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The lands of Vardoran are host to many besides simply the returning vampires.

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Wildlife

Found all over the land, animals aren't intelligent and live by their instincts, but some of them are strong enough to give even vampires a hard time if the vampire crosses them. The very first living things a vampire fights once they leave their crypt. Found everywhere, but they're the primary foes in the Cursed Forest and Hallowed Mountains.

  • Amphibian at Large: The giant toads that inhabit the Cursed Forest are taller than the vampire is.
  • Animalistic Abomination: The curses placed on the Cursed Forest and Hallowed Mountains tend to turn people into these over time.
  • Bears Are Bad News: One of the more dangerous animals around in general are large bears.
  • Enchanted Forest: The Cursed Forest is the bad kind of this, overgrown, full of monsters, and twisting anything that lives in it long enough.
  • Giant Spider: Solitary ones appear in the Farbane Woods. Swarms appear in the Cursed Forest.
  • Mutants: All wildlife in Gloomrot has been terribly mutated.
  • Savage Wolves: They'll attack anything or anyone except each other.

Farbane Bandits

Haunting the Farbane Woods are the outcasts of society - bandits, muggers, thugs, and poachers. Overseen by a long line of bandit kings, the current being one "Quincey", this misbegotten lot are your first mortal foes. They will happily begin fighting both the local undead and any Church Militia who wander into the Woods; the Militia usually win these encounters.

  • Luckily, My Shield Will Protect Me: Muggers may hide behind their shields, blocking all projectiles and stunning anyone that hits their front arc in melee.
  • Mooks: There's not much to say about these guys as few of them have any abilities of note.
  • Starter Villain: They are the first organized enemy faction the player character faces, with them losing relevance as the player reaches Dunley Farmlands and onwards. The Bandits only really put up a fight for fledgling vampires who haven't made copper weaponry. They make a small reappearance in the Brighthaven Slums as cannon fodder that get slaughtered by the Church of Luminance patrols if the two happen to fight.

Cult of the Damned

Vampires aren't the only things with the power to defy death. Undead stalk through the Farbane Woods and the edges of the Dunley Farmlands, clashing with both the local bandits and the Church of Luminance. Their main stronghold is the Haunted Iron Mine, where the Church tries to keep them contained. They also control the Church of the Damned up in Northern Dunley Farmlands and the Cursed Village at the center of the Cursed Forest.

  • Arc Villain: They only appear in force during Act 2, with multiple zones under their control within the Dunley Farmlands.
  • Dem Bones: Most of the undead you meet are of the skeletal variety.
  • Make Me Wanna Shout: Banshees have a scream ability that can cause player vampires to flee for several seconds.
  • Necromancer: Certain skeleton types can summon other skeletons. There's also Nicholaus the Fallen, who hides in the large haunted graveyard in Farbane and summons swarms of skeletons whilst harassing you with ranged attacks during his fight.
  • Non-Human Undead: The Cursed Wolves and Bears of the Cursed Forest sure seem to be at least a little bit undead given they tend to have bits of bones showing, and unlike regular animals they aren't fooled by your animal forms either.
  • The Remnant: Of Dracula's army. With no vampire to corral them after his passing, the Cult of the Damned is now pursuing its own mysterious objectives.

Dunley Militia and Villagers

The (mostly) ordinary men and women of the Dunley Farmlands just want to live their lives, work their fields, and pay their taxes, but the Cult of the Damned has other ideas and constantly works to undermine the Church of Luminance's hold over the region so they can claim it for themselves. The Militia stands ready to defend Dunley from whatever would do these people harm, whether bandit, cultist, or vampire, and the occasional patrol into the Farbane Woods can come as a nasty surprise to fledgling vampires.

  • Arrows on Fire: Militia Longbow rangers like to set their arrows on fire, which then sets a lot of other things on fire... usually you. Also often other militia soldiers. Friendly Fireproof is not in effect here; though Longbows are immune to flames their allies aren't.
  • Badass Bystander: It's not uncommon for the garlic-protected Cotton Farms to have a handful of villagers wielding a weapon that will attack you instead of running away. With enough stacks of the Garlic debuff they can be dangerous, too.
  • Burn the Undead: Specifically, you. Some of their members have fire attacks, and that is one of the weaknesses of vampires. The Militia are quite overenthusiastic about it, and they tend to set themselves or their allies on fire as well.
  • Cowardly Mooks: Unarmed villagers will run away and scream as soon as they spot you.
  • Damage-Increasing Debuff: Cotton Farms are protected by garlic adornments that increase the vampire's taken damage and reduces their damage output. These places are only inhabited by villagers, armed or otherwise. The only exceptions being Dunley Lumber Mill, guarded by the Militia, and Brighthaven Suburbs, guarded by the Army.
  • Early-Bird Cameo: They make small appearances as captives in Farbane Woods' bandit encampments before their proper introduction as a faction in Dunley Farmlands. There are also rare Militia squads patrolling the northern edge of the Woods, and they usually steamroll over any bandits in their way (and low level vampires).
  • Frying Pan of Doom: One of the possible weapons an armed villager can use.
  • Genre Savvy: The people of Dunley are aware of vampiric weaknesses and are the first to exploit them against you. Some villagers are smart enough to place wreaths of garlic outside their homes to provide at least some protection from vampire attacks. People in the region exclusively use silver coins as their currency, explicitly to detect vampires trying to infiltrate their community.
  • Kill It with Fire: The Militia uses a lot of fire-based attacks. Fire Resistance Brews are immensely helpful.
  • Mundane Utility: Villagers have the Worker blood type, which, whilst subpar for fighting, makes you much better at gathering resources. Also, when made into Servants, Villagers blend in better than bandits or guards, and so reduce the difficulty of hunting in certain areas.
  • Our Werewolves Are Different: There are villagers that, at nighttime, will transform into much stronger werewolves that will very likely tear apart an unprepared vampire. Unlike their fully human brethren, they will fearlessly attack you with their bare hands in the daytime instead of screaming and fleeing. Gracefall Village is inhabited entirely by these villagers.
  • Patrolling Mook: The Bell Ringer patrols Mosswick and Dawnbreak Villages as well as the Bastion of Dunley. Upon spotting danger, they will ring their bell and alert everyone present.
  • Throw Down the Bomblet: Patrols can include bomb-chucking militiamen, who will set patches of the ground on fire with reckless abandon. They're as bad as the Longbow Rangers, if not worse.

