While most enemies have seen few changes since Shattered branched off of the original PD, most of them have had their stats or behavior tweaked.
General AI changes
Enemies will now attempt to replicate their victim's exact footsteps when chasing them, even if that is not the shortest path to the target. This change makes it much easier to kite them and escape or reposition the fight.
Sewers enemies
Marsupial rat
Marsupial Rat | ||
Marsupial rats are aggressive but rather weak denizens of the sewers. They have a nasty bite, but are only life threatening in large numbers. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
8 | 1 | 8 | 2 | 1 - 4 | 1 | 5 | - |
Rat is the basic sewer enemies with no unique abilities or remarkable stats.
Albino rat
Albino Rat | ||
This is a rare breed of marsupial rat, with pure white fur and jagged teeth. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
15 | 1 | 8 | 2 | 1 - 4 | 1 | 5 | - |
A rare variant of rat with higher health. Can cause bleeding for damage dealt on hit with 50% chance.
It drops a mystery meat when defeated.
Sewer snake
Sewer Snake | ||
These oversized serpents are capable of quickly slithering around blows, making them quite hard to hit. Magical attacks or surprise attacks are capable of catching them off-guard however.
You can perform a surprise attack by attacking while out of the snake's vision. One way is to let a snake chase you through a doorway and then strike just as it moves into the door. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
4 | 0 | 10 | 25 | 1 - 4 | 2 | 7 | - |
Snake has less health than a rat, but MUCH higher evasion (actually comparable to lategame enemies). This makes it very difficult to hit it without using surprise attack or wands.
You can surprise it by hiding behind doors, attacking with ranged weapon before it notices you or using a cloak of Shadows) if you are the rogue. It can be also easly dispatched with a wand. If none of this options is possible, harmful scrolls/potions/seeds will do the job as well.
Has a 25% chance to drop a random seed when defeated.
Gnoll scout
Gnoll Scout | ||
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. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
12 | 2 | 10 | 4 | 1 - 6 | 2 | 8 | - |
Like sewer rats, gnoll scouts are just a basic, yet slightly sturdier enemies.
Gnoll scouts have a 50% chance to drop gold on death.
Sewer crab
Sewer Crab | ||
These huge crabs are at the top of the food chain in the sewers. They are extremely fast and their thick carapace can withstand heavy blows. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
15 | 4 | 12 | 5 | 1 - 7 | 4 | 9 | - |
Crab has quite high health, hery high armor for early game and deals the highest raw damage out ouf all Sewers creatures. It also moves twice as fast as the Hero, making ranged weapons or surprise attack more difficult to use.
You should equip T2 weapon and armor before entering depth 3 where it can spawn if possible. If not, try avoiding this enemy or using harmful potions/scrolls against it.
Has a 16.7% (1∕6) chance to drop mystery meat when defeated.
Slime
Slime | ||
Slimes are strange, slightly magical creatures with a rubbery outer body and a liquid core. The city sewers provide them with an ample supply of water and nutrients.
Because of their elastic outer membrane, it is difficult to deal more than 6 damage to slimes from any one attack. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
20 | 0 | 12 | 5 | 2 - 5 | 4 | 9 | - |
Slime reduce taken damage, making it difficult to defeat them with few hits. Any damage taken greater than 5 is reduced by the following formula:
In other words, the damage it will actually take based on the damage the Hero deals looks like this.
7 | 10 | 14 | 19 | 25 | 32 | 40 | 49 | 59 | 70 | 82 | 95 | 109 | 124 | 140 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Unlkie armor, which works best against low damage attacks, this form of damage reduction is most effective against high damage attacks. As you can see from the table above, you would need a 140 damage hit to one-shot this enemy and with weapons avalible in the sewers you will likely need at least 5 hits to kill it. Most instant kill methods won't be very effective against it as they deal damage equal to creature's health which will, in this case, be significantly reduced. However, DoT effects are quite powerful against it as they deal per tick is quite low and therefore not subjected to damage reduction. Just remember it's resistant to corrosion and immune to cautic ooze.
It has a 20% chance to drop random T2 weapon. The chance is reduced by 1∕2 for every weapon obtained from this enemy so far to prevent farming.
Caustic slime
Caustic Slime | ||
This slime seems to have been tainted by the dark magic emanating from below. It has lost its usual green color, and drips with caustic ooze. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
20 | 0 | 12 | 5 | 2 - 5 | 4 | 9 | Acidic |
Cautic slime is a rare version of regular slime. It has 50% chance to apply cautic ooze on hit. It is therefore a good idea to stand in water while fighting this enemy to get rid of the debuff easily.
