Shattered Pixel Dungeon/Monster

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File:top documen...  Parent article:Shattered Pixel Dungeon
1. outline2. monster attribute3. sewer
3.1. nine3.2. quest
4. prison
4.1. Tengu Assassin4.2. quest
5. abandoned mine
5.1. DM-3005.2. quest
5.2.1. fix theme5.2.2. Gnoll Theme
6. dwarf city
6.1. dwarf lord
7. devil's hall
7.1. Yogzeba
8. other special monsters9. related document

1. outline


The monsters that appear on each floor are different, and of course they get stronger as you go down. When the enemy recognizes the player, they will display a ! on their head and immediately approach for a melee attack or use a ranged attack. If the player disappears from sight or reaches the player's location but cannot attack, a ? appears on the head and recognition is cut off. Some monsters have resistance or immunity to certain attributes, so read the description of the monster closely to find out what to watch out for and how to attack.

Monsters have accuracy/evasion stats, which determine hit/evasion rates when attacking/defending. When attacking, a random number (0-attacker accuracy) and a random number (0-defender evasion) are generated, and if the former is greater than or equal to the latter, it hits. If accuracy ≥ evasion, the hit rate can be calculated as 1-0.5 × ((attacker accuracy) - (defender evasion)) / (attacker accuracy), and if accuracy < evasion, 0.5 × (attacker accuracy) / (defender evasion). The enemy's magic attack doubles the accuracy value. In addition to evasion, the phrases that appear during evasion include defense and block, but the system is the same evasion, only the phrases appear differently, so don't get confused. The player's hit is (9+player level) and evasion is (4+player level) by default, and the value can be changed by weapon/armor/ring. Basically, non-magical attacks deal (random number within the attacker's attack power range) - (random number within the defender's defense power range) damage, and magical attacks deal (random number within the attacker's attack power range) damage. Depending on the class or equipment, this amount of damage may vary.

All monsters gain experience when defeated. However, if the player has a higher level, they do not gain experience. Also, some monsters drop items when killed. It cannot be dropped if the player's level is 2 higher than the monster's. The maximum level described below is the limit level at which experience points can be obtained. For example, if the maximum level of an opossum is 5, experience can only be obtained up to level 5, and the iTap drop is only up to level 7. But opossums don't drop anything

There are monsters that drop healing potions in each layer, and the drop rate of healing potions gradually decreases each time they are dropped, apart from the unique probability given to the monster. For the drop rate of healing potions according to monsters and number of drops, refer to the potion section of the /item document .

Among the bosses, the Tengu Assassin and the Lord of Dwarves have lines that directly call the player. At this time, the player's job is referred to as the player's job, and if the job is changed to a specific job, the specific job name is called. If you named the player yourself through the donation perk, call them by that name instead.

In addition, there is a chance that the monsters of the upper tier are very low in the second half, except for the last layer, hell. For the exact probability , see the linked Google Spread Sheet.

As you can see, the mobs in this game rarely perform multiple actions, unlike other roguelikes, so once you learn the patterns of the mobs, the difficulty of playing drops significantly. Of course, there may be an influence from the original game, Pixel Dungeon, but it is still like that now.

2. monster attribute

Depending on the characteristics of the enemy, it has the following resistance/immunity by default, and each enemy's resistance/immunity list describes only those additionally possessed in addition to the basic resistance/immunity according to the characteristic. Resistance cuts the effect in half, and immunity is not affected by that effect at all.
  • Boss - Attribute attached to the boss of each region.
    • Resistance: Grim Magic, Scroll of Punishment, Scroll of Mental Explosion / Immunity: Corruption
  • Quest Enemies (Mini Boss) - Applicable to quest target enemies that occur in each area except Hell.
    • Immunity: Corruption
  • Non-Organic - For mobs such as skeletons, golems, and demons.
    • Immune: Bleeding, Toxic Fumes, Poisoning
  • Immune to tile effects - equivalent to piranhas, etc.
    • Immunity: Tile Effect
  • Fire - Corresponds to fire spirits, etc.
    • Resistance: Fire Blast Magic Rod / Immunity: Combustion, Burning Magic
  • acidic - equivalent to nine, etc.
    • Resistance: Corrosion / Immunity: Acid Mass
  • Electro - Corresponds to Gnoll Shaman, etc.
    • Resistances: Lightning Rod, Lightning Magic, Lightning Dart, Electricity (tile effect)
  • Undead - For mobs such as skeletons, demons, and dwarf warlocks.
  • Devil - Corresponds to evil spirits, evil eyes, succubus, etc.
  • Unmovable - Applies to mobs that do not move, such as Rotten Winder.

3. sewer

File:Nokpikdon s...
The upper level of the dungeon doubles as the city's sewage treatment plant.

The harmless creatures of the sewers are becoming increasingly dangerous due to the dark energy rising from beneath the dungeon.
The city sends out patrols to try and keep the ground safe, but it's not enough.

Although this is a dangerous place, the evil magic is not strong.
It is a section of the player's early stage, the easiest difficulty section, but item luck is somewhat important because the sewer crab and slime that appear mainly from the 3rd and 4th floors can be struggling. If you are lucky well, you can easily go to the ball, but if you don't, it's easy to die for a bastard and slime.

Since most of the items other than spells and potions that can be known through character unique abilities are in an unidentified state, liquid fire potions, poisonous gas potions, and strengthening scrolls[2] You can use the wrong back or wear cursed equipment, so you have to be careful when using the item. If it is the safest route, it is better to refrain from using the item as much as possible until you learn the order of appraisal because all jobs will be identified in the beginning after the patch.

  • Marsupial Rat
    Opossums are aggressive but weak creatures that live in sewers. The opossum's teeth hurt, but only become life-threatening when their numbers converge.
HP: 8
Attack Power: 1-4
Accuracy: 8
Dodge: 2
Defense: 0-1
EXP: 1
Level limit: 5

The weakest and easiest monster. Maybe that's why there are no items that drop.

According to the setting, the evil energy rising from under the sewer greatly increased his body size. So in the game, it appears in the size of the player, and in the happy ending, you can see it return to its original size and stand next to the main character.

  • Albino Rat
    A special species of opossum, characterized by pure white fur and sharp teeth.
Source Object: Opossum
HP: 15[sport]
EXP: 2
Special: 50% chance on hit to inflict bleeding equal to the amount of damage dealt

100% suspicious meat drop

A variant of the opossum. Its physical strength is close to twice that of a regular rat, and the actual damage is much higher due to additional bleeding damage. In the case of characters other than warriors, if you fight without thinking, you may lose a lot of stamina or die. Starting from 0.7.5, it will always drop suspicious meat, so it is a nice monster to meet.

  • Sewer Snake
    Giant sewer snakes are tricky to damage due to their ability to evade attacks. However, it can be countered with surprise or magic attacks.
    Attacking outside of the map's line of sight inflicts a single surprise attack. It is also a good idea to lure the snake over the door and then attack the moment the snake crosses the door .
HP: 4
Attack Power: 1-4
Accuracy: 10
Dodge: 25
Armor: 0
EXP: 2
Level limit: 7

20% chance to drop a random seed

A new monster that appears from the first floor. Evasion is ridiculously high. It's almost the same number as the enemies in the second half, so it's very difficult to hit it in a head-to-head match. Instead, their HP is so low that most of them are knocked out with one attack. It's a level design mob that teaches authorized players how to do a surprise attack . It's even written in the tooltip. If there are many players who have not mastered the strategy, if you try to attack only this mob, a system message will appear saying 'Use the investigation button to check how you deal with it.'

However, even if you know how to catch it, the road is blocked.[4] This guy is quite annoying when you meet him. Wizards and thieves who can attack freely can be easily dealt with, but if you use warriors or hunters, the path will be blocked and it will be difficult to escape. If the path is not blocked, the surprise attack itself is easy to catch without any problems, but for warriors who are the most passive in surprise attacks among the four classes, there are times when they struggle because even if they are surprise attacked, the minimum damage is minimal.

Since version 0.7.5.d, HP has been nerfed to 4 to make the concept stronger, but the evasion rate has increased by 25%.

From time to time, newbies who do not know how to attack by surprise have a hard time with this monster and give up. One of the causes of newbies' 1-point terror.

  • Gnoll Scout
    The gnoll looks like a hyena's face attached to a human body. They mainly live in sewers and dungeons, but occasionally invade the surface. Gnoll Scouts make up the bulk of the pack, but they are neither as strong as the Soldier class nor as smart as the Shaman class.
HP: 12
Attack Power: 1-6
Accuracy: 10
Dodge: 4
Armor: 0-2
EXP: 2
Level limit: 8

50% chance to drop gold

A monster that appears from the 2nd floor. According to the setting, they are the weakest entities in charge of reconnaissance among the gnolls living in the dungeon. It's the main source of gold supply in the early stages, so let's catch the visible ones. It has a lot more blood and is stronger than opossum, so if you underestimate it, you can get hurt.

  • Swarm of Flies
    Deadly swarms of flies buzz angrily. Any non-magical attack will split it into two smaller, but still dangerous, swarms of flies.
HP: 50
Attack Power: 1-4
Accuracy: 10
Dodge: 5
Armor: 0
EXP: 3[5]
Level limit: 9
Special: Flying enemies.
Special: Splits into two swarms of flies with half HP when hit by a physical attack. Divided swarms have no experience.

Individual chance to drop healing potion[h]

Appears on the 3rd to 6th floors (excluding the 5th floor, which is the boss floor). You have 2 or more health left[7] If you get hit by a physical attack when there is an empty space around you, your physical strength will be cut in half and split into two. Even after splitting, each individual's attack power remains the same, so if you fight in an open area, you will be exposed to Dagul in an instant.[8] It is a monster that has low basic attack power but relies on high physical strength and quantity, so it is easy to deal with by reducing the number of direct contact by using doors or straight passages to a minimum. If there is no empty space around it, it cannot divide, and damage such as an attack using a magic stick or poisonous gas is not physical damage, so it does not divide. Also, it does not split even if it is hit by a dart trap.

The damage itself is at the pocket rat, but the longer the battle, the more difficult to deal with because the volume (= number of attacks per turn) increases. Due to the nature of complementing low damage with Dagul, it is difficult when the armor is poor, but if the defense is a little stable,[9] It's not scary at all. Therefore, if the armor is secured to some extent, it is preferred to produce healing potions by reversing the characteristics of dividing and dividing the high healing potion drop probability.[10]

Combustion condition is the biggest weakness. Because it is a flying attribute, combustion does not dissipate even on water, and if a swarm of flies splits while under combustion, the divided flies are also in a combustion state, so once combustion is applied, they can be easily caught with physical attacks. Therefore, it is easy to catch if you use flame grass or flame traps well, and if you have a fire explosion bar, it becomes really easy to deal with. Although it is not necessarily fire, it is also weak to the deadly poison of sorrow moss, acid, and corrosion, and it is ambiguous because it can be hit by lightning as well, but if it is divided and used several times with a throwing weapon, etc., it will die quickly.
In addition, although it is not a direct counter, in the case of a weapon with the enchantment of corruption attached, it is quite useful as it can kill and corrupt the flies that continue to divide. When it is corrupted, it recovers its maximum physical strength, so if you do well, you can eat the layers raw.

It is difficult to feel it in the beginning because it is a very early monster and its health is halved as it splits every time it receives a physical attack, but its base health is very high.[11] Even with high-tier, high-strength weapons, there are quite a few cases where you don't die in one hit with just a gundam without any correction.

  • Sewer Crab
    These large crabs are the top predators of the sewer food chain . They are very fast and their hard shells allow them to withstand heavy blows.
HP: 15
Attack power: 1 to 7
Accuracy: 12
Dodge: 5
Armor: 0-4
EXP: 4
Level limit: 9
Special: Movement speed 200% .

1/6 chance to drop suspicious meat

The biggest enemy of the sewer that appears on the 3rd and 4th floors of the sewer . Commonly called crab . Kill that crab... Its movement speed is twice that of the player in its default state, and when it recognizes the player, it immediately rushes forward and attacks the player at tremendous speed.
It's literally the king of the end of Chuno , but it's hard to shake off unless you use consumables to tie your ankles and bounce or become invisible, and unless it's a specific situation, the surprise attack strategy using the door doesn't work.[12] In the end, he is forced to face a head-to-head match, but even this guy has the best physical strength and attack power among the sewer mobs, and his evasion rate is very high.
Because it is a powerful enemy with all three of movement speed, stamina, and attack power, beginners almost lose their lives to this guy, and even experienced players can't solve the dice luck or item drop, it's game over. Despite being a low-level monster, it boasts a powerful force both inside and outside the game. As expected, it is said to be the best predator in the sewer food chain .

Even if you wear a leather armor or more, or if the tier two weapons are about one Gangjeong, it's easy to deal with it, and if you want to catch it, you are not a hunter or an ether chain, a magic bar, etc. Unless there is, it becomes a stable supply of meat from the beginning. Unless you catch Piranha, the meat has no way to get abandoned mines, so if you have a specification to deal with the crab at this point, it's a good idea to catch it as much as possible.

Since 0.7.5.1, max damage has been nerfed from 8 to 7. It doesn't seem like a big difference, but it's much weaker than I thought. This reduced the need to build tombs in the early stages.
It is a monster that can both dodge and parry an attack , but as described above in the overview paragraph, it is just the same dodge . However, the message is displayed differently due to the nature of the monster. This is also the case with other monsters with special avoidance messages.

  • Slime
    Slimes are strange magical creatures, with an elastic outer shell and a liquid interior. They live by getting nutrients and water from city sewers.
    Due to its elastic shell, it is very difficult to deal more than 6 damage to a slime in one hit.
HP: 20
Attack Power: 2-5
Accuracy: 12
Dodge: 5
Armor: 0
EXP: 4
Level limit: 9
Special: Has a specific damage resistance formula

10% chance to drop a random unpowered tier 2 weapon

Damage Taken Formula
Damage Taken
7
10
14
19
25
32
40
49
59
70
82
95
109
124
140
Amount of Damage Applied
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
A monster that only appears on the 4th floor. The minimum damage is a whopping 2 , and unless you are a warrior whose seal has been strengthened in advance, if you progress to the 4th floor with cloth armor, you will turn into an enemy scarier than a crab. It's easy to get rid of them because they're slow, but there are groups of these guys and crabs on the 4th floor, so it's easy to get surrounded when you try to get rid of them. The evasion rate is the same as that of a crab.

In particular, if you are playing the game with a spear, the dill will be chewed up due to calibration and you will be hit by slimes two at a time. As one of the first-class contributors to completely reducing the spear, which was the strongest weapon in the sewer, to garbage, let's really refrain from using the spear if possible.
The reward is poorer than I thought, but drops the tier 2 weapons. Tier 2 weapons are used only from the middle of the old -prison, and most of them are abandoned. In addition, if it is not reinforced, it will be tremendously struggling in the next -floor boss, if it is wrong because of the curse or inexpensive curse of polarization . Nevertheless, there is a probability of dropping a weapon with enhanced monsters with the patch.
Minimum attack damage has been nerfed from 3 to 2 since 0.7.5.1.

It is a monster that can never be killed in one shot unless it is a spec that went to the extreme extreme deal concept . As you can see from the horrendous damage correction, if you want to kill it in one shot, you must strengthen your weapon at least tier 5 and increase your attack to get a high level of damage in one shot. about to die In addition, because of the correction, even if you activate the dark enchantment, you will not die instantly.

  • Caustic Slime
    This slime has been tainted by dark magic rising from below. They have lost their normal slime green color and drip corrosive slime.

