Monsters
20 classes of ten — every one hand-made, with its own sprite and a line of lore. They are listed by the deck they first appear on; deeper natives hit harder, and each class ends in a boss (see Bosses).
Vermin
Scuttling hull parasites that multiplied in the dark. Boss: brood matron on deck 3.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| skitter-mite | 1 | 4 | 2 | 0 | 180 | 25 | A faster strain of rust-mite, bred in the dark on a diet of live wiring. It travels in numbers. | |
| rust-mite | 1 | 6 | 3 | 0 | 100 | 35 | Corrosion given a nervous system. Where one gnaws, the hull weeps orange and thins to paper. | |
| wire-nibbler | 2 | 6 | 3 | 0 | 140 | 47 | Chews insulation for the copper. The flickering lights upstairs are its doing. | |
| vent tick | 5 | 11 | 4 | 1 | 120 | 93 | Drops from the ducts onto anything warm. | |
| hullscab | 9 | 19 | 8 | 4 | 90 | 182 | A mite that grew a shell of scraped-off hull plating. | |
| gnaw-queen | 17 | 66 | 18 | 3 | 120 | 371 | Egg-heavy and slow. Every mite on the deck is hers, or will be. | |
| cinder mite | 29 | 98 | 27 | 5 | 120 | 605 | Lives in the foundry slag and carries the heat with it. | |
| glass tick | 37 | 124 | 32 | 7 | 150 | 739 | Nearly transparent. You notice it by what it has already eaten. | |
| bone mite | 46 | 151 | 37 | 11 | 120 | 886 | Burrows into the ossuary's stacks and wears what it finds. | |
| void louse | 56 | 182 | 44 | 9 | 170 | 1049 | It survived vacuum. Nothing you carry will impress it. |
Load Frames
Cargo and construction rigs still running their last job. Boss: dock custodian on deck 6.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| pallet jack | 3 | 21 | 5 | 1 | 60 | 78 | A forklift frame that still believes the crates must be moved. You are a crate. | |
| cargo hauler | 6 | 26 | 9 | 2 | 50 | 130 | A loader frame the size of a hatch, its lifting arms repurposed for something heavier than crates. | |
| siege-frame | 7 | 48 | 14 | 3 | 50 | 240 | Heavy assault chassis from the Armory, built to breach hostile ships. It breaches you the same way. | |
| rivet crawler | 13 | 80 | 17 | 4 | 55 | 319 | Built to seal hull breaches at speed. It seals whatever is in the way. | |
| pressure hulk | 20 | 120 | 24 | 5 | 60 | 460 | A crushing-pressure tank from the Abyssal Hold's collapsed cargo. It doesn't need to be fast to be lethal down here. | |
| gantry lifter | 28 | 339 | 36 | 6 | 55 | 802 | Four arms, one purpose: lift. It throws what it cannot lift. | |
| dry-dock titan | 34 | 457 | 50 | 7 | 45 | 977 | Built the ship. Would build another out of you. | |
| salvage harvester | 41 | 304 | 59 | 8 | 55 | 945 | Strips wrecks for parts. The ship counts as a wreck now. | |
| ballast golem | 50 | 725 | 54 | 12 | 40 | 1408 | Tons of trim weight that learned to walk toward whatever unbalances it. | |
| last loader | 58 | 757 | 79 | 10 | 55 | 1539 | Its manifest lists one remaining item: the escape craft. |
Drones
The ship's flying hands: maintenance, security, triage. Boss: security overseer on deck 9.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| rad-drone | 4 | 12 | 3 | 0 | 100 | 80 | A survey drone leaking from a cracked core, bathing everything it drifts past in slow, patient light. | |
| cryo-sentinel | 4 | 16 | 4 | 1 | 90 | 110 | A guard drone frosted stiff from its watch in the Cryo Bay. Its shots leave the cold in your limbs. | |
| security drone | 5 | 16 | 5 | 1 | 100 | 100 | Ship security, still on patrol, its threat table long since corrupted to file you under 'intruder'. | |
| warden node | 7 | 20 | 4 | 2 | 90 | 160 | A floating security relay that hardens everything around it. Silence the node and the pack falters. | |