Church of Luminance

The reigning power in the Silverlight Hills, having replaced the overthrown vampires. They form much of the government of the region and retain control of a standing army bolstered by powerful Church officials with holy powers at their beck and call.

  • Artificial Brilliance: Unlike the Bandits' and the Militia's ranged fighters, the Army's Riflemen aim for where you're going. Combined with their faster projectiles, they are much more likely to land hits on the player and their horse.
  • Church Militant: Members of the army wear the Church's colors and are commanded by members of the clergy.
  • Corrupt Church: Seems to have shades of this through the descriptions of several V Blood Carriers. Solarus' mentions observing mankind falling into comfort, greed, and avarice while Azariel's describes him as a cold and calculating politician and none daring to contradict his word. They also enslave their prisoners and force them to mine silver.
  • Elite Mooks: Paladins, Clerics, Priests, and Lightweavers serve as this in Silverlight Hills, being noticeably hardier than other enemies, wield special abilities, and can see through a vampire's Human Form.
  • Good Is Not Nice: Their main representative within Dunley is Christina the Sun Princess. Her bio within the V Blood Codex notes she has a mean streak and that everyone knows not to cross her. The Church is also noted to have driven Quincey out of Dunley for not showing proper reverence to the Church, which apparently led to him becoming Bandit King.
  • Light Is Good: Zig-zagged. If the name wasn't a hint, they're all about Light and Holy things. As mentioned under Corrupt Church, they're also pretty morally grey. While there are many moral and upstanding members of the Church such as Octavian and Meredith, their leadership, represented by Christina, Raziel, and Azariel, are all described in less-than-glowing terms and their greatest hero Solarus has become a Jaded Professional Glory Seeker.
  • The Paladin: The Church of Luminance has an order of Paladins, with Solarus the Immaculate as their Grandmaster and its oldest member.
  • Shoot the Medic First: Nuns, Priests, and Clerics can and will heal their allies and themselves. It is especially troublesome if there are multiple of them present in a fight.
  • Teleport Spam: Lightweavers are fond of using this against their enemies, teleporting up to four times in quick succession while firing off holy bolts.
  • True Sight: The Human Form cannot fool elite members of the Church of Luminance.

Trancendum

Humanity's last best hope against Dracula before the Church of Luminance rose to power, this high-tech low-ethics faction based in Gloomrot was kicked out by the Church after Dracula's defeat due to the Church having serious ethical problems with the Trancendum's methods and experimentation.

  • Fire-Breathing Weapon: The appropriately-named Pyros have one of the more realistic depictions of flamethrowers in video games.
  • Lightning Gun: Both Railgunners and Tasers use some variant of this.
  • Perpetual Storm: Gloomrot North is covered in one. This means the sun never shines even during the day making it quite safe for vampires.
  • Polluted Wasteland: Gloomrot South is a giant toxic waste dump where nearly everything is mutated.
  • Powered Armor: Enemies piloting mechanical combat units can be found patrolling Gloomrot North, especially near the power plant. They are particularly dangerous due to their high damage output and immunity to crowd control and damage over time effects.
  • Tesla Tech Timeline: Electricity is the primary driver of Trancendum technology, though it has a distinct Steampunk flair as well.
  • Tractor Beam: The Tractor Beamer has one of these built into his shield.

V Blood Carriers:

    Act 1 

Alpha Wolf (16)

  • Bullfight Boss: Like regular wolves, Alpha Wolf has a powerful lunging attack. It winds them for a bit after they do it, allowing for free hits.
  • King Mook: For wolves.
  • Warmup Boss: The very first V Blood Carrier the player is directed to. The Alpha is just a scaled up version of the basic Wolf enemy with a couple of new tricks, which a new player has fought already a few times in order to unlock the V Blood system. It's the easiest boss by far, but still teaches the player the importance of dodging and crowd control.