Source Object: Slime
Special: 1/2 chance to inflict 20 turns of acid when attacking

100% chance to drop 1 orb slime

A variant of slime. Like the stinky rat, it gives a lump of acid, but unlike the stinky rat, it is not paralyzed, so you can just run away to the water and pick it up. The problem is that on the 4th floor, crabs appear like a meal, so you can't just hold on to this one.

3.1. nine

File:Goo-Shatter...
Not much is known about the orb. Perhaps the orb isn't originally a living thing, and it's likely that it gained its very rudimentary intelligence from poisonous substances in the sewers. Whatever the method, it seems unmistakable that dark magical powers bring the orb into existence.
The orb's jelly-like body can absorb large amounts of dark energy, giving you a chill just getting close to it. If you open this energy to the front, you won't be able to stand it either .

Kuruk-kurk! (Player found)
(Awakening)
gurg... gurg... (Death)
"So many of my friends were killed by this guy, it's time for revenge!"

sad ghost
HP: 100
Attack Power: 1~12
Accuracy: 15
Dodge: 10
Armor: 0-2
EXP: 10
Level limit: 30
Traits: Boss, Demon, Acid
Special: Bump Attack: After waiting for 2 turns, attack with 3x ATK and 2x accuracy in a 5×5 area centered on yourself , and in more vicious bosses challenges, charge immediately in 1 turn
Special: 1/3 chance to inflict 20 turns of acid on hit
Special: If your HP is below 50%, you receive a rage buff, and attack power/accuracy/evasion are increased by 50%
Special: Recovers 1 health per turn when on a water tile, increasing from 1 per turn to a maximum of 3 per turn the longer you are on a more vicious boss challenge.

Drops 2-4 orb slime[13]

The boss of the sewers . The level of difficulty varies greatly depending on whether or not you know patterns and habits, and in the beginning, there are many cases where the equipment is not well equipped, so the level of difficulty experienced among the bosses is clearly high.[14] However, if you prepare thoroughly and follow a little luck with your equipment, you can catch it very easily.

When you enter the boss map, there is a huge room locked with water tiles, with a sleeping Goo in the center of the room. Even if the player is far away, it has a high probability of waking up and starts chasing the player from then on. As for the slime theme, when HP is less than half, it becomes enraged, and when enraged, the attack power, evasion, and accuracy of the sphere increase by 50%.

Basically, it does a normal melee attack, but with a 1/3 chance, it applies a Caustic Ooze debuff that cuts blood by 1 turn for as much as 20 turns. It will be erased right on the water, so you have to fight on the water as much as possible.

Also sometimes '!!!' Smoke rises around the sphere with the message “The sphere has started to grow in size!” while floating the mark. At this time, the sphere does not move, and the smoke spreads in a 3x3 area around it. In the second turn, the smoke rises up to a 5x5 range, and if you stay in the area until the third turn, a powerful range attack that is 3 times the original attack power . In particular, when enraged, the damage is over double digits, so you can die in an instant.
nine
wall
wall
wall
wall
X
When preparing for a range attack, in this situation, the size-increasing attack range is blocked by the wall and does not reach the area marked with an X, so you can avoid it by going down.
And although this range attack looks like an area attack, it is actually a single attack, so if you have a shield ally such as a honey pot, a ghost, or an earth guardian before meeting the sphere, put it close to the sphere to attract aggro, and then if you get close to the sphere, the sphere will attack the area . Even if you use , the player will not be hit . In other words, if you have something like a friend, you can use it for Gu and stick with him and have fun beating him up.

When enraged, the damage of the basic attack also goes up a lot, so if the armor is not good and the blood is less than half blood, it is better not to save it and drink dew or potion. There's a pretty high chance that you'll die after getting hit by a single powerful hit if you're complacent about knowing how to avoid smoke attacks.

If the orb is on a water tile, it regenerates health. If the player moves 2-3 squares away from the sphere, or if there is water nearby and the player moves out of the sphere's field of view,[16] Since the sphere stops tracking and runs away, it climbs onto the water platform and heals, so even if it is a surprise attack, you must use lure well in parallel.

Until version 0.7.5, the specifications of the sphere itself were the same as those of the original Pixel Dungeon, so it was common to see people die in one hit when hit by a smoke attack while in a state of anger . At the time, the sphere's maximum range attack damage was 45.[17] However, at the time of fighting the sphere, the highest level the player could raise was 6 to 7, and even if he reached 7, his maximum health did not exceed 45, so unless the armor was of morale level, if there was no way to avoid the smoke attack, he would have had to let go. It was such a powerful boss. Instead, there was a single pillar terrain that could provide infinite surprise attacks, and by using this terrain, the boss could be defeated more easily. Afterwards, the sphere's specifications were significantly nerfed, but the trick terrain (one-block pillar) disappeared, making control more important. If you make good use of the grass that grows randomly in the boss room, you can recreate past tricks.

The moment you install the game, hold the sphere for the first time, and acquire the key, a message from the developer appears only once. The question is whether to share gameplay data.

The boss battle badge prevents the orb from stepping on water tiles,[18] To be defeated without being attacked. Recommended occupation is thief. Basically, it is called the cloak's stealth ability that you start with, and it can cancel attacks while also dealing great damage. If you just want to get this badge once, you can apply all the reinforcement spells to a suitable starting weapon and treat any acidic clumps with healing potions or dew.

3.2. quest

This is about the monsters that appear when you receive a quest from the Sad Ghost, an NPC that appears between the 2nd and 4th floors of the dungeon. They are created after you receive the quest. Since they have quite powerful abilities, if you are planning to do this quest, it is best to receive the quest after clearing out all the monsters on the corresponding floor.

File:Spd-fetid-r...
  • Fetid Rat
    Something is obviously wrong with this mouse. The greasy black fur and decaying skin are very different from the healthy rats you've seen before. It looks especially menacing because of its pale green eyes.
    These rats give off a cloud of nasty stench. It seems to get stronger the closer you get.
    A dark lump drips from this mouse's mouth. It's powerful enough to melt the floor, but seems to dissolve in water.
Source Object: Opossum
HP: 20 [sport]
Attack Power: 1-4
Accuracy: 12
Dodge: 5
Armor: 2
EXP: 4
Attribute: Quest Enemies, Demons
Immunity: Stinking Gas
Special: 1/3 chance to inflict 20 turns of acid on hit
Special: emits foul gas when hit

A sad ghost quest monster that appears on the second floor of the sewer. Except for the cloud of paralysis, the body itself turned black, unlike the original version, which was no different from a normal mouse. When attacking, it casts the same corrosive slime as when attacked by a sphere with a chance, and if it touches the paralyzing gas cloud driven by the stinky rat, it will be paralyzed for a fairly long turn.
While paralyzed, not only are you defenseless and beaten by rats,[20] During the paralyzed time, other monsters may be swayed around. Fortunately, the twisted enemies are also paralyzed, but they can die if they keep getting hit.[21] Let's attack while moving one space at a time.

  • Gnoll Trickster
    A very unusual creature, even by Gnoll standards. Her back is bent forward and her belt bag is slung almost over her shoulder. It also has an evil grin on its face and its eyes are wide open with fear and joy.
    There are many crudely made darts in the bag. The tips of all darts appear to have a harmful substance smeared on them.
Source Object: Gnoll Scout
HP: 20 [sport]
Accuracy: 16
Dodge: 5
EXP: 5
Attribute: Quest Enemy
Special: Grants poisoning or burning on hit, chance of poisoning/burning varies depending on the number of hits the target has received consecutively

Guaranteed drop of random thrown weapon except darts

A sad ghost quest monster that appears on the 3rd floor of the sewer. Uniquely, it does not attack melee at all, rather it runs away and fires long-range darts when it is more than 1 square away from the player, and it has only two behavior patterns including this monster in the game.[23] From a distance, it attacks with poison and burns with darts. The debuff applied when receiving consecutive hits becomes more vicious. Initially 50% Poison + 0% Burn, but then increases to 75+0, 100+0, 75+25, 50+50, 25+75, 0+100. If you get hit while already burning, you get poison instead of burning. It is quite threatening that if the distance is increased even a little, poisoning/burning will be applied without any doubt. In particular, if you are hit by a burning dart and there is no water around you, you can see the magic of a sudden spike in difficulty. Even if you saved your life, if the order book is burned due to combustion, the futility is indescribable... It is also the main mob that creates a grave for beginners because of the tricky AI.

Due to the pattern of running away when the player approaches, unlike other monsters that 'follow the player when the player runs away', it is easy for the gnoll cheater to 'lead the player to follow'. , and the need to reduce the variables to a minimum is greater than that of stinking rats or giant crabs. Also, if you recklessly charge at a distance, it's perfect to die, but you can easily catch it if you use the terrain well and approach without giving the angle of view. If possible, it tends to move to the opposite side of the player, so it is better to adjust the direction with the gnoll cheater so that it moves toward a narrow alley rather than an open area. If you succeed in driving them into a dead end room with only one passageway, you can now feed the jokjok ambush when the gnoll scammer opens the door.

If you don't find all the doors, and you accidentally enter a room or a street corner without other passages, you can catch it easily because the situation repeats when you try to exit the door, get hit by the player, and enter the door again. Therefore, it may be better not to intentionally reveal the door of the map.
Because of the AI ​​that keeps trying to keep a distance from the player, it only avoids it if it is within 2 squares. At this time, it continues to chase while maintaining a distance of 2 squares. It comes back with a high probability to find it. Because of this, if the player stays still in front of the door, you can see the play repeating going out and coming in. However, sometimes they go somewhere else.
Sometimes there are other mobs or sad ghosts blocking the way, so you can't move at all. At this time, the cheater can be easily killed because the player can't do anything even if you hit them in close range.
Use Time Lord's Hourglass, Swift Thistle, or Potion of Invisibility to access it easily.

Duelists are pretty comfortable catching gnoll cheaters thanks to their basic weapon, the rapier. There are many cases where other characters agonize over whether to make a long-distance attack in preparation for being unable to hit or counterattack because there is only one space away from the gnoll trickster, but duelists have the rapier's ability to charge, which is the ability to stab an enemy while chasing one space away. In a situation where the distance between cells is wide, if you charge as much as you have left, you can easily and safely inflict damage.

File:Giant-crab
  • Great Crab
    This crab is huge compared to other sewer crabs. Judging from the cracks and cracks on the blue shell, it is estimated that it has lived for a very long time. This crab moves slowly around, making it almost effortless to balance due to its massive claws.
    Although this crab has only one claw, its size makes it more suitable than other crabs. It holds its enormous claws right in front of it, defending it with an impenetrable sense of any approaching threat.
    However, even this crab cannot defend against unexpected attacks or attacks coming from multiple directions .
Source Object: Sewer Crab
HP: 25 [sport]
Dodge: 0
EXP: 6
Attribute: Quest Enemy
Special: 66% movement speed
Special: Guaranteed defense against all attacks except surprise attacks against one enemy per turn

Drops 2 suspicious meat

A sad ghost quest monster that appears on the 4th floor of the sewer. A crab with only one claw enlarged on its blue body.

It blocks all attacks directly targeting the giant crab, regardless of whether they are physical or magical, against only one enemy per turn. To attack, you must either make a surprise attack with a sure hit judgment, paralyze it with Snake Root Seeds or a Paralysis Gas Potion and then defeat it, use area attacks, abnormal status damage, etc. rather than direct attacks, or have other monsters attack the giant crab by using allied monsters, aggression stones, or rage scrolls, so that it is attacked by multiple enemies in one turn. Also, falling cannot be prevented, so if you have a Shockwave Magic Rod or Storm Vine Seed, you can easily defeat it by falling.

In any case, if there is no other means of abnormal status attack other than normal attack, the level of difficulty is still quite annoying depending on the terrain. Besides, crabs are camped out on the 4th floor where this guy comes out, so if you attack hastily, you may be surrounded by pincer crabs and run into trouble. It is a monster whose attack difficulty varies greatly depending on whether you understand the surprise mechanism properly, and if you are not really lucky, you may be trapped and die as it is .

If you talk to the Sad Ghost again after receiving the quest, he will add a short description of the quest monster. In the case of the King Crab, he will say, "Please... help me... kill that crab bastard ..."[25] Since 0.7.5, the description of the crab has been improved. Its weaknesses are listed as being more vulnerable to surprise attacks, status effects, and multiple burrows.

4. prison

File:Nokpikdon P...
Many years ago, a prison was built here to house vicious prisoners.
Under strict control, vicious prisoners from all over the land are imprisoned here.

Before long, however, an unpleasant dark aura began to rise from below.
This energy was enough to make the hearts of not only the prisoners but also the guards evil.

As a solution to the growing chaos, the city has sealed its prisons entirely.
Without anyone knowing what became of those who were left to die in prison...
6th to 10th floor underground. Unless you are using a low-strength weapon to survive the strengthening spell book or are not a high challenger, the level of difficulty is moderate. If your physical strength is limited due to struggling in the sewers, the 7th to 9th floors, where guards usually appear, are the most difficult. If you turn on the challenge here, you can see the difficulty increase like crazy. In fact, starting from challenges 8 and 9, if you have at least two usable wands or a round shield of level 2 or 3, if you don't meet either of these two conditions, you will mostly retweet here. From here, a store opens on the next floor after clearing the boss, that is, the starting floor of a stage with a different theme. If you open any of the doors in the starting room, there is a store. You must never take any hostile action towards the store owners who appear from this floor onwards. For further details, please refer to this article.

  • Skeleton
    Skeletons are made up of dead dungeon creatures and corpse bones of hapless adventurers, raised by evil magic from the depths.
    When they take enough damage, they explode, throwing bones everywhere.
HP: 25
Attack Power: 2~10
Accuracy: 12
Evasion: 9
Armor: 0-5
EXP: 5
Level limit: 10
Attribute: Undead, non-organic
Special: When dying, deals 6~12 damage to adjacent tiles.
This damage is applied twice as much as defense.

16.67% chance to drop a random weapon
Skeletons where corpses of unlucky adventurers or monsters have risen under the influence of evil magic energy rising from the depths of a pixel dungeon. It's max damage is much stronger than slime and it has a lot of health, but it has a very annoying special ability that explodes in a flurry of bone fragments when it dies, dealing 6-12 damage to a 3x3 tile in a radius. Explosive damage is applied by 2x armor, so for example, if the armor is 1-3, you get a total reduction of 2-6. But even taking that into account, it's a pretty brutal figure in the beginning. Since this explosion damage cannot be prevented with cloth armor without reinforcement, you must prepare proper armor before entering the prison. should be worn Wearing clumsy armor and knocking down the skeletons coming out of the prison one by one , you can feel the feeling of being literally eaten away by the accumulation of explosive damage that cannot be ignored . If you somehow spread the distance and finish it off, you can avoid exposure. If you have a dot deal method, you can also avoid exposure by shooting magic when you have a little bit of health left (so you don't die immediately after being hit) and then run away and finish with sustained damage.
Prior to version 0.7.5, there were cases where they appeared very rarely even in the second half of the sewer, but if you faced them from the first floor, where they were often not equipped enough, it was quite a headache because of their high defense and attack power, which were harder to deal with than crabs. And if monsters like crabs and flies get into a fight at the same time...