Caustic slime drops a single blob of Goo when defeated.
Swarm of flies
Swarm of Flies | ||
The deadly swarm of flies buzzes angrily. Every non-magical attack will split it into two smaller but equally dangerous swarms. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
50 | 0 | 10 | 5 | 1 - 4 | 3 | 9 | Flying |
Swarm of flies has significantly higher health than any other sewer enemy. After taking physical damage, it splits into two copies – each with half as much health – if there is an empty tile next to it in cardinal directions. If there is no valid space, splitting is skipped.
Try luring this enemy into a hallway before fighting it to ensure your Hero won't get surrounded. Wands aren't very effective against it, unless you make it split a few times and use wand that can harm multiple enemies.
It has a 16.7% (1∕6) chance to drop a potion of healing, decreasing every time it splits (to 1∕7, 1∕8, etc). This chance is reduced for every dropped potion obtained this way. Swarms of flies can drop up to 5 potions in total per game. You might to want split the swarm as many times as possible to increase your chance of getting the potion. However, due to the drop cap it's not feasible to use it for potion farming like in vanilla.
Prison enemies
Skeleton
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. After they have been damaged enough, they disintegrate in an explosion of bones. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
25 | 5 | 12 | 9 | 2 - 10 | 5 | 10 | Undead |
Skeleton is the most common prison enemy. When it dies, it explodes, dealing 6
to 12
damage to anything in a 3x3 area. Armor is twice as effective against damage dealt by this enemy.
When entering the prison you should have an armor that blocks at least 4 dmg on average to reliably protect you from the explosion unless you have a way to kill the skeleton before it gets to you.
It has a 16.67 % chance to drop a weapon piece. The chance is reduced by 1∕2 for every weapon obtained from this enemy so far to prevent farming.
Crazy thief
Crazy Thief | ||
Though these inmates roam free of their cells, this place is still their prison. Over time, this place has taken their minds as well as their freedom. Long ago, these crazy thieves and bandits have forgotten who they are and why they steal.
These enemies are more likely to steal and run than they are to fight. Make sure to keep them in sight, or you might never see your stolen item again. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
20 | 3 | 12 | 12 | 1 - 10 | 5 | 10 | Undead |
This enemy attacks twice per turn and attempts to steal an item from player's inventory with each attack.
- It cannot steal unique or upgraded items.
- They can, however, steal Ankhs and progression items: scrolls of upgrade and potions of strength.
- Trying to steal a honeypot causes the pot to shatter and a golden bee will spawn to attack the thief.
- If the thief steals an item in a stack, they will take only 1 item of this type from it.
After successfully stealing an item, thieves try to run away from the Hero. However, they only move at 5∕6 speed while holding an item, making it easier to catch up or corner them. Getting hit while running away causes them to drop a single gold coin.
It drops the stolen item when defeated. However, if they manage to get out of the Hero's FOV for several turns, they teleport and the stolen item is lost. It also has a 3% chance to drop a random ring or artifact. TThe chance is reduced by 2∕3 for every ring or artifact obtained from this enemy so far to prevent farming.
Crazy bandit
Crazy Bandit | ||
Though these inmates roam free of their cells, this place is still their prison. Over time, this place has taken their minds as well as their freedom. Long ago, these crazy thieves and bandits have forgotten who they are and why they steal.
These enemies are more likely to steal and run than they are to fight. Make sure to keep them in sight, or you might never see your stolen item again. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
20 | 3 | 12 | 12 | 1 - 10 | 5 | 10 | Undead |
A rare variant of the crazy thief. On successful steal cripples for 3
to 8
turns, poisons for 5
to 7
turns and blinds the Hero for 2
to 5
turns.
Has the same drops as it's common variant, however initial ring/artifact drop chance is 100%.
Necromancer
Necromancer | ||
These apprentice dark mages have flocked to the prison, as it is the perfect place to practise their evil craft.
Necromancers will summon and empower skeletons to fight for them. Killing the necromancer will also kill the skeleton it summons. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
35 | 0 - 5 | - | 13 | - | 7 | 14 | Undead |
Unlike almost every other enemy, the necromancers are unable to directly attack their target. Instead, they summon a skeleton to fight for them; they can also heal it and grant buffs.
