Pascal's Wager Wiki

This page is the bestiary of Pascal's Wager: 28 regular enemy types, 5 elite types and 2 summoned creatures, each with its own article, plus the 18 boss fights (15 in the base game, 3 in the DLC), which are covered under Bosses. Everything here comes from the game's data tables and Lua code: the exact stats of every placement, the damage and effects of every attack, the drop tables and the hidden rules behind them.

About the names. Only bosses have English names in the game files. The regular enemies are known in the data only by their Chinese internal names, so the English names used on this wiki are short translations of those internal names (for example 棒子怪 "club monster" is the Club Fiend). Each article keeps the internal name in its infobox. "Elite enemy" is this wiki's label for the five big, named enemies (Tentacle Monster, Butcher, Boar Man, Little Giant, Noble Knight); the data has no elite flag.

Bestiary#

Levels and HP are for each enemy's reference placement (the chapter where it is placed most often); journeys 2-4 are the New Game Plus journeys. Poise and Resilience are the same in every journey; see Poise and stagger.

EnemyClassInternal nameChapters (placements)Level, journeys 1-4HP, journeys 1-4Damage typesPoise / Resilience
Club FiendRegular enemy棒子怪 (20001)Ch.1 x7, Ch.5 x129 / 43 / 67 / 79332 to 1548Physical10 / 70
Archer FiendRegular enemy射箭怪 (20002)Ch.1 x5, Ch.5 x79 / 33 / 60 / 72269 to 1275Physical10 / 70
Black SpriteRegular enemy黑精 (20003)Ch.1 x2, Ch.2 x1, Ch.3 x2, Ch.4 x2, Ch.5 x3, Ch.6 x3, Ch.7 x2, DLC x51 / 1 / 1 / 1480 to 480Physical10 / 70
Poison FiendRegular enemy毒怪 (20005)Ch.1 x21 / 25 / 55 / 68780 to 3438Physical/Poison30 / 100
DogRegular enemy狗 (20006)Ch.1 x12, Ch.2 x12, Ch.6 x5, Ch.7 x91 / 30 / 60 / 73203 to 1284Physical9 / 50
Tentacle MonsterElite enemy触手怪 (20011)Ch.2 x4, Ch.4 x4, Ch.8 x14 / 29 / 57 / 70780 to 3415Physical/Poison80 / 80
ButcherElite enemy女屠夫 (20012)Ch.2 x4, Ch.8 x17 / 35 / 60 / 80806 to 2979Physical30 / 100
Scissor CroneRegular enemy剪刀老太婆 (20013)Ch.2 x12, Ch.4 x94 / 29 / 57 / 70276 to 1458Fire/Physical10 / 120
Birthing MotherRegular enemy产妇 (20015)Ch.2 x54 / 29 / 57 / 70710 to 2771Physical/Poison10 / 70
ShrewRegular enemy泼妇 (20016)Ch.2 x104 / 29 / 57 / 70371 to 1847Physical10 / 70
Lizard FiendRegular enemy蜥蜴怪 (20018)Ch.3 x12, Ch.4 x7, Ch.5 x2, DLC x118 / 33 / 59 / 72320 to 1478Physical/Poison10 / 70