Errol the Stonebreaker (20)

  • Bad Boss: So bad that not even being the best mine foreman in Dunley could prevent them from kicking him out.
  • Sadist: He's noted to be exceptionally harsh with his workers, not because he has to be in order to meet his quotas, but because he wants to hurt people.

Keely the Frost Archer (20)

  • Convenient Weakness Placement: There's a water well in the middle of her camp just tall enough to block her shots. If you catch her in another part of her camp, the tents also do the exact same thing.
  • An Ice Person: True to her name, she often fires arrows with ice effects that will slow you down should they hit.
  • Morality Pet: It's all but confirmed she's Vincent the Frostbringer's sister and Sir Magnus's daughter. Vincent is noted to have become much more of a Jerkass once she got exiled.
  • Shared Signature Move: A volley of ice spikes fired in a cone, shared with Vincent and Sir Magnus.
  • Sociopathic Soldier: Type 4, implied to be the cause of her exile.

Rufus the Foreman (20)

  • Culture Blind: Doesn't seem to know what vampires are and thinks the vampires are just hired assassins going after him... despite the war against vampires being a major historical event.
  • King Mook: A mix of both a Trapper and Poacher.
  • More Dakka: His ultimate attack has him load a whole clip of crossbow bolts and pull the trigger until it goes 'Click.'
  • Sinister Shades: The way he's modeled gives the appearance of these but he's not actually wearing them.
  • Tranquil Fury: Despite using and providing the Blood Rage skill he never raises his voice.
  • What the Hell Are You?: One of his possible lines after being defeated.

Grayson the Armorer (27)

  • Boss-Arena Idiocy: His arena has several suits of special armor that make the wearer invincible for a short duration, at the cost of being unable to attack. This gives you a convenient way to clear buildup of his caltrops.
  • Caltrops: Hurls out tons of them during the fight, and they inflict a slow on anyone unfortunate enough to step on them.
  • Determinator: Even when defeated, most of his lines are him trying to get back up and keep fighting you.
  • Only Sane Man: Of the Farbane bandits, according to his description. He's the only reason that they're armed and have provisions.

Goreswine the Ravager (27)

  • Ax-Crazy: Not only is he a raving lunatic but he seems to genuinely believe he's a pig.
  • Invulnerable Attack: He can't be damaged by anything during his ultimate.
  • King Mook: For Skeleton Mages, as he shares many of their attacks and patterns.
  • Poisonous Person: Heavily associates himself with rot and decay, and his abilities leave poison pools on the ground.
  • Stuff Blowing Up: Corpse Explosion is his signature ability and he won't let you forget it. His ultimate sees him cast it fifteen times in three waves of five explosions.

Clive the Firestarter (30)

  • Ax-Crazy: Extremely. His description notes that he'll happily burn his entire camp down if it meant catching a victim in the flames.
  • Can't Kill You, Still Need You: Clive's description strongly implies Grayson would kill him if the bandits had another source of explosives, and it's only Clive's skill at the task that keeps him breathing.
  • "Get Back Here!" Boss: Clive only stands still to throw bombs. Most of the fight will be spent trying to hit him as he dodges and rolls around, not easy when you're also required to dodge.
  • King Mook: To both types of Bombers, even though Militia Bombers don't appear until Dunley and are harder than him.
  • Non-Indicative Name: 'The Firestarter' doesn't use fire-based attacks.
  • Pungeon Master: Many of his lines on defeat are candle-related puns.
  • Throw Down the Bomblet: Clive simply loves to throw explosives around. Most of the fight with him involves trying to get hits in whilst also dodging his attacks since block abilities only apply to melee and independent projectiles, not area-of-effect attacks.

Lidia the Chaos Archer (30)

  • Born Lucky: One of her potential lines on defeat has her muse that this is the first time she's lost at anything.
  • The Gambler: Downplayed, but she has some gambling-related comments in her voice files.
  • Suicidal Overconfidence: In-universe. She's so lucky that she has no problem picking a fight with anything dangerous-looking that crosses her path, including the Alpha Wolf, Goreswine the Ravager, and the player character. Of those fights, Alpha Wolf is the only one she's likely to win.
  • Unskilled, but Strong: Her description notes she's not that good of an archer - specifically, she doesn't know how to aim - but her incredible luck is enough to get her by.

Putrid Rat (30)

  • Flunky Boss: Its ultimate 'attack' has it burrow away and summon a dozen Giant Rats.
  • Guide Dang It!: The only boss that has to be summoned instead of found in the world, confusing a lot of first-time players. It can be summoned at any Vermin Nest in a player's base with the right ingredients. Before Gloomrot, it would require a specific fish, which would make summoning it a particularly frustrating Luck-Based Mission, while afterwards, it only needs an usullied heart and bones, making it much easier to call forth.
  • Skippable Boss: One of the most skippable, as its power isn't really used for anything and it has to be summoned rather than found.