The summoning spell takes one turn to cast. If the tile on which a skeleton should appeared is occupied, any character on that tile is pushed away. Skeleton summoned by the necromancer appears with 20 HP out of 25, has a darker color than normal skeletons and drops nothing when defeated.
If a skeleton is already summoned, necromancer heals it instead. The healing spell restores restores 5 HP and can pass through characters between the necromancer and its skeleton. It also applies adrenaline buff for 3 turns to a skeleton on full HP.
It has a 20% (1∕5) chance to drop a potion of healing. The chance is reduced for every previously dropped potion to prevent farming. Necromancers can drop up to 6 potions in total per game.
Prison guard
Prison Guard | ||
Once keepers of the prison, these guards have long since become no different than the inmates. They shamble like zombies, brainlessly roaming through the halls in search of anything out of place, like you!
They carry chains around their hip, possibly used to pull in enemies to close range. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
40 | 0 - 7 | 12 | 10 | 4 - 12 | 7 | 14 | Undead |
Prison guard has the highest stats of all prison enemies, which makes it very hard to kill especially on earlier floors. It also has a 1-time use chain pull move, which will bring the Hero to melee distance and cripple for a few turns, which make it very difficult to use ranged weapons against it. This takes no time to execute allowing the guard to attack the Hero right after pulling it. The chain cannot pull things into chasms, however it can chain you into an identified trap.
Consider using harmful scrolls/potions/seeds against this enemy if your gear isn't strong enough. Just be careful with harmful plants and blobs as you can get pulled into them.
It has a 20% chance to drop a random armor piece when defeated. The chance is reduced by 1∕2 for every armor piece obtained from this enemy so far to prevent farming.
DM-100
DM-100 | ||
The DM-100 is an early model of dwarven 'defense machine' which was designed to protect dwarven miners in the caves below this prison. Their electrical shocks proved too weak however, and so they were gifted to the human prison above. The warden initially deemed them too cruel to use, but as the prisoners became more unruly they became a necessity. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP cap | Properties |
---|---|---|---|---|---|---|---|
20 | 0 - 4 | 11 | 8 | Melee: 2 - 8
Magic: 3 - 10 |
6 | 13 | Inorganic, Electric |
This enemy resembles vanilla gnoll shaman, just with different name and sprite and slightly modified stats. It attacks from distance using lightning bolts whenever its target is not in melee range, dealing 3-10 magic damage. This lightning attack doesn't arc to adjacent characters nor gets more powerful in the water.
It has 33% chance to drop a random scroll when defeated.
Caves enemies
Vampire bat
Vampire Bat | ||
These brisk and tenacious inhabitants of the caves are much more dangerous than they seem. They replenish their health with each successful attack, which allows them to defeat much larger opponents. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
30 | 0 - 4 | 16 | 15 | 5 - 15 | 7 | 15 | Flying |
The most common enemy in caves that occasionaly spawns in prison as well. After this enemy attacks, it heals itself for (damage - 4
) HP. It can also fly and moves two tiles per turn, making ranged weapons and surprise attacks more difficult to use against it.
This makes it nearly impossible to kill without a good enough melee weapon or armor as it can heal faster than the hero can damage it. Armor that blocks at least 6 dmg is needed to reliably prevent its healing.
It has a 16.67% (1∕6) chance to drop a potion of healing. The chance is reduced for every previously dropped potion to prevent farming. Bats can drop up to 7 potions in total per game.
Gnoll brute
Gnoll Brute | ||
Brutes are the largest, strongest, and toughest of all gnolls. When mortally wounded, they go berserk, gaining temporary shielding and a large boost to damage.
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
40 | 0 - 8 | 20 | 15 | 5 - 25; 15-40 when enraged | 8 | 15 | - |
When brute's health is reduced to 0, it becomes enraged. This doesn't happen if it's killed by falling or if corruption enchantment procs on it's death.
Brute Rage | ||
A surge of physical power, adrenaline enhanced both attack and movement speed.
This gnoll brute is dying, but wants to take you with it!\n\nThe brute will die when its shielding wears off, either due to time or if it is damaged. In the meantime, it will deal hugely increased damage, so watch out! Shield remaining: X |
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When enraged, it gains 24 points of shielding, becomes immune to terror and its damage increases greatly. However, it loses 4 shield points every turn and therefore dies 6 turns after it enters this state. To avoid taking a hit from an enraged brute you can usually just run from it until it dies for good.
It has a 50% chance to drop a pile of gold when defeated.
