemy death. `P/A/V/S`: abacus vine, count/snap, three-leaf cue, bead rustle. |
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| `EN-R4-07` | ordinary; Citation Crow | Marks the source of every positive tag; when tag expires, pecks that source if reachable. | Use short tags from guarded source; cleanse the Crow's source marks. | Multiple expiries queue distinct pecks. `P/A/V/S`: ink-beak bird, point/peck, source-arrow cue, quill tap. |
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| `EN-R4-08` | ordinary; Binding Vine | Links foremost allied and enemy units; push/pull on either mirrors onto the other when legal. | Avoid displacement; exploit mirror to pull enemy front out. | Illegal mirror Hinders initiator. `P/A/V/S`: braided vine, knot/tug, mirrored arrows, fiber strain. |
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| `EN-R4-09` | ordinary; Redraft Shade | First action that fizzles is repeated by the Shade against its own side's equivalent target. | Avoid fizzle; intentionally fizzle a restorative/benign action. | After copying, becomes targetable at line reach. `P/A/V/S`: crossed-out shade, wait/rewrite, dashed replay cue, reversed page sound. |
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| `EN-R4-10` | ordinary; Shelf Warden | Protects the enemy immediately behind; when that unit moves, Wardens swaps and protects the next. | Pull protected target two steps; attack Warden or use bypass. | Each completed swap grants it Guard. `P/A/V/S`: shelf-plated guard, slide/brace, bookend cue, wood block. |
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| `EN-R4-11` | elite; Glossary Keeper | Declares one action tag as **defined**; only that tag can interrupt it, but every use also accelerates its major cast. | Reserve one defined-tag interrupt; race with other tags and accept cast. | Defined tag changes after each interruption. `P/A/V/S`: many-tabbed keeper, name/cast, highlighted-tag shape, spoken caption tone. |
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| `EN-R4-12` | elite; Palimpsest Hart | Records the first three allied actions, then replays their target rules in reverse as enemy attacks. | Seed safe target rules; reorder before reverse replay. | At half vitality records four actions but displays all slots. `P/A/V/S`: layered-script antlers, record/replay, numbered reverse track, backward chime sequence. |
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## `RG-05` Tideglass Reach - 13 Identities
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| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
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| `EN-R5-01` | ordinary; Mirror Skater | Creates a delayed footprint copy at its prior position; copy repeats only movement, not attacks. | Target the source shape; occupy or trap the announced copy path. | Third copy path applies Hindered on crossing. `P/A/V/S`: blade-foot skater, glide/echo, solid-versus-hollow cue, delayed ice scrape. |
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| `EN-R5-02` | ordinary; Salt Decoy | Appears as foremost but cannot attack; damage to it redirects part to the rearmost source and exposes attacker. | Use the redirect to reach source; dispel decoy before committing a fragile attacker. | Source creates one replacement after decoy defeat. `P/A/V/S`: hollow salt double, crack/reform, tethered-source cue, dry fracture. |
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| `EN-R5-03` | ordinary; Beacon Ray | Marks the rearmost allied unit; the next enemy projectile reserves that unit ID, follows it through legal movement, and uses the current protection path. | Place an interceptor or Block charge by the marked unit; interrupt beacon wind-up. | An intended-target `AO_INTERCEPTED` or actual-recipient `AO_BLOCKED` record leaves a revealing pool at the marked unit's reserved depth. `P/A/V/S`: luminous ray, fan/mark, persistent arc plus outcome-shaped pool cue, glass-water ping. |
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| `EN-R5-04` | ordinary; Undertow Hand | Emerges in allied rear for one cadence, attacks nearest unit, then returns to stored enemy index. | Keep rear defender; use attack that follows returning targets. | Being hit while invading delays return. `P/A/V/S`: water hand silhouette, emerge/grab/sink, return-clock cue, suction slap. |
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| `EN-R5-05` | ordinary; Twinwake Eel | Alternates source and echo states; only source can receive status, only echo can receive direct damage. | Time status then damage across states; use persistent area effect covering both. | State swaps one tick faster below half vitality. `P/A/V/S`: doubled eel, phase/flick, filled/outline cue, alternating splash tones. |
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| `EN-R5-06` | ordinary; Flatglass Snail | Reflects target marks back to their source; unmarked attacks slowly remove its shell. | Avoid marks and chip shell; deliberately mark with a protected source to bait response. | Shell break makes it fast and Exposed. `P/A/V/S`: mirror shell, reflect/shatter, returned-eye cue, glass scrape/break. |
