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Skeleton

Bestiary entry · 330 HP

Skeleton is an enemy body with 330 HP, light at weight 0.55. It fights with 2 authored moves. It sees 200° ahead and gives chase from 16 m. A kill pays 4 coins.

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
rake_l60meleehigh0.16 s of 0.42 s2.5 m220f (333 ms)20f (333 ms)10
rake_r60meleehigh0.15 s of 0.4 s2.5 m220f (333 ms)20f (333 ms)10

Abilities & behaviour (17)

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 (3)

StateWhat it is
CounterParry stance — the Taunt's answer to a fast swing it can't out-speed.
MimicCombatReplay the player's combo against the player.
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 (14)

StateWhat it is
ApproachCommit and close the gap.
BlockShared guard stance.
BowDrawAn armed archer's draw -> loose: the enemy-side twin of the player's states/bow_draw_state.gd, wizard-missile cadence.
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).
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.
SearchLost the player: walk to where they were last seen, scan around, then give up.
StalkThe Ditto's signature behavior: pace the player on a ring of radius `standoff`, circling and periodically swapping direction to "peek" rather than beelining.
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

Pool entryPower costWeightPer-tile chanceMax/roomGatesAtmosphere biasPairs with
skeleton1.10.355%3depth ≥ 2danger 0.45, weird 0.35
Rooms fill a power budget, not a headcount: each body costs its power rating, so two heavy bodies fill a room as fast as five light ones. Per-tile chance is the roll on a tile that has already selected this entry — the effective rate is far lower.

On islands

Power costCommon everywhereComes out at nightClaws out of the ground
1.10.85Yes
BiomeWeight
Dead0.6
it is added to any island after dark (and all day on a haunted one). it arrives by clawing out of the ground near whoever is ashore.
Full rules: Overworld spawns.

Islands that favour it

IslandRegionBiomeEncounter weight
SCHOLOMANCEscholomancedead0.1

Drops

PayoutAmountNotes
Coins4Always. Scales with max HP.
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/skeleton/skeleton.tscn
Scriptres://enemies/skeleton/skeleton.gd
ClassCharacterBody3D
Categories: Bestiary