File:external/im...
  • Crazy Thief
    These prisoners roam freely outside their cells, but the place itself is a prison to them. Over time, this place took away not only their freedom, but even their thoughts. Long ago these crazed thieves forgot who they were and why they were stealing.
    Thieves try to get away with stealing rather than fighting directly. Don't miss them out of sight . Otherwise, you will never see the stolen item again .
HP: 20
Attack Power: 1-10
Accuracy: 12
Dodge: 12
Armor: 0-3
EXP: 5
Level limit: 10
Attribute: Undead
Special: Attack Speed ​​200%
Special: On hit, choose a random item from your inventory. If the item does not have a 'unique' judgment and is +0 equipment or consumables, steal it and run away. If the thief who ran away is not kept within sight for a certain period of time, the item will disappear.

3% chance to drop a ring or artifact

It has low HP and defense, and relatively low attack power, but its attack speed is 2x, so it attacks twice per turn. It also has a high evasion rate.

When an attack hits, there is a certain probability that the player will steal an item in the inventory and run away. However, if the thief who stole the item is out of the player's field of vision and cannot be tracked for more than a certain number of turns, the player will escape with the item (permanently lost), which is annoying in one way or another .[26] You might not know if it's trash, but if you play tag without thinking about finding the item that was stolen by the thief, you will end up attracting aggro from all the arrogant monsters on the map.

A thief who has stolen an item has his movement speed reduced to about 5/6, so unless you are wearing excessively heavy armor, chasing and catching the thief itself is not a big problem, but the troublesome thing is that while you are chasing this guy and going in and out of the room, you will waste a lot of your satiety points, and you may also get aggro'd by various monsters around you.[27] And when you can no longer chase the thief because of the monsters blocking your path... The crazy thief escaped with your plate armor! When he runs away, if you hit him, he will drop gold, but it's only 1 gold, so don't be fooled and keep chasing him. Sometimes, he can destroy the mentality of beginners who don't know the thief's abilities and get fooled by him. The most annoying thing is when you accidentally miss a touch while chasing the thief and he runs to another place, and the thief escapes.

If you run away and end up in a dead end[28] They will rush in shouting " @#$% " like enemies whose fear status has been lifted . If you kill them, they will drop the items they stole. Therefore, if you encounter a crazy thief in the early stages when it is difficult to kill them with one hit, first try to avoid drawing aggro from the surrounding monsters by searching the surrounding terrain to find a dead-end room, then enter the room with the thief chasing the player, and fight while blocking the door by making good use of the thief's movement path, so you can fight without worrying about losing items.
Does this flight check and the run check of a frightened monster share the same script? If you scare a thief who steals an item and runs away, the moment the fear duration ends, the run from stealing the item ends as well, and the player is killed even if the item is stolen. They are attacking.

In rare cases, it also appears in the second half of the sewer, so be careful.

Previously, Yander's Amulet could be stolen, but now it cannot be stolen. However, Ankh can be taken away, so he sometimes delivers sudden death.

File:external/im...
  • Crazy Bandit
    These prisoners roam freely outside their cells, but the place itself is a prison to them. Over time, this place took away not only their freedom, but even their thoughts. Long ago these crazed thieves forgot who they were and why they were stealing.
    Thieves try to get away with stealing rather than fighting directly. Don't miss them out of sight. Otherwise, you will never see the stolen item again.
Source Object: Mad Thief
Special: When stealing, additionally grants or extends 2-5 turns of Blindness and 3-8 turns of Cripple, and inflicts 5-7 turns of Poison.[sport]

100% chance to drop a ring or artifact

A variant of the Mad Thief, with a 2% chance of appearing. It is identical to the Mad Thief in all aspects, but it wears purple clothes, and when it attacks and steals an item, it blinds the player for 2-5 turns, poisons the player for 5-7 turns, and cripples the player for 3-8 turns. Even putting poisoning aside, since it blinds and cripples the player at the same time, it is practically impossible for the player to pursue it. If you spot it, inflict as much damage as possible with a ranged weapon or consumable, and if you engage in close combat, you have no choice but to attack it with a surprise attack as much as possible and pray that you don't get hit by the robber's attack.

However, because of the high probability of dropping jewelry, it is expected to come out when the specifications are made to some extent. Mutant monsters have a significantly lower chance of appearing from this enemy, so they can't see them even if they turn on their eyes.

  • Prison Guard
    These guards who once guarded the prison are no different from the now insane inmates. They twitch like zombies, roaming the halls looking for things that are out of place. including you!
    They had chains tied around their waists. To pull their enemies closer.

    come this way!
HP: 40
Attack power: 4 to 12
Accuracy: 12
Dodge: 10
Defense: 0~ 7
EXP: 7
Level limit: 14
Attribute: Undead
Special: Throws a chain at a player up to 1 time, pulling them in and crippling them for 4 turns.

20% chance to drop random armor of tier 2 or higher

A monster that appears from the 7th floor of the prison. The enemy who inherits the position of the sewer crab in the prison and the main reason for the rapid increase in the difficulty of this layer[30] , If the player runs away while recognizing the player and moving away from the player or sticking to the player[31] "Come this way!" and stretched out the chain[32] Drags the player forward and cripples them (half movement speed). Fortunately, this chain is only used once for each guard, but if you are caught by the chain, you will immediately be dragged in front of the guard and become semi-impaired as soon as you are away from the guard, so you cannot escape for a while. There are also cases where you are unintentionally pulled towards a trap and activate it.

What's very annoying is the part where the player is crippled when caught in the chain, but in this case, it's more costly for the side to run away, so it's a situation where you have no choice but to fight semi-forced.[33] In particular, there is a DM-100 on one side, but there is a case where the guard on the other side pulls the player or drags the player to a location where toxic/corrosive gas is spreading. On top of that, the prison guard's stats are also very high. Crabs in the sewers are strong, but they're worse than that, and if you're poorly equipped, you'll be in real trouble. The fact that the floor you come out of is a prison is also a headache, because by this time, you don't have good weapons or armor to use until the second half, so you'll be saving your reinforcement spells. Even if you find a good high-tier weapon and apply an enhancement scroll, there are still cases where you can't use it because you don't have enough strength.

Usually, when meeting a strong enemy, he throws a seed to inflict status ailments such as fire or poison, but it is better not to use it when dealing with a guard who has not yet used a chain. If you're unlucky, you can use the chain like crazy as soon as you plant the trap, and the player can be reversed.

The situation where the security guard becomes more dangerous than any other before is in the challenge , and it is difficult to manage the health and equipment in the state of the challenge, so it is important to avoid unnecessary battles and to break through the floor. If you have a good calculation, you can escape while ignoring the enemies that follow, but the guards who pull the player in front of them are the most scary enemies. In particular, if the monsters continue to follow, they will be caught in an instant and see the next chapter. Thus, some of the most skilled prisoners are the most scary enemies of all monsters and bosses in the game.

It is unusual to drop a random armor of two or more tiers when you die, and if you are lucky, you can drop a gotier armor such as a breeze armor or sheet metal armor. . Contrary to the random weapon, the skeleton will help to match the final equipment to be used until the end of the prison. From 0.8, you'll also have an enhanced armor, so it's a good idea to slaughter the guards and look at the armor.

Its evasion and accuracy were nerfed in patch 0.8, but it is still a scary enemy.

File:DM100 gif
  • DM-100
    DM-100 is a dwarven 'defense machine' designed to protect dwarven miners in caves.[34] This is an early model. However, because their shocks were too weak, they were given to the prison just upstairs. At first the guards thought this was too cruel, but as the prisoners became more unruly, the device became a necessity.
HP: 20
Attack Power: 2-8 (3-10)
Accuracy: 11
Dodge: 8
Armor: 0-4
EXP: 6
Level limit: 13
Attribute: Inorganic
Special: When attacking a target more than 2 squares away, inflicts a lightning attack that deals 3 to 10 damage.

1/3 chance to drop a random scroll except for the scroll of enhancement

Appears from the 7th floor. It has the lowest physical strength and very low melee attack power among the prison monsters, but if it is more than 1 block away from the player, it will fire lightning. Since it is a magic attack judgment, it is quite threatening because it cannot be resisted unless there is a separate magic defense method such as the hieroglyph of the anti-demon or the ring of the elements. Most of all, unlike the old gnoll shaman, it fires lightning once per turn, so you must induce close combat. If you fight close, you won't use lightning magic, so be sure to fight close, but if the distance is too far, it's just right to get close and get killed.

If you stick alone, you won't be a good opponent, but the biggest problem is when fighting other monsters, chasing stolen items from thieves, and approaching from a distance when caught in chains by security guards. Whether it's Eden or potion, let's use it efficiently to tie up their ankles. If you have the Staff of Transplantation, you can turn it into a fool like any other ranged monster, and the Stone of Enchantment isn't bad either. If you have an ether chain, you can drag it and force close combat.

  • Necromancer
    These apprentice dark mages flock to the prison, the most suitable place to practice their dark arts.
    Necromancers raise and strengthen skeletons to fight their foes. If you kill a necromancer, the skeletons he raises will also die.
HP: 35
Attack Power: None.
Accuracy: 0
Dodge: 14
Armor: 0-5
EXP: 7
Level limit: 14
Attribute: Undead
Special: Summon ‘Skeleton Raised by the Necromancer’. If the summoned skeleton is out of sight, it is summoned by teleporting it near the target. When the necromancer dies, the skeleton also dies.
Special: Restores the health of summoned skeletons. When the skeleton's HP is full, 'Adrenaline' is applied.

High chance to drop healing potion[h]

A new prison layer monster introduced in 0.7.5. It starts appearing in earnest from the 8th floor. When it finds a player, it tries to raise a skeleton on one tile. The specs of the raised skeleton are identical to those of the skeleton.[36] The main body of the necromancer does not attack at all, and if the skeleton is damaged, it heals 5 per turn, and if the skeleton is full of HP, it applies an adrenaline buff for 3 turns. In addition, if the skeleton is far from the body and the player is found, the skeleton is summoned by teleport. When the body is killed, the skeleton disappears.

Attacking the skeletons will lead to a long-term battle unless you have a moderately strong weapon, and the prison is a place where crazy enemies like guards and DM-100s roam, so the strategy of hitting the necromancer first is a priority. However, if you get the terrain wrong, you can end up hitting the skeletons infinitely and then dying.
one-spaced hallway
play
Following
commander
predicative
Skull
one-spaced hallway
It's hard to target and use, but very rarely you can use the terrain to incapacitate the necromancer. You can beat the sorcerer. The necromancer does not re-summon the skeleton around the player because the skeleton is within sight and only recovers, but the skeleton cannot attack the player because the necromancer is in front of the player.
If you have a magic wand of regrowth, you can easily make this situation happen. If you use the magic rod of full regrowth to bind a skeleton while hanging over a door and go over the door, only the necromancer will chase you and you will be able to get over the door, and since the door is always one space, the situation described above is created.

Other than summoning and restoring skeletons, the main body has no combat abilities, so if the summoned skeletons go into frenzy, you can see a somewhat pathetic appearance of continuing to recover the skeletons while being beaten unilaterally by the skeletons. On the other hand, if only the necromancer takes a frenzy, the necromancer is still focused on restoring the skull. Although the skeleton is summoned around the hostile target, the skeleton will attack the player on its own, not the monster the necromancer is hostile to unless it is also in frenzy. However, in case of corruption, the necromancer is hostile to the summoned skeletons that have not been corrupted, so additional skeletons are summoned. At this time, the summoned skeleton is unconditionally summoned in a corrupted state.

Due to the patch, the evasion increased further and became more difficult.

After the Altar of Sacrifice was added, it is the most efficient monster for altar farming in the prison. The raised skeleton is also judged to be a monster. However, since the necromancer itself is a monster that keeps a bit of distance from the player, it is a bit difficult to drag it to the altar.

File:Spectral ne...
  • soul necromancer
    Skeletons are a necromancer's main source of livelihood, though some prefer their more obscure followers. So the spirit necromancer decided to make the wraiths his followers!
    Individual wraiths are not as powerful as skeletons, but a spirit necromancer will summon these wraiths in large numbers!
HP: 40
Attack Power: None.
Accuracy: 0
Dodge: 14
Armor: 5
EXP: 7
Level limit: 14
Attribute: Undead
Source Object: Necromancer
Special: Summons a large number of 'ghosts' without floor stat correction near the target. If the necromancer dies, all ghosts also die.

Guaranteed drop of curse removal scroll , high chance of dropping healing potion[h] .

A necromancer's mutant monster. This is an entity that does not summon skeletons, but instead summons ghosts. The ghost's own stats are adjusted to the stats based on the 0th floor, so its attack power is not as strong, but it still has high evasion, so it is not easy to catch, and unlike a regular necromancer who summons only one enemy, it continuously summons these ghosts quickly, so you will be surrounded in an instant. Rather than catching a ghost, it is better to quickly deal with and kill a necromancer. If you have a magic rod of lightning, you can quickly sweep away the ghosts, allowing you to focus more on the main body.

True to the name of a spirit necromancer, his body is transparent unlike normal necromancers.

4.1. Tengu Assassin


This famous and mysterious assassin was named after the mask he wore over his face.
The tengu assassin wears huge handcuffs around his limbs, but the link has long been severed.
He will stop the only enemy blocking his escape with traps, trick magic, and precise throwing attacks. That enemy is you.

got it! Player! (Start of Phase 1)
Let's have some fun... (end of phase 1)
You are mine, player! (start of phase 2)
Finally free... (death)
HP: 200
Attack Power: 6-12
Accuracy: 10 ( 20 )
Dodge: 15
Armor: 0-5
EXP: 20
Level limit: 30
Attribute: Boss
Immunities: blindness, maiming
Special: Flying enemies.
Special: Throws a shuriken at a distance of 2 squares or more, but the damage/accuracy is the same as a melee attack

Guaranteed drop of Tengu Mask (Old Book of Class Change)

boss of the prison. A member of the Tengu, an ancient assassin organization. He is skilled in the use of shurikens and traps, and was imprisoned in the Pixel Dungeon prison for some wrongdoing in the past. In the old version, on the 10th floor where the tengu appears, a person called 'Guardian Smith' left a note to an acquaintance.[38] There used to be signs, but now all the signs have disappeared, making it impossible to read the story about tengu.

Phase 1 fights in a 7x7 room. If you suffer some damage, the position will change as Tengu moves teleported, and a number of poison dart traps are installed on the floor. The trap is only one turn. When one turn passes, it disappears from the field of view, and this trap is not revealed by the search, so you should look at the position on the turn revealed.[39] These poison dart traps do not work for Tengu, but they only fly to the player even if they work closer to Ten -gu. In addition, it is a very dangerous trap that accumulates poison damage, so be careful not to step on.
The Storm Potion, which can be made with a Potion of Floatation, is quite useful because it can fool the traps in the room for a while.[40]
Also, if you use the smoke potion made from an invisibility potion, the Tengu's vision will be blocked and you will not be attacked unless you stick right next to it, so if you have a long-distance attack method, you can complete Phase 1 without getting hit even once. However, when using the smoke potion, the screen is obscured by fog, making it difficult to see the traps, so if you need to move, look carefully before moving.
However, if your weapon is not in good condition because you are saving on strengthening spells, Phase 1 may not end even after the potion duration ends, so consider bringing more than two. If your health is reduced to less than half, you will advance to Phase 2.

Phase 2 involves fighting in a large room, and attack patterns are added in addition to shuriken. There are three patterns of expansion: a smoke bomb that explodes in a 5x5 range after a countdown of 3, causing damage and then disappears, an electric shock bomb that explodes continuously in a + or It's an outgoing flame blanket. In the case of the flame blanket, it can be erased by breaking the purification potion and using the area purification effect, but other bombs cannot be picked up and there is no way to remove them.[41]
As with one phase, the certain health is teleported every time a certain health decreases, and according to the reduction of the health, the frequency of the trap is increased, and if the trap is laid to some extent, the trap is thrown without any more traps. It is important to do it. It is better if there is a means to close to Tengu, such as the speed increase element or the stones of flashing.