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| `EN-R5-07` | ordinary; Brine Caller | Summons one empty footprint behind foremost enemy; next defeated ordinary enemy leaves a temporary echo there. | Defeat Caller first; keep area response for the disclosed echo. | Echo repeats only defeated unit's basic. `P/A/V/S`: conch caster, call/shape, empty-footprint cue, conch plus ghost hit. |
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| `EN-R5-08` | ordinary; Whitecap Lurker | Targets the ally whose predicted first target is invalidated, surfacing beside that ally. | Use retarget-follow actions; preserve original target until Lurker is revealed. | Each invalidation increases surfacing damage. `P/A/V/S`: fin-shadow body, track/breach, broken-reticle cue, rising splash. |
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| `EN-R5-09` | ordinary; Shallows Notary | Stamps source or echo on every summoned footprint; attacking the wrong stamp spends the attack with no effect. | Inspect stamps and set filters; use ground effect that legally covers both. | Stamps swap after every enemy defeat. `P/A/V/S`: seal-backed crab, stamp/click, filled/hollow seal cue, waxy shell tap. |
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| `EN-R5-10` | ordinary; Rescue Thief | Pulls lowest-vitality ally rearward, but steals its oldest positive tag as payment. | Let it rescue an untagged ally; brace or cleanse pull and heal in place. | Stolen tag is granted to enemy source unit. `P/A/V/S`: rope-finned thief, cast/strip, tag-on-hook cue, rope hiss. |
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| `EN-R5-11` | ordinary; Tidal Lens | Focuses all enemy rearmost-target actions onto one previewed ally for a cadence, then shifts to another band. | Guard focused ally; interrupt or reorder so redirected actions become illegal. | Each legal hit extends focus one tick, capped. `P/A/V/S`: floating lens, focus/sweep, converging arrows, glass hum. |
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| `EN-R5-12` | elite; Duplicate Marshal | Creates a one-vitality echo of the allied foremost unit's profession basic and inserts it into enemy line. | Defeat echo before its basic; change foremost before creation to offer a manageable rule. | Second creation copies current trait cost but not benefit. `P/A/V/S`: mirrored uniform, copy/salute, profession-outline cue, distorted allied basic. |
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| `EN-R5-13` | elite; Lowtide Colossus | Two-footprint body becomes targetable only where receding water exposes a shown side; wrong-side hits create undertow at attacker index. | Follow side countdown; use undertow immunity and attack wrong side deliberately for movement setup. | Exposure sequence reverses below half vitality. `P/A/V/S`: broad tidal stone, rise/turn, left-right waterline cue, surf and stone bass. |
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## `RG-06` Skyrail Orchard - 13 Identities
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| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
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| `EN-R6-01` | ordinary; Rail Pippit | Boards at enemy rear, rides forward one index per cadence, and drops a seed bomb opposite its stop. | Defeat before dangerous stop; move target away from shown opposite index. | Skipped stop advances bomb timer. `P/A/V/S`: fruit-round bird, board/hop/drop, station-notch cue, rail chirp/pop. |
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| `EN-R6-02` | ordinary; Orchard Glider | Airborne until a slow allied action begins, then dives at that actor. | Bait dive with guarded slow action; use fast actions and wait for region stop. | Interrupted dive returns airborne with Guard. `P/A/V/S`: leaf-wing glider, circle/dive, actor tether cue, canopy rush. |
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| `EN-R6-03` | ordinary; Cargo Mite | Occupies a cargo footprint; attacks against it risk damaging reward cargo unless attacker is adjacent. | Use reach-1 attacker; push mite off cargo before ranged damage. | Damaged cargo makes Mite faster, preserving consequence. `P/A/V/S`: crate-clinging mite, grip/skitter, cargo-warning cue, wood scratch. |
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| `EN-R6-04` | ordinary; Switch Ape | At each rail stop swaps foremost and rearmost enemies, then targets the allied unit whose target became illegal. | Use flexible retarget; interrupt the shown switch action. | Legal target changes grant it Guard. `P/A/V/S`: lever-armed climber, pull/swing, endpoint-swap cue, heavy lever clack. |
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| `EN-R6-05` | ordinary; Pearshot Wasp | Fires at center band; projectile becomes a hanging fruit hazard if blocked. | Let a mobile unit bait and then leave; destroy or trigger hanging fruit safely. | Two hanging fruits fall together. `P/A/V/S`: pear-abdomen wasp, aim/sting, hanging-circle cue, buzz/thunk. |
