Twin Wyrms

Bestiary

Twenty-three creatures stalk the depths. Each has a tell — and many have a single spell that ends them outright. Learn them before the descent.

Dungeon — Layer 1

The brick labyrinth above, ruled by the Fire Dragon.

Snake

Patrols its ledge and charges the moment it spots you.

HP
2
DMG
1
SPD
40

Guard

A stationary sentry that hurls spears down the corridor.

HP
3
DMG
1
SPD
30

Skeleton Archer

Looses arcing arrows, collapses to bones, and revives unless struck again.

HP
2
DMG
1
SPD
35

Shield Knight

Weak to Voidbind

A frontal shield eats your spells — flank it, or break it open.

HP
5
DMG
2
SPD
25

Mimic Chest

Sits perfectly still as a treasure chest until you reach for the loot.

HP
4
DMG
2
SPD

Crypt Hound

A fast pack lunger that sprints, crouches, and dash-bites — hunts in pairs.

HP
2
DMG
1
SPD
70

Animated Armor

A dormant statue until you step close — then it wakes into slow, heavy melee.

HP
6
DMG
2
SPD
22

Flame Cultist

Weak to Iceshard

A kiting caster: lobs aimed fire and backpedals until a wall stops it.

HP
2
DMG
1
SPD
45

Gargoyle

A dormant ceiling ambusher — hangs still until spotted, then wakes and homing dive-bombs.

HP
3
DMG
2
SPD
90

Wailing Specter

Weak to Voidbind

Phases between tangible and intangible — hit it only in its solid window.

HP
3
DMG
1
SPD
30

Cavern — Layer 2

The frozen deep below the Abyss, guarded by the Ice Dragon.

Displacer Beast

Weak to Iceshard

Teleports to your blind side and swipes, then blinks away again.

HP
3
DMG
1
SPD

Frostflake Wraith

Weak to Fireball

A slow, drifting phantom of cold that floats through the dark.

HP
2
DMG
1
SPD
20

Cave Lurker

Patrols the ceiling and fires webs to slow you — drops to the floor when cornered.

HP
2
DMG
1
SPD
50

Stalactite Lurker

Weak to Stoneshape

Hangs as a harmless-looking stalactite, then drops straight onto your head.

HP
3
DMG
2
SPD

Spore Mushroom

Weak to Fireball

Rooted in place, puffing damaging spore clouds — and a bigger one when hurt.

HP
3
DMG
1
SPD

Boulder Beetle

Curls into an armored ball and charges in a straight line until it crashes.

HP
4
DMG
2
SPD
30

Caustic Slime

Weak to Fireball

Splits into two faster slimelings on death — unless fire incinerates it first.

HP
3
DMG
1
SPD
35

Cave Bats

Erratic, zig-zagging flyers that swoop in clusters of two or three.

HP
1
DMG
1
SPD
90

Glow Angler

A camouflaged ambusher whose glowing lure reads as loot — then bites hard.

HP
4
DMG
3
SPD

Crystal Golem

Weak to Iceshard

Its shell deflects everything; the core only vents for a moment between slams.

HP
5
DMG
2
SPD
20

Bosses

The three guardians that stand between you and infinity.

Fire Dragon

Weak to Iceshard

Guardian of Layer 1. Seals the room and opens the way to the deep when it falls.

HP
12
DMG
2
SPD
50

Kraken

Weak to Voidbind

A fixed cavern horror that lobs arcing water orbs across the lake.

HP
10
DMG
2
SPD

Ice Dragon

Weak to Fireball

The final guardian. Fireball drops it in one hit; so does Iceshard at full lore. Its death spawns the Gates of Infinity.

HP
12
DMG
2
SPD
50