CrossbowmanRegular enemy弩手 (20019)Ch.3 x15, Ch.5 x9, Ch.6 x128 / 33 / 59 / 72332 to 1488Fire/Physical10 / 70
SpearmanRegular enemy长矛兵 (20020)Ch.3 x10, Ch.5 x2, Ch.6 x1215 / 46 / 66 / 781012 to 3176Physical20 / 70
AxemanRegular enemy斧头兵 (20021)Ch.1 x2, Ch.3 x5, Ch.5 x1, Ch.6 x2, Ch.8 x18 / 33 / 59 / 72998 to 4704Physical35 / 70
Sword-and-Shield SoldierRegular enemy盾剑兵 (20023)Ch.3 x13, Ch.5 x108 / 33 / 59 / 72497 to 2073Physical10 / 70
NoblemanRegular enemy男贵族 (20024)Ch.4 x7, Ch.8 x113 / 42 / 64 / 76735 to 2367Physical10 / 70
NoblewomanRegular enemy女贵族 (20025)Ch.3 x2, Ch.4 x4, Ch.6 x515 / 46 / 66 / 78759 to 2382Arcane/Physical10 / 70
Court FavoriteRegular enemy宠臣 (20026)Ch.4 x17, Ch.6 x913 / 42 / 64 / 76735 to 2367Physical10 / 70
StagRegular enemy鹿 (20029)Ch.5 x12, Ch.8 x210 / 35 / 61 / 73573 to 1947Arcane/Physical/Poison10 / 70
SunflowerRegular enemy向日葵 (20031)Ch.5 x14, Ch.6 x610 / 35 / 61 / 73166 to 739Dark10 / 70
Claw HorseRegular enemy锐爪马 (20032)Ch.5 x4, Ch.7 x110 / 38 / 62 / 74639 to 2322Physical50 / 60
Machete HorseRegular enemy砍刀马 (20033)Ch.5 x3, Ch.7 x210 / 38 / 62 / 74532 to 1935Physical50 / 60
Smoke-Pot ManRegular enemy烟壶人 (20035)Ch.4 x12, Ch.6 x1915 / 46 / 66 / 78458 to 1558Dark/Physical12 / 70
Fire-LighterRegular enemy点火人 (20036)Ch.5 x4, Ch.6 x8, Ch.7 x918 / 50 / 68 / 801038 to 3015Fire/Physical20 / 40
Two-Faced ManRegular enemy双面人 (20037)Ch.6 x9, Ch.7 x715 / 46 / 66 / 781345 to 4020Arcane/Fire/Physical50 / 60
Little GiantElite enemy小巨人 (20041)Ch.6 x3, Ch.7 x23, Ch.8 x118 / 50 / 68 / 80802 to 2709Arcane/Physical25 / 200
Boar ManElite enemy野猪侠 (20043)Ch.5 x2, Ch.6 x2, Ch.7 x2, Ch.8 x111 / 37 / 62 / 741779 to 5880Fire65 / 75
Big EyeballRegular enemy大眼球 (20047)Ch.7 x11 / 1 / 1 / 13600 to 3600Dark50 / 100
Venomous ImpostorRegular enemy剧毒伪装者 (20048)DLC x5720 / 40 / 60 / 80695 to 2142Physical/Poison10 / 70
Gold DiggerRegular enemy淘金者 (20049)DLC x5920 / 40 / 60 / 801279 to 2812Physical/Poison10 / 70
Noble KnightElite enemy贵族骑士 (20050)DLC x722 / 40 / 60 / 803580 to 13280Arcane/Dark/Physical60 / 100
AssassinRegular enemy杀手 (20051)DLC x3020 / 40 / 60 / 801465 to 4020Dark/Physical10 / 70
Little Black SpriteRegular enemy小黑精 (20057)DLC x2520 / 40 / 60 / 801186 to 3845Fire50 / 100
EyeballSummoned creature眼球 (90003)Ch.4 x413 / 42 / 64 / 76189 to 595Dark10 / 70
CrowSummoned creature乌鸦 (90007)Ch.8 x21 / 10 / 20 / 305 to 15Dark10 / 70