| static warden | 12 | 30 | 7 | 3 | 90 | 260 | A relay node hardened against the ship's own countermeasures. It still answers to nobody but itself. | |
| last ward | 21 | 100 | 18 | 5 | 100 | 480 | A final relay hardening whatever the ship still has guarding the threshold. Nothing gets through unhardened. | |
| chorus warden | 23 | 110 | 19 | 5 | 100 | 500 | A command node that amplifies the Choir's noise into something the rest of the pack can weaponize. Silence it first. | |
| triage drone | 31 | 136 | 29 | 7 | 95 | 665 | Patches the hull of anything that is not you. | |
| hunter-killer | 43 | 185 | 43 | 8 | 120 | 874 | Security's final iteration: no warnings, no arrests. | |
| blackout drone | 53 | 225 | 42 | 9 | 95 | 1042 | Kills the lights, then the intruder. |
Heavies
Combat and industrial frames built to take a beating. Boss: foundry warden on deck 12.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| war-frame | 9 | 36 | 11 | 3 | 90 | 200 | The Armory's masterpiece — top-heavy, unhurried, and impossible to out-muscle head-on. | |
| hull-titan | 12 | 70 | 18 | 4 | 50 | 320 | A maintenance colossus fused to the ship it once maintained. Deck and monster are one thing now. | |
| riot frame | 14 | 81 | 20 | 7 | 90 | 335 | Crowd control. There is no crowd left, so it controls you. | |
| forge brute | 17 | 90 | 22 | 4 | 100 | 400 | A bruiser forged in the coil arcs — quite literally. It hits like the machinery that made it. | |
| slag brute | 25 | 140 | 29 | 5 | 100 | 580 | Something that walked into the Slag Furnace and came out tempered, not destroyed. | |
| breacher | 30 | 202 | 47 | 7 | 90 | 710 | Made to go through bulkheads. Also through people. | |
| furnace frame | 36 | 240 | 43 | 7 | 90 | 822 | An industrial exo-frame with its heat sinks welded shut. | |
| siege warden | 44 | 435 | 49 | 11 | 70 | 1093 | A fortress on legs that decided the ship is under siege. | |
| juggernaut | 52 | 541 | 73 | 9 | 80 | 1284 | Whatever made it stopped designing brakes. | |
| titan prime | 59 | 652 | 84 | 12 | 90 | 1468 | The last of the heavy frames, and the best. |
Swarms
Micro-drone clouds that burst on contact. Boss: hive mother on deck 15.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| maintenance swarm | 1 | 3 | 3 | 0 | 100 | 30 | Repair drones whose directive rotted into hunger. They still 'fix' what they find — into more of themselves. | |
| swarm fabricator | 7 | 20 | 4 | 1 | 100 | 150 | A birthing rig printing skitter-mites on a loop. Kill the printer, or drown in the print. | |
| swarm-queen | 10 | 32 | 6 | 2 | 90 | 240 | The fabricator's crowned form, shedding spawn as it retreats. Put it down and the deck goes quiet. | |
| spark swarm | 11 | 18 | 12 | 2 | 110 | 217 | A cloud of charged motes. Contact shorts your suit. | |
| rust swarm | 20 | 48 | 24 | 4 | 110 | 410 | Eats metal in the air around it. Your armour is metal. | |
| gloom drone | 22 | 45 | 30 | 2 | 110 | 470 | A fragile thing that doesn't need to survive the hit — only to reach you before it goes off. | |
| hive tender | 32 | 163 | 20 | 6 | 110 | 701 | Keeps the swarm fed, and makes more of it. | |
| needle swarm | 40 | 92 | 44 | 7 | 110 | 756 | Thousands of little blades in formation. | |
| ember swarm | 49 | 111 | 46 | 8 | 110 | 893 | It sets what it touches alight, and what it touches is you. | |
| null swarm | 57 | 128 | 64 | 9 | 130 | 1020 | A swarm that has no maker left to answer to. |
Corroders
Acid-eating slimes that dissolve armour and hull alike. Boss: corrosion mass on deck 18.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| acid puddle | 2 | 9 | 3 | 1 | 70 | 50 | Easy to step in. Harder to step out of. | |
