Enemies/Angelfish
Angelfish

Angelfish

The interloper of Yawm, from stage 2 of its roster.
Common

When it appears

  • The sprinter of the Moon map in stage 5 of its roster (stage 1 is the start of a run, and each miniboss kill moves it on one). Sometimes on the clock: Every 75 s; Every 49 s (only part of the time, or only later in a run).
  • The interloper of Yawm in stage 2 of its roster (stage 1 is the start of a run, and each miniboss kill moves it on one). On the clock: Every 104 s.
  • The common monster of Yawm in stage 3 of its roster (stage 1 is the start of a run, and each miniboss kill moves it on one). All the time on its own: 90 a minute at the start of a run. Sometimes on the clock: Every 75 s; Every 30 s (only part of the time, or only later in a run).

Numbers

Health25
Move speed2
Push resistance1
Damage reduction1
Damage amplification1
Loot chance0%
Experience given10
Damage threshold5
  • Push resistance 1: a hit staggers it the normal amount.
  • Loot chance only matters on an elite: nothing else rolls for a chest when it dies, whatever this number says.
  • Experience given also rises with the run's monster strength, by the same multiplier as its health.
  • Damage threshold 5: inside the Magus Circle mansion only, every 5 damage it takes shakes an extra pickup loose. It does nothing in the four regions.

What its tier means

Attacks

Contact

Touching it costs you one point of health. A monster that is frozen, stunned or polymorphed cannot hurt you by contact.

Immunities and behaviour

FlyingArtwork faces right
FlyingIgnores the ground: it floats straight at you over anything in the way.
Artwork faces rightOnly an art setting: its picture is drawn facing right, so the game mirrors it.

How its health scales

In Mirna: the run's monster strength starts at 1 and moves +0.5 every 300 s; +0.25 every 150 s; +0.1 every 120 s; +0.1 every 60 s; +0.1 on reaching stage 3 of the roster; +0.25 on reaching stage 4 of the roster; x5 on reaching stage 5 of the roster.

In Yawm, Elysia, Yomori: the run's monster strength starts at 1 and moves +0.5 every 300 s; +0.25 every 150 s; +0.1 every 120 s; +0.1 every 60 s; x5 on reaching stage 4 of the roster.

Where two of these steps land on the same second, only one of them fires: the region's own page shows which.

In Mirna, the first boss fight also adds 20, as long as the first death scene has not played and you have died fewer than 2 times.

Once the multiplier is above 1, this enemy spawns with its base health multiplied by it: 25 health at 1, and a multiplier of 2 makes it 50, 5 makes it 125. The experience it gives is multiplied the same way.

Other things change this monster on top of that. Hard mode gives it 2 times its health and 1.25 times its speed. The energized run modifier gives every monster 1.25 times its speed. While you are extracting, every monster moves 1.15 times as fast. Each time a region's roster runs past its last stage, every monster except bosses gets +0.25 to its speed multiplier, up to 2 times its speed.

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