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TWILIGHT VESSEL

CHAPTER 3 · BOSS 11 · SOUL-DRINKER

TWILIGHT VESSEL

The Vessel of Forgotten Names

Once it was a god. Once it had a name. The Old World forgot that name; the vessel still remembers it forgot. It drinks the names of the dead, hoping to remember its own.

ELEMENT

UMBRA+ SOLAR

HP

21,000

CHAPTER

3 of 3

TWILIGHT VESSEL emblem

VISUAL IDENTITY

A floating crystalline vessel, half-darkness half-light. It pulses with names that flicker in and out of legibility. A hovering tear of pure void on top, drinking the names. Eyes appear and vanish across its surface.

THREE PHASES · ESCALATING SOUL

Phase Breakdown

PHASE 1 · 100% → 50%

LIGHT

DUAL SHIFT: in Light state, Hunters with umbra deal +50%, all others -25%. Light damage to player every 4 turns. Forces dual-element squad.

You bring memory. I had... forgotten... what memory feels like.

PHASE 2 · 50% → 20%

DARK

Boss flips to Dark state. Hunters with solar deal +50%, all others -25%. Souls of defeated heroes drift behind your squad — visually haunts.

Now I drink yours. Will you become forgotten too?

PHASE 3 · 20% → 0%

BOTH

Both states active simultaneously. Chaotic damage patterns. Squad must contain both Light and Dark Hunters to maintain damage.

Light and dark. Memory and forgetting. I am... AM I?

DEATH

Now I... remember... my... own... name...

STRATEGY

How to Defeat

✓ BEST SQUAD

Mixed Light + Dark Hunters (RADIANCE + BLACKTOOTH or rock_hunter SHRIEK). Dual-element coverage is mandatory.

✗ WORST SQUAD

Mono-element squads — half your damage gets crushed in either state.

★ KEY LESSON

Adaptive composition. Bring both elements or watch your damage halve.

⚡ THE MOMENT

Phase 3, both states active — both Hunters fire in sequence, each cascading off the other's element. The vessel shatters into starlight.