| hull corroder | 3 | 12 | 3 | 1 | 100 | 70 | A slick of engineered rot that eats bulkheads. It does not distinguish steel from bone. | |
| rust bloom | 7 | 26 | 6 | 2 | 85 | 152 | A corroder that has eaten enough iron to turn orange. | |
| slag ooze | 16 | 89 | 17 | 4 | 85 | 375 | Molten, slow, and very patient. | |
| gel sentry | 22 | 133 | 22 | 5 | 85 | 522 | Spits. The spit is the dangerous part. | |
| dissolver | 27 | 162 | 29 | 6 | 85 | 635 | Everything it touches becomes thinner. | |
| hull cancer | 35 | 310 | 31 | 7 | 85 | 866 | It grows back faster than you can cut it out. | |
| mercury creep | 42 | 246 | 35 | 8 | 120 | 910 | A silver blob that flows away from blows. | |
| acid mother | 48 | 443 | 39 | 9 | 85 | 1151 | Buds off puddles as it moves. | |
| last slime | 58 | 534 | 45 | 10 | 85 | 1360 | The ship's oldest spill, grown vast and hungry. |
Core Intelligences
Fragments of the ship's mind given bodies of their own. Boss: sovereign overseer on deck 21.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| logic shard | 8 | 19 | 8 | 4 | 100 | 163 | A splinter of the ship's mind that fires on anything unregistered. | |
| firewall node | 12 | 42 | 15 | 7 | 100 | 262 | Shields the other shards. Burn it first. | |
| watchdog process | 18 | 83 | 23 | 6 | 130 | 404 | It follows you through the deck like a process follows a thread. | |
| daemon | 25 | 118 | 30 | 7 | 100 | 566 | Marks you for every other system on the deck. | |
| quarantine node | 33 | 184 | 37 | 11 | 100 | 732 | Isolates threats. It has decided you are one. | |
| overclocked core | 39 | 180 | 53 | 9 | 120 | 814 | Running far past its thermal limits, and angry about it. | |
| mirror mind | 45 | 205 | 46 | 10 | 100 | 916 | Copies your movement a moment before you make it. | |
| deep root | 50 | 315 | 49 | 10 | 100 | 1073 | Spawns lesser shards from the ship's backups. | |
| logic bomb | 55 | 248 | 80 | 10 | 100 | 1088 | A process that ends in a blast. It is looking for a host. | |
| sovereign echo | 59 | 319 | 71 | 14 | 100 | 1201 | A last copy of the sovereign, running without supervision. |
Bone
What the ossuary made from the crew it could not save. Boss: marrow warden on deck 24.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| ossuary rat | 10 | 22 | 10 | 3 | 150 | 206 | Built from finger bones and wire. It squeaks. | |
| ossuary warden | 18 | 85 | 15 | 4 | 95 | 380 | A command node hardening the Ossuary's revenant swarms. Silence it and the dead slow down. | |
| bone revenant | 18 | 88 | 21 | 2 | 178 | 395 | The Ossuary's fastest dead. Bleeding-mad, and faster than the eye can track in the dark between the fused remains. | |
| bone seeker | 24 | 115 | 28 | 5 | 100 | 555 | A construct built from what the Marrow Vault had lying around. It doesn't need to get close to hurt you. | |
| marrow strider | 24 | 130 | 27 | 5 | 100 | 560 | Bone and cable, fused by whatever the Ossuary's corruption became once it reached this deep. | |
| rib cage | 31 | 240 | 36 | 9 | 70 | 755 | A barrel of ribs rolling toward you, full of teeth. | |
| grave warden | 38 | 195 | 41 | 8 | 100 | 813 | Tends the bone-things and keeps them walking. | |
| marrow hound | 43 | 196 | 44 | 8 | 170 | 883 | Bones strung on a spine of cable, running on four legs. | |
| skull choir | 49 | 246 | 48 | 9 | 100 | 1003 | Many skulls, one voice, singing the crew's last roll call. | |
| ossuary colossus | 56 | 504 | 55 | 10 | 60 | 1308 | An entire crew deck's dead, standing up as one. |
Beasts
Things that came aboard at forgotten docks, and bred. Boss: hold maw on deck 27.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| alien scavenger | 2 | 10 | 4 | 0 | 100 | 60 | Not crew, not cargo. It came aboard at some forgotten dock and made the dark between decks its own. | |
