Avalon Bestiary
Every creature, soldier, and boss that stands between you and the Memoria Stones. Know their stats, understand their tactics, and never be caught unprepared.
✨ Realm I — Mystical Sanctum
Shadow Beast
◆ Common · Lv 3–5 · Whispering Marsh
| HP | 45–70 | XP | 30–45 |
|---|---|---|---|
| ATK | 8–12 | DEF | 4 |
| Special | Shadow Claw — applies Bleed (2 dmg/turn, 3 turns) | ||
| Weakness | Light magic (Seer's Illuminate spell: +50% dmg) | ||
| Loot | Shadow Fur (70%), Soul Fragment (35%), Claw Shard (15%) | ||
Bring a Healing Salve before entering the Marsh. Shadow Beasts often appear in pairs at Lv 5+, making the Bleed stacks dangerous without sustain.
Marsh Wraith
◆ Common · Lv 5–6 · Whispering Marsh (deep)
| HP | 60–85 | XP | 55–70 |
|---|---|---|---|
| ATK | 12–16 | DEF | 6 |
| Special | Soul Drain — steals 15 MP from player on hit | ||
| Weakness | Physical attacks (no magic resistance) | ||
| Loot | Wraith Essence (60%), Soul Fragment (50%), Spirit Veil (20%) | ||
Soul Drain can leave Seer and Mentalist players depleted fast. Open with a physical attack to deal reliable damage before the Wraith has a chance to drain.
Phantom Soldier
◆ Common · Lv 5–7 · Ruined Fortress
| HP | 75–100 | XP | 60–80 |
|---|---|---|---|
| ATK | 14–18 | DEF | 10 |
| Special | Shield Block — 40% chance to negate incoming physical hit | ||
| Weakness | Magic attacks bypass Shield Block; fire spells +30% | ||
| Loot | Phantom Steel (55%), Ghost Armour Shard (30%), Old Coin (40%) | ||
Cursed Knight
◆ Elite · Lv 8 · Ruined Fortress (lower levels)
| HP | 180 | XP | 160 |
|---|---|---|---|
| ATK | 22–28 | DEF | 16 |
| Special | Cursed Slash — ignores 50% DEF on critical hit (20% crit rate) | ||
| Weakness | Holy Light (Seer Lv 6+ spell), Disoriented status | ||
| Loot | Cursed Blade Fragment (guaranteed), Knight's Seal (45%), Enchanted Mail (25%) | ||
Don't fight Cursed Knights under Lv 7. Their Cursed Slash crits can one-shot a poorly-geared character at max HP.
The Veil Warden
◆ Boss · Lv 10 · Ruined Fortress — Sanctum Gate
Once the guardian of the portal between worlds, the Veil Warden was corrupted by the Forgetting and now seals the passage forward. He is the first true test of your build. Reaching him at Lv 9 or below is not advised.
| HP | 320 |
|---|---|
| MP | 80 |
| ATK | 28–35 |
| DEF | 18 |
| Magic DEF | 12 |
| XP reward | 480 |
| Gold reward | 120 AC |
| Ability 1 | Veil Slash (physical, 30–40 dmg) |
|---|---|
| Ability 2 | Warden's Roar (AoE, applies Fear — player skips next action) |
| Ability 3 | Phase Shift (<50% HP): +10 DEF, +20% evasion for 3 turns |
| Weakness | Holy Light pierces Phase Shift evasion |
| Drop | Warden's Key (quest, guaranteed), Veil Fragment (guaranteed), Crimson Seal (60%) |
⌫ Realm II — Court of Shadows
Corrupt Guard
◆ Common · Lv 4–5 · Outer Courtyard & Halls
| HP | 80–110 | XP | 45–60 |
|---|---|---|---|
| ATK | 15–20 | DEF | 12 |
| Special | Alarm Call — 25% chance to summon a second Corrupt Guard next round | ||
| Weakness | Rogue's Eavesdrop can cancel Alarm Call pre-combat | ||
| Loot | Bronze Coin (55%), Guard's Badge (30%), Stamina Draught (20%) | ||
Rogue players can use the Eavesdrop skill before engaging to suppress the Alarm Call and prevent reinforcements.
Shadow Informant
◆ Common · Lv 5 · Market of Whispers
| HP | 65–80 | XP | 55 |
|---|---|---|---|
| ATK | 12–18 | DEF | 8 |
| Special | Expose Weakness — reduces player DEF by 4 for 2 turns | ||
| Weakness | Mentalist's Mind Read forces a dialogue skip, replacing combat | ||
| Loot | Intelligence Report (50%), Whisper Stone (35%), Silver Key (10%) | ||
Court Assassin
◆ Common · Lv 3–4 · Secret Passage
| HP | 55–75 | XP | 50–65 |
|---|---|---|---|
| ATK | 18–25 (first strike) | DEF | 6 |
| Special | First Strike — automatically strikes first regardless of AGI; Poison Blade (3 dmg/turn) | ||
| Weakness | Low HP — focus damage to kill before Poison stacks | ||
| Loot | Assassin's Dagger (40%), Poison Vial (45%), Disguise Fragment (20%) | ||
Assassins have low DEF but hit hard first. A Rogue with Shadow Step initiative negates their First Strike advantage entirely.
