Game logic
Combat
When units attack, how hits and damage are worked out for normal attacks and spells, how shots fly, and what each boss casts.
Normal attacks
- gap = distance between the two centres minus both radii. A unit starts a swing when the gap is under its reach and keeps it while it stays under reach + 22 px. With reach 0 it never attacks (Isaac, the mages and the story characters); when chasing it stops 4 px away.
- It waits its time between attacks, then plays its attack animation; the hit or the shot comes out at its strike tick, and when the animation ends it waits again.
- Melee hits when a random number from 0 to 100, plus accuracy, minus the target’s evasion, reaches 100.
- A shot hits when a random number from 0 to 99 is under accuracy minus evasion. When evasion is higher, the game reads the difference as a very large number, so the shot always hits.
- Damage = half the attack − a quarter of the target’s defense, rounded down; 0 or less does no damage.
- An attack with an element does ×½ to a unit of the same element and ×1.5 to one of the opposite element. Shots do ×1.5 to flying units.
- Finally ×(128 + r) / 128, with r random from −10 to 10 (about ±8 %).
Sight
- Every 10 ticks each unit looks for enemies less than 200 px away.
- It chases one while it is nearer than its own sight radius. Missions often change that radius: most set it to 150 or 50 px.
Spell damage
- The power at cast comes from the spell, the caster’s magic, the drawing quality and the element level (see Spells).
- Against a unit of the spell’s element the spell heals it slightly (1/16 of the power, whatever its magic defense); against the opposite element it does ×1.5; against the other four, or a unit with no element, normal damage. No unit is immune to an element’s damage.
- The element also changes the chance of the spell’s status: ×½ on a unit of the spell’s element, ×1.5 on one of the opposite element. No status leaves out a unit for its element: a fire creature can be burned, but burn is fire damage and each tick heals it; poison, which is dark, heals dark creatures.
- Then × (100 − magic defense) / 100; magic defense is at most 99.
- Then ×(128 + r) / 128, with r random from −10 to 10.
- A unit with more weaknesses than shields for that element takes ×2; with more shields, ×½.
- Healing spells add their power as it is: no element, defense or randomness.
Opposite elements
- Fire ↔ Water
- Wind ↔ Earth
- Dark ↔ Light
Shots
- A shot flies straight at where the target’s centre was when it was fired, without following it, up to reach + 22 px.
- It hits the first opposing unit within 4 px plus that unit’s radius, and does not go through. High obstacles stop it; water and pits do not.
- If it misses, it bounces back and fades out in 31 ticks.
| Type | Units | Speed | On a hit |
|---|---|---|---|
| 1 | Cherubim, Seraphim | 90 px/s | stays stuck 1.67 s |
| 2 | Harpia, Elpia, Phoenix | 60 px/s | stays stuck 1.67 s |
| 3 | Purple Cap, Red Cap | 60 px/s | disappears |
| 4 | Gnome, Rune Gnome | 75 px/s | disappears |
| 5 · Fire | Salamander, Runemander, Flare Dragon | 75 px/s | disappears |
| 6 · Wind | Gale Dragon | 75 px/s | disappears |
| 7 · Water | Hydro Dragon | 75 px/s | disappears |
| 8 · Earth | Earth Dragon | 75 px/s | disappears |
| 9 · Dark | Shadow Drgn. | 75 px/s | disappears |
| 10 · Light | Shine Dragon, Multipul | 75 px/s | disappears |
Camera
The view is the bottom screen, 256 × 192 px. Its position is its top-left corner on the map, from 0 to the map’s size minus the view.
- It follows nobody: it does not move by itself when Isaac walks, and it does not follow spells, targets or captured creatures. It moves at a constant speed, with no smoothing or dead zone.
- When a battle starts, it centres Isaac on the screen.
- World bounds: there is nothing outside the map, so the camera stops on each axis at the map’s edge and keeps moving on the other one. Nothing in the game lifts these limits.
- The D-pad scrolls it 7 px per frame, or 4.9 px per axis on a diagonal (A, Y, B and X with the left-handed option). It stays where the player leaves it; it does not scroll while a spell is prepared or chanted.