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| `EN-R6-06` | ordinary; Brakevine | Roots the first unit to step during each stop window, ally or enemy. | Move after another unit triggers it; remain still and exploit rooted enemy. | Root transfers to nearest neighbor on cleanse. `P/A/V/S`: rail vine, coil/snap, stop-window footprint, cable twang. |
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| `EN-R6-07` | ordinary; Platform Cook | Feeds foremost enemy at each stop, advancing its action; if the feeder is pushed front, feeds itself instead. | Push Cook forward; interrupt meal before high-impact front action. | Every unused meal becomes a weak heal. `P/A/V/S`: apron shell, ladle/pass, bowl-arrow cue, pan and spoon events. |
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| `EN-R6-08` | ordinary; Updraft Koi | Swims airborne through both lines; crossing a projectile path redirects that projectile to nearest legal unit. | Favor melee/spells; time projectiles between shown crossings. | Redirected projectiles speed next crossing. `P/A/V/S`: ribbon-fin koi, arc/swim, path-cross cue, airy water swoop. |
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| `EN-R6-09` | ordinary; Applejack Coil | Rolls from enemy rear to front when hit, pushing enemy neighbors; at front, rolls into allied front once. | Freeze/impair before front; exploit its enemy push to break protection. | Allied collision bounces it rearward and repeats cycle. `P/A/V/S`: coiled fruit shell, roll/bounce, route-chevron cue, rolling wooden knocks. |
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| `EN-R6-10` | ordinary; Station Caller | Announces next rail stop; sound action gives airborne allies Untargetable until stop completes. | Cause `AO_INTERRUPTED`; otherwise hold attacks for landing and use ground hazards. | Trigger `STATION_CALL_DELAY` observes the source's first `AO_APPLIED` Untargetable component with `once_scope=action` and `allow_derived=false`, delaying all rail arrivals one tick; `AO_INTERRUPTED` prevents both the application and delay. `P/A/V/S`: long-horn caller, announce/point, station wave plus outcome cue, captioned horn. |
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| `EN-R6-11` | ordinary; Harvest Bail | Wraps the highest-Force allied unit and prevents basics; attacking the wrap also damages captive slightly. | Cleanse/cut with utility action; accept controlled damage and break quickly. | Freed target gains one action advance. `P/A/V/S`: straw bundle, cast/bind, wrapped-fist cue, rope/straw strain. |
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| `EN-R6-12` | elite; Timetable Knight | Shows a three-stop schedule assigning strike, guard, and swap; repeats exactly unless interrupted, which rotates schedule. | Build response to fixed cycle; interrupt once to rotate dangerous event away. | Below half vitality adds a fourth double-action stop, still shown. `P/A/V/S`: rail-sign armor, point/execute, four-cell schedule cue, metronomic rail hits. |
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| `EN-R6-13` | elite; Orchard Engine | Two-footprint harvest machine pulls cargo and units toward center on each stop; jam meter rises when hit from both ends in one cadence. | Coordinate front/rear attacks to jam; brace and fight through center pressure. | Jam releases cargo but triggers area steam. `P/A/V/S`: broad picker machine, reel/jam/vent, two-end meter cue, gears and steam captions. |
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## `RG-07` Nightcurrent Basin - 13 Identities
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| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
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|---|---|---|---|
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| `EN-R7-01` | ordinary; Dusk Skimmer | Major action category is hidden until the region current reaches it; silhouette still shows legal target band. | Bring reveal equipment; stall until current exposes category. | After reveal, Skimmer acts one tick sooner. `P/A/V/S`: flat luminous wings, skim/flare, sealed-to-open cue, sonar sweep. |
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| `EN-R7-02` | ordinary; Blackwater Tithe | Steals one local resource from the richest reachable ally and exposes which enemy will spend it. | Spend before theft; bait with expendable resource and punish spender. | Zero-resource target takes Hindered instead. `P/A/V/S`: cup-maw body, measure/drain, resource-arrow cue, hollow sip. |
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| `EN-R7-03` | ordinary; Circuit Eel | Links to nearest different enemy family; damage alternates across linked pair rather than staying on target. | Break distance link by reorder; use area damage to value both halves. | Link repairs to next family once. `P/A/V/S`: luminous segmented eel, tether/flick, alternating-node cue, electric water pulse. |