Compared to the Tengu before 0.7.5, the pattern has changed a lot and the boss has become quite difficult. In particular, in the case of thieves and warriors, the style requires close attack, so it has become especially difficult to deal with the Tengu in Phase 2. As long-distance attack methods became more important, the usefulness of old people sharpening canes increased significantly. On the other hand, hunters and wizards who can use long-distance attacks from the beginning can easily clear the game.

Instead of making the pattern more difficult, since 0.7.5 Tengu's attack power has been nerfed by 30% and accuracy has been reduced by 20%. In addition, it was originally able to detect players in a stealth state, but since then it has been considered an overwhelmingly unreasonable characteristic for thieves, so it has been changed again so that it does not do anything when it is in a stealth state.

In the past, there was a phase to find and collect keys in the 4 rooms following phase 1. Tengu does not appear, but poison dart traps like phase 1 appear for 1 turn the moment you enter the room. There is a key on the other side of the room, and it was a kind of puzzle-type phase where you had to avoid the poison dart trap that appeared and return with the key. Also, in the last phase, I had to search for them as if playing hide-and-seek with a tengu in a large room that was either dark or covered by walls and pillars.

Unlike other bosses, if you absorb a Distortion Trap with the Trap Absorber and use it on that floor to kill the Tengu again, the Tengu's Mask will not drop again.

In more vicious boss challenges, the poison dart traps are placed more densely in Phase 1, and bombs are thrown more frequently in Phase 2. In particular , the evasion route is more limited because the powder bombs that create the flame blanket are thrown at the same time as other bombs, rather than being thrown independently.

The boss battle badge is unlocked by defeating the boss in Phase 2 without being caught in the smoke bomb explosion, powder combustion, or electric stun gun shock. If you know the trick and can move 1 space per turn, you can avoid them all, so it's usually a badge you can get without even trying to aim for it.

4.2. quest

Describes the monsters that can be found in the quest of the Old Man Sharpener, an NPC that appears between the 7th and 9th floors of the dungeon. It is commonly called the “George No Quest”, and like the Sad Ghost Quest on the 3rd floor, you kill the quest monsters that will be described later, but the difference is that you bring the loot that drops from that monster. Among these, the Corpse Dust quest is a quest where evil spirits are randomly spawned instead of quest-specific monsters. For more information, see the Old Man Sharpener section and the corresponding paragraph in this document.

File:Rot Lasher
  • Rot Lasher
    The Rot Winder is one of the root structures of the mature Rotberry plant, and is its primary defense. Entanglement is mostly embedded in the ground, but will attack anything that comes near it with ferocity. If there are no nearby prey, it will remain motionless and assimilate with surrounding plants.
HP: 80
Attack Power: 10~20
Accuracy: 25
Dodge: 0
Defense: 0~ 8
EXP: 1
Level limit: 9
Attribute: Unmovable, Quest Enemy
Immunity: Toxic Gas
Special: Recovers 5 health each turn if there are no players or allies in the adjacent space.
Special: Inflict 2 turns cripple on hit
Special: Instant death when Rotten Heart dies

75% chance to drop a random seed

These are the mobs that guard the heart of corruption. Inflicts disability when attacking and restores 5 health per turn. There is no need to catch them, but their abilities are mind-blowing and their stats are much stronger than the prison's rebellious guards. If you catch the rotten heart below, they will spit out experience points and seeds and die automatically. However, if you prefer a long-range attack or a one-step-forward strategy to avoid the poisonous gas emitted by the Corrupt Heart, it is not a bad idea to clear out a few of them since they can be a hindrance. If you really want to catch it, it is better to hunt with equipment with a long reach. Hunters can be caught with the Soul Bow, an infinite long-distance tool, but the recovery rate is very high, so it is difficult to catch them if their level is low. The same goes for long-range weapons. If your Lightning Staff or Corrosion Staff is highly enhanced, it is very useful for clearing them out at once.

Its stats have gotten stronger since the patch, but since it spends 1 turn after recognizing the player, it can reach the Corruption Heart without taking any damage even without a potion of invisibility. Of course, if you are unlucky, it will still be located next to the Corrupt Heart, making it difficult to attack it.

File:Rot Heart
  • Rot Heart
    The fruit of the rotten fruit is very peculiar. Instead of rotting and providing nourishment, the fruit grows and hardens, enveloping the seed. In addition, organs that control life activities inside the fruit grow, and the hardened fruit protects them. This massive fruit is likened to the heart of a mature rotberry plant.
HP: 80
Attack Power: None.
Dodge: 0
Armor: 0-5
EXP: 4
Level limit: 30
Attribute: Unmovable, Quest Enemy
Immune: Paralysis, Frenzy, Magic Sleep, Toxic Gas, Fear, Vertigo
Special: Sprays poisonous gas around when hit

If not burned, a guaranteed drop of Rotten Berry Seed

One of the monsters that the old man sharpening the cane asks you to catch. When making a melee attack, it emits toxic gas within a 2-square range. If you use fire or bombs, you die instantly, but if you do this, no quest items will appear and you will never be able to complete the old man's quest. Even if you hit it with unstable magic, there is a certain probability that it will explode if burning magic comes out, so you need to be especially careful.

It's a bit annoying because of the toxic gas that comes out every time you hit it, but this guy is easy to catch because all the attacks are hit by a surprise hit . It can be killed very easily. The seeds of that rotten fruit can be fed to the natural boots, but be careful not to make mistakes while strengthening the boots. If the reward of the cane is cool, the rotten fruit protein has a potion effect of the force , so cook it in the alchemy. Or in the case of forest geometry, if you plant seeds, the effect of growing in the surrounding tiles is applied to rotten fruit seeds, so you can use it strategically.

  • Newborn Fire Elemental
    Fire elementals are a by-product of summoning stronger ones. Their nature is so unpredictable that even the most powerful demonologists cannot properly control them.
    These fire elementals have just been summoned and are therefore still weak. It also seems to be exceptionally weak against the cold, but its attack ability is as dangerous as a normal fire elemental, so be careful.
Source Object: Fire Elemental
HP: 60 [sport]
Attack Power: 10~12
Dodge: 12
EXP: 7
Attribute: Fire, Quest Enemies
Special: Unlike the original, melee attacks do not cause combustion.
Special: Consumes 1 turn to create a fire with a combustion effect in a 3×3 area around the player.

Guaranteed drop of Spirit's Cinder , 10% chance to drop Liquid Fire Potion .

One of the monsters that the old man sharpening the cane asks you to catch. It can be summoned by collecting ritual candles created throughout the floor and placing them at each corner of a magic circle somewhere on the floor. The ability itself is strong, but if you are hit by a cold attack, you will take a lot of damage, just like the original fire spirit.[43] Use a staff of frost, plant a snowflake where the fire spirit is to be summoned, throw an object to explode it as soon as the fire spirit is summoned, throw a cold potion, or if there is a cold trap, lure it there and activate the cold trap. You can catch it safely.

Since the patch, physical strength has increased, but attack power has weakened, and the combustion trigger for melee attacks has been removed, but a ranged attack with a preparation time of 1 turn has been added. A ranged attack is to designate a 3×3 area around the player and then set a fire on the designated tile on the next turn that lasts for several turns. In the past, except that its health was half, its stats were the same as the fire spirit of the dwarven city, so it was a monster so dangerous that charging head-on without any means of cold was considered suicidal.

5. abandoned mine

File:Nokpikdon A...
Beneath the abandoned prison lies a deserted cave. It was once the commercial and industrial center of the dwarven city due to its rich minerals, but was forgotten as the dwarves became obsessed with black magic.
Caves are now usually inhabited by subterranean wildlife, gnoll tribes, and old machinery. And all of them, as we saw earlier, are imbued with dark magic.

Basement levels 11 to 15. This place used to be a mine for the dwarves. There are gold ores embedded here and there on the wall, which could originally be mined through the troll blacksmith's quest, but when the blacksmith's quest was reorganized, it became just a regular wall with different tiles.[44] In keeping with the theme of the mine, there are rooms divided in two by gaps, and unlike previous maps, there are completely blocked alleys with no hidden doors .

From here, the risk of traps increases in earnest, the mobs become quite powerful, and the special abilities of the abandoned mine mobs are particularly threatening when their abilities are halfway, so unless you are confident in your skills from the time you enter the abandoned mine, you need armor for survival. It is necessary to strengthen and stabilize at least one of the weapons.

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  • Vampire Bat
    The inhabitants of these tiny, tenacious caves are far more dangerous than they appear. They regenerate their health with each successful attack, overpowering foes much larger than themselves.
HP: 30
Attack Power: 5-18
Accuracy: 16
Dodge: 15
Armor: 0-4
EXP: 7
Level limit: 15
Special: Flying enemies
Special: 200% movement speed
Special: Recovers own HP by the amount of damage inflicted with a certain probability on hit

Healing potion drops with individual chance[h]

One of the main culprit of the abandoned difficulty level, the speed is the same as the sewer crab, which has a higher attack power and has a vampire . It is more vicious than a bastard to raise medicine as if it is dead. In the old days, the health was restored as much as the damage that was worn. The biggest problem is that when the armor is poor, the blacksmiths throw a pickaxe and told them to catch them. Fortunately, the bat was nerfed and the quest was reorganized, and now it's just one of the common mobs.

It does drop a healing potion, but there are bats flying around and there are a lot of cliffs in the abandoned mineshaft, so if you try to catch them in the air, the bat will die in the air and the healing potion will fall to the lower floor. If you go down just in case, it won't break, so you have to always get off the cliff.

When using a strengthening object challenge, Anti-Demon, Giant, and Blessed objects are incredibly powerful if their equipment is in poor condition, so it is better to avoid them rather than fight them if possible. In particular, if you fight during retrograde, you can see bats that become immortal due to infinite blood absorption before the previous nerf.

  • Gnoll Brute
    Gnoll soldiers are the biggest, strongest, toughest of all gnolls. Upon taking lethal damage, they become enraged, gaining a temporary shield and powerful attack power.
HP: 40
Attack power: 5~25 ( 15~40 )
Accuracy: 20
Dodge: 15
Armor: 0-8
EXP: 8
Level limit: 15
Immunity: Fear
Special: When HP is 0 or less, enrages and gains a certain amount of shield, and greatly increases attack power while enraged. The shield gradually disappears as the turn passes, and you die when all the shields are gone.

50% chance to drop gold

A reinforced mob for gnoll scouts. It has a lot of stamina and strong basic attack power, and when it loses all its stamina, it becomes enraged and puts up a shield. When it gets enraged, it becomes powerful enough to cross the three-tiered sky when it gets hit once, so if you are wearing a shield, the shield disappears after each turn, so you have to run away and wait for it to self-destruct. Even if you have high-performance equipment, it is best to avoid head-on combat with enraged gnoll soldiers if possible. Especially during retrograde, the maximum attack power when enraged exceeds 60-70, so you can die suddenly with one hit.

If you enrage the player with a surprise attack, you can attack him with another surprise attack because he is not aware of the player even though he is enraged. If you are lucky enough to obtain a high-tier weapon early on and strengthen it to become your main force, you can quickly deal with it this way without having to run away.

Even if the gnoll soldier is already enraged, corrupting it with the magic rod of corruption will break the enrage state. Therefore, it is equipped with a build that is easy to increase the distance.[46] If you have a magic wand of high-strength corruption, you can beat it to enrage and then corrupt the gnoll soldier with only half of his health remaining as a shield. If the gnoll soldier is corrupted, the number of activations of rage is reset, so when the stamina runs out while in the corrupted state, he rages against enemies again.

Starting from this monster, it gives a lot of gold, so when it becomes a spec, it is good to go around and slaughter and earn gold.

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  • Armored Brute
    The highest ranking Nol Soldiers usually wear powerful armor to show off their status. This armor allows them to better resist physical damage, and their strict discipline also allows them to rage for much longer before falling in battle.
Source Object: Gnoll Soldier
Dodge: 20[sport]
Defense: 6 to 10
Special: When enraged, the shield does not dissipate naturally.

100% chance to drop scale armor or plate armor[48]

A variant of the Nol Soldier. It has higher defense than the Nol Soldier, and unlike the Nol Soldier, these guys' defense shield does not disappear when they become enraged, and they continue to remain, forcing a direct confrontation. You can think of it as fighting the early version of the Nol Soldier. It is dangerous to confront them directly, so use a surprise attack, long-range attack, or consumables to quickly deal with them.

Although it's a shameful monster, it's more likely to drop the breeze armor or sheet metal armor, so it's a nice monster when you meet some specifications.

File:Gnoll Shama...File:Blue shaman...File:Purple sham...
  • Gnoll Shaman
    Gnoll Shamans are intelligent gnolls who use offensive magic to compensate for their lack of strength. Despite their weak powers, they are treated as very high-ranking people in the Noll society.
    This shaman wears a red / blue / purple mask and will cast spells that temporarily reduce your offensive abilities / increase the damage you take / lower your accuracy and dodge .
HP: 35
Attack Power: 5-10 ( 6-15 )
Accuracy: 18
Dodge: 15
Armor: 0-6
EXP: 8
Level limit: 16
Special: Applies 20/20/30 turns of weakness/vulnerability/enchantment debuff for each mask color when a ranged attack hits.

3% chance to drop a random magic wand

Originally, it was a monster that appeared in the jail floor, but the DM-100 was handed over and the shamans were raised. Now, like a dwarf black horse, not an electric attack, it blows something like an arrow. It becomes very dangerous when the debuff begins to get caught, so try to approach or approach. If you are close, you just become a hogu. Like the DM-100, there is a means of fascination such as a cane of transplantation, which makes it more free from ranged attacks.

If you catch it, a random wand will drop, so the reward is good, but the probability is very low. In the case of wizards, if they are lucky, there may come a time when they can turn their wands into 20-strong wands.

  • Cave Spinner
    Rather than fight directly, these green, furry spiders watch from a distance as their victims, caught in their webs, slowly die from the bite of their fangs. They can launch webs over great distances, and will block any avenues of escape for their prey.
HP: 50
Attack Power: 10-20
Accuracy: 20
Dodge: 14
Armor: 0-6
EXP: 9
Level limit: 16
Special: Spreads spider webs around the player. Spider web binds passing players and monsters and blocks thrown objects and long-range attacks. Cave spiders themselves are immune to being bound by webs.
Special: On hit, 1/2 chance to inflict poison for 7-9 turns and run away. When fleeing, it leaves a tethering cobweb in its path.

12.5% ​​chance to drop suspicious meat

The most annoying monster in the abandoned mine . When it recognizes a player, it immediately spreads spider webs in front or behind the player.[49] If you step on this spider web, you will be affected by the Rooted debuff and will be unable to move for 5 to 7 turns. The restraints are released quickly, but this spider web is a magic attack, throws, and has the property of blocking everything, making it very difficult to hit from a distance.[50] If you spray a magic rod of corrosion or a potion of liquid flame without knowing it, the projectile may explode in the area blocked by the spider web, putting the player in danger. The spider web itself disappears once the projectile is blocked, so if you want to avoid the spider web and pass by, you must throw unnecessary items at it.[51] It can be removed with the Magic Rod of Collapse. Or, if a flying monster, such as a bat or a ghost, passes over a spider web, it will not be bound and only the spider web will be removed.

