Throughout Pixel Dungeon’s depths lie many different enemies, all increasing in strength, the deeper you go. Enemies at deeper depths also have some additional abilities, and may be immune to certain debuffs.
Many of them drop items, such as potions, scrolls, weapons, and other valuables. The drop percentage varies, and is never 100 % (except for special drops).
Tip: When in battle with multiple enemies, go to a doorway, or confined pathway; this way, you can only be attacked by one enemy at a time.
Gnolls are hyena-like humanoids. They dwell in sewers and dungeons, venturing up to raid the surface from time to time. Gnoll scouts are regular members of their pack, they are not as strong as brutes and not as intelligent as shamans.
Skeletons are composed of corpses bones from unlucky adventurers and inhabitants of the dungeon, animated by emanations of evil magic from the depths below. After they have been damaged enough, they disintegrate in an explosion of bones.
Deeper levels of the dungeon have always been a hiding place for all kinds of criminals. Not all of them could keep a clear mind during their extended periods so far from daylight. Long ago, these crazy thieves and bandits have forgotten who they are and why they steal.
Additional description if an item has been stolen:
Crazy <thief or bandit> is carrying a <stolen item name>. Stolen obviously.
The most intelligent gnolls can master shamanistic magic. Gnoll shamans prefer battle spells to compensate for lack of might, not hesitating to use them on those who question their status in a tribe.
These greenish furry cave spiders try to avoid direct combat, preferring to wait in the distance while their victim, entangled in the spinner's excreted cobweb, slowly dies from their poisonous bite.
Wandering fire elementals are a byproduct of summoning greater entities. They are too chaotic in their nature to be controlled by even the most powerful demonologist.
When dwarves' interests have shifted from engineering to arcane arts, warlocks have come to power in the city. They started with elemental magic, but soon switched to demonology and necromancy.
These monks are fanatics, who devoted themselves to protecting their city's secrets from all aliens. They don't use any armor or weapons, relying solely on the art of hand-to-hand combat.
The Dwarves tried to combine their knowledge of mechanisms with their newfound power of elemental binding. They used spirits of earth as the "soul" for the mechanical bodies of golems, which were believed to be most controllable of all. Despite this, the tiniest mistake in the ritual could cause an outbreak.
The succubi are demons that look like seductive (in a slightly gothic way) girls. Using its magic, the succubus can charm a hero, who will become unable to attack anything until the charm wears off.
One of this demon's other names is "orb of hatred", because when it sees an enemy, it uses its deathgaze recklessly, often ignoring its allies and wounding them.
You would think that it's just another ugly statue of this dungeon, but its red glowing eyes give itself away. While the statue itself is made of stone, the <weapon name>,[sic] it's wielding,[sic] looks real.
Mimics are magical creatures [sic] which can take any shape they wish. In dungeons [sic] they almost always choose a[sic] shape of a treasure chest,[sic] because they know how to beckon an adventurer.
These undead dwarves, risen by the will of the King of Dwarves, were members of his court. They appear as skeletons with a stunning amount of facial hair.
Yog-Dzewa is an Old God, a powerful entity from the realms of chaos. A century ago, the ancient dwarves barely won the war against its army of demons, but were unable to kill the god itself. Instead, they then imprisoned it in the halls below their city, believing it to be too weak to rise ever again.
Yog-Dzewa is an Old God, a powerful entity from the realms of chaos. A century ago, the ancient dwarves barely won the war against its army of demons, but were unable to kill the god itself. Instead, they then imprisoned it in the halls below their city, believing it to be too weak to rise ever again.
Yog-Dzewa is an Old God, a powerful entity from the realms of chaos. A century ago, the ancient dwarves barely won the war against its army of demons, but were unable to kill the god itself. Instead, they then imprisoned it in the halls below their city, believing it to be too weak to rise ever again.
Little [sic] known about The[sic] Goo. It's quite possible that it is not even a creature, but rather a conglomerate of substances from the sewers that gained rudiments of free will.
Tome of Mastery, then Tome of Remastery (if slain for the first time by a given class; subsequent times, after specializing into a sub-class before arrival)
This machine was created by the Dwarves several centuries ago. Later, Dwarves started to replace machines with golems, elementals and even demons. Eventually it led their civilization to the decline. The DM-300 and similar machines were typically used for construction and mining, and in some cases, for city defense.
The last king of dwarves was known for his deep understanding of processes of life and death. He has[sic] persuaded members of his court to participate in a ritual,[sic] that should have granted them eternal youthfulness. In the end he was the only one,[sic] who got it - and an army of undead as a bonus.
Yog-Dzewa is an Old God, a powerful entity from the realms of chaos. A century ago, the ancient dwarves barely won the war against its army of demons, but were unable to kill the god itself. Instead, they then imprisoned it in the halls below their city, believing it to be too weak to rise ever again.
Dispatch enemies one at a time in narrow corridors or from behind a door.
Use a Wand of Amok on enemies. This will make them attack other enemies nearby.
If an enemy with a long-range attack spots you, run behind a door or around a corner, so they don’t use their long range attacks.
If you aren't close enough to a door/corner or are closer to the enemy, use a Wand of Blink, or go towards the enemy to close the distance between you and them.
Tapping the Examine ('?') button, and then tapping on an enemy, will show its description, health, and any de/buffs it may have.
For Animated statues, this will also show the weapon they are wielding, which is useful to decide whether or not to fight them.
When you're about to face a normal-speed melee opponent and there's only one space between you, using your turn to close the gap will set you up to be struck with the first blow; instead, hit the 'Wait' button and let them approach you, so you get to start the battle with the initial strike on the next turn.
When dealing with faster enemies, like crabs, you should instead use your turn to walk one space away.
This strategy is not useful for enemies with ranged attacks.
When an enemy is asleep (upon entering a depth, or via Scroll of Lullaby) and is kept from being awoken, further spawning of that particular enemy type is hindered throughout your time spent at that depth (even with multiple visits to that depth).
The only time this might not be the case is if the depth hasn't yet reached its 'Enemy Spawn Limit', but for the most part, it holds true.
As long as none of the enemies are awoken, you'll be interruption-free.