The Ripened Shade
Your double: your own body, gear and lantern, pale and finished. It fights with your build: every weapon you carry becomes one of its moves.
Phases
Base health. The game multiplies boss health by 1.8, and by 1 plus 0.5 for every floor of depth, so the real number on its own floor is higher. 3200 × 5.4 = 17280.
Attacks
It names the weapon over its head, then echoes it: blades and auras as spiralling rings, homing weapons as grains that follow you, guns and bows as an aimed fan, flasks and traps as burning circles, strikes as pillars, beams as a swept beam.
Melee weapons (whips, scythes, bells) become a warned lunge that ends in a strike circle.
Every third move it casts your own hero skill at you, and in its last form your burst.
Last form: wings open, and every dash leaves an afterimage that fires once.
How to win
- You know these moves: they are yours. The weapon name over its head tells you which one comes next.
- From the second form it echoes two weapons at once. A narrow build is easier to read than a wide one.
- Afterimages fire at you a moment after it dashes: move off the line between you.
Moves, as animated in the game
Reward
A gold chest that opens without a key, a hatch to the next floor, eight coins and thirty souls.