Without special means, you have no choice but to force close combat, but its attack power is extremely strong, its health is high, and its attacks have a 50% chance of inflicting poison. In addition, as soon as it succeeds in injecting poison, the spider starts to run away. Even then, it spreads spider webs while running away, and unlike the mad thief, there is no debuff that slows it down, so it becomes like a dog chasing a chicken and looking at the roof. Because of this, it is doubly frustrating. When the poison wears off, the spider will attack again. It is very annoying to deal with one, but when two or more or the trash mobs in the abandoned mines attack, it becomes a great threat to survival, not just frustration. In particular, the feeling of despair when you see a shaman approaching from afar while bound in an open area is indescribable. Before the patch, it was a strong attacker, but after the pattern mechanism changed, it became a monster that is more unpopular than a crab or scorpion .

If you remove the poisoning immediately after being poisoned with Dreamweed Seed, Purity Potion, Sunfruit, or Healing Potion, instead of running away, it will attack you again.

  • DM-200
    The DM-200 is a 2nd generation model of the dwarven 'defense device', designed to protect the dwarves living in caves and cities. They are larger and more massive than previous generations, attacking enemies with menacing hydraulic fists.
    Their greatest weakness is their enlarged size, which prevents them from passing through small passages and doors in dungeons. The dwarves compensated for the DM-200's lack of maneuverability by spewing toxic exhaust fumes at enemies too far away or unable to reach them.
HP: 70
Attack Power: 10-25
Accuracy: 25
Dodge: 8
Armor: 0-8
EXP: 9
Level limit: 17
Special: Sprays toxic fumes at distant players.

12.5% ​​chance to drop random weapons and armor[52]

A newly added golem backward compatible monster in the dwarven city. It cannot pass through passages, but has high melee attack power and fires poisonous gas with a wide range. It shoots as soon as it recognizes it, so you have to get close to deal with it, and its melee attack power is also very strong. Although it has strong specs, it drops tier 4-5 weapons. However, from the time this guy comes out, it is very difficult to save reinforcement spells, so it is not very meaningful, and the drop rate is so low that it is of little practical use. Sometimes, since it is plate armor, it is meaningful that you can quickly combine it at the blacksmith when a tier 4 or 5 weapon comes in a reinforced state.

File:DM201 gif
  • DM-201
    The dwarves experimented briefly, further emphasizing the DM-200's lack of mobility, and built several DM models that were completely still. The DM-201 is a modified DM-200 that acts as a sentinel turret without the ability to move. DM-201 has much higher durability and attack power at the cost of reduced mobility.
    Since the DM-201 doesn't have an exhaust engine, the dwarves have equipped it with corrosive gas grenades instead! However, the DM-201 handles these grenades carefully, and will only throw them when attacking from a distance.
HP: 120
Attack Power: 15-25
Accuracy: 25
Dodge: 8
Armor: 0-8
EXP: 9
Level limit: 17
Special: Sprays corrosive gas at players from a distance.

Guaranteed drop of 1 Cursed Iron Shard .

A mutant monster of DM-200 added in the 0.8 beta patch.

Unlike the DM-200, it sprays corrosion gas, not poison gas. Instead, unlike the DM-200, it can't be completely moved, but if you are a little away from the player, it will blow the corrosion gas without mercy. Because of this, it is necessary to forcibly engage in close proximity, but the specifications are much stronger than the original, so even before the approach.[53] If you are not able to move, but you are not able to fight, avoid it quietly. Pieces are also enough to obtain bosses.

5.1. DM-300


The DM-300 is the largest and most powerful of the 'defense machines' created by the Dwarves. Such powerful machines were difficult to mass-produce, so only a few were built to defend the dwarven underground metropolis.

The DM-300 can emit toxic exhaust fumes, attack with a powerful drill or shake the ground. It can also be connected to the power grid to further amplify its output.

Trespasser detected! (Player found)
Body damage occurred! Charging at the power tower... (when charging is activated)
Super-charged, operating at 200% output! (when charging is complete)
Destroy! Destroy! Destroy! (when digging)
Damage to the power tower, converted to internal power! (When the power tower is destroyed)
Warning, grid imbalance detected! (when the last power tower is destroyed)
Catastrophic damage! Stop the equipment-(Death)
HP: 300
Attack Power: 15-25
Accuracy: 20
Dodge: 15
Armor: 0-10
EXP: 30
Level limit: 30
Attribute: Boss, Inorganic
Resistances: Fear, Charm, Dizziness, Cripple, Chill, Freeze, Root, Slow
Immunity: Sleep
Special: Creates a paralyzing earthquake or sprays poisonous gas around the player.
Special: Creates a shield when DM-300 directly enters an electric trap.
Special: Health is 200,100[54] When falling, it becomes immune to all attacks and status ailments , moves at 150% of the existing speed after consuming 3 turns, and when the player hides in a wall, it consumes 1 turn to excavate and destroy the wall. The state continues until one power tower is destroyed, and when the power tower is destroyed, it returns to its original state.

Drops 2-4 Cursed Metal Shards[55]

File:ShPD pylon
power tower

Power towers were built to provide a steady supply of power to the machines in this area. It seems that it is currently drawing electrical energy and overcharging the DM-300!
A charged power tower can take damage, but will emit electricity in a clockwise direction. Power towers are also made of heavy metal, allowing them to resist powerful damage .
HP: 50
Attack Power: 10-20
Attributes: Boss, Electric, Non-Organic, Unable to Move
Immunities: Sleep, Fear, Dizziness, Paralysis, Frenzy

One of the versatile robots created by the Dwarves centuries ago as the boss of the Abandoned Mine. Over time, they were replaced by golems, spirits, and even demons, which led to the decline of dwarven civilization. The DM-300 was designed for multiple missions, including construction, mining and city defense, but now it's just guarding the gates of the dwarven city.

The boss room on the 15th floor underground consists of a large room, with power towers installed at each of the four corners, and power grids laid out at random locations on the floor. When you approach one of the four power towers, you will hear a loud sound like a door closing and you will not be able to go back up, and DM-300 will appear and approach you. This guy generates seismic waves or emits toxic gas when he is far away, and also puts on an additional shield when he stands on the power grid tiles in the cross shape of the map.

When an earthquake attack is activated, an effect appears indicating where the stone falls, so you can avoid it by moving to a space where it does not appear.[56] You can just run away from the location where the gas flew, and if it happens, you can respond with a purification potion or healing potion.

If you hit it for a certain amount of time, its body suddenly turns red and you become completely invincible . This is called an overcharge state. Once it starts charging, it stays still for a while, but then its movement speed becomes extremely fast and it chases the player in an instant. At this time, hitting it is useless. If you look at the power grid or on the water, an electric effect will pop up. The power tower in the direction the effect points is active, so just go and destroy it. One thing to note is that when this effect appears, the power grid is activated and current is flowing, so if you step on it, you will take damage.[57] Therefore, you must avoid the power grid and water. For reference, an overcharged DM-300 cannot pass through narrow paths, but it can destroy walls. However, once it is destroyed, it stops for a while, so you can buy time by eluding him in the meantime.

When you arrive at an activated power tower, you can see that the power tower fires electricity in two directions and rotates the firing direction. All you have to do is look carefully at the next firing location and move around to hit it. Or, you can just rush in and destroy the power tower first. After destroying the power tower, DM-300 returns to its original state, and if you hit it in this state, it will activate once again. This time, you can finally take it down by destroying the activated power tower and then hitting DM-300.

Before the remake, it was a stupid boss that continuously spewed poisonous gas, only did melee attacks up close, and recovered health when climbing on empty traps, but after the update, it became a boss that required some brainpower to fight. Like the Tengu remake, the importance of control has been increased.

In addition, it was not known which of the power tower was activated, so it was confirmed, so it had to be used for one or even a potion.

In the more vicious boss challenges, total health increases by 33%, the number of power grids installed on the ground also increases, movement speed in overcharged state becomes faster, and the number of power towers to destroy increases to three. Also, the amount of electricity fired increases to 3 lines, making it a bit more annoying. You can still dodge and hit as before, and since the range is only one square, you can drain your stamina with a weapon with a long reach, a magic rod, or a throwing weapon at a distance of two squares.

To obtain the boss battle badge , do not take any hits while the DM-300 is overcharged.[58] You have to catch it. If it is not overcharged, it is acceptable. Normally, when the DM-300 is overcharged, it runs away after taking a hit or two, but to get this badge, you need to quickly move to the Ether Chain or Blink Stone. Then, quickly destroy the power tower with a weapon with high damage before the DM-300 breaks through the wall.

5.2. quest

It describes the monsters that can be seen in the quest of the troll blacksmith, an NPC that appears between the 12th and 14th floors of the dungeon. Talk to the troll blacksmith to receive a pickaxe and go down the stairs next to the blacksmith to enter the sub-dungeon where unique monsters and structures appear. In general, the abilities of the monsters are not as strong as those of the abandoned mine monsters, so if you have the specs to survive in the abandoned mine, you can proceed through the sub-dungeon without difficulty.

Additionally, each sub-dungeon has a boss entity. The boss entity is a strictly non-first attack mob that does not move until a certain amount of health is reduced by the player's first attack, and if defeated, 1000 points are added to the troll's friendliness after completing the quest.

The sub-dungeon concept was added along with the crystal mine in V2.2, and the gnoll den was added in V2.3. It is said that a mushroom-themed sub-dungeon will be added in the future.

5.2.1. fix theme

You'd better be careful. Because that mine is dangerous for a little human like you. Since the mine has been abandoned for a long time, many crystals have begun to grow. Although those crystals are shiny and look good on the outside, they are useless because they are too fragile to put a price on, and they use magic to protect themselves. It's pretty powerful. So no matter where you mine, you'd better stay on your toes. Otherwise you will attract their attention.

There's probably a large crystal somewhere in the mine, but it's much more dangerous, so if you're going to destroy it, you'd better be prepared. If you're going to destroy it, you'd better be well prepared. Once you destroy it, it slows down other crystals, so if you destroy it, you'll get an extra reward.
Unique objects are visible for modification. When you break a thorn or break a wall within 1 space, the crystal thorns within a 3×3 range of that point are also automatically broken. Digging for gold does not affect nearby thorns.

The crystal thorns and monsters are randomly colored in three colors: green, blue, and orange, and there appears to be no difference in abilities depending on the color.
  • crystal wisp
    A very angry, floating chunk of hardened crystal. It emits a bright light. Although not particularly strong, the Crystal Wisp will fire a beam of light that will deal damage as long as there are no obstacles between it and you.

    Wisps are small enough to move easily between crystalline protrusions, but are unable to fire beams through them.
The basic monster of the Crystal Mine. It moves through crystal thorns, and if there are no obstacles between it and the player, it shoots out a beam of light to attack. Compared to existing long-distance attack monsters such as DM-100 or Gnoll Shaman, the damage is low and there is no debuff effect, but since it is a magic attack that cannot be blocked by physical defense, damage can easily accumulate if hit multiple times without countermeasures.
  • crystal guardian
    These giant crystalline guardians are almost statuesque, save for their brightly glowing eyes. The hardened crystals make them very dull but powerful, so it is best to leave them slumbering in their crystal lairs for as long as possible.

    Crystal Guardians are very large and move much more slowly in confined spaces. They are also so tough that they are impossible to completely kill. You may be able to temporarily disable them by suppressing them, but they will quickly rise again.
HP: 100
Monsters that spawn at a fixed rate of 3 in the crystal mine. When identifying the topography of the crystal mine using a magic map or spell book, if there is an unusually wide pupil, there is a high possibility that there is a crystal guardian or crystal spire in the center.

This is a palette swap monster with a statue and is a melee attack type monster. The basic health is 100, which is high even by the standards of an abandoned mineshaft as well as a dwarf city, which is the next tier, and as explained, it is impossible to kill it completely . If you subdue it by reducing its entire stamina, it will be broken for a moment, but it will slowly recover its stamina, and when its stamina is full, it will start moving again. Even during recovery, damage can be inflicted and recovery can be delayed. The crystal mine is treated as a boss floor, so you cannot fall to the ground with a cliff trap, and the Magic Rod of Corruption only inflicts a destruction debuff and does not corrupt you. Instead, no additional creatures are spawned other than the initially spawned three.

It takes several turns to pass through a one-space passage , and unlike the crystal wisp, it cannot pass through crystal thorns, so if its path is blocked by the thorns and there is no way back, it moves by breaking them one by one. In the crystal mine, you can break the wall with a pickaxe, so it is also a good idea to artificially create a one-way passage to delay the chase of the crystal guardians.

Like other first-spawn monsters, the first spawned guardians are in a state of light sleep, so a thief with the quiet footsteps trait that does not wake up enemies unless they approach a certain distance can move around the crystal mine with relative ease.
  • Crystal Spire
    These gigantic superhard crystals are probably the source of the strange crystalline creatures that inhabit these caves. Your regular weapons are not effective against them, so you'll need to use a pickaxe if you want to destroy them.

    Be well prepared before destroying it. Mining these huge crystals will take quite some time, and you will be hindered along the way. The spire itself may be equipped with means of self-protection. Perhaps we could use the Spire's attacks against its minions.

    The crystal vibrates as you attack. If you keep doing this, it will inevitably draw attention to you... (on the first hit)
    The vibrations are increasing and the entire cave is shaking! (Boss battle begins)
HP: 300
EXP: 20

The boss of the crystal mine. As of V2.3, it is the only monster that occupies more than 2 graphic tiles as a single entity, and the character is barely visible when standing in the space directly above the crystal spire. However, the actual unit size only occupies 1 space, like any other monster.

The spire does not move on its own, so the battle begins when the player attacks it first and deals 20 or more damage. When the boss battle begins, all monsters in the sub-dungeon, including the crystal guardians, wake up and start chasing the player, and they do not go back to sleep even after the boss battle ends.[59] If possible, it is best to mine all 40 dark gold before attempting the spire and leave immediately after taking the spire. The crystal guardian effectively takes over the melee combat of the spire, which does not have its own melee combat ability.

The spire itself cannot move or attack in close combat, but it marks its attack range with a lock-on mark like Yogzeba, and then attacks by creating crystal thorns in the marked attack range on the next turn. If you are caught in the crystal thorns, you will be bounced outward with strong damage. There are two types of crystal thorn attacks: ① a type that specifically targets the player's location and creates them around that location, and ② a type that creates them in a straight line toward the player. As the spire's health decreases, additional attacks with a wider range will continue for up to three stages.

Enemies are also affected by the crystal thorn attack, and in the case of the crystal guardians, it can be disabled, so as described, the crystal thorn attack can be used to restrain the crystal guardians. In particular, if the crystal guardians are gathered on one side of the crystal spire, you can greatly delay the guardians' approach by fighting while positioning yourself so that the passage on the side where the guardians are is blocked by the crystal thorns created by the spire. However, the crystal wisp, which can freely enter and exit the crystal thorns, does not take any damage even if it is caught in the crystal thorns. The crystal thorns created by the spire also block the player's movement, so it is a good idea to break them occasionally to secure space.

As explained in the explanation that ordinary weapons are not effective, it does not take damage from any attacks other than the pickaxe and does not receive any debuffs. Therefore, you have to get close and destroy it directly, but if you hit the spire with a pickaxe in your inventory, the damage from the pickaxe will be automatically taken regardless of the current weapon, so there is no need to change to a pickaxe to destroy the spire. Hitting the crystal spire is treated as a special action, such as mining, rather than an attack. Hitting-related effects, such as the gladiator's combo effect, cannot be obtained, and it is not subject to surprise attacks or the duelist's weapon abilities.

