Wisp is an enemy body with 900 HP, heavy at weight 1.4. It fights with 1 authored move. It sees 360° ahead and gives chase from 15 m. A kill pays 7 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.
Move
Damage
Delivery
Height
Active at
Reach
Knockback
Hitstun
Block stun
Stamina
wisp_pulse
50
magic
mid
0.5 s of 0.5 s
2.1 m
11
12f (200 ms)
10f (167 ms)
10
Abilities & behaviour (9)
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)
State
What it is
FireCast
Shared spell cast state for the wisp — one script, four FSM nodes (ThunderCast / SnowCast / WilloCast / FireCast in wisp.tscn), `spell` exported per node.
SnowCast
Shared spell cast state for the wisp — one script, four FSM nodes (ThunderCast / SnowCast / WilloCast / FireCast in wisp.tscn), `spell` exported per node.
ThunderCast
Shared spell cast state for the wisp — one script, four FSM nodes (ThunderCast / SnowCast / WilloCast / FireCast in wisp.tscn), `spell` exported per node.
WilloCast
Shared spell cast state for the wisp — one script, four FSM nodes (ThunderCast / SnowCast / WilloCast / FireCast in wisp.tscn), `spell` exported per node.
Movement, reaction & AI (5)
State
What it is
Chase
Chase (FSM node "Chase" — the name the shared Hurt state's exit list finds, and a HUNTING_STATES member so a working wisp never far-freezes): the hover- hunt + decision hub.
Dead
Death: no more sink-and-vanish.
Hurt
Hit reaction.
Idle
Idle (FSM node "Idle", the wisp's start state): a lonely light hanging at eye level over its patch of floor, bobbing gently.
Pulse
Pulse (FSM node "Pulse") — the wisp's only physical attack, "a mere get-off-me": a short-range radial shove.
In dungeons
Pool entry
Power cost
Weight
Per-tile chance
Max/room
Gates
Atmosphere bias
Pairs with
wisp
1.4
0.16
3%
1
depth ≥ 4
danger 0.4, weird 0.7
—
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 cost
Common everywhere
Comes out at night
Claws out of the ground
1.5
—
0.78
No
Biome
Weight
Dead
0.75
Winter
0.16
it is added to any island after dark (and all day on a haunted one).