Armored brute
Gnoll Brute | ||
Brutes are the largest, strongest, and toughest of all gnolls. When mortally wounded, they go berserk, gaining temporary shielding and a large boost to damage. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
40 | 6 - 10 | 20 | 20 | 5 - 25; 15-40 when raging | 8 | 15 | - |
A rare variant of gnoll brute with much higher armor. It gains the same shielding when raging, but it only looses one shield point every 3 turns and can therefore survive for 72 turns before dying for good. If you don't want to fight it when enraged, get out of its FOV and hope you won't stumble upon it again before it dies.
It drops a random mail armor(3∕4 chance) or plate armor(1∕4 chance) when defeated.
Gnoll shaman
In Shattered PD gnoll shamans only appear in the Caves and are much stronger than in vanilla. They cast magic bolts when their targets are not in melee range, effects of which depend on the color of the mask they are wearing.
It has a 3% chance to drop a random wand. The chance is reduced by 2∕3 for every wand obtained from this enemy so far to prevent farming.
Red shaman
Gnoll Shaman | ||
Gnoll shamans are intelligent gnolls who use battle spells to compensate for their lack of might. They have a very respected position in gnoll society, despite their weaker strength.
This shaman is wearing a red mask, and will use magic that temporarily weakens your attacking power. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
35 | 0 - 6 | 18 | 15 | Melee: 5 - 10
Magic: 6-15 |
8 | 16 | - |
A common variant of the gnoll shaman (40% chance to spawn) wearing a red mask. Its magic bolt has 50% chance to apply weakness debuff on target decreasing its physical damage by 33% for 20 turns.
Blue shaman
Gnoll Shaman | ||
Gnoll shamans are intelligent gnolls who use battle spells to compensate for their lack of might. They have a very respected position in gnoll society, despite their weaker strength.
This shaman is wearing a blue mask, and will use magic that temporarily increases the damage you take. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
35 | 0 - 6 | 18 | 15 | Melee: 5 - 10
Magic: 6-15 |
8 | 16 | - |
A common variant of the gnoll shaman (40% chance to spawn) wearing a blue mask.
Its magic bolt has a 50% chance to apply the vulnerable debuff on target, increasing physical damage taken by 33% for 20 turns.
Purple shaman
Gnoll Shaman | ||
Gnoll shamans are intelligent gnolls who use battle spells to compensate for their lack of might. They have a very respected position in gnoll society, despite their weaker strength.
This shaman is wearing a purple mask, and will use magic that temporarily reduces your accuracy and evasion. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
0 - 35 | 0 - 6 | 18 | 15 | Melee: 5 - 10
Magic: 6-15 |
8 | 16 | - |
An uncommon variant of the gnoll shaman (20% chance to spawn) wearing a purple mask.
Its magic bolt has a 50% chance to apply the hexed debuff on target, decreasing its accuracy and evasion by 20% for 30 turns.
Cave spinner
Cave Spinner | ||
These greenish furry cave spiders try to avoid direct combat. Instead they prefer to wait in the distance while their victim struggles in their excreted cobweb, slowly dying from their venomous bite. They are capable of shooting their webs great distances, and will try to block whatever path their prey is taking. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
0 - 50 | 6 | 20 | 14 | 10 - 25 | 9 | 16 | - |
It has a 12.5% chance to drop a mystery meat when defeated.
DM-200
DM-200 | ||
The DM-200 is the second generation of dwarven 'defense machine', which was designed to protect dwarven miners in the caves and city below. They are much larger and bulkier than their predecessors, and attack with devastating hydraulic fists.
Their increased size is also their primary weakness, as they are unable to fit into the narrow tunnels and doorways of the dungeon. The dwarves were able to compensate for the DM-200's lack of mobility by allowing them to vent their toxic exhaust fumes at distant enemies, or enemies they cannot reach. |
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HP | Armor | Accuracy | Evasion | Damage | Exp | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
0 - 70 | 8 | 25 | 8 | 10-25 | 9 | 17 | Large, Inorganic |
This enemy can use gas attack againts targets it cannot reach, creating 100 units of toxic gas on each tile on the path to the target's position with a 30 turn cooldown.
It has a 12.5% chance to drop a weapon or random armor piece using Dwarf City tier distribution. The chance is reduced by 1∕2 for every armor piece obtained from this enemy so far to prevent farming.