5.2.2. Gnoll Theme

You'd better be careful. Because that mine is dangerous for a little human like you. Some gnolls were so crazy about the gold that they started destroying it. Because they are simple and stupid people, they are mining and causing all kinds of collapses. You'll have to dig for gold among them. So take a close look at the rocks that recently fell.

One of them seems to be particularly troublesome. Probably a geomancer shaman or something similar. If you find that guy and deal with it, I'll pay you more. But I can assure you that he will not die easily.
Unique objects include rocks, tree obstacles and rockfall traps.
  • Rocks are destructible obstacles like crystal spikes. However, if you destroy it, only the mined rock will be destroyed without affecting nearby rocks. The rocks themselves do not pose a direct threat, but gnoll sappers and gnoll geomen use them for attacks.
  • Wooden obstacles are structures similar to barricades in regular dungeons. It is a pillar supported by gnolls to prevent falling rocks, and if you are near a wooden obstacle, you can prevent damage from falling rock traps. It can be burned like a barricade in a regular dungeon.
  • When touched, the Nolje Rockfall Trap causes falling rocks in a 5×5 area, causing damage and paralysis, and creating several rocks. It is similar to the falling rock trap in a regular dungeon, but has a narrow range and deals little damage, but cannot be blocked with armor.
Also, as a characteristic structure unique to the Gnoll theme, in addition to the gold embedded in the wall, there is also a box containing 5 pieces of dark gold in a rectangular room. If you can't find this, it's so important that you won't be able to fill 40 for a long time, but it's hidden quite secretly, so it's a good idea to bring the Magic Map's Spellbook or Magic Vision Potion.
  • Gnoll Guard
    A large, rough-looking gnoll who wields a spear and shield, but does not wear a helmet. These guards are likely beasts trained to protect the mines from wild animal incursions.

    Gnoll guards are strong enough to wield a spear with one hand, but are not very good at using it.
    Attacking from a distance requires a fairly large space, and when you get close, the attack power drops significantly.

    A nearby Gnoll Sapper is holding a device that grants this guard Earth Armor, greatly reducing the damage it takes (additional description given to entities being buffed by the Gnoll Sapper).
The basic monster of the Gnoll Den. It is a game with a spear and shield. Since it is holding a spear, it attacks up to 2 squares, and makes a particularly powerful attack when it is just 2 squares away. As long as you pay attention to that point, you can deal with it without difficulty since its abilities are not outstanding by abandoned mine standards.

Objects spawned near gnoll sappers have the effect of blowing dust at their feet, and objects with this effect receive a large defense correction while the gnoll sapper is alive, so it is best to kill the gnoll sapper first before dealing with them.
  • Gnoll Sapper
    A small, weak but clever Gnoll with a fuzzy coat and a bag full of various tools. They are probably here to help mine and prospect for the dark gold, and there are guards nearby for protection. They can fight, but their attacks are not as strong as those of gnoll scouts.

    Instead of fighting directly, sappers prefer to use a variety of tools and let the rocky environment take care of itself for them. However, since they cannot use earth movement magic directly, they are very likely to use their tools recklessly. There should be a variety of ways to use their attacks against them or their guards.
An elite monster with a limited number of fixed spawns, such as the crystal-themed Crystal Guardian. It's surrounded by a wooden obstacle or two and a guard.

Even if it recognizes the player, it will try to stay around the wooden obstacles instead of approaching them.[60] Instead, it attacks by throwing nearby rocks at the player or dropping rocks in a wide area. In the case of the rock throwing pattern, a lock-on mark is displayed that connects a rock in the field of vision to a path that passes the player, and the rock flies along the marked path on the next turn. If hit by the rock, it takes damage and paralyzes, similar to being caught in a rockfall. The rockfall pattern is similar to the DM-300's wide-area paralysis pattern in that a lock-on mark is displayed in a wide area including the player, and the rockfall falls on the marked spot on the next turn, dealing damage and paralyzing the target and creating rocks within the area. It also makes melee attacks when in close contact with the player, but its melee attack power is so weak that it can be ignored when the mine is closed. Even guards and engineers themselves will take damage and be stunned if they are hit by rocks or rocks without a wooden obstacle, so it's good to use it if you can.
  • Nol Geomancer
    This impressively large gnoll shaman is surrounded by rock formations, giving it a statue-like appearance. Look closely and you will see the rocks magically move with the breath of the Greater Gnoll. Surrounded by rocks like this, it doesn't take any damage, and it looks like it's literally enjoying a nap in the dirt.

    You will be able to drill through the rock formations with a pickaxe. But make sure you're prepared to fight when you do so. The source of the various earth-moving spells here is the Geomancer, and the organizer of all Gnoll activities. It might be a good idea to defeat the gnolls scattered around before fighting.

    The geomancer begins to stir. Make sure you are ready before continuing (on your first strike)!
    The Geomancer has awakened! The entire cave seems to change as people run out laughing like crazy! (Boss fight begins)
The boss of the gnoll den.

At first, it sleeps surrounded by a large amount of rocks, and like the Crystal Spire, it does not wake up when the player approaches it. When you hit a sleeping geomancer and lose a certain amount of his stamina, he finally wakes up and teleports away, causing a tectonic shift.

As explained in the description, its body is surrounded by rocks, and it has a protective shield that does not evaporate, and this shield can only be cut with a pickaxe. As long as the shield remains, like the Crystal Spire, it is immune to all damage except from pickaxes, but when the shield is completely removed, damage can be inflicted with normal attacks, and debuffs using the Magic Rod of Corruption are applied even when the shield is present.

The attack pattern is the same as that of the Engineer, but since it is a boss, the scale is much larger, and in particular, in the case of the rock throwing pattern, the number of rocks thrown increases inversely proportional to the health of the fortune teller. Whenever a certain amount of health is lost, the shield is restored and the earth changes as if it were at the start of the battle and teleports. In special cases, unlike the Engineer, who moves on his own, this one does not move at all by any means other than teleportation, and regardless of the presence of the shield, it is not damaged by falling rocks or rocks.

6. dwarf city

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At one time, the Dwarven metropolis was the foremost among the Dwarf city-states.
In its heyday, the city grew rapidly by creating great machines with magic and metal.

Then one day, the main gate of the Dwarven City was sealed, and no one heard from the Dwarves after that.
According to those who fled right before the blockade, a mad warlock has usurped the throne and continues to rule with terrible magic .
16th to 20th basement floors. A decaying city inhabited by dwarves. On this floor, the quality of the monster reward drops such as potions and emergency food is quite diverse and good, but as it is directly proportional to it, it is difficult to capture the special abilities of the monsters after that, so it is better not to get involved in many-to-one battles if possible. The trap density is not much different from mines, but the enemies to deal with are tricky and each trap effect is very lethal.[61]
In particular, since 0.8.0, most of the patterns of mobs have been changed to change the change in change. The property spirit is created, so don't sell the attribute attack all over the curse and leave it. Players who are familiar with the game can even dry and kill healing potions and die. Instead, no monsters dropped money, so they had to spend some money, like prison, but now when they catch the dwarves, the money is quite rich and can be shopping.

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  • Dwarven Ghoul
    Dwarven society slowly began to crumble, and with the current Dwarven King seizing absolute power, those who were weak or who resisted were not treated well. As the king became more adept at wielding dark magic at will, he brainwashed the dwarves into his will, and now they serve as foot soldiers in his army.
    Ghouls aren't particularly strong on their own, but always work in groups, seeking to overwhelm opponents with greater numbers.
HP: 45
Attack Power: 16-22
Accuracy: 24
Dodge: 20
Armor: 0-4
EXP: 5
Level limit: 20
Attribute: Undead
Attribute: 2 of them act as a team, after defeating one ghoul within sight for a certain period of time, the fallen ghoul resurrects with a certain amount of health.

50% chance to drop gold

Miscellaneous mobs in the Dwarf City. Two go around in groups, and even if one dies, if you can't kill the other, the incapacitated one will resurrect and attack with pincers . Because of this, it is easy to deal with them if you have a spec that can handle two quickly.

Dwarf cities, where it is difficult to save reinforcement spells, have become even more difficult to save because of this monster. It is a monster that pushes through the population, and its attack power is quite strong and its evasion rate is high. Occasionally, if you fight with other ghouls, you have to defeat all the ghouls to incapacitate them . In the case of falling death, even if there are other ghouls alive within the field of view, the ghoul that fell is treated as dead.

Each individual drops gold separately, so if you're lucky, you can earn 4-500 gold by defeating a group.

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  • Fire Elemental
    Elementals are creatures of chaos created when powerful supernatural magic is not properly controlled. Elementals have minimal intelligence, which is usually about some kind of magic.
    Fire spirits are a common type of spirit that attacks enemies with fire magic. Fire Elementals burn targets they melee, and sometimes fire bolts of fire.
HP: 65
Attack Power: 15-25
Accuracy: 25
Dodge: 20
Armor: 0-5
EXP: 10
Level limit: 20
Attribute: Fire
Special: Flying enemies
Special: 1/2 chance to grant Combustion on hit with melee attacks
Special: When standing on a cold/blizzard tile or when under the effects of a cold/freeze effect, instead take 1-43 additional damage. On a water tile, the damage increases to 32-65.
Special: Sometimes when there is no player on the tile it is attached to[62] Inflicts a ranged attack that grants burning

12.5% ​​chance to drop Liquid Fire Potion

Melee attack is a 50% chance, and ranged attacks are 100% chance to give a combustion debuff when hitting. The combustion debuff is very annoying, so it may be better to put a stake in a tile with water rather than a surprise attack. If there is a hieroglyph of sulfur fire, it will be a melee monster, and if you save the magic bar of the frost, it is very effective. If you flock to the swarm, you can use the seeds of the snowflake or the potion of frost. However, both are consumed items, so be careful about usage. Also, to float in the air and use the seeds of snowflake, you need to throw seeds and throw other items. If the seeds are difficult to use, it is also a way to make a frost dart.

A wizard who is all-in on the magic wand of flame explosion has a very hard time capturing this spirit. It is completely immune to flames, its fixed damage is not great, and the flame staff's charge consumption is high, so if you are using the flame wand as your main attack method, you have no choice but to hit it at close range or jump. However, since it takes additional damage from cold attribute attacks, if you have a frost wand, frost potion, or cold enchanted weapon, you can capture it in two or three hits. Regardless of the power or duration of the cold effect, it takes a certain amount of damage as long as it is affected, so even a frost wand with a low enhancement value is fatal. However, if you capture it with a frost potion, the liquid flame potion that the flame spirit drops when it dies can explode on the cold tile, burning nearby grass or scrolls.

  • Frost Elemental
    Elementals are creatures of chaos created when powerful supernatural magic is not properly controlled. Elementals have minimal intelligence, which is usually about some kind of magic.
    Frost elementals are a common type of elemental that use cold magic to weaken enemies. Frost Elementals freeze targets hit by their melee and occasionally ranged attacks, and their magic is especially effective against targets in water.
HP: 65
Attack Power: 15-25
Accuracy: 25
Dodge: 20
Armor: 0-5
EXP: 10
Level limit: 20
Attribute: Cold
Special: Flying enemies
Special: 1/2 chance to apply cold on melee attack
Special: Vulnerable to fire attacks

12.5% ​​chance to drop Frost Potion

A cold version of the fire elemental. If you are hit by a melee or ranged attack, there is a 50% chance of inflicting a chill debuff. Conversely, if you fight in the water with a fire spirit, you can get cold or even freeze, so you have to be careful. Additionally, unlike the Flame Spirit, which can block debuffs with the hieroglyphs on its armor, the means of blocking this one are more limited.

Wizards who use the Staff of Frost will have a hard time against it. Instead, you receive additional damage when receiving a fire attribute attack. If you have a lot of fire explosion bars, burning enchantment weapons, or liquid fire potions, they are just experience points.

  • Shock Elemental
    Elementals are creatures of chaos created when powerful supernatural magic is not properly controlled. Elementals have minimal intelligence, which is usually about some kind of magic.
    Electric Elementals are a less common type of elemental that uses electricity and flashes to disrupt enemies. When making a melee attack, Electric Elementals will release electricity to nearby enemies, dealing more damage if the primary target is underwater. They can also occasionally shoot a beam of light at a target from a distance, temporarily blinding them.
HP: 65
Attack Power: 15-25
Accuracy: 25
Dodge: 20
Armor: 0-5
EXP: 10
Level limit: 20
Attribute: Electric
Special: Flying enemies
Special: Fires a blinding beam with a certain probability when not attached to a player
Special: When making a melee attack, some of the damage is transferred to other nearby units.

25% chance to drop Charging Scroll

One of the most annoying spirits. If you are hit by its long-distance attack, you will not take any damage, but will be blinded. If you receive a melee attack from him on the water, you will receive 50% more damage, so if you have poor armor, it is absolutely prohibited to fight on the water. Above all, blindness is the biggest problem, and since it suddenly becomes dark, it becomes difficult to deal with mobs such as dwarf warlocks. Fortunately, if you just stick and fight, you're just a bully, so it's better to stick and fight if possible.

Also, like when a lightning spirit or melee player uses an exhilarating weapon, some of the damage is spread not only to the target but also to other nearby units.[63] Therefore, the mirror image efficiency is not good as it has 1 stamina and dies no matter what it hits.

Similarly, when using a wizard who uses a lightning staff, electric damage is halved, which can be quite a problem. Moreover, unlike frost and fire spirits, it is also difficult to have any weak attributes.

  • Chaos Elemental
    Elementals are creatures of chaos created when powerful supernatural magic is not properly controlled. Elementals have minimal intelligence, which is usually about some kind of magic.
    Chaos Elementals are dangerous and rare types of elementals that are not stabilized by a specific element. The Chaos Elemental will unleash unpredictable magic with each attack.
HP: 65
Attack Power: 15-25
Accuracy: 25
Dodge: 20
Armor: 0-5
EXP: 10
Level limit: 20
Special: Flying enemies
Special: Activates the effect of a status ailment or random cursed item or cursed wand when an attack hits.

100% chance to drop Transformation Scroll

Instead of not receiving half damage from any attack, as the name suggests, each attack has a random effect. It is a very dangerous enemy. If your defense is poor, you may be paralyzed and then hit by a chain explosion attack, and there are also cases where a curse effect occurs, putting you in danger. Of course, if you are lucky, you can often see cases of self-destruction while attacking.

It's a very rare monster, and if you catch it, you'll always get a scroll of transformation. It is good to use it when you try to transform the ring you received from the imp into your main ring.

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  • Dwarf Warlock
    As the dwarves shifted their interests from engineering to the occult, the warlocks became the real power in the city. He started out with elemental magic, but soon turned to demonology and necromancy. The most powerful Warlocks have seized the throne of the Dwarven City, allowing his minions to continue practicing Warlock. Until they even surrendered their free will to him.
    These warlocks wield powerful and devastating magic, and can temporarily degrade enchantments applied to your gear. The more empowered the equipment, the more it will be affected.
HP: 70
Attack Power: 16-22 ( 12-18 )
Accuracy: 25
Dodge: 18
Armor: 0-8
EXP: 11
Level limit: 21
Attribute: Undead
Resistance: Dark Magic
Special: Attack with a ranged attack on a target with 2 squares or more. On hit, grants or extends 30 turns of equipment weakening debuff with a 50% chance.