- When the player holds L to chant and Isaac is outside x 20–236, y 20–172 of the screen, the chant waits while the view moves toward him at 10 px per frame, until he is in the centre; with less than 10 px to go it jumps there. It stops early at a map edge.
- Missions move it in a straight line to a point at speed / 4 px per frame; they almost always use 6 px per frame. It does not go back to Isaac by itself.
- Big Drop shakes it ±2 px · 30 frames. The earthquake shake in the code is used by no spell.
- Units more than 40 px outside the view are not drawn.
- The top screen shows the minimap. While the player draws a spell, it shows the rune list instead: one column per element and one row per rune level, with Isaac’s MP; once the chant gives a spell, that spell’s number, name and description. It goes back to the minimap when the chant ends.
Backdrops
Each map layer moves with the view. The backdrop layer (NORM) moves at a fraction of it, read from the map: behind the map (sky, sea, lava) or in front of it. Reading the code did not confirm whether it repeats at its edge.
| Map | Speed | Where |
|---|---|---|
| Map 008 | 75 % | behind the map |
| Map 011 | 75 % | behind the map |
| Map 013 | 78.13 % | behind the map |
| Map 014 | 75 % | behind the map |
| Map 016 | 84.38 % | not shown: the map has an animated layer |
| Map 025 | 78.13 % | behind the map |
| Map 026 | 78.13 % | behind the map |
| Map 027 | 78.13 % | behind the map |
| Map 028 | 78.13 % | behind the map |
| Map 034 | 75 % | behind the map |
| Map 035 | 78.13 % | behind the map |
| Map 036 | 9.38 % | behind the map |
| Map 040 | 100 % | behind the map |
| Map 042 | 78.13 % | behind the map |
| Map 044 | 78.13 % | behind the map |
| Map 305 | 78.13 % | behind the map |
| Map 307 | 78.13 % | behind the map |
| Map 903 | 75 % | behind the map |
Damage numbers
When a unit’s HP changes, the game draws the change over it with its own 8 × 8 px digits: pink-red for damage, green for healing, on any side.
- It shows how much HP changed, with no sign and up to 9999: the damage worked out, even if the unit had less HP left. A change of 0 or a miss shows nothing. From 1000 on, the game loses a 0 in the hundreds: 1050 shows 150.
- The colour depends only on whether HP went down or up: damage to Isaac or an ally looks the same as damage to an enemy. The digits are the same in every language.
- Its centre is the unit’s feet plus the unit’s radius downward, and it follows the unit. The digits are 6 px apart, so their white outlines overlap.
- It does not rise, bounce or fade: it stays 40 frames (0.67 s) and disappears at once. If the hit kills the unit, it stays until the unit vanishes.
- Each unit has one number: if its HP changes again before it goes, the new value replaces it and the time starts over. Damage plays SE_UNIT_DAMAGE.



#de1852
#18bd73Chant screen
While Isaac draws a spell, a grey layer dims the field, the magic circle opens over it, each stroke is a glowing ribbon and the top screen lists the runes. Read from the game’s code.
- The circle grows from nothing to full size in 30 frames while turning once, then stays still. It vanishes at once when the drawing ends.
- Under it, a grey layer over the whole screen goes from 32 % to 65 % opacity in 20 frames: that is what tints the field.
- Each stroke is a 8 px ribbon painted with a round texture, white in the middle and yellow at the edge.
- A stroke recognised as a rune takes its element’s colour in 11 frames and becomes a bit see-through; one that is no rune fades out in 30 frames.
- On the top screen, every cell shows a “?” until Isaac learns that rune; a learned rune he can’t pay shows an X. The number in each cell is its MP cost.


- Fire
- Wind
- Water
- Earth
- Dark
- Light

Mana crystals (MP pillars)
Blue, red or dark crystals that stand on the field in many battles. Each one belongs to a side, and it changes hands when units stand next to it long enough.





- Each crystal is solid, 10 px in radius: it stops walking and flying units and shots. It has no HP: it only changes hands.
