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High Prince

Bestiary entry · 3,600 HP

High Prince is a boss body with 3,600 HP, heavy at weight 2.4. It fights with 3 authored moves. It sees 160° ahead and gives chase from 24 m. A kill pays 12 coins (the cap).

Swings

The body's entries in the shared attack table — the swings with real frame data. This is not the whole repertoire: transformations, casts, summons and every other behaviour live as states, listed below.
MoveDamageDeliveryHeightActive atReachKnockbackHitstunBlock stunStamina
prince_thrust150meleehigh0.13 s of 0.32 s2.4 m0.810f (167 ms)13f (217 ms)10
prince_thrust250meleehigh0.14 s of 0.34 s2.4 m0.810f (167 ms)13f (217 ms)10
prince_ender140meleemid0.3 s of 0.85 s2.7 m624f (400 ms)24f (400 ms)10

Abilities & behaviour (23)

Every state this body can enter, read off the live instance. A boss's identity lives here rather than in the swing table — Dracula's bat form and his wandless cast are states, not AttackData rows. Descriptions are the programmer's own note at the top of each state.

Offensive (4)

StateWhat it is
CounterParry stance — the Taunt's answer to a fast swing it can't out-speed.
MimicCombatThe high prince's flurry — installed over the ditto kit's MimicCombat slot so every generic handoff (approach/taunt/dash "then") flows here.
RushThe kill sprint — the stare-down gone wrong (mood bottomed out).
ThrownBeing suplexed (combat/pair_throw.gd's victim half): the pair runner owns the body — this state just holds the CharacterBody still (the kept hips tracks fly the rig through the arc), keeps playing whatever p01 clip the runner cues, and reports its own exit so any preemption (a teammate's hit landing — the interrupt rule — or death) frees the thrower into their tech stagger.

Movement, reaction & AI (19)

StateWhat it is
ApproachCommit and close the gap.
BlockShared guard stance.
CeremonyThe high prince's 50% ceremony: he dashes back, "Wait one moment!", stands and stares — parrying anything you throw (his standing parry window re-arms every tick, the boss-intro pattern) — then compliments you, bows, hops back, and phase 2 begins: dashes 1.5x with afterimages, the flurry ~1.3x, exits harder to whiff-punish.
DashA superhuman movement burst — much faster and shorter than the dodge roll (MimicMove), and unlike a roll it keeps the body upright and facing the player, so it reads as a juke/close, not an escape tumble.
DeadDeath: no more sink-and-vanish.
FleeBack away from the player (hurt + timid).
HideFreeze while the player is looking at us (unnerving, Bracken-style); the instant they look away, slip into a sneak.
HurtHit reaction.
IdleThe unaware resting beat.
KnockdownBalance-break knockdown, enemy side.
MimicMoveMirror the player's dodge-roll: a quick directional burst at `dodge_speed` that decays to a slide, then drop back to Stalk.
RhythmEchoThe high prince's phase-2 signature: the rhythm echo.
SearchLost the player: walk to where they were last seen, scan around, then give up.
SlipBreak line of sight and vanish back into the stalk — the "sprint away to try to hide" half of the Bracken kit.
SneakCreep toward the player while they aren't looking; freeze (Hide) the instant they turn toward us.
StalkThe Ditto's signature behavior: pace the player on a ring of radius `standoff`, circling and periodically swapping direction to "peek" rather than beelining.
StartleCaught stalking — the player's gaze landed on us and stayed (see the caught timer in enemy_stalk/enemy_hide).
TauntThe laugh — entered by dashing out of the player's reach after building a big duel lead (Npc.hit_lead() >= TAUNT_LEAD, see the smug checks in stalk/approach/mimic_combat).
WanderAimless roaming for when there's no target / the player is lost.

In dungeons

Not in the dungeon spawn pool. Underground, this body is placed deliberately — by a dungeon, a boss room or a script — rather than rolled onto open floor.

On islands

Not on the island encounter table. This body belongs to dungeons, a town, or a scripted placement — you will not meet it wandering a shore. See Overworld spawns.

Drops

PayoutAmountNotes
Coins12Always. Scales with max HP, then capped.
Gem16%Per kill, multiplied by the killer's luck. Which gem depends on run depth.
Diamond2%Per kill, multiplied by luck and by run depth.
Health orbsup to 40%Only for a hurt killer — the chance rises as the killer's own health falls.

Source

FieldValue
Sceneres://enemies/boss/high_prince.tscn
Scriptres://enemies/boss/high_prince.gd
ClassCharacterBody3D
Categories: Bestiary · Bosses