DM-201
DM-201 | ||
The dwarves briefly experimented with more heavily emphasizing the DM-200's lack of mobility and created some DM models that are entirely stationary. The DM-201 is a retrofitted DM-200 which acts as a sentry turret that has no movement ability. In exchange for the lack of mobility, DM-201s have significantly more durability and attacking power.
As DM-201s have no engine to vent exhaust from, the dwarves instead outfitted them with corrosive gas grenades! DM-201s are careful with these grenades however, and will only lob them when attacked from a distance. |
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HP | Armor | Accuracy | Evasion | Damage | Exp | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
120 | 0 - 8 | 25 | 8 | 15-25 | 9 | 17 | Immovable, Inorganic, Large |
A rare version of DM-200. This enemy is immobile, but uses ranged attack which creates corrosive gas at enemy position and around it dealing 8 damage initially.
It drops a cursed metal shard when defeated.
Dwarven Metropolis enemies
Dwarven ghoul
Dwarven Ghoul | ||
As dwarven society slowly began to collapse, and the current king of the dwarves seized absolute power, those who were weak or who resisted him were not treated well. As the king grew more adept at wielding dark magic, he bent these dwarves to his will, and now they make up the footsoldiers of his army.
Ghouls are not especially strong on their own, but always travel in groups and are much harder to kill in large numbers. When a ghoul is defeated, it will rise again after a few turns as long as another ghoul is nearby. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
45 | 0 - 4 | 24 | 20 | 16-22 | 5 | 20 | Undead |
The most common enemy in dwarven city that occasionaly spawns in caves as well. While ghouls have lower HP than other city enemies, they make up for it by always moving through the dungeon in pairs.
A ghoul won't die immediately after getting its HP reduced to 0 as long as there is another ghoul in its FOV. Instead, they will kneel and wait until they recover. This doesn't happen if it is corrupted or killed by a chasm. It rises back to life with X HP after 5 turns, increasing by 5 every time it rises. When it is defeated for good, it drops a pile of gold.
Elemental
There are multiple types of elementals, each having different weakneses and resistences and applying different debuff on attack.
Fire elemental
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. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
65 | 0 - 5 | 25 | 20 | 16 - 26 | 10 | 20 | Fiery, flying |
A common variant of elemental (39.2% chance to spawn). Its ranged attacks sets the target on fire. Its melee and ranged attacks have a 50% chance to set the target on fire.
It has a 12.5% chance to drop a potion of liquid flame when defeated.
Frost elemental
Frost Elemental | ||
Elementals are chaotic creatures that are often created when powerful occult magic isn't properly controlled. Elementals have minimal intelligence, and are usually associated with a particular type of magic.
Frost elementals are a common type of elemental which weakens enemies with chilling magic. They will chill their target with melee and occasional ranged attacks. Their magic is much more effective in water. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
65 | 0 - 5 | 25 | 20 | 16 - 26 | 10 | 20 | Icy, Flying |
A common variant of elemental (39.2% chance to spawn). Its ranged attacks chill the target for 3 turns or 5 turns if the target is in water. It's melee attack chills with 33% chance like the ranged attack.
It has a 12.5% chance to drop a potion of frost when defeated.
Shock elemental
Shock Elemental | ||
Elementals are chaotic creatures that are often created when powerful occult magic isn't properly controlled. Elementals have minimal intelligence, and are usually associated with a particular type of magic.
Shock elementals are a less common type of elemental which disrupts its enemies with electricity and flashes of light. In melee they will arc electricity to nearby enemies, and deal bonus damage to their primary target if they are in water. They will also occasionally focus a ranged blast of light at their target, temporarily blinding them. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
65 | 0 - 5 | 25 | 20 | 16 - 26 | 10 | 20 | Electric, Flying |
An uncommon variant of elemental (19.6% chance to spawn). It's ranged attacks blinds the target for 5 turns. It's melee also damages nearby creatures by 40% of initial damage and deals 40% extra damage if attacked target is in water.
It has a 25% chance to drop a scroll of recharging when defeated.
Chaos elemental
Chaos Elemental | ||
Elementals are chaotic creatures that are often created when powerful occult magic isn't properly controlled. Elementals have minimal intelligence, and are usually associated with a particular type of magic.
Chaos elementals are rare and dangerous elementals which haven't stabilized to a particular element. They will unleash wild unpredictable magic when they attack. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
65 | 0 - 5 | 25 | 20 | 16 - 26 | 10 | 20 | Flying |
A rare variant of elemental (2.0% chance to spawn). Its melee and ranged attacks trigger a random cursed wand effect exept polymorph and fake crash.
