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Enemy And Boss Catalog

Exact envelope: 100 ordinary/elite enemy identities plus 16 bosses across eight regions. Level, palette, group size, and difficulty state are variants, not additional identities.

Row Contract

Every enemy preview shows class, initial order, legal reach, target rule, major telegraph, escalation condition, and two counter responses. In battle, shape, motion, and caption carry the same rule. Results name the first decisive enemy rule and the player counter that did or did not answer it.

Production shorthand follows CONTENT_INDEX.md. P/A/V/S on every row means silhouette/portrait kit, action family, VFX plus reduced-motion cue, SFX role plus caption. Reuse families are named, but a reused rig cannot erase the identity's distinct pre-commitment silhouette.

RG-01 Windglass Verge - 12 Identities

| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production | |---|---|---|---| | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. |

RG-02 Siltwake Fens - 12 Identities

| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production | |---|---|---|---| | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. |

RG-03 Emberloom Works - 12 Identities

| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production | |---|---|---|---| | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. |

RG-04 Quillroot Archive - 12 Identities

| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production | |---|---|---|---| | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. |

RG-05 Tideglass Reach - 13 Identities

| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production | |---|---|---|---| | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. |

RG-06 Skyrail Orchard - 13 Identities

| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production | |---|---|---|---| | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. |

RG-07 Nightcurrent Basin - 13 Identities

| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production | |---|---|---|---| | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. |

RG-08 Crown of Morn - 13 Identities

| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production | |---|---|---|---| | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. |

Bosses - 16 Identities

Bosses have phase changes but one stable ID and health record. First use of each major action receives the longest core telegraph band; repeats may shorten only to the disclosed difficulty floor. No phase adds an unpreviewed immunity.

ID Region and boss identity Synthesis rule and target/order pressure Counter paths and failure explanation Phase change and production
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

Count And Assignment Check

Region Ordinary/elite IDs Count Boss IDs Count
RG-01 EN-R1-01..EN-R1-12 12 BO-R1-01..BO-R1-02 2
RG-02 EN-R2-01..EN-R2-12 12 BO-R2-01..BO-R2-02 2
RG-03 EN-R3-01..EN-R3-12 12 BO-R3-01..BO-R3-02 2
RG-04 EN-R4-01..EN-R4-12 12 BO-R4-01..BO-R4-02 2
RG-05 EN-R5-01..EN-R5-13 13 BO-R5-01..BO-R5-02 2
RG-06 EN-R6-01..EN-R6-13 13 BO-R6-01..BO-R6-02 2
RG-07 EN-R7-01..EN-R7-13 13 BO-R7-01..BO-R7-02 2
RG-08 EN-R8-01..EN-R8-13 13 BO-R8-01..BO-R8-02 2
Total 100 16