Queen's Domain Bestiary: How Enemy Records Work

How the Queen's Domain bestiary works, the enemy families confirmed at launch, damage-type weaknesses and a practical method for recording new entries.

Last Updated: 2026-10-30

Queen's Domain ships with an in-game bestiary, but it starts almost empty and it never announces that a new entry has been added. The book fills as you meet enemy families, and the entry is the only place the game hints at what a creature resists. If you are dying to something that seems to eat damage, the answer is usually in the book you forgot to open.

This page explains the recording logic, the enemy families confirmed in the launch build, and a practical method for testing damage types without wasting a run.

Frog spear carriers and skull-club brutes share the temple courtyards
Frog spear carriers and skull-club brutes share the temple courtyards

How the bestiary fills

The demo's bestiary is scrollable, which is a small tell that the full game expects a long list. Entries are added by encountering a family, not by killing a fixed number of them. A silhouette means you have seen the creature but not recorded it; a full entry means the game has decided you know it.

What an entry contains, based on the launch build:

  • A name and silhouette. Some entries are named only after the first kill.
  • A short behaviour note. These are cryptic rather than tutorial; "ambushes from water" is the level of detail you get.
  • Damage-type hints. The book tracks slash, pierce and impact, and entries imply which one the creature dislikes.
  • Status notes. Poison, bleed and similar effects appear as icons rather than full explanations.

The book does not show exact HP, exact resistances or drop tables. Treat it as a field guide, not a spreadsheet.

Open the bestiary after every new room

The entry is added on encounter, so the book can tell you what you are about to fight before you have killed it. That is free information; use it.

The confirmed enemy families

Frog-faced spear carriers

The most common courtyard enemy in the launch material. They carry a spear and a small shield, and they fight in pairs more often than alone.

  • Behaviour: approach in a line, poke from just outside melee range, hop back after a missed thrust.
  • Problem: the spear's reach overlaps your light attack, so a straight trade loses.
  • Answer: break the line with a pillar or doorway, then punish the hop-back. Throwing weapons pull one of a pair without aggroing the other.

Octopus-headed walkers

Tall, slow, and dangerous in the open. Their reach is horizontal rather than forward, which makes them a different problem from the spear carriers.

  • Behaviour: walk toward you, swing wide, recover slowly.
  • Problem: the wide arc catches a sidestep that would beat a thrust.
  • Answer: fight them in a doorway or against a wall so the arc clips geometry. In the open, walk around the swing rather than backing away.

Skull-club brutes

The courtyard's anchor enemy. Slow wind-up, heavy forward step, and a club that hits the floor rather than a point.

  • Behaviour: close distance, raise the club, step forward, slam.
  • Problem: the forward step closes the gap you created during the wind-up.
  • Answer: circle toward the club side, punish after the floor hit, and do not try a full string. One light attack is the correct trade.

The skeleton family

The Butcher is the named member, but the launch material also shows smaller skeleton enemies in the same purple-lit spaces. Bone enemies are the natural place to test impact damage; if a blunt weapon staggers them and a blade does not, the bestiary is doing its job.

The red-void creatures

The Necronomicon's arena implies a late-game family that does not obey the island's stone-and- sea rules. We have not confirmed regular enemies from that space beyond the boss itself, so this page will not invent them.

Damage types: the three-way test

The demo's Ready For Anything achievement asks you to own one slash, one pierce and one impact weapon. That is not a collection challenge; it is the game telling you that the bestiary's resistances are real.

A practical test loop:

  1. Pick a single enemy you can kill safely.
  2. Hit it once with a slash weapon and note the damage number.
  3. Reset the room (rest at a monument or die and return).
  4. Repeat with pierce, then impact.
  5. Record the winner in the bestiary margin, not in your head.

Do not test on bosses. Their resistances are layered with phase behaviour, and one bad attempt costs a run. Use the courtyard's regular enemies; they are close to a monument and respawn.

Damage type Naturally good against Naturally bad against
Slash Flesh, cloth, unarmoured Bone, plate, shields
Pierce Gaps in armour, thin hides Bone masses, heavy plate
Impact Bone, shields, stone Fast enemies that punish recovery

That table is a starting hypothesis, not a datamined chart. The game's own entries override it whenever they disagree.

Mini-bosses and the 100+ count

The store description promises 100+ enemies, mini-bosses and bosses. That number is a combined count, not 100 unique boss fights. In practice, expect:

  • Regular families repeated across regions with elemental or equipment variants.
  • Mini-bosses that reuse a family's silhouette with a named health bar.
  • Named bosses with unique arenas, of which three are confirmed.

When a mini-boss appears, the bestiary entry usually arrives with it. Check the book before you commit to a damage type; the name is often the hint.

Recording your own entries

The in-game book is sparse, so keep a second record. A simple table works:

Enemy Region Weak to Resists Dangerous move
Frog spear carrier Temple courtyard Slash Pierce Line thrust
Octopus walker Courtyard interior Pierce Slash Wide arc
Skull-club brute Courtyard anchor Impact Slash Forward slam
Skeleton Purple corridor Impact Slash Overhead axe

This is also the fastest way to notice a pattern the game never states: most early enemies resist the damage type their equipment implies. Shields resist slash, bone resists slash, and cloth resists nothing much.

What the bestiary does not cover

  • Boss patterns. Those belong on the boss pages, not in the enemy book.
  • Drop tables. No reliable drop data exists at launch; do not trust a "best farming spot" list yet.
  • Exact numbers. The game hides them, and this page will not fake them.

If you want the combat math behind the resistances, the combat guide covers stamina, charge attacks and the dash attack's lack of invincibility. If you want to build around a damage type, start with the weapons page and the build guide.

Sources

Official source: Queen's Domain on Steam — official store page with the feature list, PC requirements and launch details.

FAQ

Does the bestiary show boss weaknesses? It records bosses as entries, but the entries are not a strategy guide. Use the arena notes on the boss pages.

Do I need to kill an enemy to record it? No. Encountering the family adds the silhouette; a full entry usually follows the first kill.

Is there a completion reward for filling the bestiary? Not confirmed. Treat completion as a personal goal, not a known unlock.

Why is my bestiary empty? It fills per family, not per kill. If you have only fought humans, you have only recorded humans.

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