It drops a scroll of transmutation when defeated.
Dwarf warlock
Dwarf Warlock | ||
As the dwarves' interests shifted from engineering to arcane arts, warlocks came to power in the city. They started with elemental magic, but soon switched to demonology and necromancy. The strongest of these warlocks seized the throne of the dwarven city, and his cohorts were allowed to continue practising their dark magic, so long as they surrendered their free will to him.
These warlocks possess powerful disruptive magic, and are able to temporarily hinder the upgrade magic applied to your equipment. The more upgraded an item is, the more strongly it will be affected. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
70 | 0 - 8 | 25 | 18 | Melee: 16 - 22
Magic: 12 - 18 |
11 | 21 | Undead |
It has a 50% chance to drop a random potion when defeated.
Dwarf monk
Dwarf Monk | ||
These monks are fanatics, who have devoted themselves to protecting their king through physical might. So great is their devotion that they have totally surrended their minds to their king, and now roam the dwarven city like mindless zombies.
Monks rely solely on the art of hand-to-hand combat, and are able to use their unarmed fists both for offense and defense. When they become focused, monks will parry the next physical attack used against them, even if it was otherwise guaranteed to hit. Monks build focus more quickly while on the move, and more slowly when in direct combat. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
68 | 0 - 2 | 30 | 30 | 12 - 25 | 11 | 21 | Undead |
It has a 8.3% chance to drop a ration of food when defeated.
Senior monk
Senior Monk | ||
These monks are fanatics, who have devoted themselves to protecting their king through physical might. So great is their devotion that they have totally surrendered their minds to their king, and now roam the dwarvern city like mindless zombies.
This monk has mastered the art of hand-to-hand combat, and is able to gain focus while moving much more quickly than regular monks. When they become focused, monks will parry the next physical attack used against them, even if it was otherwise guaranteed to hit. Monks build focus more quickly while on the move, and more slowly when in direct combat. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
68 | 0 - 2 | 30 | 30 | 16 - 24 | 11 | 21 | Undead |
It has a 8.3% chance to drop a pasty when defeated.
Stone golem
Stone golem | ||
Golems are an attempt to correct the previous flaws in dwarven machinery via the dwarves newfound use of magic. they are much more compact and efficient compared to the DM-300 while still being very deadly.
While golems are still too large to fit into passageways, the dwarves have given them new magical abilities to compensate. Golems can teleport themselves between rooms, and teleport enemies to them when they are out of reach. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
85 | 0 - 12 | 28 | 18 | 25 - 40 | 12 | 22 | Inorganic |
It has a 12.5% chance to drop a weapon or random armor piece using Demon Halls tier distribution. The chance is reduced by 1∕2 for every armor piece obtained from this enemy so far to prevent farming.
Demon Halls enemies
Succubus
Succubus | ||
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. When succubi attack a charmed hero, they will steal their life essence. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
80 | 0 - 10 | 40 | 25 | 22 - 30 | 12 | 25 | Demonic |
It has a 33% chance to drop a random scroll when defeated. However, all scrolls are equally likely to be dropped regardless of rarity exept scroll of upgrade.
Evil eye
Evil Eye | ||
Evil Eyes are floating balls of pent up demonic energy. While they are capable of melee combat, their true strength comes from their magic.
After building energy for a short time an Evil Eye will unleash a devastating beam of energy called the deathgaze. Anything within the Evil Eye's sights will take tremendous damage, wise adventurers will run for cover. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
100 | 0 - 10 | 30 | 20 | Melee: 20 - 30
Magic: 30 - 50 |
13 | 25 | Demonic, flying |
It drops two dewdrops (50% chance), random runestone (25% chance) or random seed (25% chance) when defeated.
Scorpio
Scorpio | ||
These huge arachnid-like demonic creatures avoid close combat by all means, firing crippling serrated spikes from long distances. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
95 | 0 - 16 | 36 | 24 | 24 - 36 | 14 | 26 | Demonic |
It has a 50% chance to drop a random potion when defeated. However, all potions are equally likely to be dropped regardless of rarity exept potion of healing and potion of strength.
Acidic scorpio
Scorpio | ||
These huge arachnid-like demonic creatures avoid close combat by all means, firing crippling serrated spikes from long distances. | ||
HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
95 | 0 - 16 | 36 | 24 | 24 - 36 | 14 | 26 | Demonic, acidic |
It drops a potion of experience when defeated. Note: This is currently bugged and acidic scorpio has similar drops as regular one.