Ferocious Bear (35)

  • Boring, but Practical: The Ferocious Bear's pattern is very simple, two swipes followed by a ground slam that drops rocks in an expanding circle. Later on it will add a berserk mode that makes it faster and its final attack is a simple Foe-Tossing Charge. That's all it needs to become That One Boss as its base damage and speed are very high and most of its moves inflict a slow, letting it control the pace of the fight.
  • King Mook: For the various bears.
  • Skippable Boss: One of the most skippable as the one thing its power is useful for can be done by something else and it's very hard to fight at-level for a solo player. Actually beating it allows for a useful Bear Form that can let a player destroy massive resource veins (such as massive stone piles blocking caves) without explosives and beat down the gates of the Bandit King's fortress.

Nicholaus the Fallen (35)

  • Flunky Boss: Like any good necromancer. One of his basic attacks summons a trio of skeletons and his ultimate attack summons a dozen of them.
  • King Mook: For Skeleton Priests and Bishops.
  • Necromancer: His major gimmick, being found in a massive graveyard and commanding the undead inside it.

Polora the Feywalker (35)

  • Boss-Arena Idiocy: Polora wants to keep the fight relatively close to the player to let her Spectral Wolf bounce around and make her fan of projectiles harder to dodge, but she has the biggest, most open arena of any boss. It's so big that if she's engaged on the far end of it she'll leash back before reaching the other end.
  • Pinball Projectile: If her spectral wolf hits the player it will bounce between the player and her or her summoned minions, letting it hit multiple times.

Quincey the Bandit King (37)

  • Blood Knight: Quincey loves a good fight.
  • Bull Fight Boss: Later in his fight, Quincey will start chaining three charge attack together, the last one of which stuns him for a significant duration if it hits a wall.
  • Disc-One Final Boss: He is the strongest Bandit V Blood Carrier and likely the final Carrier besides Tristan that a player will fight before moving onto Dunley Farmlands. Defeating him also rewards the player their first Ultimate ability and it will be likely some time before the player can get more, along with the knowledge to forge iron weaponry.
  • Face Death with Dignity: Always has a dignified line to greet his oncoming death.
  • Fallen Hero: Used to be a Humble Hero to the people of Dunley until the Church of Luminance exiled him for petty reasons.
  • Foe-Tossing Charge: Quincey uses his massive spiked shield for charging attacks that can launch anyone he hits, and once his health drops low enough he'll start to do three in a row. Defeating him and taking his blood lets you do the same as one of your potential Ultimate abilities.
  • Graceful Loser: When defeated he offers vampires a respectful nod in his last words.
  • King Mook: Inverted. He's a Militia Brawler with extra tricks up his sleeve, but he's both encountered before them and much easier to take down.
  • Shield Bash: His spiked shield is more of a weapon than something he uses to defend himself.

    Act 2 

Beatrice the Tailor (40)

  • Acrofatic: Despite being an elderly woman with quite a bit of width to her, she's capable of matching the vampire's running speed.
  • Flunky Boss: What she effectively is. She has no attacks of her own but inhabits a well-guarded area with a large number of patrols that pass through, including Christina the Sun Priestess and Vincent the Frostbringer (he patrols the roads outside Dawnbreak Village). You'll need to clear out the entire lower village to take her down.
  • "Get Back Here!" Boss: She only ever runs away from you.
  • King Mook: In a strange way, for Villagers and Bell Ringers. Both of these enemy types run away and call for help, and Beatrice is better at it then they are.

Christina the Sun Priestess (44)

  • Bait-and-Switch: Her heal, which you want to interrupt immediately, has the same wind-up as her counter, which you don't.
  • Flunky Boss: She's ineffective in a straight fight as most of her abilities are supportive in nature but she can make her allies extremely difficult to kill and they can in turn cover and protect her. If you kill all of them she'll periodically summon some of her own.
  • King Mook: For Nuns, with her basic abilities being stronger versions of theirs.
  • Squishy Wizard: Christina has low health for a boss of her level... but making damage actually stick is the hard part due to her constant healing. It's fully possible for a vampire to simply not do enough damage to outpace her healing and be killed through attrition.
  • Stern Nun: Her reputation in Dunley.

Kriig the Undead General (44)

Tristan the Vampire Hunter (44)

  • Deadly Lunge: Tristan will leap forward into a lunge as one of his later attacks. It's very fast and is one of the only attacks in the game with no wind-up or tell.
  • Final Boss: Of the Farbane Woods, being the absolute strongest V Blood carrier of the region. Once you kill him there's little reason to go back there.
  • Flaming Sword: Tristan can ignite his sword for special attacks, dealing heavy Fire damage.
  • Invulnerable Attack: His leaping lunge renders him invulnerable while he's in the air.
  • Throw Down the Bomblet: Has a firebomb that explodes into five smaller firebombs, making it very hard to avoid.
  • Wake-Up Call Boss: If the Ferocious Bear hasn't already showed you how the game is going to be going forward Tristan will. His attacks come out quickly, hit very hard, and frequently have nasty side-effects like knocking you back or setting you on fire. He has a deceptively long reach and is incredibly dangerous to get or stay close to, making him one of the first bosses who almost has to be fought a certain way. To anyone who thinks they're clever and try to get him attacked by other things, the Bandits and Militia leave him alone and he will handily trounce the toughest creatures of the region. He's even considered an Act II boss despite being in Farbane Woods.