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| `EN-R7-04` | ordinary; Lanternless Frog | Croak turns off predicted-target lines for one cadence but not target rules. | Pause/inspect before croak; use simple fixed-target basics. | Each target change during darkness heals Frog. `P/A/V/S`: dark throat silhouette, inhale/croak, crossed-forecast cue, captioned bass croak. |
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| `EN-R7-05` | ordinary; Current Miser | Hoards expired positive and negative tags as charges, then releases all of one sign. | Stagger expiries; defeat before chosen-sign release or intentionally feed beneficial sign. | Release sign alternates and is previewed. `P/A/V/S`: jar-backed wader, collect/pour, plus-minus jar cue, bottled fizz. |
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| `EN-R7-06` | ordinary; Moonwake Needle | Targets the ally with the fullest local resource meter; hit locks gain but not spend for one cadence. | Spend before hit; Guard the named full-meter unit and coast on stored resource. | Repeated same target extends lock, capped. `P/A/V/S`: needlefish silhouette, sight/dart, full-meter reticle, thin water snap. |
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| `EN-R7-07` | ordinary; Sump Herald | Marks one older enemy mechanic as returning: push, expiry, copy, or arrival; preview names which, and Herald triggers it once. | Counter the named mechanic; interrupt Herald and remove the imported threat. | On survival, selects a second distinct known mechanic. `P/A/V/S`: four-tab herald, raise/trigger, legacy-tag cue, motif reprise event. |
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| `EN-R7-08` | ordinary; Darkbank Mason | Builds a wall footprint behind enemy front; wall blocks reveal current but also enemy projectiles. | Destroy wall to reveal; keep it to screen shots and use melee. | Rebuilds at opposite end once. `P/A/V/S`: stone-carrying mason, stack/brace, occlusion rectangle cue, wet stone thud. |
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| `EN-R7-09` | ordinary; Echo Taxer | Whenever an allied equipment trigger repeats, delays the second and gains Guard. | Diversify triggers; time repeated proc after Guard strip. | Third repetition steals the trigger target. `P/A/V/S`: tally-finned taxer, mark/hold, repeated-item brackets, stamping splash. |
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| `EN-R7-10` | ordinary; Glowmire Nurse | Heals only unrevealed enemies; reveal converts queued heal into Hindered on that target. | Reveal during wind-up; focus already revealed targets to deny heal. | At low vitality hides self once behind current. `P/A/V/S`: lamp-gourd nurse, tend/recoil, eye-cross heal cue, damp chime. |
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| `EN-R7-11` | ordinary; Undertone Ray | Retaliates against damage family most used in prior cadence; retaliation family and target are previewed after tally. | Alternate damage families; Guard the declared retaliatory target. | Three-family cadence makes it Exposed instead. `P/A/V/S`: broad ray with three bands, tally/pulse, family histogram cue, low harmonic pulse. |
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| `EN-R7-12` | elite; Midnight Auditor | At battle start names one resource, one target rule, and one equipment tag; using all three in a cadence triggers a confiscating area action. | Avoid completing the triad; complete it under interrupt/Guard to open Auditor's Exposed state. | Triad rotates after trigger. `P/A/V/S`: tall tabbed silhouette, list/seize, three-part checklist cue, stamped bass chord. |
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| `EN-R7-13` | elite; Abyss Conductor | Connects three enemies into a visible circuit; actions travel front-to-rear until one node is interrupted or displaced. | Break any node with interrupt; pull middle node out to ground circuit. | Repairs circuit in reverse order below half vitality. `P/A/V/S`: many-armed conductor, connect/sweep, three-node current cue, directional electric rhythm. |
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## `RG-08` Crown of Morn - 13 Identities
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| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
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|---|---|---|---|
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| `EN-R8-01` | ordinary; Dawn Shard | Alternates projectile screen and spell screen each cadence while stepping toward front. | Attack with unscreened family; push rearward to gain more planning time. | At front, both screens drop and basic becomes area. `P/A/V/S`: split-sun crystal, rotate/step, alternating screen shapes, bright turning chime. |
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| `EN-R8-02` | ordinary; Route Binder | Links one allied step to one enemy step; first movement on either side forces the paired legal movement. | Stay still until link expires; exploit paired step to break enemy protection. | Illegal pair Hinders both linked units. `P/A/V/S`: ribbon-stone body, tie/pull, paired footprints, taut route string. |