Ripper demon
Ripper Demon | ||
These horrific creatures are the result of the many dwarven corpses in this region being put to use by demonic forces. Rippers are emaciated ghoulish creatures that resemble dwarves, but with broken bodies and long sharp claws made of bone.
Ripper demons are not particularly durable, but they are agile and dangerous. They are capable of leaping great distances to quickly reach targets before goring them with their claws. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
60 | 0 - 4 | 30 | 22 | 15-25 | 9 | -2 | Demonic, Undead |
This enemy attacks at double speed. If it's at least 3 tiles away from it's target it will leap at target's location. This attack is telegraphed giving the Hero 1 turn to move away. If the demon leaps onto it's target, it causes bleeding for 75% of it's attack damage. It doesn't spawn naturally, only from demon spawners. Their enemy cap per level is separate from the one used for regular enemies.
Demon spawner
Demon Spawner | ||
This twisting amalgam of dwarven flesh is responsible for creating ripper demons from the dwarves that have died in this region. Clearly the demons see no issue with using every resource they can against their enemies.
While visually terrifying, demon spawners have no means of moving or directly defending themselves. Their considerable mass makes them hard to kill quickly however, and they will spawn ripper demons more quickly when they are under threat. Demon spawners seem to be connected to some central source of demonic power. Killing them may weaken it. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
120 | 0 - 12 | - | 0 | - | 25 | 29 | Immovable, Miniboss, Demonic |
You can find this enemy in a unique room type, one per each depth of demon halls. It doesn't do anything besides spawning ripper demons every 60 turns in depth 21, 53.33 turns in depth 22, 46.66 turns in depth 23 and 40 turns in depth 24. Taking damage reduces demon spawning cooldown. It is however possible to prevent it from spawning more demons by occupying every tile adjacent to it. It doesn't spawn over time, only during level generation. It caps maximum damage taken at once at 20 similarly to the slimes in sewers. While the damage resistance and miniboss property prevents the Hero from killing it too quickly, a pitfall trap can kill it instantly like every other non flying creature.
It is advised to kill as many demon spawners as possible, because each of them gives the Yog a 25% chance to spawn a ripper demon instead of god's larva during the final fight. It also always drops a potion of healing when defeated.
Non-standard enemies
Enemies that do not follow the regular spawning rules or can appear in multiple chapters (areas) of the game. Their stats usually depend on the depth they spawn on.
Animated statue
Animated Statue | ||
You would think that it's just another one of this dungeon's inanimate statues, but its red glowing eyes give it away.
While the statue itself is made of stone, the <enchanted weapon> it's wielding looks real. |
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Armored statue
Animated Statue | ||
You would think that it's just another one of this dungeon's inanimate statues, but its red glowing eyes give it away.
While the statue itself is made of stone, the <enchanted weapon> it's wielding looks real. |
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Animated statues have 1/10 chance to spawn wearing random enchanted armor. These statues have the same base armor, but it's increased by the armor they are wearing and their health is doubled. This makes them incredibly hard to kill.
Summoned statue
Giant piranha
Giant Piranha | ||
These carnivorous fish are not natural inhabitants of underground pools. They were bred specifically to protect flooded treasure vaults. | ||
Wraith
Wraith | ||
A wraith is a vengeful spirit of a sinner, whose grave or tomb was disturbed. Being an ethereal entity, it is very hard to hit with a regular weapon. | ||
Mimic
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. | ||
Golden mimic
Golden Mimic | ||
Mimics are magical creatures which can take any shape they wish. In dungeons they almost always choose a shape of a treasure chest, in order to lure in unsuspecting adventurers.
Golden mimics are tougher mimics which try to attract the strongest adventurers. They have better loot, but are also much stronger than regular mimics. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
(1+L)*6 | 1+L/2 | 6+L | 2+L/2 | Normal attack: 1+L to 2+2*L
Surprise attack: 2+2*L |
0 | 0 | - |
L=1.33*Depth
More powerful version of mimic disguised as a golden chest. Item dropped by it is never cursed and has 50% chance to have an extra upgrade.
Crystal mimic
Crystal Mimic | ||
Mimics are magical creatures which can take any shape they wish. In dungeons they almost always choose a shape of a treasure chest, in order to lure in unsuspecting adventurers.