Many of these also appear in the maze (Deep into the Dark Mist) with levels set by the floor, and in the Arcade mode Dance of the Throne; each article lists its maze scaling.

Bosses#

Bosses are not covered here; see Bosses.

ModelBoss
20007Maddened Ascetic (第一关boss)
20014Holy Father (第二关boss)
20017Rosen Cavalier Patrick (长矛队长兵)
20022Jenny of Exilium (第三关boss)
20027Edith (第四关boss)
20028Frollo (敲钟哥)
20034Fused Sprenger (第五关boss)
20039Elena (first duel, second duel) (嬷嬷)
20040Proxy Higgins (第六关boss)
20044Usurper (第七关boss)
20045Terror Obsession (掘墓人)
20053The First Fallen: Handel (第三信使)
20054Guderian the Guardian (守门人)
20055Treasure Thieves (黑精王)
10006The First Messenger (特蕾莎)

Models that do not fight#

These models are placed in the world through the same table (StoryMonster) but have no attack moves. Some are scene characters, some are scenery or collectibles.

ModelName used hereInternal nameWhere (placements)
20009Old Woman老妇人Ch.1 x1
20010Little Girl小女孩Ch.2 x8
20030Stick Man木棍男Ch.5 x7
20038Old Monk老僧Ch.6 x2, Ch.7 x1
20042Viola's Father维奥拉父亲Ch.7 x1
20046Viola's Mother维奥拉母亲Ch.8 x1
20052Izreal伊泽瑞尔DLC x5
20056Corpse尸体DLC x5
90002Egg蛋Ch.1 x2
90004Tentacle (scenery)触手Ch.4 x2
90008Frog蛙Ch.1 x5, Ch.2 x5, Ch.3 x5, Ch.4 x5, Ch.5 x5, Ch.6 x5, Ch.7 x5, DLC x5
90009Pope (figure)教宗Ch.6 x1
90010Light Point光点Ch.7 x2, Ch.8 x9
90011Coachman马车夫Ch.6 x1, Ch.7 x2, DLC x2

Five more enemy models have data but no placement in any story: the Wheel Monster (轮子怪, 20004), the Moon Monster (月亮怪, 20008), a base object (基地, 90001) and two tentacle objects (90005, 90006). Only the Wheel Monster has attacks (a two-hit light combo, a heavy and a special, all Physical with 125 flat attack) and an AI file, so it is cut or unused content (inferred: it is never placed in the story; the Arcade bonus table has rows for it, but how Arcade uses them is unknown).

How to read the enemy pages#

All 35 enemy pages have the same sections and are filled from the game's tables by script. This section explains the shared parts once; each page only gives its own numbers.

The Where it appears table#

Each row is one area. The cells give the level, HP, Physical attack and Physical defence of the enemy's placements in that area (a range when placements differ). They are computed with the game's own enemy-stat formula, including the per-placement bonuses from StoryMonsterProperty (How enemy stats are built). Journeys 2-4 are the New Game Plus journeys; journeys after the fourth reuse the journey 4 values.

  • Dark Mist scenes (stories 101-105): the level comes from your hero, see Dark Mist enemies scale with your hero.
  • Maze floors (stories 401-414): the level comes from the floor, not the placement; the "Maze scaling" table on each page shows a few floors. See Enemy levels by chapter and journey.
  • Dance of the Throne stages (stories 1001-1007) use their own levels and bonus table (ArcadeMonsterProperty), and the dream scenes (stories 301, 302, 1301) are not computed; both show a dash.

The Stats section#

The table is for one reference placement: the one in the area with the most placements (story and monster id are given). Other placements differ only by level and by small StoryMonsterProperty bonuses. The resistance rows are explained in Damage types and resistances; the regeneration rows are per mille of the pool per second (Poise and stagger). "Senses and rewards" lists the StoryMonster fields described under AI and senses.

The Attacks table#

Move names are the game's internal button sequences: L light, H heavy, S special, O option, P hold, D dash/jump, N second variant; trailing digits are stance or form. "Attack" is the move's total attack after step 1 of the Damage formula (attack stat x BaseRate/1000 + the move's flat Attack), for the reference placement in journey 1 and journey 4, before the target's defence. The Poise and Resilience columns are the damage a hit does to the target's Poise and Resilience. The AI column gives the distance window, cone, chance per decision and cooldown from the enemy's AI file; it is empty when the AI picks the move another way, for example as a follow-up.

Below the table:

  • "Moves without damage" are stances, shots handled by projectiles or set-up moves.
  • "Reaction and utility moves" use fixed numbers: #105 parry (counter, see Parry and counter), #106 threat roar, #109 alert, #110 idle, #111 jump chop (unblockable, see AI and senses) and #114 to #116 spawn animations 1 to 3.
  • "Other numbers from its AI file" are the distance windows in which the AI starts a kind of combo.

The Drops section#

Each roll, group, first-kill list and sanity list works as described under Drops. The first table lists, per area, the rolls of each group of placements. A group is shown once for every area that uses it ("used by N placement-rolls"), with one column per journey, and "Nothing" is the empty entry.

The Hidden mechanics entries#

  • Scaling gives the reference placement's levels and how far HP and Physical attack grow by journey 4; Poise and Resilience stay flat (Poise and Resilience never scale).
  • Dark Mist levels gives the page's own table levels for the rule in Dark Mist enemies scale with your hero.
  • Body flags: unless a page says otherwise, an enemy can be backstabbed and executed, and when its armour breaks it loses an extra 30% of its Resilience (HeroData WeaknessPermilSub = 0.3). The infobox row "Backstab / execute" shows the first two; a "Body flags" entry exists only for exceptions (HitBackstab = 0, HitExecute = 0, no extra Resilience loss, large body). See Backstab and Weakness and execution.
  • Race tags (HeroPropertyData properties 38 Human, 39 Beast, 40 Sendril) decide which race-damage bonuses apply to the enemy. They are in the infobox.
  • Easy AI, Drop attack, Per-placement bonuses, First-kill drop and Fixed level list a page's own counts for the rules under AI and senses, How enemy stats are built and Drops.
  • Unblockable moves have Guard Break 999 (Guarding). Status effects and Sanity attacks list the moves that apply them (Status effects, Sanity).