| lunge-beast | 6 | 22 | 9 | 1 | 110 | 150 | A scavenger bred lean and explosive. It crosses five meters in the time it takes you to blink. | |
| dock rat-king | 8 | 31 | 9 | 2 | 105 | 179 | A knot of alien rats that moves as one animal. | |
| breach lurker | 11 | 38 | 13 | 2 | 90 | 235 | Something that learned to live in vented corridors, moving fast between one hull breach and the next. | |
| deep lurker | 20 | 100 | 23 | 3 | 120 | 450 | Something that stalks the flooded halls of the Abyssal Hold, moving faster than anything should in that much water. | |
| hold stalker | 22 | 116 | 29 | 4 | 130 | 507 | It waits in the cargo shadows, and you do not see it until you do. | |
| gutter maw | 33 | 221 | 38 | 6 | 105 | 763 | Mostly mouth. | |
| carapace brute | 40 | 266 | 44 | 10 | 105 | 901 | Its shell turns cutter beams. | |
| spine lurker | 47 | 236 | 50 | 8 | 105 | 969 | Throws its back spines when it charges. | |
| apex scavenger | 55 | 275 | 70 | 8 | 120 | 1110 | The first scavenger's descendants, grown to the top of the food chain. |
Hounds
Pack hunters, fast and patient. Boss: pack alpha on deck 30.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| arc-hound | 3 | 11 | 4 | 0 | 150 | 85 | A four-legged charger wired to a capacitor bank. You hear it charge a half-second before it commits. | |
| patrol hound | 6 | 16 | 6 | 1 | 160 | 119 | Security K-9 frames. They still hunt in pairs. | |
| rust dog | 11 | 32 | 12 | 2 | 140 | 234 | Its bite leaves flakes of rust in the wound. | |
| cryptid stalker | 19 | 95 | 22 | 3 | 178 | 430 | A pack-hunter bred in the vault's dark, where the ship kept things it never logged. | |
| static hound | 21 | 89 | 25 | 4 | 160 | 464 | Arcs to anything grounded. | |
| shadow hound | 28 | 117 | 31 | 5 | 175 | 609 | You hear the claws on the plating after it has already bitten. | |
| furnace hound | 35 | 144 | 36 | 6 | 160 | 727 | Breathes the foundry's heat. | |
| pack leader | 41 | 202 | 41 | 7 | 160 | 860 | Hastes its pack and holds back until you are hurt. | |
| blink hound | 48 | 193 | 46 | 8 | 190 | 947 | Phases a step to the side of every blow. | |
| hellhound | 57 | 228 | 66 | 9 | 160 | 1100 | The reactor's own hunting dog. |
Turrets
Emplaced guns and their mobile cousins. Boss: citadel battery on deck 33.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| ion turret | 4 | 14 | 5 | 1 | 100 | 90 | An automated gun that never got the stand-down order. It has held this corridor since the crew went quiet. | |
| mortar drone | 6 | 18 | 8 | 1 | 70 | 160 | It lobs charges over cover, and cover stops meaning anything. Close the distance or leave the room. | |
| warden turret | 7 | 22 | 7 | 2 | 100 | 160 | A heavier sentry bolted to the vault approaches, guarding what the crew spent their lives sealing away. | |
| plasma turret | 9 | 24 | 11 | 2 | 80 | 210 | A tripod gun that spits contained star. Its wind-up glow is the only warning you're given. | |
| vault sentry | 19 | 90 | 23 | 4 | 100 | 420 | A heavier warden-turret standing guard over the Black Vault's classified archives. It doesn't miss twice. | |
| flak emplacement | 29 | 172 | 37 | 7 | 80 | 669 | Old anti-debris gun, pointed inward now. | |
| rail sentry | 37 | 180 | 57 | 9 | 90 | 786 | Slow to aim, catastrophic when it has. | |
| arc pylon | 42 | 203 | 47 | 9 | 90 | 875 | Throws lightning down the corridor. | |
| missile rack | 50 | 238 | 73 | 10 | 70 | 1010 | Its payload was meant for a hostile ship. | |
| citadel gun | 58 | 358 | 85 | 11 | 90 | 1219 | The ship's last line of defence, and it is not defending you. |
Specters