Crystal mimics are trickier than their regular cousins, and prefer to avoid conflict while stealing loot. They will attempt to sprint away once discovered, and have the ability to reposition enemies when they attack. |
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HP | Armor | Accuracy | Evasion | Damage | EXP | EXP Cap | Properties |
---|---|---|---|---|---|---|---|
(1+L)*6 | 1+L/2 | 6+L | 2+L/2 | Normal attack: 1+L to 2+2*L
Surprise attack: 2+2*L |
0 | 0 | - |
L=Depth
This rare variant of mimic replaces one of the two crystal chest in treasure room. Its surprise attack can steal a random item from Hero's backpack (like a crazy thief, but with much greater chance of success). After being revealed, it gains haste buff for two turns and tries to run away with it's content. If it gets outside player's FOV, it disappears for good. It only fights the hero when cornered and it can randomly teleport nearby enemies around when attacking. Item dropped by it is never cursed.
Golden bee
Golden Bee | ||
Despite their small size, golden bees tend to protect their home fiercely. This one is very mad, better keep your distance. | ||
When a potion of honeyed healing is used:
This one has been placated, and seems to want to follow you. | ||
Enemy properties
Many enemies have an extra internal value that determines some of the player's interactions with it, usually by adding extra resistance or even full immunity to certain factors or elements.
Note: Resistance in game's code means a static 50% effect reduction, whereas immunity means 100% reduction.
Undead
- Takes 1∕3 bonus damage from wand of prismatic light and ~ 2∕3 bonus damage from holy bombs
- Can be directly damaged by wand of transfusion
Enemies:
- Skeleton
- Crazy thief
- Crazy bandit
- Prison guard
- Dwarven ghoul
- Dwarf warlock
- Dwarf monk
- Senior monk
- Stone golem
- King of Dwarves
- Ripen demon
Demonic
- Takes 1∕3 bonus damage from wand of prismatic light and ~ 2∕3 bonus damage from holy bombs.
Enemies:
- Fetid rat
- Goo
- Ripen demon
- Succubus
- Evil eye
- Scorpio
- Acidic scorpio
- Yog-Dzewa (the Eye)
- Burning fist
- Soiled fist
- Rotting fist
- Rusted fist
- Bright fist
- Dark fist
- God's larva
- Mimic
- Golden mimic
- Crystal mimic
Flying
- Does not trigger traps, can move over chasm squares and traps (also immune to ground-based trap effects if triggered underneath), and does not trample grass or plants.
Enemies:
- Swarm of flies
- Newborn elemental
- Tengu
- Vampire bat
- Fire elemental
- Evil eye
Inorganic
Enemies:
- Animated statue
- Skeleton
- DM-100
- DM-200
- DM-201
- DM-300
- Pylon
- Stone golem
Fiery
- Resists wand of fireblast and blazing enchantment
- Immune to the burning debuff
Enemies:
- Fire elemental
- Burning fist
Acidic
- Resists corrosion debuff
- Immune to caustic ooze debuff
Enemies:
- Goo
- Acidic scorpio
- Rotting fist
Electric
- Resists wand of lightning, shocking enchantment, glyph of potential, electricity and shocking darts
Enemies:
- DM-100
- Pylon
- Shock elemental
- Bright fist
Large
- Cannot move through one tile wide spaces.
Miniboss
- Resistant to rot darts and weakening trap
- Immune to polymorph (scroll of polymorph or cursed wand effect) and assasint's instant kill move
- Cannot be corrupted, only doomed
Enemies:
- Fetid rat
- Gnoll trickster
- Giant crab
- Rot lasher
- Rot heart
- Newborn elemental
- Pylon
- Demon spawner
- Burning fist
- Soiled fist
- Rotting fist
- Rusted fist
- Bright fist
- Dark fist
Boss
- Similar properties to miniboss
- Gives a floor locked debuff upon spawn
- Resistant to psionic blast and retribution scrolls, grim enchantment, grim traps and knockback (from wand of blast wave, elastic enchantment, glyph of repulsion)
- Immune to aggression debuff from the runestone of aggression
Enemies:
- Goo
- Tengu
- DM-300
- Dwarf King
- Yog-Dzewa (the Eye)
Immovable
- Cannot move, flee, be teleported, knocked or pushed with the help of wand of blast wave, elastic enchantment, glyph of repulsion etc.
Enemies:
- Rot lasher
- Rot heart
- DM-201
- Pylon
- Demon spawner
- Yog-Dzewa (the Eye)
Blob Immune
- Immune to blob/environmental effects, such as gases
Enemies:
- Giant piranha
History
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