How enemy stats are built#

Every enemy has the same 42 stat slots as a hero (HP, attack of each damage type, defence and resistances, Poise, Resilience, crit values, stamina and so on). They are computed once when the enemy is created:

  1. Attributes. The model has seven base attribute values in HeroData (Attribute_1 to Attribute_7). Each placement has a level in StoryMonster. The attribute points used are base + (level - 1) for attributes 1-6 and just base for attribute 7 (the hidden one), capped at 99.
  2. Curves. For each stat the game adds up rate x curve over the seven attributes, where rate comes from HeroPropertyData (per model and stat, in per mille) and curve from EnemyAttributeData (a separate enemy table; heroes use a different one). The sum is divided by 1000 and rounded down.
  3. Placement bonus. The row of StoryMonsterProperty for that exact placement (story, monster id, phase) is added on top, stat by stat. This is where an individual enemy gets extra HP, attack, defence, crit rate, pierce resistance or Poise.
  4. Heroes get talents and trophies on top of this; ordinary enemies do not.

Worked example: the Club Fiend's HP at level 9 (its Ch.5 placement in journey 1). Only the attributes with a non-zero rate count:

AttributePoints at level 9HP curve valueRate (per mille)Rate x curve
311832400332800

The total is 332800, divided by 1000 and rounded down: 332 HP. The placement's StoryMonsterProperty row adds nothing here, so the in-game value is 332.

Two consequences that the game never tells you:

  • Poise, Resilience and their regeneration do not grow with level. Their curves are flat, so a journey 4 enemy staggers exactly as easily as a journey 1 one. HP, attack and defence grow a lot.
  • Difficulty does not touch enemies. The Casual adjustments in the stat code only apply to the player's hero; see Difficulty.

Enemy levels by chapter and journey#

Each placement stores four levels, one per journey (Level_1 to Level_4). The game uses the one for the current journey and stops counting at journey 4 (GameLoopMax). Median level of all non-boss enemy placements per chapter (with the lowest and highest):

ChapterPlacementsJourney 1Journey 2Journey 3Journey 4
Ch.1 Heggem301 (1-1)30 (25-30)60 (55-60)73 (68-73)
Ch.2 Adamina474 (1-7)29 (1-35)57 (1-62)70 (1-80)
Ch.3 Exilium598 (1-8)33 (1-33)59 (1-59)72 (1-72)
Ch.4 Edith6213 (1-13)42 (1-42)64 (1-64)76 (1-76)
Ch.5 Katib Forest8510 (1-11)35 (1-43)61 (1-67)73 (1-79)
Ch.6 Blessedland9515 (1-15)46 (1-51)66 (1-71)78 (1-83)
Ch.7 Underground Caves5618 (1-18)50 (1-55)68 (1-73)80 (1-85)
Ch.8 Colossus Graveyard821 (1-21)45 (1-45)70 (1-70)90 (1-90)
DLC (story 9)19420 (1-30)40 (1-50)60 (1-70)80 (1-89)

The level-1 minimums are mostly Black Sprites (13 of them stay at level 1 in all four journeys) plus a few single scripted placements. The table counts the 636 placements of the 35 types in this bestiary, minus the boss-flagged placement of Elmar (the Butcher boss, StoryMonster 2036) and the 6 summoned Crow (x2, Ch.8) and Eyeball (x4, Ch.4) placements; so the Ch.2, Ch.4 and Ch.8 counts are 47, 62 and 8, while the Bestiary counts every placement of a type (48, 66 and 10). Other bosses are not included.

Other areas follow their own rules:

  • Dark Mist scenes (stories 101-105): the level is the placement's level for the journey plus your hero's level plus 10, with no placement bonus (see Dark Mist enemies scale with your hero).
  • Maze (stories 401-414): the level comes from the floor, not from the placement (table StoryMazeMonster, 27 floors, roughly +3 levels per floor); each enemy article shows a few floors.
  • Dance of the Throne (Arcade, stories 1001-1007): levels and bonuses come from ArcadeMonsterProperty by difficulty. See Dance of the Throne.
  • Obsession Challenge boss fights use StoryChallengeMonsterProperty. See Obsession Challenge.