- Isaac and his creatures take a crystal by standing within 40 px of it: its gauge rises 1 per tick for each of them. A crystal of nobody changes hands over 150 (2.5 s with one unit), a held one over 300 (5 s). With nobody taking it, the gauge drops 1 per tick.
- Nobody can take it while a unit of its owner is within 70 px of it, and a crystal of nobody stays put while units of two sides are that close.
- The kinds of unit that cannot take crystals, listed below, do not count.
- In the story, enemies never take or defend crystals: the enemy crystals at the start of a battle stay the enemy’s until Isaac’s side takes them.
- Its owner’s units within 70 px heal 30 HP every 1.67 s, while they are hurt.
- Each crystal you hold adds 1 MP to Isaac’s regeneration every 0.5 s (2 MP a second), on top of his own. After a chant, his MP starts coming back 0.5 s sooner for each crystal, down to 0.5 s.
- In the missions “Purify the Mana Crystals!” you win when every crystal is yours.
Cannot take crystals
Wyvern, Jetvern, Green Shog, Harpia, Elpia, Gale Hound, Acrobat, Blue Shog, Hydra, Hydro Hound, Brown Shog, Earth Hound, Salamander, Runemander, Red Shog, Flare Hound, Phoenix, Dagon, Bat, Com-Bat, Black Shog, Shadow Hound, Yellow Shog, Talos, Gigant, Shine Hound, Divider, Multipul
Story maps with crystals
How many crystals each one has at the start, by owner. Open a map to see where they stand.
| Map | Battles | ![]() | ![]() | ![]() |
|---|---|---|---|---|
| Map 001 | 4 | — | 8 | — |
| Map 002 | 5 | — | 13 | 8 |
| Map 003 | 2 | — | 2 | — |
| Map 004 | 2 | — | 6 | — |
| Map 005 | 4 | — | 16 | — |
| Map 006 | 2 | — | 1 | 1 |
| Map 007 | 5 | — | 16 | 10 |
| Map 008 | 1 | — | — | 1 |
| Map 009 | 3 | 1 | 7 | 4 |
| Map 011 | 3 | — | 7 | 2 |
| Map 013 | 3 | — | 10 | 1 |
| Map 014 | 3 | — | 11 | — |
| Map 015 | 4 | 1 | 16 | — |
| Map 016 | 5 | 2 | 15 | 3 |
| Map 017 | 5 | 1 | 14 | 6 |
| Map 018 | 7 | 5 | 28 | — |
| Map 019 | 3 | — | 11 | — |
| Map 020 | 4 | — | 6 | 12 |
| Map 022 | 4 | — | 17 | — |
| Map 023 | 3 | — | 9 | 3 |
| Map 024 | 6 | — | 31 | 1 |
| Map 025 | 4 | — | 19 | 1 |
| Map 026 | 4 | — | 16 | 3 |
| Map 027 | 4 | — | 16 | 2 |
| Map 028 | 6 | 1 | 26 | 1 |
| Map 029 | 3 | — | 10 | — |
| Map 030 | 4 | — | 3 | 11 |
| Map 031 | 3 | — | 13 | — |
| Map 032 | 4 | — | 18 | — |
| Map 033 | 4 | — | 19 | — |
| Map 034 | 3 | — | 11 | — |
| Map 035 | 4 | — | 15 | 1 |
| Map 036 | 4 | — | 13 | 1 |
| Map 037 | 2 | — | 8 | — |
| Map 038 | 1 | — | — | 3 |
| Map 040 | 3 | — | 11 | 1 |
| Map 041 | 3 | — | 13 | 2 |
| Map 042 | 2 | — | 6 | 2 |
| Map 043 | 2 | — | 8 | — |
| Map 044 | 2 | — | 6 | — |
| Map 045 | 2 | — | 8 | — |
| Map 046 | 2 | — | 10 | — |
| Map 301 | 1 | — | — | 3 |
| Map 302 | 1 | — | — | 4 |
| Map 303 | 1 | — | — | 5 |
| Map 304 | 1 | — | — | 6 |
| Map 305 | 1 | — | — | 5 |
| Map 306 | 1 | — | — | 6 |
| Map 307 | 1 | — | — | 5 |
Aiming a spell
After the chant, the game waits for the player to aim. Each targeting mode shows its icon in a corner of the screen; spells cast in a direction, like Fireball, add an arrow under Isaac. Read from the game’s code.
