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Overview Edit

Some of the enemies have been moved to other chapters, and most of them had their abilities changed in one way or another. Additionally, all of the enemies have been divided into four categories (Accurate, Evasive, Ranged and Strong - Healthy in the code), with their stats being calculated depending on the current chapter, their XP value and category.

Special enemies can be spawned on any depth (especially if this depth is flooded - piranhas, overgrown - statues, haunted - wraiths, secretive - mimics), and their XP values are usually equal to the depth number + 1. They are generally more dangerous than usual enemies, but all of them have some kind of weakness to compensate for that.

"Magical" enemies are sometimes immune to all body-related and mind-related debuffs (including life stealing), but they are in contrast always vulnerable to scrolls of Banishment, potions of Blessing and also to the new wand of Smiting. About the body/mind debuffs, Demons are not immune or resistant as other magical creatures like Skeletons and Golems.

Chapter 1 - Sewers Edit

Gnoll Hunter Edit

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Gnoll Hunter
Gnolls are hyena-like humanoids. They dwell in sewers and dungeons, venturing up to raid the surface from time to time. Gnoll hunters are regular members of their pack, they are not as strong as brutes and not as intelligent as shamans.

It is somewhat changed from Original PD as it now throws javelins and also appears in the Caves. It has no resistances and drops various types of ammunition with 25% chance. It is the only enemy that appears in all the chapters from Sewers to Caves and its drops follow the chapter: they are bullets in Sewers (25% chance), arrows in Prison (37.5%) and quarrels in Caves (50%). Category: Ranged.

Marsupial Rat Edit

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Marsupial Rat
This vermin inhabited the City for almost as long as these sewers had existed. But recently there appeared rumours about these rats attacking pets, toddlers and even adults sometimes.

Has no resistances or immunities, no special abilities, drops no loot. Category: Evasive.

Mugger Edit

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Mugger
"The Sewers always been hiding place for all sorts of cutthroats and outlaws.

Moved from the Prison, renamed and changed as it has now a semi-ranged attack when on full HP. No resistances or immunities, has a 25% chance to drop gold, most often 10-20 pieces. Category: Accurate.

Sewer Crab Edit

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Sewer Crab
These huge crabs are at the top of the food chain in the sewers.

Moves twice as fast, has no resistances or immunities, has a 25% chance to drop raw meat. Category: Strong.

Chapter 2 - Prison Edit

Carrion Insect Edit

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Carrion Insect
The deadly swarm of flies buzzes angrily. These unclean foes have uncanny sense of smell when it comes to anything edible.

It is renamed and also changed from Original PD, as it appears only in Prison, doesn't drop potions of Healing anymore (or anything in general) and doesn't split on hit. Not resistant to anything anymore but vulnerable to Mind debuffs. It is flying, drains 1% satiety on hit, aggroes when you eat, drops no loot. Category: Evasive.

Gnoll Shaman Edit

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Gnoll Shaman
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.

It zaps magic missile bolts, is a little changed from Original PD as it now spends a turn to prepare spell, has no resistances, drops no loot. Category: Ranged.

Giant Spider Edit

Spider YAPD
Giant Spider
These overgrown subterranean spiders try to avoid direct combat, preferring to poison their target and run away. Their abdomes store large amounts of web, which is usually used to wrap up their prey after it succumbs to their venom.

Moved from the Caves, renamed and retextured. It can poison on hit, doesn't ensnare its target anymore, but still runs away after poisoning the hero. It is also now vulnerable to Mind debuffs. It has a 30% chance to drop raw meat. Category: Strong.

Skeleton Edit

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Skeleton
Skeletons are composed of corpses bones from unlucky adventurers and inhabitants of the dungeon, animated by emanations of evil magic from the depths below. Their vile touch is infamous for its ability to sapping the lifeforce of the unlucky victim.

It is somewhat changed from Original PD as it can now cause the Withered debuff on hit, but doesn't explode on "death". Resistant to Frost and Unholy damage, Immune to Body and Mind debuffs. It is a magical creature, so vulnerable to Dispel and Holy damage. Has a 25% chance to drop gold, most often 20-40 pieces. Category: Accurate.