50% chance to contain a healing potion[h] Drops a random potion

One of the ranged monsters appearing in the Dwarf City. Common Guldan . In general, the shame and the AI ​​are the same, but the magic of these guys is very capable of hitting, and if the equipment weakening debuff is taken by the distant attack of the Black Wizard, the equipment of the three or more lectures is fixed with the following reinforcement value according to the strengthening value .
Weapon reinforcement
+3 or less
+4 ~ +9
+10
+ 11
Reinforcement after weakening
no change
+3
+5
+6

In particular, if you invest a lot of reinforcement spells in your armor, you cannot avoid tremendous hardships, and the most annoying time is when you are summoned by the Lord of the Dwarves. Since it is an open area, it is easy to get hit by magic attacks, and if you do it wrong, you can die after being hit by a group with the equipment status is melong. In addition, if you have invested all the reinforcement spells in the ring of sniper, you will become the most hated opponent in the battle of the Lord of the Dwarves.

Debuffs inflicted by a dwarf warlock disappear immediately when you use a strengthening spell, a curse removal spell, or a purity potion. However, since all three are valuable items to waste, it is difficult to use them flexibly.

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  • Dwarf Monk
    These monks are a group of zealots who have dedicated themselves to defending their king through physical strength. So devoted were they that even their minds yielded to the Dwarf King, and now they roam the Dwarf cities like unwilling zombies.
    Monks rely exclusively on hand-to-hand combat, and are able to use their unarmed bare hands for both offense and defense at will. When they are focused, the monks can deflect the next attack directed at them, even on hit attacks. They build concentration faster while moving and slower when fighting while stationary.
HP: 68
Attack Power: 12-25
Accuracy: 30
Dodge: 30
Armor: 0-2
EXP: 11
Level limit: 21
Attribute: Undead
Immunity: Frenzy, Fear
Special: Attack Speed ​​200%
Special: Applies a concentrated buff that blocks physical attacks once with certainty, moves after the buff is exhausted, or reapplies the buff after several turns.

8.3% chance to drop emergency rations

Dwarves love the aesthetics of bare hands, commonly known as Taebo Man. The attack speed is doubled, and as soon as you find the player, you will have a concentrated buff, but if this intensive buff takes, you can stop all physical attacks and even surprise attacks until the concentration buff disappears . No matter how much you take a surprise, you will be concentrated again in about two turns, so in most situations, it's a common way to just hit it once and hit it once.[65]

The problem is that the damage is quite strong and the evasion is not a joke, and even if the concentration is eliminated, the number of turns is wrong. Like the golem, it is forced to exchange fitness, but it is also a good idea to use the magic rod attack or terrain to handle it in one shot. Otherwise, you will need to use a lot of consumables. However, the ability to release the original ability, the ability to release, is eliminated. So you can deal with it very easily with an extraordinary or circular shield that was originally difficult to deal with. Instead, as it is difficult to surprise, especially in the case of the main power of the sniper, if you do not hit it before you can use the terrain, you will taste tremendous hardships.

In patch 1.6.4, it became a hunting target for imp quests. They say to catch 5 of them, but according to the imp, they are crazy people who don't buy anything and only kick out other customers, so they're hindering business. He originally ordered a whopping 8 to be caught.

During combat, there are two types of motions, and these motions are mixed and used twice, so the motions are quite diverse.

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  • Senior Monk
    These monks are fanatical, and have dedicated themselves to defending their king through physical strength. So devoted were they that even their minds yielded to the Dwarf King, and now they roam the Dwarf cities like unwilling zombies.
    Dwarven monks have mastered the art of hand-to-hand combat, and are much quicker to focus on a target while moving than a normal monk. When they're focused, the monk can deflect the next physical attack directed at him, even if it's supposed to hit. Monks build concentration more quickly while moving, while in combat they build concentration at a slower rate.
Source Object: Dwarf Monk
Attack Power: 16~25[sport]
Special: Builds focus faster than normal dwarven monks.

100% chance to drop Pasty

A variant of a dwarf monk. Bald , wearing bright orange clothes . Their attack power is slightly stronger than that of a regular monk and their concentration builds up much faster, so even if you disable the concentration buff, if you miss the timing, you may not be able to make another surprise attack, so be careful. In the past, it was a crazy monster that not only had the disarming ability but also paralyzed, so if you dealt with it carelessly, it could quickly become a goal, but it has been nerfed a lot. Additionally, the drop item has been changed to Pasti, making it easier to make meat pies.

Although it is a variant, it is of the same type of monster, so it is included in the hunting target of the Imp quest, so if the quest is in progress, the dwarf coin is normally dropped.

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  • Golem
    The golem is an attempt by the dwarf race to correct a flaw in dwarf engineering through new magic. They are smaller and more efficient than the DM-300 while retaining their lethal power.
    The golems are still too big to fit through, but the dwarves have given them new magical abilities to compensate. They can teleport to and from rooms, and enemies out of range can teleport to them.
HP: 120
Attack Power: 25~30
Accuracy: 28
Dodge: 15
Armor: 0-12
EXP: 12
Level limit: 22
Attribute: Inorganic
Immune: Frenzy, Fear, Magic Sleep
Special: Can teleport the room, pulls the player into the teleport.

12.5% ​​chance to drop random weapons and armor[67]

Appears from the 18th floor. Originally, it was just a possum AI monster with strong basic attacks and high evasion, but now its attack power has been nerfed, its stamina has been increased, and instead of being unable to pass through narrow passages, it has been changed to the ability to teleport to another room or drag the player in front of itself when it finds it . It was done . He can also teleport to doors or passageways. In short, a surprise attack through the door becomes impossible, so you have to fight head-on. However, a surprise attack using a single pillar or grass in a room is still possible.

Like the dwarf monk, it is a strong enemy that forces you to exchange physical strength, so if it is difficult to deal with, you must tear up the space movement spell and immediately run away through a teleport or use a potion of invisibility. Even if you just run away on foot, it is of no use because you will be dragged by teleportation. On the other hand, if the player is not recognized, it will try to move to another location by teleporting, but attacking in this state will be treated as a surprise attack, and like the gnoll soldier, it will take an additional turn to battle again while teleporting , so one more hit. You can take advantage of the battle by hitting it.

Like the DM-200, there is a chance of dropping high-tier equipment, but it is of little significance as there are very few situations where you can save the reinforcement spell until the 18th floor.

As one of the targets of the imp hunting quest, you are asked to catch 4 of them. According to the imp, they are just stupid stoneheads walking around, so they can't communicate, so they say it's useless for business and tells them to kill it.

6.1. dwarf lord

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  • King of Dwarves
    Long ago, one of the highest ranking mages of the Dwarven Court uncovered the secret of the power over life and death. He soon used this power to enslave and corrupt his comrades, lord, and formerly all dwarven citizens. Now he is a king and commands an undead legion.

    The Dwarf King is a warlike foe, and seeks to overwhelm his foes with undead legions.

    Awesome! Who do you dare to attack! (Player found)
    Kill him, slaves! (Summon monsters)
    Interrupt him, slaves! (Summon monsters)
    Offer your blood, slaves! (Cast Life Link)
    We need your essence, slaves! (cast Life Link)
    stop! Arise, my servants! (Enter phase 2)
    more! It means more blood!
    useless things! End him immediately! (Phase 2 shield less than 30%)
    You can't kill me, (Player) Hey... I'm... I'm immortal!! (Enter Phase 3)
    no! This can't be... You don't even know what's down there ...
    In the end, you... put an end to everything... (Death)
HP: 300
Attack Power: 15~25
Accuracy: 26
Dodge: 22
Armor: 0-10
EXP: 40
Level limit: 30
Attribute: Boss, Undead
Special: Attempts to summon undead dwarves if the number of undead dwarves summoned is less than 1 + (lost health percentage) x 5

Guaranteed drop of Dwarf King's Crown (Old Armor Modification Tool)

This is a boss that appears on the 20th floor. Originally, the real king of the dwarves was obsessed with the secrets of black magic and immortality, and turned even the dwarven citizens into undead, but in the 0.8.0 update, with the large-scale remake of each boss battle in the latter half, the setting was changed to a mad warlock who learned necromancy, overthrew the royal family, and took over the dwarven city. The fact that he obtained immortality through black magic and that many dwarves were sacrificed in the process is the same.[68] Among the lore added in the 1.4 update, the lore of the Demon's Hall seems to be a journal written by the Dwarf King before he took over the Dwarf City and took the throne. His real name is Rodney.
throne
An imposing and mighty throne overlooking the dwarf city is now occupied by a power-mad necromancer.

The throne has enchantments and mechanisms attached to it. The Dwarf King will give you additional powers while seated.

Altar of Summoning
This altar has an opening that partially glows with dark power.

The Dwarf King uses this altar to cast necromantic magic and summon minions. Altars need to charge up for a few turns before summoning minions, and the type of minions summoned will also show the magic that accumulates.
Summons as many dwarves as the undead army. The boss room consists of a diamond-shaped room, with a throne in the center, and a total of 4 altars at 1, 5, 7, and 10 o'clock to summon miscellaneous mobs.

In the first phase, the dwarfs are summoned as a slow cycle and struck. In this case, only the dwarf grilling, which is a miscellaneous mob, is summoned. If your health is less than a certain amount[69] At this time, the lifetime connection is triggered, and the damage that enters the dwarf's lord is connected, and when the connected miscellaneous mob dies, the damage worn when dying enters the Dwarf's Lord. It is better to damage them if the lifetime connection is caught by a ghoul or black horse, but if you are caught by a monk, it is good to damage the body.[70]

When all the blood in Phase 1 is shed, the Lord of Dwarves is fixed on the throne, puts on a shield, becomes completely invincible, and moves on to Phase 2. Through the summoning effect, you can know in advance what kind of monster will appear in which spot. From the 2nd phase, a lot of monsters are summoned, and from here on, even the Dwarf Warlock and the Dwarf Monk are summoned. Since the Dwarf Warlock lowers the player's equipment enchantment by a large amount, the weapon that was enchanted with the armor will die because of the damage or defense that was not enchanted. If you catch the dwarves, the defense of the dwarf king will gradually disappear.

If you get rid of all the shields, you will come down from the throne with only your daughter's blood and enter 3 phases. You must treat mobs that are summoned in large quantities of weapons only to die due to delayed damage, or endure in a transparent avoidance method to endure until King Dwarf dies. From the 3rd phase, the mobs are summoned so much that they are quickly filled with weapons. Like the order of anger, it is also a good idea to make mobs dispute with groups or to make items of other wide -area means in advance.[71] It is also worth considering the order of mental explosion, but you should also be cautious because the Dwarf's Lord attacks again. The aggressive stone that breaks down the spells of anger in the pension cooker is also good, and if you throw only one stone of aggression to the king of dwarf, the dwarves with powerful attacks will only kill the dwarf. When the king of the Dwarf dies, all the remaining monsters die, so if they are properly damaged, they can only hold up.

In the previous version, the Dwarf King was a boss of about DM-300, but in the case of a wizard, if you shoot a wand at the entrance, you die in an instant. It was effective, and it was vulnerable to potions of corrosion or poisonous gas, so there were times when I could not attack once and just tap danced and died.[72] It was a boss that could be eaten raw with just two jars of honey, but the junk mob also summoned only one skeleton-like junk mob called the Undead Dwarf, but now it has been changed to summon the mobs in the dwarf city. Unlike DM-300, which can be easily broken if you know the proper tricks, the difficulty has become quite difficult. The fact that a proper boss finally came out received considerable acclaim. In addition, the sniper ring, which was treated as a fraud, became quite helpless in this boss battle, so it was difficult to slash the sniper ring extremely hard like in the past. In addition, the moment the black magician's equipment was weakened, it became difficult to even guarantee his life.

In the more vicious boss challenges, summon more and faster,[73] From Phase 2, even Golems are summoned. When a golem is summoned, a sparkling effect appears from the summoning altar.

The Dwarf King's boss battle badge added in the 1.3 Squad update prohibits the use of weapons, magic rods, and rings of strength . This means that you have to fight with consumables such as poison potions. In the beginning, not only the Dwarf King but also summoned mobs were not allowed to be hit with these things, but later the conditions were relaxed to only allow them to be used on the king himself. Phase 1 can be achieved by only defeating enemies with life link, Phase 2 can be completed the same way, and Phase 3 can be easily achieved by drinking a purification potion or throwing toxic + paralyzing gas while hiding.

7. devil's hall

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The vast corridors of the dwarven metropolis have been twisted by dark magic.
Once the halls of the court warlocks of the Dwarf King, it now appears to be occupied by more sinister entities.

It is home to all manner of evil beings, drawn by terrible dark forces.
If the Dwarf King wasn't the source of the spreading corruption, it must be something lurking below.

Watch your steps.
It is said that very few adventurers have reached this depth...
The 21st to 25th floor, the concept looks like hell, but lava plays the role of water because lava is cold in the setting. From this point on, the dungeon itself is dark, so you need to be careful because the field of view is limited as if you were caught in blinds. Fortunately, there are quite a lot of torches here, so you don't have to worry about the lack of light emission based on full farming.

There is one pet to spit out the ripper devil on each floor, and if you do not process the summoner, you should continue to fight the ripper devil, as well as to summon the ripper devil when you fight with Yogeva.

From here on, each mob has a special ability, attack power, and health, and they are all incredibly strong, so you should be able to defeat them in at least two or three turns. Unless you have enough consumables and recovery items to get through a crisis, it is better to avoid fighting or searching for items and use things like the Potion of the Mind's Eye and the Magic Map Scroll to quickly find the entrance and go down. Also, you should avoid many-on-one situations at all costs, even if you have the specs to cause trouble in the previous area. It is important to catch the doors opening and closing by monsters in the dark to survive. It is also useful to zoom out the screen a bit and read the map. Of course, the boss fight is not easy without enough countermeasures like potions and scrolls. After 0.8, Yogzeba was buffed, and the number of floors increased to 5 like other maps, making it more difficult.

Unlike other sections, monsters in this stage are limited to the same value as the maximum vision range of the luminescence buff.

With patch 0.8.0, armor enhancements became significantly more important. Beginners should also invest in armor.

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  • Ripper Demon
    These hideous creatures are the result of many dwarf corpses in the area being used by demonic forces. Reapers are skinny ghoul-like creatures, resembling dwarves, but with mangled bodies and long, sharp claws made of bone.

    Reaper demons aren't particularly tough, but they are agile and dangerous. They can leap great distances before approaching their target swiftly and biting it with their claws.
HP: 60
Attack Power: 15-25
Accuracy: 30
Dodge: 22
Armor: 0-4
EXP: 9[74]
Level cap: -2
Attribute: Demon, Undead
Special: 200% attack speed, cast leap attack. Inflicts bleeding equal to the damage dealt when the Leap Attack hits.

The position of the mob on the hell floor. The attack speed is 2 attacks per turn, just like the monk. From the starting point of the player's entry, it is continuously summoned from the summoned beast below, and from the beginning of the summoned, it wanders around the map in a non-sleeping state and searches for the player. When it finds a player, it performs a leap attack with a certain probability, and informs the jumping point one turn before the leap attack. This leaping attack deals heavy damage and inflicts bleeding. Unlike normal attacks, it is treated as the same as the succubus's blinking skill, so you must avoid the leaping attack as it hits you as a bonus up to the 2nd attack of the ripper demon .

It is a first -class contributor to the lullaby of the lullaby of the lullaby of the lullaby in hell . Also, even if you keep killing, if you do not catch the summoner who summons this guy below, it will stick out endlessly. It is important to remove the summoner as soon as possible by writing a potion or spell on the magic map. In the past, even in the past, it was the same as the bastard, and the stats were ignorantly ignorant, but afterwards, I decided to throw away the stats with the stats with nerfs, and the speed was nerfed again, and instead rolled back the nerfed attack. The concept has been added.