Vincent the Frostbringer (44)

  • An Ice Person: He focuses on melee uses rather than ranged ones with Veil of Frost and Frost Barrier, though he also has a volley of ice spikes and a very large AoE ground explosion.
  • Morality Pet: His sister, all but confirmed to be Keely, was his before her exile.
  • Shared Signature Move: A volley of ice spikes fired in a cone, shared with Keely and Sir Magnus.
  • Wardens Are Evil: Zig-zagged. Vincent isn't there yet but his description suggests he's well on his way.

Bane the Shadowblade (47)

  • Grave Robbing: One of the best. It eventually got the attention of the former inhabitants of those graves.
  • Let's You and Him Fight: Once his disguise is broken he turns hostile to the Dunley Militia that patrol the same roads he walks on, making him a target for them as well as Jade, Christina, and Vincent if they happen to be nearby.
  • Master of Disguise: There are many cloaked and hooded strangers walking the roads of Dunley. He poses as one of them, and you absolutely can't tell which one he is without the V Blood tracking.
  • Shell Game: His ultimate ability spawns in about a dozen non-hostile hooded and cloaked figures, breaking off all hostility and challenging the player to find which one is him. None of them are, but he won't come back until some of them die. Taking too long to attack enough of them will then have all of them turn into various undead units and attack you, and then he'll come back just to take advantage.

Grethel the Glassblower (47)

  • Blow You Away
  • Boisterous Bruiser: Unlike many bosses she sounds like she's having a lot of fun fighting the vampires. Until she loses anyway.
  • Fiery Redhead: She's one of the most vocal opponents, enjoys a good scuffle, and has a very physical job. Some of her abilities are even fire-based.
  • Precision-Guided Boomerang: Throws a volley of three projectiles that always return to her no matter how much she moves.
  • Statuesque Stunner: Once you get past her burns she's quite attractive. She's also huge, looming over the vampire.

Maja the Dark Savant (47)

  • Badass Bookworm
  • Hot Librarian: She lives in a massive library and has the look down perfectly.
  • Mook Maker: Some of her attacks create Ink Demons. Lots of them. She can also consume them to heal herself.
  • Paper Master: Many of her projectiles are weaponized book pages and scrolls.

Leandra the Shadow Priestess (47)

  • The Ageless: Nobody knows how old she is and her description suggests she might be immortal.
  • Evil Counterpart: To Christina the Sun Priestess.
  • Flunky Boss: Her main attack involves summoning Spectral Assassins to attack you, and being summoned minions rather than spells means you can kill them if you're quick enough. Her ultimate ability darkens your vision and spams them.
  • Interface Screw: Blacks out most of the screen with shadows when using her ultimate ability, forcing you to dodge blindly.

Meredith the Bright Archer (50)

  • Apologetic Attacker: She may apologize before attacking enemies she encounters.
  • Fearless Fool: Her description portrays her as this, and this is integrated into her in-game behavior; she will fight any undead in her way, no matter how strong they are or how hurt she is.
  • Flash Step: A preview of what is to come with Lightweavers. If she flash-steps through the player it deals damage and snares. The player gets it when they kill her.

Terah the Geomancer (50)

  • Barrier Warrior: Her summoned minions will project a shield around her that makes her invulnerable until they die.
  • Heroic RRoD: Whenever she shifts out of Golem Form she'll be stunned for a bit from overexertion.
  • King Mook: For stone golems.
  • Mighty Glacier: Terah's golem form packs a wallop and has a lot of health but is very, very slow.

Frostmaw the Mountain Terror (57)

  • An Ice Person: All its non-physical attacks revolve around ice and most of those attacks inflict Frozen.
  • Harmless Freezing: Nearly every single one of its attacks inflicts Freezing.
  • Interface Screw: Blankets the screen in blinding snow during its ultimate attack, greatly limiting visibility.
  • Nightmare Face: Like a skull with far too many sharp teeth.

Jade the Vampire Hunter (57)

  • Arch-Enemy: Nightmarshal Styx the Sunderer. He is the main vampire she is hunting down and the reason why she is a vampire hunter with all of her weaponry in the first place.
  • Caltrops: Jade uses these during her fight, often throwing them down in between tossing bombs and trying to gun you down.
  • The Gunslinger: Jade makes use of dual pistols and a rifle as her main weapons of choice and will spend much of her fight using them. After the Gloomrot Expansion, she's also the V Blood Carrier that teaches vampires how to make Guns of their own.
  • Suicidal Overconfidence: She's said to be actively hunting Nightmarshal Styx. She's lucky she's hunting in the complete wrong area, as Styx is 22 levels higher than her and would destroy her in a fight.

