Enemies

==List of Enemies==
===Half-Hatched Eggs ===
These are the basic enemy type most commonly seen in Castle Sansa.
They are non-hostile, and will not follow or attack Sybil. Sybil can still be hurt by them if she walks into one of them. They are positioned after platforming challenges in order to allow Sybil to increase her power level and potentially get a free heal. They are positioned around the castle for the same purpose.
Running into an egg deals 1/2 of a health ring of damage.
===Tuba Kids===
Tuba Kids will target Sybil with a music note barrage that fires toward her general direction in slow intervals.
The notes are short range, do not track Sybil, and can be dodged via sliding. Running into a Tuba Kid or getting hit by one of its notes will deal 1/2 of a health ring of damage.
===Living Swords===
Living Swords will swing themselves at Sybil rapidly when they spot her. A noise is played when they start the swing, which can give Sybil an opportunity to slide away.
Living Swords will spawn on their own, as well as when Sybil defeats a Living Armour.
Getting hit by a Living Sword deals 1/2 of a health ring of damage. Walking into them does the same.
===Spiked Wheels===
Spiked Wheels are non-hostile to Sybil, and will run along the wall and floor of an area in a circular pattern. They are positioned as platforming obstacles, as well as ways to jump up to a higher place with the Ascendant Light ability.
Running into a Spiked Wheel deals 1/2 of a health ring of damage.
===Thunder Wards===
Thunder Wards are stationary enemies which shoot balls of lightning at Sybil in regular intervals when she is in range of them. The interval of their shots is once every 3 seconds.
Getting hit by a ball of lightning deals 1/2 of a health ring of damage.
In a group of enemies, it is recommended to take out Thunder Wards first, as their lightning can mess up Sybil and cause trouble when attempting to deal with other enemies or do platforming.
===Dullahan Maids===
Dullahan Maids are able to spawn plates that track and hit Sybil. Getting hit by a plate deals 1/2 of a health ring of damage.
They are also able to physically attack Sybil, by either spinning toward her (dealing 1 health ring of damage), or swinging their feet at her (dealing 1/2 health ring of damage).
===Living Statues===
Living Statues will appear as seemingly normal suits of armour which are present as decoration across the castle. When Sybil moves close enough to them, they will animate. Defeating them spawns a Living Sword.
They have 3 attacks. Swinging their sword vertically, swinging it horizontally, and throwing rocks (if Sybil is distanced from them). They will walk slowly to Sybil if she is far away from them.
Getting hit by any of their sword strikes deals 1 health ring of damage. Getting hit by a rock throw deals 1/2 of a health ring of damage, and walking into them does the same.
===Trimask Chandeliers===
Trimask Chandeliers are non-hostile enemies that appear as platforming obstacles. They float in the air, and move in a predetermined pattern. They are unkillable, and do not increase Sybil's power level when attacked. If Sybil has the Ascendant Light ability, she can use them as a way to complete or help with certain platforming challenges.
Running into them deals 1/2 of a health ring of damage.