Echoes of the crew that slip through bulkheads. Boss: the unquiet choir on deck 36.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| null-wraith | 10 | 26 | 8 | 1 | 175 | 220 | A revenant that learned to fade. You cannot always strike what refuses to fully be here. | |
| flicker ghost | 12 | 45 | 15 | 2 | 175 | 266 | Visible only between the lights' flickers. | |
| bulkhead wraith | 15 | 78 | 19 | 3 | 175 | 330 | Something that haunts the wrecked bridge, half-there between one blown viewport and the next. | |
| threshold wraith | 21 | 115 | 25 | 4 | 180 | 520 | The fastest, most evasive thing on the ship — the last obstacle between you and the reactor. | |
| choir wraith | 23 | 120 | 26 | 4 | 178 | 545 | Something that learned to scream in the ship's own resonant frequency. The sound gets inside your skull before you see it. | |
| vigil wraith | 26 | 130 | 29 | 5 | 178 | 605 | It keeps watch over the last stretch, faster and harder to pin down than anything that came before it. | |
| grief shade | 30 | 147 | 35 | 6 | 175 | 662 | Its touch makes your limbs heavy with someone else's loss. | |
| hollow crewman | 39 | 190 | 41 | 7 | 150 | 823 | A uniform with no one in it, still on its rounds. | |
| wailing wraith | 46 | 220 | 46 | 8 | 175 | 942 | Its scream carries through the bulkheads. | |
| last echo | 55 | 261 | 64 | 8 | 175 | 1099 | The final message the ship ever sent, still walking. |
Spores
The hydroponics bloom, grown teeth. Boss: spore mother on deck 39.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| plague-hulk | 5 | 34 | 6 | 1 | 70 | 150 | A hauler that walked through the Bio-Lab and came out the far side weeping something that spreads. | |
| puffball | 9 | 19 | 8 | 3 | 75 | 182 | Bursts into a cloud of glowing spores. | |
| devourer | 10 | 44 | 12 | 2 | 80 | 230 | It ate the things that ate the crew, and it is still hungry. Bulk with no restraint left in it. | |
| toxin seeper | 16 | 75 | 19 | 2 | 85 | 350 | A survey drone repurposed to spray whatever Xenobio was studying. The containment breach has a delivery system now. | |
| spore hulk | 16 | 95 | 19 | 3 | 70 | 360 | Xenobio's containment failure, grown far past whatever it started as. It doesn't hunt so much as spread. | |
| creeper vine | 26 | 177 | 27 | 6 | 60 | 636 | Grasping tendrils that grew out of the grow-beds. | |
| rot walker | 34 | 228 | 32 | 7 | 75 | 784 | A crewman the bloom wore like a suit. | |
| mycelial node | 41 | 382 | 37 | 8 | 75 | 1009 | Fruits puffballs across the deck. | |
| blight hulk | 49 | 512 | 41 | 9 | 75 | 1220 | The bloom's heaviest body. | |
| spore lord | 56 | 364 | 56 | 12 | 75 | 1196 | The bloom has a will now, and this is its face. |
Serpents
Coolant-line wyrms that nest in the ship's arteries. Boss: coil leviathan on deck 42.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| coolant eel | 7 | 25 | 8 | 2 | 130 | 151 | Swims the coolant lines and bites through the joints. | |
| reactor-drake | 11 | 40 | 13 | 2 | 110 | 250 | Something nested in the Engine Core and grew wings of heat. It should not exist. It does anyway. | |
| duct viper | 15 | 77 | 21 | 4 | 105 | 347 | Its venom is reactor-grade. | |
| coil wyrm | 17 | 92 | 21 | 3 | 105 | 385 | Something nesting in the bare drive coils, feeding on the arc discharge. It doesn't need the sealed plumbing the reactor drakes do. | |
| cable python | 24 | 194 | 31 | 6 | 105 | 613 | Wraps and squeezes. You will not get free by pulling. | |
| plasma asp | 32 | 182 | 37 | 7 | 105 | 717 | Coiled in the plasma conduits, and just as hot. | |
| frost wyrm | 38 | 215 | 43 | 8 | 105 | 830 | Breathes coolant. | |
| void serpent | 46 | 255 | 48 | 9 | 125 | 971 | Moves through the breach holes as easily as the corridors. | |