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| `EN-R8-03` | ordinary; Morning Copy | Records first profession resource spend and repeats only its cost on that recruit next cadence. | Delay spend until Copy defeated; spend a resource with harmless zero-state cost. | Repeated cost converts to Hindered if meter is empty. `P/A/V/S`: pale silhouette slate, record/echo, empty-meter replay cue, reversed spend sound. |
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| `EN-R8-04` | ordinary; Crown Porter | Carries an enemy device, hindrance, or screen chosen in preview from an earlier region and drops it at center on defeat. | Plan counter for named cargo; time defeat when dropped rule helps or is harmless. | Cargo activates once while carried below half vitality. `P/A/V/S`: ring-pack porter, carry/drop, cargo-icon crown cue, motif-specific container sound. |
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| `EN-R8-05` | ordinary; Eightfold Finch | Cycles target filters: foremost, rearmost, richest resource, lowest vitality; current and next are shown. | Reorder/Spend to shape next target; interrupt dangerous filter transition. | Cycle skips invalid filter and gains speed. `P/A/V/S`: eight-feather bird, point/dart, four-cell wheel cue, four-note target motif. |
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| `EN-R8-06` | ordinary; Reprise Ram | Repeats the last forced movement used by either side, targeting the same relative band. | Avoid displacement; feed a movement that benefits allied order before reprise. | Two different movements combine into push then pull. `P/A/V/S`: ring-horn ram, recall/charge, replay-chevron cue, echoed hoof event. |
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| `EN-R8-07` | ordinary; Zenith Mender | Converts first incoming hindrance into healing, second into Exposed, then resets. | Apply sacrificial hindrance before key control; use direct pressure and skip cycle. | Below half vitality cycle begins with heal twice. `P/A/V/S`: sun-vial healer, turn/pour, two-state flask cue, bright inversion chime. |
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| `EN-R8-08` | ordinary; Nexus Tile | A mobile footprint copies the region hazard of the allied position opposite it; enemy handler moves it one step per cadence. | Occupy safe opposite index; destroy handler or push tile away. | Tile reverses direction on area hit. `P/A/V/S`: floating stone tile, glide/inscribe, opposite-index cue, grinding motif blend. |
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| `EN-R8-09` | ordinary; Goldwake Diver | Begins airborne, dives at first unit whose equipment and profession trigger in same cadence. | Separate trigger timing; bait dive onto guarded unit then focus grounded target. | Successful dive steals one item cooldown step. `P/A/V/S`: gold ribbon diver, circle/plunge, dual-trigger reticle, high rush/impact. |
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| `EN-R8-10` | ordinary; Last Clause | Chooses Repeat, Alternate, or Preserve based on the player's first two actions; selected rule remains visible. | Seed desired clause deliberately; break rule with resilient actor to expose it. | Clause violation also advances imported enemy mechanic. `P/A/V/S`: root-ring beetle, observe/stamp, three-clause crown cue, page-stone click. |
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| `EN-R8-11` | ordinary; Daybreak Sentry | Guards enemy directly behind until current reveal reaches it; then swaps to rearmost and fires forward. | Pull protected unit before reveal; prepare projectile screen for disclosed swap shot. | Each blocked shot shortens next reveal. `P/A/V/S`: prism spear sentry, brace/swap/fire, sun-track cue, spear chime and shot. |
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| `EN-R8-12` | elite; Circuit Regent | Selects three known rules from earlier regions and assigns them to front, center, rear enemy bands; assignments are fully previewed. | Reorder enemies to move rules; counter the most dangerous band and burst Regent. | Surviving rule migrates on enemy defeat. `P/A/V/S`: triple-ring regent, assign/migrate, banded rule seals, layered motif stamps. |
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| `EN-R8-13` | elite; Meridian Engine | Two-footprint engine advances a public eight-tick schedule of push, screen, copy, reveal, pull, heal denial, arrival, and rest. | Build for schedule weak ticks; interrupt once to insert a rest but accelerate next two ticks. | At half vitality schedule runs backward, still visible. `P/A/V/S`: circular engine, eight phase motions, radial schedule cue, eight-event mechanical suite. |
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## Bosses - 16 Identities
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Bosses have phase changes but one stable ID and health record. First use of each
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major action receives the longest core telegraph band; repeats may shorten only
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to the disclosed difficulty floor. No phase adds an unpreviewed immunity.
