en:rpd:enemies
Table of Contents
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: Mob.java
- Common mob behaviors: MobFactory.java
- Enemy AI: AI Implementation
- Drop tables: Loot System
See Also
- Boss Enemies - Major dungeon challenges
- Dungeon Levels - Areas where enemies spawn
- Combat - General combat mechanics
- Traps - Environmental dangers
- Items - Equipment and consumables
- Buffs and Debuffs - Status effects that affect enemies
en/rpd/enemies.txt · Last modified: by 127.0.0.1

