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.

◆ Common ◆ Elite ◆ Boss

✨ Realm I — Mystical Sanctum

Shadow Beast

◆ Common · Lv 3–5 · Whispering Marsh

HP45–70XP30–45
ATK8–12DEF4
SpecialShadow Claw — applies Bleed (2 dmg/turn, 3 turns)
WeaknessLight magic (Seer's Illuminate spell: +50% dmg)
LootShadow 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)

HP60–85XP55–70
ATK12–16DEF6
SpecialSoul Drain — steals 15 MP from player on hit
WeaknessPhysical attacks (no magic resistance)
LootWraith 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

HP75–100XP60–80
ATK14–18DEF10
SpecialShield Block — 40% chance to negate incoming physical hit
WeaknessMagic attacks bypass Shield Block; fire spells +30%
LootPhantom Steel (55%), Ghost Armour Shard (30%), Old Coin (40%)

Cursed Knight

◆ Elite · Lv 8 · Ruined Fortress (lower levels)

HP180XP160
ATK22–28DEF16
SpecialCursed Slash — ignores 50% DEF on critical hit (20% crit rate)
WeaknessHoly Light (Seer Lv 6+ spell), Disoriented status
LootCursed 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.

HP320
MP80
ATK28–35
DEF18
Magic DEF12
XP reward480
Gold reward120 AC
Ability 1Veil Slash (physical, 30–40 dmg)
Ability 2Warden's Roar (AoE, applies Fear — player skips next action)
Ability 3Phase Shift (<50% HP): +10 DEF, +20% evasion for 3 turns
WeaknessHoly Light pierces Phase Shift evasion
DropWarden's Key (quest, guaranteed), Veil Fragment (guaranteed), Crimson Seal (60%)
Boss Strategy: Burn Phase Shift immediately with Seer's Holy Light or status effects. Rogues should apply Poison before Phase Shift triggers — DoT damage ignores his evasion bonus. Bring at least 3× Healing Salves. Warden's Roar can be interrupted by Mentalist's Psychic Barrier at a cost of 20 MP.

⌫ Realm II — Court of Shadows

Corrupt Guard

◆ Common · Lv 4–5 · Outer Courtyard & Halls

HP80–110XP45–60
ATK15–20DEF12
SpecialAlarm Call — 25% chance to summon a second Corrupt Guard next round
WeaknessRogue's Eavesdrop can cancel Alarm Call pre-combat
LootBronze 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

HP65–80XP55
ATK12–18DEF8
SpecialExpose Weakness — reduces player DEF by 4 for 2 turns
WeaknessMentalist's Mind Read forces a dialogue skip, replacing combat
LootIntelligence Report (50%), Whisper Stone (35%), Silver Key (10%)

Court Assassin

◆ Common · Lv 3–4 · Secret Passage

HP55–75XP50–65
ATK18–25 (first strike)DEF6
SpecialFirst Strike — automatically strikes first regardless of AGI; Poison Blade (3 dmg/turn)
WeaknessLow HP — focus damage to kill before Poison stacks
LootAssassin'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

HP220–260XP200
ATK20–28DEF14
SpecialCall for Help (60% chance, turn 2): summons a Corrupt Guard. Silver Tongue: 30% chance to Confuse player (wastes a turn)
WeaknessMentalist's Persuade converts them to neutral (ends combat without fighting)
LootNoble'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.

HP420
MP100
STR20
WILL18
XP reward620
Gold reward200 AC
Ability 1Judgement Strike (38–48 dmg)
Ability 2Sentence (applies Stunned, 1 turn, 35% chance)
Ability 3Final Verdict (<50% HP, costs 60 MP): 70–90 dmg to all; 2-turn cooldown
WeaknessApply Disoriented to delay Final Verdict
DropsWarden Seal (quest, guaranteed), Executioner's Axe Shard (guaranteed), Court Insignia (65%)
Boss Strategy: Final Verdict at <50% HP is the kill condition for most players. Apply a Disoriented debuff before he reaches 50% to delay the cast by one turn. Rogues should use Poison Craft before the fight; 3 Poison stacks deal ~60 total damage before he fires Final Verdict. Stock 4× Healing Salves minimum.

🧠 Realm III — Labyrinth of Minds

Mind Parasite

◆ Common · Lv 4–5 · The Threshold & Gallery

HP50–70XP50–65
ATK10–15 (mental)DEF5
SpecialMental Drain — drains 20 MP per hit. Immune to Confused status.
WeaknessClarity Potion negates Mental Drain for 3 turns
LootMind 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

HP60–90XP60–80
ATKMirror of player's last used attackDEF8
SpecialMirror Strike — reflects player's last ability back at them (delayed 1 turn)
WeaknessBasic Attack does not trigger Mirror Strike; Clarity Lens halves mirrored damage
LootMirror 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

HP280–340XP250–300
ATK28–36DEF20
SpecialTerror 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.
WeaknessUse an ability every round to reset Adaptive Armour
LootNightmare 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.

HP480
MP300
INT28
WILL30 (immune to social/mental status)
XP reward800
Gold reward280 AC
Ability 1Structural Revision — rewrites one of player's active buffs into a debuff
Ability 2Labyrinthine Logic — applies Disoriented (player acts randomly, 2 turns)
Ability 3Recursive Loop — reflects 40% of damage taken back at player for 2 turns
Ability 4Deconstruct (<40% HP): removes ALL player MP instantly
WeaknessPhysical attacks during Recursive Loop are safe (no reflection)
DropsArchitect's Blueprint (quest, guaranteed), Mind Core (guaranteed), Design Plans (80%), Clarity Lens ×1 (40%)
Boss Strategy: Save all MP for before Deconstruct at <40% HP — unload every MP-heavy ability before he wipes your mana. During Recursive Loop, switch exclusively to Basic Attack. The Clarity Lens accessory reduces Disoriented duration from 2 turns to 1. Seer players: remove all buffs before Structural Revision fires to neutralise its effect. Recommended level: 11+.

Prepare Before You Fight

The Combat Guide explains turn order, status effects, and how to build your class for each Realm's enemy types.

Combat Guide → NPC Guide Class Guide ▶ Play Now