Drops#

When an enemy dies, each id in its DropId list is one roll in the drop table (ItemDropData):

  • The table is keyed by chapter id and roll id, so id 10014 means "bones" in Ch.1 but something else in another chapter would be a different row set. A group is a list of weighted entries, including "nothing" entries (item 0). One entry is picked with chance weight / total weight, and the amount is a random whole number between the entry's two amounts.
  • Each entry has four columns of item, amounts and weight, one per journey. The game switches columns with the journey (MS_StoryItemDrop.SetLoop). That is how Bone Fragment amounts jump from a handful to a few dozen in New Game Plus.
  • Health or Mana potion entries are left out of the roll (and out of the total weight) while your potion stock of that kind is full, so the other entries become more likely.
  • Talents that raise item drops add the entry's ProbAdd1 or ProbAdd2 weight (5 and 10 in the data) to entries of the matching item type before the roll.
  • Some placements have a FirstDropId: the first time you kill an enemy whose first-kill quest (FirstDropCompleteQuestId) is not yet complete, it rolls that list instead of its normal one and the kill completes the quest. Placements that share a quest share the bonus: only the first one killed uses it.
  • SanDropId lists are extra rolls that happen only while your hero is not in a normal sanity state; the result goes straight into your inventory. See Sanity.
  • The random generator is re-seeded for every roll from the last six digits of the clock (reversed) plus the enemy id and roll number (MathHelper.getRandom), so the result depends on the second in which the kill happens.
  • No table, no drop. The roll looks up the current story id. Ch.8 enemies carry no drop lists at all, and the Dark Mist placements in story 101 name drop ids that have no group in that story, so they drop nothing (inferred from the lookup). Maze enemies use a separate table (StoryMazeDrop); see Maze rewards. Obsession Challenge fights drop nothing.

Example: Ch.1 roll 10014 (Bone Fragment / Big Bone).

ResultJourney 1Journey 2Journey 3Journey 4
Bone Fragment65.0% x385.0% x16-2465.0% x23-3165.0% x30-38
Bone Fragment35.0% x3-4Big Bone: 15.0% x2Big Bone: 35.0% x3-4Big Bone: 35.0% x4

See Drops and loot for the world-side drops (crates, chests) and Materials for what the items are used for.

AI and senses#

Each placement carries its own senses in StoryMonster. A value of -1 means "use the default" (sight radius 10 m, sight angle 55 degrees, hearing radius 8 m, hearing angle 180 degrees).

FieldMeaningTypical values (chapter placements)
SightRadiusDistance within which it can notice you in front of it0 to 100, median 13.4
SightAngleWidth of its vision cone0 to 180, median 54.8
HearingRadiusDistance within which it can hear you, inside its hearing angle (inferred from the getter names)0 to 100, median 5.7
LoseRadiusIf you get farther than this it gives up the chase (unless it is mid-attack); it also gives up if you stand on a staircase or it cannot find a path0 to 100, median 7
CooperationRangeIdle enemies at their post with a range above 0 take over the target of a nearby ally (inferred from GetTargetCooperation)0 to 22.4, median 0
  • Notice, roar, attack. After spotting you, an enemy with an alert skill turns to face you (up to 1.5 s or until it is within 15 degrees), then plays its roar (Threat move) before attacking. It skips the roar if you are already within 5.5 m, farther than 17 m, or if it has just been hit. Those numbers are constants of the Alert behaviour.
  • Idle behaviour. IsRelax selects what it does when calm: 1 = idle animation after a wait, 2 = looping idle, 3-5 = it plays spawn animation 1, 2 or 3 (moves #114 to #116) when you come near. IsAlert = 1 is the normal alert behaviour, and 541 of the 636 chapter enemy placements use alert type 1; 532 use idle type 1.
  • Easy AI. 27 chapter placements (dogs, club, archer and poison fiends, axemen) have AILevel 2 (Easy); the rest use 1 (Normal). In the AI files that check it, Easy enemies stop a combo a hit earlier.
  • Combos and cooldowns. Each enemy has an AI file (attack<model id>.lua) with per-move range windows, cone angles, chance per decision and cooldowns; the Attacks table of each article lists them. Moves with no entry are chained as follow-ups of a combo.
  • Drop attack. Enemies that have a jump chop (move #111) use it when they fall onto you from a ledge. It is unblockable (Guard Break 999).