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| ID | Region and boss identity | Synthesis rule and target/order pressure | Counter paths and failure explanation | Phase change and production |
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| `BO-R1-01` | `RG-01`; The Many-Paned Stag | Rotates three panes that screen projectile, spell, or forced movement; antler sweep pushes the current foremost after each rotation. | Rotate with cheap unscreened hit, then use open family; brace sweep and punish recovery. Failure: wrong family fed pane timing. | Half vitality rotates two steps. `P/A/V/S/M`: two-footprint stag, pane-antler kit, tri-screen cue, glass-horn boss motif. |
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| `BO-R1-02` | `RG-01`; Gale Loom | Stationary wind engine inserts a gust footprint front-to-rear; attacks on its weak spindle reverse gust direction. | Break spindle to redirect gust through enemies; hold stable order and race core. Failure: uncontrolled gust exposed rear. | At half vitality two gusts move from opposite ends. `P/A/V/S/M`: loom-engine, spindle/gust phases, numbered wind paths, mechanical gale stem. |
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| `BO-R2-01` | `RG-02`; Sluiceback Mother | Shell carries a moving safe index; eggs at unsafe positions hatch pullers, while direct attacks shift the index. | Follow index and clear eggs; deliberately shift index to hatch where area attack is ready. Failure: third Wet/pull broke care order. | Half vitality reverses index and hatches existing eggs. `P/A/V/S/M`: broad shell, egg/valve kit, tide ruler, wet percussion boss stem. |
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| `BO-R2-02` | `RG-02`; The Drowned Bell | Sound pulses link two allied positions; healing, movement, or cleanse on one echoes as a cost on the other. | Interrupt chosen pulse family; place two durable units in linked indices and stagger actions. Failure: linked cost chained through recovery. | Each third pulse links three consecutive positions. `P/A/V/S/M`: submerged bell body, rope/current motions, link glyph suite, caption-first bell motif. |
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| `BO-R3-01` | `RG-03`; Furnace That Walks | Two-footprint kiln stores all battle actions as Pressure; weak-side vents push allies, strong-side damage accelerates rupture. | Alternate safe weak-side vent with brace; burst strong side before rupture. Failure: action density exceeded vent plan. | Half vitality swaps weak/strong every cadence. `P/A/V/S/M`: walking kiln, side panels/vent, dual gauges, clay-metal boss rhythm. |
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| `BO-R3-02` | `RG-03`; Foreman Nine-Sparks | Commands eight small spark footprints plus self; every third identical player action tag promotes a spark into a copy of that tag's target rule. | Vary tags; allow a safe promotion then defeat promoted spark for reward charge. Failure: repetition built hostile copies. | Half vitality promotes every second repeat but sparks lose Guard. `P/A/V/S/M`: tall stoker plus spark swarm, command/copy suite, repetition counter, nine-beat motif. |
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| `BO-R4-01` | `RG-04`; The Walking Index | Labels every position and advances a pointer after each action; boss action depends on pointer label: erase, copy, bind, or strike. | Manipulate action count to land safe label; interrupt to freeze pointer one action. Failure: unplanned action crossed dangerous label. | Half vitality pointer moves backward on equipment triggers. `P/A/V/S/M`: root catalog giant, rotating tabs, full-line index cue, measured page-turn score. |
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| `BO-R4-02` | `RG-04`; Redaction Hart | Records four allied rules, visibly blacks out one target clause in each, then replays them against equivalent targets. | Seed rules whose missing clause becomes harmless; reorder before replay and interrupt most dangerous entry. Failure: seeded action converted to hostile target. | Half vitality records six but displays replay order. `P/A/V/S/M`: ink-antler hart, record/redact/replay poses, crossed-clause cards, reversed string motif. |
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| `BO-R5-01` | `RG-05`; Mirror-Tide Leviathan | Source body and two echo footprints trade vulnerability: status, direct damage, and displacement each apply to one shown state. | Rotate action families with state; use persistent area and follow-source targeting. Failure: actions struck illegal echo state. | Half vitality swaps state after every major action rather than cadence. `P/A/V/S/M`: long mirrored leviathan, three-state body kit, fill-pattern cues, phase-shift water score. |