Chapter 3 - Caves Edit

Cave Scorpion Edit

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Cave Scorpion
These huge arachnid-like creatures pose a significant threat to any adventurer due to a ability to inject acid with their tails.

Moved from the Demon Halls, renamed and also changed from Original PD, as it can now cover in ooze on hit and also creates cloud of corrosive gas on death. Resistant to Acid damage, vulnerable to Mind debuffs, drops raw meat. Category: Strong. It has no rare variant.

Evil Eye Edit

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Evil Eye
One of this creature'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.

Moved from the Demon Halls and also changed from Original PD, as apart from zapping Disintegration rays, it can also harm enemies if they are in the same line with the hero, and also flees from melee range when on full HP. It is flying, resistant to Energy damage, and has a 35% chance to drop raw meat. Category: Ranged.

Gnoll Brute Edit

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Gnoll Brute
Brutes are the largest, strongest and toughest of all gnolls. They are dumb, but very ferocious fighters. They can become temporarily enraged when injured enough.

Somewhat changed from Original PD, as it has now a semi-ranged attack when on full HP, but still becomes enraged. Resistant to Body and Mind debuffs. It has a 25% chance to drop gold, most often 30-60 pieces. Category: Accurate. It has no rare variant.

Vampire Bat Edit

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Vampire Bat
These brisk and tenacious inhabitants of cave domes may defeat much larger opponents by replenishing their health with each successful attack.

Steals health on hit, moves twice as fast, is flying, and a little changed from Original PD is it now never droops a potion of Mending (or anything in general). Category: Evasive.

Chapter 4 - Metropolis Edit

Dwarf Monk Edit

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Dwarf Monk
These monks are fanatics, who devoted themselves to protecting their city's secrets from all intruders. They don't use any armor or weapons, relying solely on the art of hand-to-hand combat.

He still attacks twice, but is somewhat changed from Original PD as he now stacks combo on hit but doesn't stun. He has a 10% chance to drop a food ration. Category: Evasive. He has no rare variant.

Dwarf Warlock Edit

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Dwarf Warlock
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.

Somewhat changed from Original PD, as he zaps now lightning bolts that do not weaken the hero and spends a turn to prepare a spell. Resistant to Body debuffs and Unholy damage, has a 25% chance to drop gold, most often 40-80 pieces. Category: Ranged.

Fire Elemental Edit

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Fire Elemental
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.

Somewhat changed from Original PD, as it has now a semi-ranged fire-based attack when on full HP. Its melee attack is also fire-based. Immune to Fire damage, Resistant to Acid and Shock damage and Body debuffs. It is vulnerable to damage by Frost and Rain. It is flying and also a Magical creature, so it is also vulnerable to Dispel and Holy damage. Drops no loot. Category: Accurate.

Golem Edit

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Golem
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. Their metallic bodies can become less durable under high temperatures.

It moves slower than usual, less armored while burning, Resistant to most sources of magical damage (Energy, Fire, Frost, Shock, Unholy) and Immune to Body and Mind debuffs. It is a magical creature, so vulnerable to Holy damage. Drops no loot. Category: Strong.

Chapter 5 - Demon Halls Edit

Blackguard Edit

Blackguard
Blackguard
This metallic juggernaut once was a hero like you. Now, his tormented soul is bound within these halls forever.

Totally new enemy. Resistant to most sources of magical damage (Acid, Dispel, Energy, Fire, Frost, Unholy), and Immune to Mind and Body debuffs. Magical creature, so vulnerable to Dispel and Holy damage. Drops no loot. Category: Strong.

Fiend Edit

Fiend
Fiend
Some demons seem to transcend their flesh and wear pure darkness as their form. Shadowy and menacing, these unholy abominations are born of malicious intent and are nothing more than incarnations of distilled evil, revelling only in death and pain.

