Overworld spawns
What walks the islands, and why it is there
Islands do not use the dungeon spawn pool. An island plans its own encounters: it takes a weight table from its biome, adds the bodies that turn up anywhere, adds the night table after dark, then lets any authored override replace the lot. It spends a power budget over that table across anchor points on the walkable surface — camps, really — so bodies arrive in groups rather than scattered evenly.
The bodies that walk islands
| Body | Power cost | Common everywhere | Comes out at night | Claws out of the ground |
|---|---|---|---|---|
| Bat | 0.45 | 0.42 | — | No |
| Centipede | 1.1 | — | — | Yes |
| Ghost | 1.2 | — | 0.95 | No |
| Rock Golem | 2.5 | — | — | No |
| Crawling Hand | 0.8 | — | — | Yes |
| Lycanthrope | 2.2 | — | — | No |
| Pirate | 1.4 | 0.75 | — | No |
| Skeleton | 1.1 | — | 0.85 | Yes |
| Slime | 0.8 | 0.55 | — | No |
| Giant Spider | 1.3 | — | — | No |
| Spiderling | 0.35 | — | — | No |
| Wisp | 1.5 | — | 0.78 | No |
Everywhere
Three bodies ignore biome entirely and sit under every island's table, so no island feels like a single fixed encounter.
By biome
Laid over the everywhere table. A biome that names a body more heavily gets more of it.
| Biome | Bat | Centipede | Ghost | Golem | Hand | Pirate | Skeleton | Slime | Wisp |
|---|---|---|---|---|---|---|---|---|---|
| Dead | — | 0.5 | 0.9 | — | 0.55 | — | 0.6 | — | 0.75 |
| Desert | — | 0.75 | — | 0.12 | 0.65 | — | — | — | — |
| Forest | 0.8 | 0.22 | — | — | — | — | — | — | — |
| Jungle | 1 | 0.75 | — | — | 0.2 | — | — | — | — |
| Mangrove | — | 0.45 | — | — | 0.35 | — | — | 0.8 | — |
| Rocky | 0.4 | — | — | 0.65 | 0.2 | — | — | — | — |
| Spring | 0.25 | — | — | — | — | — | — | 0.7 | — |
| Temperate | — | — | — | — | — | 0.8 | — | 0.25 | — |
| Volcanic | — | 0.3 | — | 0.8 | 0.45 | — | — | — | — |
| Winter | 0.35 | — | — | 0.45 | — | — | — | — | 0.16 |
After dark
Added to whatever the island already had once night falls — and added all day on a dead-biome island, or any island authored as haunted by day. Skeletons ride this table with the spirits: they claw out of the ground around whoever is ashore.
Islands that override the table
| Island | Biome | Island-wide override | Zones with their own table |
|---|---|---|---|
| SCHOLOMANCE | dead | Bat 0.5, Ghost 0.25, Skeleton 0.1, Wisp 0.15 | 1 |
| VICTORIA | temperate | — | 1 |
| WOLFWOOD | forest | — | 2 |
Golem islands
moon_island, star_island, plus any authored island with the flag set.Pirates
Pirates arrive as a crew around a camp anchor, armed and dressed from rank tables. A crew can also be led by a captain — one of the game's bosses, arriving on their own vessel — at the island's own captain chance.
| Rank | Weapons drawn from |
|---|---|
| Rank 1 | Wooden Dagger, Wooden Sword, Wooden Longsword |
| Rank 2 | Dagger, Sword, Mace, Rapier, Bow |
| Rank 3 | Longsword, Greatsword, Cursed Dagger, Twisted Decree, Energy Longsword |
| Captains that can lead a crew |
|---|
res://enemies/boss/dracula.tscn |
res://enemies/boss/high_prince.tscn |
res://enemies/boss/rotten_girl.tscn |
res://enemies/boss/master_wizard.tscn |
rabbit_mask, sorrow_mask, prosperity_mask, valkyrie_helm. Techniques rolled per body: guard, counter, dash, tracker, feint, riposte.Zones
An authored island can carve zones into itself. A zone with its own encounter weights replaces the island table entirely while you are inside it, and its danger multiplier raises the island's whole budget.
| Zone kind | Value |
|---|---|
| Forest Maze | 0 |
| Jungle Maze | 1 |
| Valley Maze | 2 |
| Pirate Camp | 3 |
| Ruin | 4 |
| Landmark | 5 |
| Canopy Grove | 6 |
| Mountain Maze | 7 |
| Zone service | Value |
|---|---|
| None | 0 |
| Shop | 1 |
| Gambling | 2 |
| Sanctuary | 3 |