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| `BO-R5-02` | `RG-05`; Beacon Below | Hidden source projects four surface lights; only one has a solid return tether, while false lights attack rearmost. | Inspect tether and strike source light; screen false projectiles and use area reveal. Failure: decoy focus left rear exposed. | Half vitality true tether changes after every hit. `P/A/V/S/M`: submerged core/light rig, tether swaps, solid/dash accessibility, sonar-glass motif. |
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| `BO-R6-01` | `RG-06`; Grand Orchard Engine | Rail boss runs a four-stop schedule: board units, pull center, threaten cargo, vent. Player attacks can jam one future stop at cost of cargo Guard. | Jam dangerous stop with coordinated end attacks; preserve cargo and respond to fixed cycle. Failure: stop schedule collapsed line or cargo. | Half vitality adds airborne harvest arm between stops. `P/A/V/S/M`: multi-car engine, stop-specific motions, timetable HUD cue, rail-orchard boss suite. |
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| `BO-R6-02` | `RG-06`; Queen of Updrafts | Airborne boss descends only when two different cadence bands overlap; landing pushes both lines outward and opens a damage window. | Synchronize two bands intentionally; guard outward push and burst on landing. Failure: uniform timing never grounded boss or bad landing order. | Half vitality requires three bands but stays grounded longer. `P/A/V/S/M`: vast leaf-wing queen, circle/descent/launch, overlap clock cue, soaring-to-grounded motif. |
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| `BO-R7-01` | `RG-07`; Nightcurrent Judge | Hides one of four known major-action categories until current reveal; steals richest resource to power it, but stolen type predicts target band. | Spend to shape theft and prediction; accelerate reveal or interrupt after category opens. Failure: resource hoard powered unrevealed pressure. | Half vitality current sweeps rear-to-front. `P/A/V/S/M`: basin-robed judge, steal/reveal/cast, resource-band clue cue, dark-to-bright score. |
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| `BO-R7-02` | `RG-07`; Choir of Empty Lamps | Four linked lamp bodies share one health pool; circuit direction determines target, damage family, and resource theft, all shown by current flow. | Displace a lamp to break circuit; interrupt conductor lamp and attack open body. Failure: intact circuit compounded three effects. | Half vitality circuit splits into two shorter opposing loops. `P/A/V/S/M`: four-body lamp ensemble, link/break/rejoin, directional shape current, polyphonic captioned motif. |
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| `BO-R8-01` | `RG-08`; Crown Meridian | Eight-tick wheel assigns one prior region rule to each tick and one line band; wheel is visible and can be rotated once by defeating a summoned key. | Plan cooldowns around wheel; defeat key to rotate lethal pairing into prepared counter. Failure: known synthesis pair exceeded redundancy. | Half vitality wheel reverses and two nonadjacent ticks resolve together. `P/A/V/S/M`: ring nexus avatar, eight-rule animation suite, radial forecast, full motif reprise. |
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| `BO-R8-02` | `RG-08`; The Public Way | Living route construct mirrors the player's current order and assigns each mirror one disclosed enemy rule; changing order updates mirrors after a one-cadence lag. | Reorder to move dangerous mirror away from fragile unit; hold order and burst during lag. Failure: repeated changes fed lagged target mismatch. | Half vitality locks one mirrored position for two cadences, clearly marked. `P/A/V/S/M`: full-line stone figures, lagged mirror motion, before/after order cue, eight-region resolution score. |
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## Count And Assignment Check
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| Region | Ordinary/elite IDs | Count | Boss IDs | Count |
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|---|---|---:|---|---:|
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| `RG-01` | `EN-R1-01..EN-R1-12` | 12 | `BO-R1-01..BO-R1-02` | 2 |
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| `RG-02` | `EN-R2-01..EN-R2-12` | 12 | `BO-R2-01..BO-R2-02` | 2 |
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| `RG-03` | `EN-R3-01..EN-R3-12` | 12 | `BO-R3-01..BO-R3-02` | 2 |
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| `RG-04` | `EN-R4-01..EN-R4-12` | 12 | `BO-R4-01..BO-R4-02` | 2 |
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| `RG-05` | `EN-R5-01..EN-R5-13` | 13 | `BO-R5-01..BO-R5-02` | 2 |
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| `RG-06` | `EN-R6-01..EN-R6-13` | 13 | `BO-R6-01..BO-R6-02` | 2 |
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| `RG-07` | `EN-R7-01..EN-R7-13` | 13 | `BO-R7-01..BO-R7-02` | 2 |
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| `RG-08` | `EN-R8-01..EN-R8-13` | 13 | `BO-R8-01..BO-R8-02` | 2 |
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| **Total** | | **100** | | **16** |
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