Lords of the Fallen

Umbral Parasite

Enemy in Lords of the Fallen, with its weaknesses and drops read from the game files.
Enemy 20 HP Umbral Weak to Physical Datamined

Umbral parasites can symbiotically merge with other creatures, protecting them or granting enhanced power. Use your Umbral lamp to find and destroy them.

Lore

The Lightreaper's Umbral Parasite

An Umbral parasite extracted from the Lightreaper.

Hidden lore — revealed in game at high Inferno or Radiance

Recognising the threat represented by the lampbearer mission, Adyr was able to obtain one of the Umbral parasites and bind it to a Rhogar, creating the Lightreaper, a creature unaware of the suspicion and disgust with which he would always be regarded by his creator.

Quoted from the item as the game writes it. Datamined

Damage absorption

Every parasite shares one stat line — 20 health, and physical is by far the softest thing about them. They are not meant to be a fight. The difficulty is noticing one exists.

Damage typeAbsorbsDefence
Physical 13% 90 Weakest
Fire 29.3% 250
Holy 29.3% 250
Wither 33.6% 305 Toughest
Magic 20.7% 158

Magic is spell damage. No weapon deals it — every spell does, whichever school it belongs to — so that row is how well casting works against this enemy, and the other four are what your weapon does.

Lowest absorption is where your damage goes furthest — physical here. The Defence column is the game's own stored value, on the same scale as an armour piece's absorption. The percentage is derived from it as K/(K+defence) with K = 604, a constant solved from three mitigations measured in game rather than read out of a table — so treat it as accurate to a few tenths, not exact.

How to hurt it

If you swing
Physical 13% absorbed
If you cast
Magic 20.7% absorbed
Resists
Wither 33.6% absorbed

Both lines matter whichever way you play. The game gives you two hands for melee and a third slot for casting or a throwable, so most fights use both — and a cast has a wind-up that a crowd at close range will not wait through. Take the number for whatever is in your hand at the time.

Two different things in the swing lane, read together. Slash, blunt and pierce are tags — every weapon deals one of them, and they are not in the table above. The named school is from that table, and it is the lowest of the four a weapon can actually deal: magic is left out of it because no weapon deals magic.

No physical weakness or resistance is tagged on this one either — it takes slash, blunt and pierce the same way, so the school above is the whole answer.

What does not work

No immunity data for this one.

Least effective: wither 33.6% absorbed

Not a wall — it can be killed with any of these. At 33.6% absorbed you are giving up 21 percentage points against physical, which is the difference between a fight and a long fight.

How to deal with them

Raise the Umbral lamp to reveal one, then destroy it. They are invisible until the lamp is up, and that is the whole problem: a parasite you never saw reads as a boss whose health will not go down.

Deal with one before starting the fight it belongs to wherever you can. Mid-fight you are spending time on a 20-health object while its host is still hitting you.

What they do

Heals its host
0.3% of the host’s maximum health every second, indefinitely. On the Lightreaper’s 20,700 that is roughly 62 a second, or about 3,700 a minute — which is why the fight feels unwinnable until it is gone.
Makes its host immortal
The host cannot be killed at all while the parasite lives.
Resurrects
Brings its host back after death.
Restores stagger health
Extra stagger health, or reduced stagger damage taken — seen on Tancred, the Bell Keeper and the Ice Banshee.
Poisons its host’s weapon
Adds poison to what the host is swinging at you.
Burns the area
A fire aura around the parasite itself.
Lays mines
Ice mines, and a parry-triggered variant during the Hushed Saint.

Each effect is a separate parasite rather than one that does everything, and which one you meet depends on what it is attached to. Named from the game's own effect assets; the healing figure is read from that effect's own coefficient.

Status resistance

StatusResistance
Bleed 185 Procs soonest
Poison 215
Frostbite 215
Smite 245
Burn 185 Procs soonest
Ignite 245
Wither 200 Applies on hit

These are buildup thresholds, not percentages, so they read the opposite way to absorption — a lower number procs sooner. They are comparable between enemies but not against any other figure on the site. The proc itself is a damage event that scales off your own attributes, which is why two players see different numbers from the same status.

Wither sits outside that comparison. It applies on the hit rather than building toward a threshold, so its figure is not measuring the same thing as the other six and is left out of "procs soonest" — otherwise it would win on most enemies in the game and the tag would stop telling you anything.

Similar enemies

In the same region

No level in the game places this one. It is summoned into a fight, spawned by an event, or it follows you rather than waiting somewhere.

Other Umbral enemies

Spotted something wrong here? Tell us and we will fix it.