Octavian the Militia Captain (57)

  • BFS: Octavian's weapon of choice is a gigantic two-handed sword.
  • Determined Defeatist: Some of his defeat quotes show he didn't think the Militia would be able to stop the vampires if they came back, merely slow them down. He's still proud of how well they did.
  • Face Death with Dignity
  • Mirror Boss: Octavian's abilities mirror those of a sword-using Vampire, only nastier. His basic attacks fire projectiles, his Shockwave has a longer reach and comes out much faster, and his Whirlwind lasts much longer and also shoots projectiles.
  • Spin Attack: His ultimate attack has him spin around chasing after the player. His projectiles also resemble spinning swords.
  • You Will Not Evade Me: One of his attacks is a slam that fires a lightning-fast projectile that will stun you and launch you directly behind him if it hits.

Raziel the Shepherd (57)

  • Fire and Brimstone Hell: His favorite subject when he preaches, according to his description.
  • Friendly Fireproof: Notably averted. Unlike almost every other boss some of his attacks can damage and kill members of his own faction and he has no problem scything down his cowering congregation with his Kamehame Hadoken if you didn't kill them first.
  • Kamehame Hadoken: One of his more dangerous attacksis a holy one. He'll pivot to try to keep you in it while it channels and it stacks up damage quickly, but he can only turn so fast.
  • Kill Sat: His other dangerous attack is a magical version of this. The beam will chase you around for a bit and you do not want to get hit by it.
  • Pride: According to his description the only reason people believe his powers are bestowed upon him by the Light is because he won't shut up about it.

Angram the Purifier (60)

  • Arm Cannon: It's almost as big as he is.
  • Blood Knight: A dedicated exterminator who loves his job a little too much and sees everything as a rat.
  • Defiant to the End: At least one defeat quote is him telling the vampire to burn in Hell.
  • Large and in Charge: One of the largest human bosses in the game.

Domina the Blade Dancer (60)

  • Bullet Hell: One of her attacks shoots about a hundred energy balls all over the place in a wide circle around her, lasting for several seconds.
  • Combat Sadomasochist: And how. She greatly enjoys being electrocuted by her own equipment and may potentially thank the vampire for killing her because of how good it feels. She loves inflicting it just as much.
  • Lightning Lash: Doubles as a Whip of Dominance owing to her position as law enforcement and her enormous sadistic streak.
  • Turns Red: At the start of the fight, Domina will sloooowly strut towards the player and only attack when in range. Once she loses half of her health, she'll then be powered up by electricity and become far faster, more aggressive, and add more attacks to her arsenal.

Ziva the Engineer (60)

  • Expy: She may be human and female but her appearance, role, story, personality, and weapon choices make her a dead ringer for a Skaven Warlock-Engineer, albeit a more cheerful one.
  • Fire-Breathing Weapon: Two of her weapons are a giant flamethrower and incendiary grenades.
  • Flawed Prototype: All of her weapons are extremely strong compared to those in the hands of the mooks but they're prone to breaking down.
  • Gatling Good: One of her weapons is a combination gatling gun and shotgun.
  • Jet Pack: Uses one to hover above the battlefield and throw down firebombs. Until it breaks, anyway.
  • Lightning Gun: She's got one of these too, functioning as a sniper rifle.

The Old Wanderer (62)

  • Crazy Survivalist: Averted. Despite being both crazy and a survivalist he doesn't have the personality associated with this, being a burnt-out husk of a man. He initially wandered into the Cursed Forest just to prove that somebody can survive in there.
  • Interface Screw: Not tied to him, but while fighting him the Curse of the Forest will make your map unusable because you have to kill him to unlock the item you need prevent it.
  • "Get Back Here!" Boss: Being both elderly and focused on survival he has no interest in fighting, instead running away. His abilities are focused on slowing and knocking away pursuers and cause very little damage, and most of the danger comes from the player blundering into the wildlife and monsters of the forest.
  • Laughing Mad: Spends much of his fight giggling.

Ungora the Spider Queen (62)

  • Boss-Arena Idiocy: You can easily trick Ungora into breaking all her own egg sacs. Subverted in that this makes her fight a lot harder as the spiderlings who emerge will attack you; the smart move is to break all the egg sacs yourself before fighting her so you can kill the spiderlings without her interference.
  • Flunky Boss: Summons at least seven minions throughout the battle. If you don't clear out all the eggs around her before engaging they may spawn even more, since her attacks can break them as well as yours.
  • Giant Spider: One of the game's largest enemies.
  • Skeleton Motif: There's a giant skull pattern on her abdomen.

The Duke of Balaton (64)

  • All for Nothing: Since the currency system of Vardoran switched from gold to silver, the treasure the Duke of Balaton has spent all his time hoarding and guarding is now almost worthless.
  • Flunky Boss: Vomits out more frogs and toads throughout the fight. His 'ultimate attack' simply has him summon three at once.
  • King Mook: For Cursed Slime Toads and Cursed Frogs.

Foulrot the Soultaker (64)

  • Ax-Crazy: He's obsessed with Hell and believes everyone he kills is damned to be sent there.
  • Flunky Boss: One of his attacks summons a number of banshees who will try to attack the player before dashing to them and exploding.
  • Invulnerable Attack: When he's summoning banshees he'll gain several thousand points of shielding, making him effectively invulnerable until he's done.
  • Laughing Mad: He's pretty barmy to begin with given everything he has going on, but to really drive home how unhinged he is he spends most of the bossfight cackling as well.
  • Only Known by Their Nickname: 'Foulrot the Soultaker' isn't his name, it's the name of his dead horse whose rotting head he wears as a mask.