Traitor Noble
◆ Elite · Lv 6–7 · Grand Hall & East Wing
| HP | 220–260 | XP | 200 |
|---|---|---|---|
| ATK | 20–28 | DEF | 14 |
| Special | Call for Help (60% chance, turn 2): summons a Corrupt Guard. Silver Tongue: 30% chance to Confuse player (wastes a turn) | ||
| Weakness | Mentalist's Persuade converts them to neutral (ends combat without fighting) | ||
| Loot | Noble's Ring (guaranteed), Silver Coin Pouch (75%), Accord Fragment (30%) | ||
Mentalist players should always try Persuade on Traitor Nobles first. A successful conversion skips the fight and yields a full loot drop plus bonus Reputation.
Court Executioner
◆ Boss · Lv 10 · Execution Chamber (100% Realm progress)
The Magistrate's final instrument of enforcement, the Court Executioner was a man once. The Forgetting stripped him of name and conscience and left only function. He wields the Great Verdict — a weapon forged from compressed court decrees — and he does not negotiate.
| HP | 420 |
|---|---|
| MP | 100 |
| STR | 20 |
| WILL | 18 |
| XP reward | 620 |
| Gold reward | 200 AC |
| Ability 1 | Judgement Strike (38–48 dmg) |
|---|---|
| Ability 2 | Sentence (applies Stunned, 1 turn, 35% chance) |
| Ability 3 | Final Verdict (<50% HP, costs 60 MP): 70–90 dmg to all; 2-turn cooldown |
| Weakness | Apply Disoriented to delay Final Verdict |
| Drops | Warden Seal (quest, guaranteed), Executioner's Axe Shard (guaranteed), Court Insignia (65%) |
🧠 Realm III — Labyrinth of Minds
Mind Parasite
◆ Common · Lv 4–5 · The Threshold & Gallery
| HP | 50–70 | XP | 50–65 |
|---|---|---|---|
| ATK | 10–15 (mental) | DEF | 5 |
| Special | Mental Drain — drains 20 MP per hit. Immune to Confused status. | ||
| Weakness | Clarity Potion negates Mental Drain for 3 turns | ||
| Loot | Mind Shard (65%), Memory Fragment (40%), Parasite Core (20%) | ||
Use a Clarity Potion before engaging groups of Mind Parasites. Their Mental Drain stacks quickly and can empty a Seer's entire MP bar in two fights.
Illusion Clone
◆ Common · Lv 5–6 · Gallery of Reflections
| HP | 60–90 | XP | 60–80 |
|---|---|---|---|
| ATK | Mirror of player's last used attack | DEF | 8 |
| Special | Mirror Strike — reflects player's last ability back at them (delayed 1 turn) | ||
| Weakness | Basic Attack does not trigger Mirror Strike; Clarity Lens halves mirrored damage | ||
| Loot | Mirror Shard (70%), Illusion Dust (45%), Clone Fragment (25%) | ||
Fight Illusion Clones with Basic Attacks only. Using abilities triggers Mirror Strike — a reflected high-damage ability can end the fight before you can heal.
Nightmare Construct
◆ Elite · Lv 6–8 · Recursion Halls & Dream Quarter
| HP | 280–340 | XP | 250–300 |
|---|---|---|---|
| ATK | 28–36 | DEF | 20 |
| Special | Terror Surge — all of player's active buffs are removed; Fear applied (1 turn). Adaptive Armour: gains +5 DEF each round, resets on player ability use. | ||
| Weakness | Use an ability every round to reset Adaptive Armour | ||
| Loot | Nightmare Core (guaranteed), Dream Shard (55%), Construct Fragment (35%) | ||
Adaptive Armour resets every time you use a skill or ability — exploit this by alternating Basic Attack and one ability to prevent the DEF from stacking above 20.
The Architect
◆ Boss · Lv 12 · Inner Sanctum (100% Realm progress)
The being who built the Labyrinth to contain the Forgetting is now trapped within his own creation. He has had years to perfect his defences — and to go slightly mad. The Architect is the most complex boss in Phases 1–2: immune to all social and mental status effects, capable of rewriting reality mid-fight.
| HP | 480 |
|---|---|
| MP | 300 |
| INT | 28 |
| WILL | 30 (immune to social/mental status) |
| XP reward | 800 |
| Gold reward | 280 AC |
| Ability 1 | Structural Revision — rewrites one of player's active buffs into a debuff |
|---|---|
| Ability 2 | Labyrinthine Logic — applies Disoriented (player acts randomly, 2 turns) |
| Ability 3 | Recursive Loop — reflects 40% of damage taken back at player for 2 turns |
| Ability 4 | Deconstruct (<40% HP): removes ALL player MP instantly |
| Weakness | Physical attacks during Recursive Loop are safe (no reflection) |
| Drops | Architect's Blueprint (quest, guaranteed), Mind Core (guaranteed), Design Plans (80%), Clarity Lens ×1 (40%) |
Prepare Before You Fight
The Combat Guide explains turn order, status effects, and how to build your class for each Realm's enemy types.