====== Enemies ====== {{ rpd:images:enemies_illustration.png|Enemies }} **Enemies** are hostile creatures that populate the dungeon in Remixed Dungeon. They vary greatly in strength, abilities, and appearance across the different dungeon levels. ==== Enemy Types ==== * **Rats**: Basic enemies in the Sewers level * **Gnolls**: Humanoid enemies with various specializations * **Crabs**: Strong enemies in the Sewers with high armor * **Kobolds**: Small enemies that often carry torches * **Skeletons**: Undead enemies that shoot arrows * **Shaman**: Spell-casting enemies with various magical abilities * **Spiders**: Web-spinning enemies that trap players * **Elementals**: Magic-based enemies immune to their element * **Golems**: Construct enemies with high health and armor * **Monks**: Martial artist enemies with high evasion * **Warlocks**: Powerful spellcasters with debuff abilities * **Ice Guards**: Specialized enemies with cold-based attacks * **Wraiths**: Ethereal enemies that pass through walls * **Swarms**: Group enemies that split when damaged * **Piranhas**: Aquatic enemies in flooded areas * **Eyes**: Ranged enemies with powerful special attacks * **Thieves**: Fast enemies that steal items * **Bandits**: Thieves that also attack * **Assassins**: High-damage enemies that can backstab * **Bears**: Large enemies with high health and damage * **Bats**: Flying enemies that cause bleeding * **Brutes**: Strong melee enemies * **Spinsters**: Spider-like enemies that create webs * **Acidic**: Special scorpio variant that inflicts ooze damage * **Yog-Dzewa's Eyes**: Part of the final boss encounter ==== Enemy Abilities ==== * **Ranged Attacks**: Some enemies can attack from a distance * **Area Effects**: Enemies that affect multiple tiles * **Debuffs**: Enemies that apply negative status effects * **Teleportation**: Enemies that can move unpredictably * **Summoning**: Enemies that call for help during combat * **Traps**: Enemies that create environmental hazards * **Immunities**: Resistance to certain damage types or effects * **Regeneration**: Enemies that heal over time * **Splitting**: Enemies that divide when damaged ==== Enemy Stats ==== * **HP (Health Points)**: Determines how much damage an enemy can take before dying * **Attack Skill**: Determines the chance to hit the hero * **Defense Skill**: Determines the chance to dodge hero attacks * **Damage**: The amount of damage dealt when attacks connect * **Armor**: Reduces damage from physical attacks * **EXP for Kill**: Experience points gained for defeating the enemy * **Speed**: Determines action frequency relative to hero ==== Enemy Resistances and Immunities ==== * **Elemental Resistances**: Some enemies are resistant to specific damage types * **Status Effect Immunities**: Some enemies are immune to certain debuffs * **Physical Immunities**: Ghosts and wraiths are immune to most physical attacks * **Poison Immunities**: Undead and constructs are often immune to poison * **Paralysis Immunities**: Mechanical enemies are immune to paralysis ==== Enemy Drops ==== Most enemies drop: * **Gold**: Random amount of gold coins * **Food**: Occasional food drops * **Potions**: Random beneficial potions * **Scrolls**: Random useful scrolls * **Equipment**: Rare equipment drops * **Special Items**: Unique items specific to certain enemy types * **Rings**: Occasionally drop rings * **Seeds**: Plant seeds in certain levels ==== Boss Enemies ==== * **Tengu**: Ninja-like boss in the Prison level * **DM-300**: Robot boss in the Caves level * **King of Dwarves**: Undead king in the City level * **Yog-Dzewa**: God-like final boss in the Halls level * Each boss has unique abilities and phases * Bosses provide valuable rewards and items ==== Special Enemy Mechanics ==== * **Ally Mechanics**: Some enemies can be charmed to fight for you * **Fleeing**: Some enemies will run away when low on health * **Pack Behavior**: Some enemies work together in groups * **Ambush**: Some enemies hide until the hero comes close * **Regeneration**: Some enemies heal when not in combat * **Environmental Interaction**: Some enemies use the environment strategically ==== Enemy Counter Strategies ==== * **Ranged Combat**: Use ranged attacks to exploit weak defenses * **Door Fighting**: Fight enemies one at a time through doorways * **Crowd Control**: Use area effects against groups * **Status Effects**: Use debuffs that enemies are vulnerable to * **Environmental Hazards**: Lure enemies into traps or chasms * **Resistances**: Identify enemy weaknesses and exploit them ==== Technical Details ==== * Base Mob class: [[https://github.com/NYRDS/remixed-dungeon/blob/master/RemixedDungeon/src/main/java/com/watabou/pixeldungeon/actors/mobs/Mob.java|Mob.java]] * Common mob behaviors: [[https://github.com/NYRDS/remixed-dungeon/blob/master/RemixedDungeon/src/main/java/com/nyrds/pixeldungeon/mobs/common/MobFactory.java|MobFactory.java]] * Enemy AI: [[https://github.com/NYRDS/remixed-dungeon/blob/master/RemixedDungeon/src/main/java/com/watabou/pixeldungeon/actors/mobs/Mob.java#L100-L200|AI Implementation]] * Drop tables: [[https://github.com/NYRDS/remixed-dungeon/blob/master/RemixedDungeon/src/main/java/com/watabou/pixeldungeon/actors/mobs/Mob.java#L250-L300|Loot System]] ==== See Also ==== * [[en:rpd:bosses|Boss Enemies]] - Major dungeon challenges * [[en:rpd:levels|Dungeon Levels]] - Areas where enemies spawn * [[en:rpd:combat|Combat]] - General combat mechanics * [[en:rpd:traps|Traps]] - Environmental dangers * [[en:rpd:items|Items]] - Equipment and consumables * [[en:rpd:buffs|Buffs and Debuffs]] - Status effects that affect enemies {{tag> rpd enemies mobs }}