Willfred the Village Elder (64)

  • Attack! Attack! Attack!: One of the most unrelentingly aggressive bosses.
  • Cruelty Is the Only Option: He'll release regular villagers from cages during the fight in order to eat them and recover his health. From there, these hapless villagers end up either devoured by the chief or killed by the vampire to deny him health restoration.
  • Interface Spoiler: Cleverly averted as of the Gloomrot update. His story and title change from 'the Village Elder' before you kill him to 'the Werewolf Chief' afterwards.
  • King Mook: He is the Werewolf Chief, and many of his abilities are upscaled and deadlier versions of the attacks regular werewolves use.
  • Life Drain: Some of his attacks will heal him if they damage you.
  • No Fair Cheating: You might think that because he's a werewolf you can just jump him during the day when he's no more dangerous than any other villager. Nope. He'll heal any damage done to him when he transforms and if you kill him during the day you can't consume his V Blood. You can kill all the other villagers before they transform, though.
  • Rapid-Fire Fisticuffs: One of his attacks launches a flurry of blows that will only stop when he starts missing. A player caught close to him without a dash or a counter ready can easily be hit over a dozen times.

Cyril the Cursed Smith (65)

  • Mirror Boss: To the player character. He uses the same Mace, Spear, Greatsword, and Reapers as the vampire and uses empowered versions of their special attacks.
  • Mook Maker: Rather literally, since he crafts animated weapons to fight alongside him.
  • Multi-Melee Master: Uses four different weapons.

    Act 3 

Sir Magnus the Overseer (66)

  • An Ice Person: Notable as he's the only person in the Church of Luminance to use ice powers.
  • Knight Templar: Believes so strongly in the Church of Luminance that he's willing to oversee a slave mine and overlook the exile of his own daughter even though he's opposed to both.
  • Shared Signature Move: A volley of ice spikes fired in a cone, shared with Vincent and Keely.
  • Undying Loyalty: To the Church of Luminance, something its leadership exploits.

Baron du Bouchon the Sommelier (70)

  • Informed Ability: Despite being a supposed swordsman he rarely uses it in his fight, relying on rolling casks and throwing wine around. Compared to someone like Tristan or Octavian he looks like an amateur.
  • Lovable Rogue: Invoked. He tries to act like a dashing, daring swashbuckler, even spouting quips and one-liners and possibly quoting Jack Sparrow.
  • Maurice Chevalier Accent: He couldn't sound more stereotypically French if he tried.

Mairwyn the Elementalist (70)

  • Doppelgänger Attack: She'll summon a clone of herself once her health gets below half for even more projectiles.
  • Elemental Powers: Right in the name. She has Fire, Lightning, and Frost powers in her arsenal.
  • Hoist by Their Own Petard: The giant ball of fire she summons as part of her ultimate is just as capable of running her over as it is you. She's not immune to it.
  • More Dakka: Mairwyn's ability to lead targets is about on par with a Farbane bandit's, but she compensates for this by throwing a lot of projectiles and summoning things to throw even more projectiles.
  • Token Religious Teammate: While she's portrayed as a hermit outside the Church of Luminance's purview she sounds more like a holy inquisitor, frequently invoking the Light.

Morian the Stormwing Matriarch (70)

  • Flunky Boss: Will periodically interrupt her fight to summon three lesser harpies who have to be killed before she'll return. Other (invulnerable) harpies will swoop around the arena during this time, dealing damage if they hit.
  • Giant Space Flea from Nowhere: While other monsters are at least given cursory explanations as being the result of curses in the Hallowed Mountains and Cursed Forest, there's no explanation for what Harpies are or why they're in Silverlight Hills.
  • Harping on About Harpies: The queen of them. She's hideous and her backup comes in a group of three but she lacks the hypnotic voice, instead replacing it with a large amount of Chaos magic.

Azariel the Sunbringer (74)

  • Bullet Hell: One of the first true users of this. If you don't stay on top of clearing out his allies the room will quickly become swamped with projectiles.
  • Evil Sounds Deep: One of the more openly-unpleasant members of the Church of Luminance has one of the deepest voices.
  • "Get Back Here!" Boss: Azariel not only has his Switch-Out Move but his attacks feature a lot of knockback. Getting close enough to keep hitting him is a large part of the fight.
  • The Leader: Of the Church of Luminance.
  • Malevolent Architecture: The Luminance sigils on the cathedral walls will fire projectiles if you get close to them.
  • Sociopathic Hero: His description paints him as one and his moveset backs it up, as he has no problem throwing innocents and allies into your attacks to get himself out of them.
  • Switch-Out Move: One of his moves has him swap positions with any other nearby ally.