Hidden mechanics#

  • Flat attack dominates early, level dominates later. An enemy hit is attack stat x BaseRate/1000 + flat Attack. At level 1 the flat part is most of it (the Club Fiend's first swing is 92 + 133 = 225); in journey 4 the level-scaled stat is most of it (about 957). See Damage formula.
  • Poise and Resilience never scale. See above and Poise and stagger.
  • Dark Mist enemies scale with your hero, not the chapter. In the Dark Mist scenes (stories 101-105, scene ids 20000-29999) every enemy's level is its placement level for the current journey plus your hero's level plus 10, and the StoryMonsterProperty bonuses are skipped. The placement levels themselves are 1-13 in journey 1 and always 1 in journeys 2-4, so in New Game Plus a Dark Mist enemy is simply Altar Level + 11. Levelling up before entering the mist makes its enemies stronger.
  • Some chapters drop nothing. Ch.8 has no drop lists, and the Dark Mist rolls find no table (see Drops).
  • Drops are time-seeded, and amounts jump roughly tenfold between journey 1 and journey 4 for common bone drops.
  • Placement bonuses. 192 of the 636 chapter enemy placements get flat stat bonuses on top of the formula (most often extra Physical attack, crit rate, defence or Pierce resistance).
  • The roar window. Enemies roar (a free opening) when they notice you between 5.5 and 17 m away; get inside 5.5 m first, or hit them first, to skip it.
  • Unused enemy. The Wheel Monster (20004) is fully set up but never placed.
  • Unbreakable grabs. Set-piece moves such as the Little Giant's bear hug and self-destruct and the Noble Knight's grab carry armour 999 or 9999 (an extra Poise pool of that many points while the move's armour window is active), so they are effectively unbreakable while they play; a few regular enemies have one such move too (see each Attacks table).

Sources#

  • Tables: es_storymonster.lua (placements, levels, senses, drops; keyed by StoryId and StoryMonsterId), es_storymonsterproperty.lua (per-placement bonuses), es_herodata.lua, es_heropropertydata.lua, es_enemyattributedata.lua, es_itemdropdata.lua, es_skilldata.lua, es_storymazemonster.lua, es_storymazemonsterproperty.lua, es_arcademonsterproperty.lua, es_storychallengemonsterproperty.lua.
  • Stat formula: structdata/fs_herodata.lua:556-608; bonus step logic/playervalue/animalbase_value.lua:196-240; structdata/ms_enemyattributedata.lua; structdata/ms_storymonsterproperty.lua.
  • Levels and spawning: controller/controllerstorymode.lua:1144-1150 (level key by journey), :2890-3075 (CreateMonster); loop cap logic/battle/battledata.lua:45, structdata/fs_savestory.lua:1969-1979.
  • Drops: controller/controllerstorymode.lua:3380-3460 (death rewards, first-kill and sanity lists), :5136-5250 (CreateDropItem, CreateSanDropItem), :5352-5420 (GetStoryDropItem), structdata/ms_storyitemdrop.lua, common/mathhelper.lua:226-238.
  • AI: logic/ai/brainstorymode.lua:19-26, 115-135, 279, logic/ai/behaviour/alert.lua, logic/ai/behaviour/dropattack.lua, logic/ai/behaviour/attack/attack<id>.lua, common/gameai.lua:47-51, gamedata/playerdefine/animalbase_define.lua:57-60; sense getters logic/player/animalbase.lua:16816-16843.
  • Dark Mist levels: controller/controllerstorymode.lua:2907-2912, 3002-3007 (SanLevelAdd = 10 at line 26); logic/battle/battledata.lua:351-357.
  • Story id ranges: structdata/ms_storylist.lua:95-195; scene ids 20003-20008 for stories 101-105 in es_storydata.lua.
  • Existing report: reports/bosses_and_enemies.md (elite move lists and animation clips).
  • Placement counts (636 placements; 541 alert type 1, 532 idle type 1, 27 Easy AI, 192 with a grade-1 StoryMonsterProperty bonus) were recounted from es_storymonster.lua and es_storymonsterproperty.lua for stories 1-9, excluding the boss-flagged row (2036) and models 90003 and 90007. HitBackstab, HitExecute and WeaknessPermilSub of every enemy page match es_herodata.lua.
Categories:Enemies