| drake elder | 53 | 408 | 65 | 9 | 105 | 1190 | The reactor-drakes' matriarch. | |
| ouroboros | 59 | 487 | 59 | 10 | 105 | 1336 | A loop of coolant wyrm that has eaten its own tail and keeps growing. |
Seraphs
Navigation angels: winged frames that sing coordinates. Boss: archseraph on deck 45.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| choir cherub | 14 | 47 | 19 | 4 | 100 | 301 | A small winged frame that sings navigation hymns off-key. | |
| nav seraph | 15 | 62 | 20 | 3 | 95 | 345 | A navigation drone that stopped plotting courses and started plotting kills. It never gets close enough to be caught. | |
| corrupted seraph | 21 | 110 | 26 | 5 | 100 | 500 | A nav seraph corrupted further still, right at the threshold. It keeps its distance and keeps its aim. | |
| beacon seraph | 27 | 134 | 34 | 6 | 100 | 611 | It lights the way for the others. | |
| lance seraph | 33 | 162 | 48 | 7 | 100 | 713 | Its wings fold into a rail cannon. | |
| burning seraph | 39 | 190 | 43 | 8 | 100 | 823 | Flew too close to the drive. | |
| throne seraph | 44 | 275 | 47 | 10 | 100 | 961 | Carries the choir's authority, and its guns. | |
| fallen seraph | 49 | 234 | 61 | 9 | 140 | 993 | Tore off its own halo. | |
| hymn of ending | 54 | 256 | 66 | 9 | 100 | 1081 | The last coordinates it sings point nowhere. | |
| virtue | 59 | 364 | 77 | 12 | 100 | 1237 | The highest of the navigation angels. |
Striders
Long-legged walkers that step over the wreckage. Boss: strider colossus on deck 48.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| stilt walker | 13 | 57 | 16 | 4 | 120 | 294 | Tall and wobbly, until it isn't. | |
| survey strider | 19 | 114 | 24 | 5 | 100 | 449 | Maps the deck, then fires on the anomalies. | |
| corruption strider | 22 | 125 | 25 | 5 | 100 | 530 | Whatever seeped up through Containment Threshold, this is what it grew into once it had somewhere deeper to spread. | |
| last strider | 26 | 150 | 30 | 6 | 100 | 600 | The Last Mile earns its name. This is one of the reasons. | |
| hull strider | 28 | 218 | 33 | 8 | 100 | 697 | Walks the outer hull, now walks the inner. | |
| gantry stalker | 34 | 201 | 38 | 7 | 100 | 761 | Steps over cover and down onto you. | |
| spire walker | 40 | 330 | 42 | 8 | 100 | 954 | Tall as the corridors, and it kicks. | |
| plague strider | 45 | 262 | 46 | 9 | 100 | 963 | Carries the bloom from deck to deck. | |
| void strider | 51 | 293 | 50 | 9 | 120 | 1069 | Its legs reach through the breaches. | |
| titan strider | 57 | 524 | 67 | 10 | 100 | 1338 | The ship's largest walker. |
Seekers
Hunting darts that never lose a heat signature. Boss: hunter prime on deck 51.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| tracer dart | 17 | 60 | 24 | 4 | 130 | 366 | Small and fast; it paints you for the bigger ones. | |
| resonant seeker | 23 | 100 | 27 | 4 | 100 | 540 | A drone tuned to the Choir's frequency, hunting by the vibration in the deck plating rather than sight. | |
| cinder seeker | 25 | 115 | 28 | 5 | 105 | 570 | A seeker drone that traded its optics for heat sensors somewhere in the Slag Furnace's glow. | |
| final seeker | 26 | 125 | 31 | 6 | 105 | 610 | The last line of ranged defense before the reactor. It doesn't miss twice. | |
| hunter dart | 30 | 140 | 38 | 7 | 105 | 656 | Marks its target for the whole deck. | |
| frost seeker | 36 | 166 | 43 | 7 | 105 | 760 | Its rounds freeze on impact. | |
| shriek seeker | 42 | 193 | 47 | 8 | 105 | 867 | Screams as it fires. | |
| salvo seeker | 47 | 212 | 67 | 9 | 105 | 949 | Fires everything at once. | |
| phantom seeker | 53 | 238 | 56 | 9 | 105 | 1052 | Only appears on sensors when it fires. | |