Totally new enemy. Has an Unholy-based attack, causes the Withered debuff, spends a turn to prepare a spell, creates a cloud of miasma on death, which also causes the Withered debuff. It is a magical creature, so vulnerable to Dispel and Holy damage. Drops no loot. Category: Ranged.

Malicious imp Edit

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Malicious Imp
Imps are lesser demons. They are notable neither for their strength nor their magic talent, but for their cruelty and greed. However, some of them are actually quite nice and sociable. Certainly not this one, though...

Totally new enemy, which shares almost the same sprite with the friendly Ambitious Imp NPC. Energy-based attack, can steal an item on hit, teleports away, is flying. It is a magical creature, so vulnerable to Dispel and Holy damage. Drops no loot, unless it has stolen something, in which case it drops only the stolen item. Category: Ranged.

Succubus Edit

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Succubus
The succubi are demons that look like seductive (in a slightly gothic way) girls. Demonic charms allow them to mesmerize mortals, making them unable to inflict any direct harm against their tormentor and leaving them vulnerable to succubus' life-draining touch.

Somewhat changed from Original PD as she now also steals health on hit, but still casts Charm when not in melee and Blinks to the hero. Resistant to Body and Mind debuffs, it is a magical creature, so vulnerable to Dispel and Holy damage. Drops no loot. Category: Accurate.

Special - all chapters Edit

Animated Statue Edit

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Animated Statue
You would think that it's just another ugly statue of this dungeon, but its red glowing eyes give itself away. Usually passive, these stony juggernauts are almost unstoppable once provoked, being very resistant to both physical and magical damage. Besides being extremely reliable guardians, these automatons also may serve as a pretty cool garden decorations

Resistant to most sources of magical damage (Acid, Energy, Flame, Frost, Shock, Unholy) and Immune to Body and Mind debuffs. They are susceptible to ambushes, and as magical creatures, are vulnerable to Dispel and Holy damage. They drop no loot by themselves, but are usually encountered in couples, guarding an item of usually good quality and always non cursed. In Overgrown depths they also spawn alone, hiding among high grass, without guarding any item. Category: Accurate.

Mimic Edit

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Mimic
Mimics are magical creatures which can take any shape they wish. In dungeons they almost always choose a shape of a treasure chest, because they know how to beckon an adventurer, but are too slow to catch them otherwise.

Moves slower than usual, devours items when not hunting. Resistant to Body and Mind debuffs, drops most often various amounts of gold as loot and rarely a key or a good quality item. In Secretive depths they are much more common. Category: Strong.

Giant Piranha Edit

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Giant Piranha
These carnivorous fish are sometimes born in these underground pools. - moves twice as fast, can move only on water tiles. Other times, they are bred specifically to protect flooded treasure vaults. Regardless of origin, they all share the same ferocity and thirst for blood.

Has no resistances or immunities, 50% chance to drop raw meat. They usually appear in groups of 3 or 4 in flooded vault rooms but in flooded depths they also appear alone or in smaller groups in regular rooms. Category: Evasive.

Wraith Edit

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Wraith
A wraith is a vengeful spirit of a sinner, whose grave or tomb was disturbed. Being an ethereal entity it bypasses any armor with its attacks while being partially immune to conventional weapons itself.

Changed from Original PD as it now ignores armor class, steals health on hit, has a ranged attack and causes the Withered debuff. It also does not spawn in groups of 4 from disturbed tombstones anymore, but in both occasions of spawning, either from skeletal remains or from a disturbed tombstone, only 1 wraith spawns. Resistant to Frost, Physical, Unholy damage and Imune to Body and Mind debuffs. It is flying and a magical creature, so vulnerable to Dispel and Holy damage. Drops no loot by itself, but in most depths it spawns only from tombstones or skeletal remains, which always contain loot. Nevertheless in haunted depths it can spawn in the place of other regular enemies of the chapter, in which case it drops nothing and has no related loot. Category: Ranged.

Note that there is a also a "friendly" variant of the Wraith, which is only summoned by the scroll of Darkness and initially helps the hero by attacking enemies and does not attack him/her, but after the passing of some turns it becomes hostile to the hero.

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