Henry Blackbrew the Doctor (74)

  • Expy: Of Dr. Victor Frankenstein.
  • Human Resources: His laboratory is filled with bloodstained empty gurneys and wrapped corpses.
  • Mad Scientist: Like his inspiration.
  • Malevolent Architecture: He confines himself in a relatively small space that is surrounded by electrodes, which he activates to channel electric arcs all over the place, severely restricting movement and making it incredibly easy for vampires to fall victim to his direct attacks.
  • Morally Ambiguous Doctorate: His primary medical field is human experimentation. Several other V blood carriers in Gloomrot are the results of his work.
  • Shock and Awe: Uses massive amounts of lightning in his attacks.
  • Spider Limbs: He has four of them attached to his combat suit.

Terrorclaw the Ogre (74)

Matka the Curse Weaver (77)

  • Action Bomb: She'll summon mosquitos throughout the fight and eventually cause them to home on on you and explode for significant damage in a hefty AoE.

Voltatia the Power Master (77)

  • Deflector Shields: One of her doppelgangers will always project a massive shield made of pure lightning. Defeating her gives a smaller one to the vampire.
  • Doppelgänger Attack: Like Mairwyn she clones herself midway through the fight. Unlike Mairwyn they're both real and share the same pool of health.
  • The Dragon: To Henry Blackbrew.
  • Energy Weapon: Her weapon of choice is a giant beam cannon that fires a continuous stream of energy.
  • Shock and Awe: Unsurprisingly her attacks are all lightning-based.

Nightmarshal Styx the Sunderer (79)

  • Dual Wielding: Utilizes two Sanguine Swords against the player on top of his powerful and unique vampiric abilities.
  • The Hunter Becomes the Hunted: He may muse on this after being defeated.
  • Pre-Final Boss: Styx is a high level and has a huge array of powers that will either require a lot of strategy and tactics to evade and get past or a lot of health and shielding to tank. Beating him gives you the best long-distance travel power in the game and being able to defeat him is proof you're ready to fight the three final bosses, and indeed you need to kill him to access one of them.

Solarus the Immaculate (80)

  • Bullet Hell: Floods the screen with projectiles in distinct patterns just like a proper bullet hell boss. The angel he summons will throw even more of them around.
  • The Cavalry: He'll summon a Divine Angel to help him once his health gets to half, and they're practically a boss themselves. He'll shield and heal them if you beat them up, at least until his own health gets low, then he'll abandon them to shield and heal himself instead.
  • Holy Burns Evil: Most of his Light attacks will also set you on fire.
  • Mistreatment-Induced Betrayal: The angel he summons to help him will turn on him when he abandons them to be slaughtered by the vampires to buy time to heal himself.
  • This Cannot Be!: He's utterly shocked when he loses.

    Shard Bearers 

Adam the Firstborn

  • Arm Cannon: A Tesla coil at that.
  • Arrogant Kung-Fu Guy: Exaggerated. He's the hardest fight in the game and almost everything he says is some kind of Trash Talk. He demands obedience from the vampire and even refers to himself as a god at one point.
  • Kill Sat: Calls down a massive beam of energy from above in his final phase.
  • Lightning Bruiser: Part of the trouble of fighting him is how fast he is, especially relative to how small his arena is. Some of his moves also have very little warning time.
  • Malevolent Architecture: There are lightning projectors around the room that cut off large chunks of the arena if not destroyed. He can repair them mid-battle and being thrown or knocked into them can deal staggering amounts of damage.
  • Omnicidal Maniac: He wants to kill and destroy everything.
  • Playing Possum: Once you deplete his health the first time he doesn't die, he gets back up with half health and a new set of powers.
  • Shock and Awe: Summons lightning strikes throughout the battle.

Gorecrusher the Behemoth

  • Boring, but Practical: Like the Ferocious Bear, his most dangerous attacks aren't the big flashy ones involving spirits but his basic charges and ground slams, which are too quick to escape from without significant movement speed boosts.
  • Bullfight Boss: Two of his attacks are charges. One is a single charge, the second a series of three. They're remarkably hard to avoid due to how big he is and he won't stun himself if he collides with something.
  • Doppelgänger Attack: He summons a spiritual copy of himself at 25% health. Though it has far less health, this copy cannot be killed, heals back to half health over a few seconds, has most of the same moves, and does just as much damage.
  • Lightning Bruiser: His charges make him extremely fast, his attacks come out quickly, and he has a ton of health. Movement Speed is considered a big priority to effectively fight him.

The Winged Horror

  • Giant Flyer: The biggest enemy in the game, and frequently flies around to reposition itself or bombard the arena with flame.
  • An Ice Person: When it's not Playing with Fire it's throwing out extremely hard-hitting ice spells that inflict a five-minute Chill debuff.
  • Our Manticores Are Spinier: This one has a more mandrill-like head with horns and tusks and lacks a stinger tail, but still has the red mane, wings, and spikes. It also certainly isn't lacking in projectiles.
  • The Nameless: The only boss to not be given a name, simply a title. Tooltips during its fight reveal its name to be Manticore.
  • Playing with Fire: Chaos fire specifically, as it will blanket the arena with fire patches and one of its attacks is a fan of four waves of fireballs.

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