| seeker prime | 58 | 313 | 82 | 10 | 105 | 1182 | The last hunter program, running at full priority. |
Wisps
Living fire from the foundries and the drive. Boss: slag heart on deck 54.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| spark | 4 | 7 | 4 | 1 | 140 | 75 | A loose flicker of plasma, curious and hot. | |
| ember | 10 | 26 | 10 | 2 | 115 | 212 | What is left when a spark has fed. | |
| cinder wraith | 19 | 79 | 24 | 4 | 115 | 418 | A crewman made of ash, still burning. | |
| furnace wisp | 25 | 110 | 26 | 4 | 115 | 565 | A drifting ember-thing that vents the furnace's heat the way the reactor drakes vent theirs — it just runs hotter. | |
| blue flame | 31 | 128 | 43 | 6 | 115 | 659 | The hottest part of the fire. | |
| furnace spirit | 37 | 198 | 40 | 7 | 115 | 801 | The foundry's heat given a will. | |
| plasma jellyfish | 43 | 174 | 44 | 7 | 90 | 865 | Drifts through the drive halls trailing lightning. | |
| starfire | 50 | 200 | 64 | 8 | 130 | 979 | Burns white. | |
| solar wisp | 55 | 286 | 54 | 8 | 115 | 1119 | A fragment of the drive's plasma, free. | |
| ash king | 59 | 378 | 57 | 9 | 115 | 1249 | Crowned in cinders, with a court of sparks. |
The Crew
The people who stayed, and what staying made of them. Boss: the last captain on deck 57.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| revenant | 6 | 20 | 6 | 1 | 175 | 170 | A pressure-suit that walks though its occupant is long gone. Habit, maybe. Maybe something worse. | |
| crew-that-remained | 7 | 18 | 4 | 1 | 200 | 140 | They didn't die. They didn't leave. They stayed — and something stayed in them and wears them still. | |
| shock-revenant | 9 | 28 | 9 | 1 | 180 | 215 | A suit charged past failure, trailing live arcs. Touching it is a decision you make once. | |
| ash revenant | 13 | 32 | 10 | 2 | 175 | 260 | A suit that walked into the Engine Core and never walked out — and kept moving anyway. | |
| quartermaster | 16 | 73 | 20 | 4 | 110 | 360 | Still hands out supplies — to the other dead. | |
| mad engineer | 29 | 143 | 32 | 6 | 110 | 644 | Rewired its own tools into weapons. | |
| drowned deckhand | 35 | 171 | 36 | 7 | 150 | 749 | Found in the flooded decks. It still drips. | |
| security chief | 44 | 212 | 54 | 10 | 120 | 909 | Last seen ordering a lockdown. The lockdown continues. | |
| chaplain | 51 | 291 | 48 | 9 | 150 | 1067 | Blesses the other dead, which makes them hit harder. | |
| first officer | 56 | 346 | 68 | 10 | 140 | 1181 | The captain's shadow. It will not let you reach the bridge. |
The Reactor
The heart of the ship, and what grew around it. Boss: reactor sentinel on deck 60.
| Name | From deck | Hull | Power | Def | Speed | XP | Notes | |
|---|---|---|---|---|---|---|---|---|
| plasma mote | 27 | 93 | 36 | 7 | 140 | 575 | A spark from the core, wandering far from home. | |
| containment breach | 34 | 193 | 41 | 8 | 100 | 754 | A leak with a shape. | |
| control rod | 38 | 300 | 45 | 9 | 60 | 901 | It damps reactions. Yours included. | |
| fission hound | 42 | 235 | 47 | 9 | 170 | 901 | Runs hot. Very hot. | |
| neutron wraith | 46 | 255 | 51 | 10 | 100 | 971 | Passes through shielding. And through you. | |
| core tender | 49 | 271 | 53 | 10 | 100 | 1023 | Keeps the reactor's children alive. | |
| slag giant | 52 | 458 | 56 | 10 | 100 | 1217 | Molten metal in the shape of a crewman. | |
| meltdown | 55 | 212 | 94 | 10 | 100 | 1059 | Walks toward you and then it doesn't walk anymore. | |
| fusion titan | 57 | 533 | 73 | 11 | 100 | 1345 | The reactor's largest guardian. | |
| heart of the ship | 59 | 422 | 84 | 11 | 100 | 1284 | Where the reactor stops and the ship begins, something beats. |