- The arrow’s ring sits on Isaac’s feet and the picture turns around it: the tip is 36 px ahead and the handle 15 px behind, so it comes out from under him.
- Before the stylus touches the screen it points up. Once it touches, anywhere, it points at the stylus every frame, at any angle and without stretching; Isaac turns to face it in four directions.
- Lifting the stylus fires toward the last point touched, and the arrow and the icon go away. Pressing the chant button before touching cancels; after touching it can no longer be cancelled.
- The mode’s icon sits in the bottom-left corner (bottom-right with the left-handed option) and jumps to the opposite top corner while the arrow points into its corner.
- Circle spells shade the field outside their reach: the touch must land inside it, and dragging sets the radius, from 5 px up to the spell’s radius.


Icon of each mode
Circle
Line
Fixed circle
Direction
Unit
Instant
Point
HP bar
Every unit on the field carries its HP bar over its head, all the time: it does not wait for a hit or a selection.


- Your side, full HP
- An enemy at three quarters of its HP
- An ally or neutral character at half
- An enemy just hit from full to half: the lost part shows in pink
- Your unit just healed from a quarter to three quarters: the healed part shows in green
- A white frame 18 × 4 px, centred on the unit: from 9 px left to 9 px right of its point, and from 7 to 3 px above its head height (head_px of each unit).
- Inside it, 1 px from the frame’s top left corner, a 2 px bar floor(16 × HP / max HP) px wide: 16 px when full. What is missing shows white.
- Blue for your side, red for enemies, yellow for allies and characters on no side.
- For 40 ticks after its HP changes, a second bar under the first one shows the change: after a hit, the HP it had before, in pink (light purple on enemies), past the end of the bar; after healing, the bar keeps the HP it had and the new HP shows in green past it. Only the last change shows.
- Its height does not follow a unit lifted off the ground. A defeated unit keeps it through its fall and its half second wait, and loses it when it vanishes in a puff.
The site draws these bars from the game’s rules, at 6×: the game draws them with plain rectangles, not with a picture.
Enemy marker
Every enemy carries a small letter just left of its HP bar: it marks the side. Isaac, his squads and allies carry none.
- “E” with the game in English, French or Spanish; “F” (Feind) in German. 8 × 8 px, not animated.
- It goes 5 px left of the HP bar’s frame, one row under its top edge.
- It shows the whole time the enemy is on the field, without blinking: also while the unit blinks as it appears (its first 64 ticks) and during the puff when it dies.
- An enemy with the hidden status loses it when it finishes fading out.


Bosses that cast
Only each battle’s boss casts spells, when its mission tells it to; there is no range check. It uses its own MP (its MP stat), pays each rune at the highest cost (element rank 0) and its power is the spell’s plus its magic, with no drawing quality or rank. With no MP left it cannot cast.
- Fire Mage3 spells
- Wind Mage8 spells
Heal Light, Wind Shards, Wind Lance, Fire Whirl, Frost Whirl, Wind Whirl, White Whirl, Black Whirl
- Water Mage9 spells
Heal Light, Ice Lance, Homing Ice, Ice Torrent, Rapid Ice, Wide Ice, Hail Rock, Cool Cloud, Freeze Wall
- Earth Mage11 spells
Heal Light, Tough Armor, Rock Lance, Earth Rage, Red Wall, Cool Wall, Wind Wall, Anger Wall, Rage Wall, White Wall, Black Wall
- Dark Mage13 spells
Heal Light, Curse, Dark Lance, Dark Blast, Rapid Dark, Wide Dark, Dark Rays, Black Cloud, Dark Whirl, Fire Warmth, Power Down, Defense Down, Magic Down
- Light Mage13 spells
Earth Wall, Heal Light, Light Lance, Homing Light, Rapid Light, Rain Light, Hail Light, Pure Thunder, Fire Warmth, Kind Water, God Song, Magic Over, Power Zone
- Christiva30 spells
Heal Light, Explosion, Tough Armor, Fire Rain, Fire Lance, Homing Fire, Blazer, Wind Lance, Rock Lance, Light Lance, Dark Lance, Ruby Blast, Fiery Blast, Typhoon, Earth Fury, White Light, Dark Blast, Rapid Fire, Wide Fire, Maxi Fire, Hail Fire, Red Cloud, Blaze Wall, Fire Armor, Ice Aura, Fire Warmth, Power Up, Mad Warrior, Speed Up, Power Down
- Trista6 spells
Heal Light, Wind Shards, Transport, Wind Lance, Hail Gale, Wind Arrow
- Popokura48 spells
Ice Shot, Heal Light, Storm, Tough Armor, Light Armor, Freeze, Ice Lance, Homing Ice, Freezer, Ice Storm, Ice Torrent, Rapid Ice, Wide Ice, Maxi Ice, Rapid Wind, Rapid Earth, Rapid Light, Rapid Dark, Rain Frost, Hail Frost, Rain Gale, Hail Gale, Rain Rock, Hail Rock, Rain Light, Hail Light, Dark Rays, Hail Dark, Burn Up, Bubble, Bubble Up, Bubbles!!, Reprisal, Swamp Fog, Terror, Pure Terror, Draw Light, Frost Cloud, Cool Cloud, Ice Cloud, Ice Whirl, Freeze Wall, Ice Wall, Fire Aura, Fire Warmth, Kind Water, Antidote, White Cure
- Geh Olg24 spells
Earth Wall, Heal Light, Tough Armor, Boulder, Rock Lance, Earth Roar, Maxi Earth, Dust Cloud, Sand Storm, Anger Wall, Fury Wall, Fire Aura, Ice Aura, Wind Aura, Earth Aura, Earth Armor, Light Aura, Dark Aura, Comet Fall, Fire Warmth, Kind Water, Antidote, White Cure, Defense Off
- Leonard18 spells
Heal Light, Curse, Poison, Dark Lance, Homing Dark, Dark Crush, Hail Dark, Black Void, Fire Warmth, Kind Water, Antidote, White Cure, Power Under, Evasion Down, Betrayal, Ice Maiden, Peace Call, Sleep Call
- Russell19 spells
Heal Light, Light Lance, Homing Light, Judgment, God Light, Rapid Light, Rain Light, Hail Light, Pure Thunder, Light Whirl, Fire Warmth, Kind Water, God Song, Antidote, Power Up, Magic Over, Power Zone, White Cure, Magic Down
- Seneka54 spells
Heal Light, Curse, Transport, Fire Lance, Ice Lance, Wind Lance, Rock Lance, Light Lance, Dark Lance, Fiery Blast, Ice Torrent, Tornado, Earth Rage, Earth Roar, Gold Light, Black Blast, Rapid Fire, Black Hail, Bubble, Pure Terror, Draw Light, Sleep Storm, Fire Whirl, Frost Whirl, Wind Whirl, Soil Whirl, White Whirl, Black Whirl, Super B Men, Sin Trap, Blaze Wall, Ice Wall, Storm Wall, Fury Wall, Pitch Wall, Fire Armor, Ice Armor, Wind Armor, Earth Armor, Shiny Armor, Dark Armor, Power On, Defense On, Defense Over, Magic Over, Power Zone, Defense Zone, Power Under, Defense Under, Betrayal, Uprising, Sleep Call, Vile Poison, Vile Smog
Each unit
Reach and swing are gaps between the two bodies; times in seconds.
| Unit | Attack | Reach → keeps | Between attacks | Hit at | Shot | Sight | Element |
|---|---|---|---|---|---|---|---|
| Isaac | Never attacks | — | — | — | — | — | — |
| Orkus | Melee | 13 → 35 px | 1.17 s | 0.2 s | — | 50 px | — |
| Battle Orkus | Melee | 13 → 35 px | 1.17 s | 0.2 s | — | 50 px | — |
| Scout Orkus | Melee | 13 → 35 px | 0.92 s | 0.2 s | — | 25 px | — |
| Knight Orkus | Melee | 13 → 35 px | 0.83 s | 0.2 s | — | 50 px | — |
| Wyvern | Melee | 14 → 36 px | 1.08 s | 0.1 s | — | 50 px | — |
| Jetvern | Melee | 14 → 36 px | 1.05 s | 0.1 s | — | 50 px | — |
| Purple Cap | Ranged | 50 → 72 px | 1 s | 0.22 s | 60 px/s | 60 px | — |
| Red Cap | Ranged | 50 → 72 px | 1 s | 0.22 s | 60 px/s | 60 px | — |
| Misty Mush | Melee | 15 → 37 px | 1.42 s | 0.17 s | — | 40 px | — |
| Killer Mush | Melee | 15 → 37 px | 0.92 s | 0.17 s | — | 40 px | — |
| Silfeed | Melee | 13 → 35 px | 0.63 s | 0.1 s | — | 50 px | Wind |
| Runefeed | Melee | 13 → 35 px | 0.58 s | 0.1 s | — | 50 px | Wind |
| Green Shog | Melee | 13 → 35 px | 1.08 s | 0.27 s | — | 50 px | — |
| Harpia | Ranged | 45 → 67 px | 0.83 s | 0.17 s | 60 px/s | 80 px | — |
| Elpia | Ranged | 45 → 67 px | 0.83 s | 0.17 s | 60 px/s | 80 px | — |
| Gale Hound | Melee | 17 → 39 px | 1 s | 0.33 s | — | 75 px | — |
| Acrobat | Melee | 14 → 36 px | 0.98 s | 0.2 s | — | 68 px | — |
| Gale Dragon | Ranged | 60 → 82 px | 1.08 s | 0.43 s | 75 px/s | 60 px | Wind |
| Undine | Melee | 14 → 36 px | 0.97 s | 0.1 s | — | 50 px | Water |
| Runedine | Melee | 14 → 36 px | 0.87 s | 0.1 s | — | 50 px | Water |
| Blue Shog | Melee | 13 → 35 px | 1.08 s | 0.27 s | — | 50 px | — |
| Death Fish | Melee | 17 → 39 px | 0.83 s | 0.2 s | — | 50 px | — |
| Death Fang | Melee | 17 → 39 px | 0.8 s | 0.2 s | — | 50 px | — |
| Hydra | Melee | 18 → 40 px | 1.17 s | 0.3 s | — | 50 px | — |
| Hydro Hound | Melee | 17 → 39 px | 1 s | 0.33 s | — | 75 px | — |
| Hydro Dragon | Ranged | 60 → 82 px | 1.08 s | 0.43 s | 75 px/s | 60 px | Water |
| Gnome | Ranged | 50 → 72 px | 0.9 s | 0.08 s | 75 px/s | 60 px | Earth |
| Rune Gnome | Ranged | 50 → 72 px | 0.87 s | 0.08 s | 75 px/s | 60 px | Earth |
| Mush-Mushy | Melee | 15 → 37 px | 1.42 s | 0.17 s | — | 40 px | — |
| Brown Shog | Melee | 13 → 35 px | 1.08 s | 0.27 s | — | 50 px | — |
| Mud Golem | Melee | 13 → 35 px | 1 s | 0.43 s | — | 45 px | — |
| Stone Golem | Melee | 13 → 35 px | 1.08 s | 0.43 s | — | 45 px | — |
| Earth Hound | Melee | 17 → 39 px | 1 s | 0.33 s | — | 75 px | — |
| Earth Dragon | Ranged | 60 → 82 px | 1.08 s | 0.43 s | 75 px/s | 60 px | Earth |
| Salamander | Ranged | 50 → 72 px | 1 s | 0.2 s | 75 px/s | 60 px | Fire |
| Runemander | Ranged | 50 → 72 px | 1 s | 0.2 s | 75 px/s | 60 px | Fire |
| Red Shog | Melee | 13 → 35 px | 1.08 s | 0.27 s | — | 50 px | — |
| Flare Hound | Melee | 17 → 39 px | 1 s | 0.33 s | — | 75 px | — |
| Ruby Golem | Melee | 13 → 35 px | 1 s | 0.43 s | — | 45 px | — |
| Phoenix | Ranged | 45 → 67 px | 0.83 s | 0.17 s | 60 px/s | 80 px | — |
| Dagon | Melee | 18 → 40 px | 1.17 s | 0.3 s | — | 50 px | — |
| Flare Dragon | Ranged | 60 → 82 px | 1.08 s | 0.43 s | 75 px/s | 60 px | Fire |
| Bat | Melee | 14 → 36 px | 1 s | 0.2 s | — | 50 px | — |
| Com-Bat | Melee | 14 → 36 px | 1 s | 0.2 s | — | 50 px | — |
| Ghost | Melee | 13 → 35 px | 1 s | 0.33 s | — | 50 px | Dark |
| Wraith | Melee | 13 → 35 px | 0.97 s | 0.33 s | — | 50 px | Dark |
| Black Shog | Melee | 13 → 35 px | 1.08 s | 0.27 s | — | 50 px | — |
| Dark Walker | Melee | 20 → 42 px | 1.5 s | 0.2 s | — | 50 px | — |
| Shadow Hound | Melee | 17 → 39 px | 1 s | 0.33 s | — | 75 px | — |
| Shadow Drgn. | Ranged | 60 → 82 px | 1.08 s | 0.43 s | 75 px/s | 60 px | Dark |
| Cherubim | Ranged | 50 → 72 px | 1.08 s | 0.23 s | 90 px/s | 65 px | Light |
| Seraphim | Ranged | 50 → 72 px | 0.75 s | 0.23 s | 90 px/s | 65 px | Light |
| Yellow Shog | Melee | 13 → 35 px | 1.08 s | 0.27 s | — | 50 px | — |
| Talos | Melee | 20 → 42 px | 1.25 s | 0.43 s | — | 30 px | — |
| Gigant | Melee | 20 → 42 px | 1.17 s | 0.43 s | — | 30 px | — |
| Shine Hound | Melee | 17 → 39 px | 1 s | 0.33 s | — | 75 px | — |
| Day Walker | Melee | 20 → 42 px | 1.5 s | 0.2 s | — | 50 px | — |
| Shine Dragon | Ranged | 60 → 82 px | 1.08 s | 0.43 s | 75 px/s | 60 px | Light |
| Divider | Melee | 22 → 44 px | 0.83 s | 0.33 s | — | 80 px | — |
| Multipul | Ranged | 50 → 72 px | 0.92 s | 0.33 s | 75 px/s | 80 px | — |
| Boxdog | Melee | 15 → 37 px | 1 s | 0.27 s | — | 110 px | — |
| Dogbox | Melee | 15 → 37 px | 1 s | 0.27 s | — | 110 px | — |
| Villager | Never attacks | — | — | — | — | — | — |
| Fire Mage | Never attacks | — | — | — | — | — | — |
| Wind Mage | Never attacks | — | — | — | — | — | — |
| Water Mage | Never attacks | — | — | — | — | — | — |
| Earth Mage | Never attacks | — | — | — | — | — | — |
| Dark Mage | Never attacks | — | — | — | — | — | — |
| Light Mage | Never attacks | — | — | — | — | — | — |
| Christiva | Never attacks | — | — | — | — | — | — |
| Trista | Never attacks | — | — | — | — | — | — |
| Popokura | Never attacks | — | — | — | — | — | — |
| Geh Olg | Never attacks | — | — | — | — | — | — |
| Leonard | Never attacks | — | — | — | — | — | — |
| Russell | Never attacks | — | — | — | — | — | — |
| Seneka | Never attacks | — | — | — | — | — | — |