Since the jump ability is randomly positioned from the player's starting point, you can sometimes see the player jumping off a cliff when standing on terrain with many cliffs .

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  • Demon Spawner
    The amalgamation of these dwarven hides is responsible for summoning the Reaper demons from the dwarven bodies. It seems clear that demons are using every resource available to deal with their foes.

    Despite their terrifying appearances, demon minions lack the ability to move or defend themselves directly. However, summons have a huge body and are difficult to kill quickly, and summons that are threatened will summon Reaper Demons even faster.

    Demon servers appear to be connected to the central source of any demon force. If you kill the servitor, you can weaken it.

    You sense that a source of demonic energy is above you... (if you go down a floor without destroying a demon pet)
HP: 120
Attack Power: None.
accuracy: -
Dodge: 0
Armor: 0-12
EXP: 15
Level cap: 29
Attributes: Mobs cannot be regenerated, demons, unable to move
Immunity: Darkness, Mental Explosion Scroll
Special: Summons a Reaper Demon every n turns.[75]
Special: Reduces damage in the same way as slime

100% chance to drop a healing potion .

It is close to a summoned structure found in hell layers. Summon the enemy ripper daemon above each turn and summon it faster as you have less health. Each hell layer is one by one, and there is always a special tile called Yinggali under the summons , so the room with these guys can be easily seen when using the magic map order.

It has no attack ability and cannot move, but it receives damage proportionally, so no matter how much you strengthen your weapon, you cannot quickly defeat it. He is even immune to gloomy magic, and does not die when hit by Trap Absorber's Relentless Trap effect, taking only a certain amount of damage. He can summon reaper demons over and over, so he's a nightmare if he's poorly armored. However, if you approach it and surround it with a flock of stones and beat it up, you can catch it really easily.

It's a problem that it keeps spewing out Reaper Demons, but more than anything, if even one Hell Summon is alive, Yog'Zeva will summon Reaper Demons instead of Larvae in the subsequent Yog'Zeva boss fight, so it's better to destroy them all when you can. On the other hand, it becomes a complete headache from Challenge 7 and above. It forces you to wander around Hell while not dropping any healing potions, and it's hard without a Flock Stone due to the damage adjustment, and if you skip it without killing it, Yog'Zeva will spew Reaper Demons, which is annoying. It's especially hopeless if the Summon Room is far from the starting point.

Among the challenges to get the badge, you have to kill Yogzeba after activating the 'More Vicious Bosses' challenge and not killing any demon pets. In this case, Yogzeba continues to summon not only the Reaper Demon, but also the Devil's Eye and Scorpion, so the difficulty becomes heinous.

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  • A succubus is another form of demon that controls the minds of its prey. This succubus takes the form of a pale man in gothic clothing, perhaps trying to seduce the dwarf warlocks?
    When attacking, succubuses can charm the target they attacked, rendering the target unable to attack directly. If they attack an enchanted foe, they will steal their life force.
HP: 80
Attack Power: 25~30
Accuracy: 40
Dodge: 25
Armor: 0-10
EXP: 12
Level limit: 25
Attribute: Demon
Immunity: Charm, magic sleep
Special: Can cast Blink before attacking (5 turn cooldown)
Special: Grants 3-4 turns of enchantment with a 1/3 chance on hit, recovers HP by (damage dealt) +5 when hitting an enchanted target, and converts excess HP into a shield

33% chance to drop random spells excluding strengthening spells

The first of the three brothers in hell. It is similar to a typical melee monster, but after the first distance from the sleep state, even after the player, even if one turn is consumed, it will be teleported and starting with the player. This attack is an additional attack that is consumed by teleportation, so it is almost impossible to neutralize with a fast ring or free runner skill. However, if the distance is not so far, it will not be used, so if the distance is close, do not run away and induce it slowly to feed a surprise attack.

When attacked, there is a 1/3 chance to get a charm debuff, and in this case, the succubus cannot be hit with a melee attack for 3 to 4 turns or until another succubus hits the succubus.[76] In addition, if the enchantment debuff explodes once more while already enchanted, the enchantment debuff disappears instead of recovering HP and putting on a shield. There is a unique sound effect when blinking, so if you hear a sound while moving the map, it means there is a succubus nearby.

If you have other means of attack, such as a magic rod, when you are enchanted, it is not a big threat, and if you do not want to, you can run away for a while until the enchantment is lifted, but while running away to dispel it, you run into the devil's eye laser in a blind spot, or it is a problem that it often becomes a many-to-one situation. In particular, in an area where there is no escape route, such as a straight aisle, you get hit by this guy and run away to the other side, but if the devil's eyes block the escape route, curses come out naturally. So, if your defense is high, it may be better to deliberately hit them in place and fight them. It is a very difficult opponent for hunters who focus on ranged attacks. Even if the ranged weapon is good, it makes the efficiency of the bow or crossbow drop because it comes right in front of the nose with flashing. Gladiators also have enchanted duration similar to combo duration, making it difficult to build combos in 1:1 battles.

Interestingly, if you are wearing viscous armor, even if you receive damage and get enchanted, when you receive delay damage with viscous, it is also judged as a succubus damage, and the enchantment disappears immediately. So you can hit the succubus without wasting a turn with Charm.

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  • Evil Eye
    Demon Eyes are floating spheres filled with demonic energy. Its melee attacks are also powerful enough, but the real scares come from the magic it uses .
    After recharging energy for a short time, the Demon Eye fires a powerful beam of energy called a death gaze. Anything caught in the Devil's Eye's field of vision takes heavy damage, so wise adventurers avoid it by running away from their blind spots.
HP: 100
Attack Power: 20-30 ( 30-50 )
Accuracy: 30
Dodge: 20
Armor: 0-10
EXP: 13
Level limit: 26
Attribute: Demon
Resistances: Rod of Collapse Magic, Dark Magic
Immunity: Fear
Special: Flying enemies
Special: Once every 3-6 turns, casts a 'death gaze' attack with a recharge time of 2 turns. This attack extends indefinitely until it hits a door or wall tile, and has high attack power and accuracy. While charging, all damage is reduced by 1/4.

100% chance to drop 1 of Dew, Seed, or Runestone[77]

The second of the three no-nonsense brothers who appear in Hell. A long-range flying monster that gathers energy for 2 turns and then launches a death gaze attack that shoots a powerful beam at the target . As you can see from the graphic, it is the same beam that the player shoots with the magic wand of collapse, turning all grass within the attack range into soot, damaging and penetrating other monsters between the devil's eye and the player, and destroying closed doors.[78] Like monsters such as gnoll shamans and undead dwarf warlocks, he attacks with magic, so he ignores physical defense and Earthroot's defense buff and attacks, but the basic damage is too great for a rubbish mob, so the hieroglyphs or elemental Even if there is a ring, it is difficult to expect a significant reduction in damage unless it is extremely strong.

In addition, unlike other ranged attack monsters, where ranged attacks are completely sealed when close to the player and can only fire tickling flat hits, this guy fires a beam even when close, and if you have a good weapon, you can quickly catch it and shake it off . Otherwise, during the charging period of such a powerful attack, you only take 1/4 damage and suffer from a nasty correction that increases your evasion rate.[79] . As a bonus, it even has collapse resistance, so it's hard to destroy it in an honest way, but the wizard occupational group believes in only one magic rod of collapse, and there is no fear if you come down here. Because of the existence of , main recruitment tends to be avoided. As a bonus to such strong attack power, even the physical strength is the same as that of the 5th floor boss Goo, so if you think about it easily, hell is no different than a section where dozens of orbs are active on each floor. In many ways, it can be said to be the final version of long-distance magic monsters.

The good news is that Death's Gaze has a cooldown between turns 3 and 6. There is no answer to a situation where you can't catch it until you shoot the beam again or these guys are many-to-one, so let's run away as much as possible in this situation. However, if the attack range is so long and there is no torch, you run away because of the limited field of view unique to hell, and you get hit by a beam that you don't know where it is coming from.[81] Sudden deaths are frequent, so assuming that you won't be able to find the Talisman of Foresight or the Hourglass of the Time Lord, it is recommended that you pack a lot of potions of Mind's Eye or Invisibility from the beginning.

If you meet anything without knowing anything, you can feel that 'hell is this place', but if you take a little bit of tricks, you can easily deal with one -on -one from the front to one -on -one. The gaze of death is that after two turns, the player fires in the alley or hides behind the wall as soon as he sees the player's 'Last' recognized place. . In particular, if you deal with a pillar between one, you will be completely Hugu.[82] If you have a cane of high -refraction, you will be fooling as soon as you find your blindness. However, if you start charging the ray, you should avoid it quickly. It's a good way to get rid of it with a hidden. Especially in the case of the thief, the relics can be actively performed to avoid rays.[83] Unlike what's like, it's not undead, so it's vulnerable to fascinating, but when you charge the beam, you can get fascinating and shoot it with a beam before moving.

  • Scorpio
    These gigantic, spider-like demonic creatures avoid close combat at all costs, and shoot crippling jagged spikes from a distance.
HP: 110
Attack Power: 30~ 40
Accuracy: 36
Dodge: 24
Armor: 0-16
EXP: 14
Level cap: 27
Attribute: Demon
Special: 1/2 chance to cripple for 10 turns on hit

50% chance to drop a random potion except healing potion and strength potion.

The third of the three brothers who appear in Hell, and the perfect upper-compatible monster of the Noll Swindler, a quest mob that appears in the sewers . It appears in earnest from the 23rd floor, and has a pattern of trying to keep a distance of more than one square from the player, and if it is further away or if the player does not chase after it from a distance of one square, it will launch a long-range attack by spitting. If you get hit by a ranged attack , you will be crippled, and if you try to chase the scorpion at this time, the attack will be attacked every turn, and the scorpion can go through an unreasonable situation where it runs away.

On the outside, it looks like an ordinary scorpion, so it doesn't look as strong as the Devil's Eye or Succubus, but it can be said to be one of the most annoying monsters in Hell when armor reinforcement is slow or there is no counter method to be described later. If you know how to catch the devil's eye and the terrain is good, you can catch it 1 to 1 without getting caught in the gaze of death, and you can catch a succubus without any problems if you have the means to catch it when you are enchanted. However, the scorpion unleashes a ranged attack that cripples the player as soon as it recognizes it, and unlike other ranged attack monsters in the past, it continues to spread its distance like a gnoll trickster.

The worst is a situation where the scorpion is more than two squares away and you get crippled while trying to chase it. If you do this, an additional thorn will fly as a gift, and from then on , you must hit the flying thorn twice every turn until you get within one space of the scorpion . In addition, Hell has basic visibility limitations, so unless you light up the map with a torch, you can't even see the scorpions, but you can suddenly get hit with 20 to 30 damage and be crippled. Instead of finding the scorpions, you can even get attacked by other mobs and die screaming. The artificial intelligence is also quite smart, so unlike the trickster, it will push you into a blocked room with no place to retreat or wander around in various places unless the passage is blocked by a monster, so it is difficult to use it as a main focus in a play that lures you to a door and provides a surprise attack. In fact, if you use this method, you may end up being robbed by several roaming monsters, so be careful. Especially in an open area, when two or more of these guys approach from various directions, they run away using invisibility and then hit them one by one, unless you rip off a blinking stone or teleport scroll to make them jump, or draw the aggro somewhere else with a rage spell or an aggression stone. You will be beaten mercilessly.

Still, unlike most other ranged attack type monsters, the scorpion's projectile attack is a physical attack , so it activates the armor hieroglyphs that activate when hit. In particular, if you are wearing hieroglyphic armor of thorns, you can see a rather funny figure of dying while spewing thorns by yourself.[84] And unlike the gnoll scammers, they don't risk poisoning or burn status abnormalities. So, if you are wearing high-strength armor, you can catch it with a long-range attack while taking a little damage. In order to deal with these guys a little bit easier, it is essential to stock up on potions and torches from the beginning.

Its running speed is similar to that of the player, and it has almost no resistance to status ailments, so there are quite a few ways to catch it. Representative methods include the Ring of Speed ​​and the Paralysis Dart, which can be made by applying snake root seeds to a dart, and the Hieroglyph of Flow is the most effective against scorpions, limited to terrain with a lot of water. I was able to easily catch the scorpion with armor that had the hieroglyph for speed on it, but the hieroglyph for speed changed its effect and failed.

  • Acidic Scorpio
    These arthropod-like demonic creatures avoid melee combat and fire sharp, crippling spikes from a distance. This entity is dripping corrosive slime.
Source Object: Scorpion
Additional Attribute: Acid[sport]
Special: Grants 20 turns of acid when a player is hit by a physical attack or a scorpion's ranged attack.

100% chance to drop a potion of experience.

Scorpion variant. It is one of the most difficult monsters and comes as a gift with a chunk of acid that cuts 4 to 5 HP per turn if it is hit by the attacker. A guy who forces you to consume your stamina unless you're not good at throwing weapons or attacking with a long-range wand. At least, the fact that it appears with a very rare probability should be taken as comforting.

7.1. Yogzeba

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Yogzeba is an old god who reaches out into the mortal world and devours them for endless growth. It is clear that the dwarves drew attention to this cosmic horror while wrestling with dark magic, and have been trying to suppress it ever since.

Yogzeba originates from a plane of raw chaos magic, unable to bring true form to this world. Instead, he created avatars and summoned legions of demons to carry out missions here.

This huge eyeball is the focal point of Yogzeva's power in this world. While the eyeballs themselves are immovable, they can fire powerful beams conjured by black magic and can summon various legions to aid in this.

breathe. the place. None (when face-to-face)
yes. Hope. to fantasy. be only Only! (when all fists are defeated)
...(Dead)
HP: 1000
Attack Power: 25~30
Armor: 0
EXP: 50
Level limit: 30
Traits: Boss, Demon, Unmovable
Immunities: Sleep, Fear, Dizziness, Frenzy, Paralysis, Charm, Freeze
Special: Periodically summons the Larva of God. Summon a Reaper Demon instead of a Larva if any of the previous floors have a demon summon alive .[86]
Special: Periodically fire death gaze .
Special: Summons one of the six types of fists at random whenever HP drops to 75%, 50%, or 25%. When a fist is summoned, it becomes completely immune to all attacks and status ailments, and if there is a player in Yog Zeba's field of view, the fist is also completely immune to all attacks.

An ancient god that the dwarves of the dwarf city were drawn to when they were obsessed with black magic . It is said that the dwarf king and his subordinate dwarves could not get rid of Yogzeba himself, so the best they could do was confine Yogzeba and his demons underground in the dwarf city. Before the 0.8.0 update, this eye was described as if it were Yogzeba itself, but after the boss remake, the main body of the ancient god Yogzeba is separate, and the eye on the 25th floor is described as a kind of incarnation.

It has the appearance of a disgusting eyeball. It does not move or attack in melee, but it periodically summons the larva of God, and it itself fires the death gaze that the Devil's Eye fires every few turns . This gaze penetrates all terrain, but unlike the Devil's Eye, it does not aim, but announces the location where it will fire in advance and fires afterwards, so it can be easily avoided unless it is disabled or bound. As its health decreases, the laser firing cycle becomes shorter and the laser beam also increases. When its health is low, you can see it madly shooting lasers three times, and it also summons the larva of God more frequently. In the beginning, you dodge by slightly moving to the side when the laser fire is announced, but in the later stages when the laser beam increases, you dodge by digging into the gap between the lasers.

When your stamina drops below a certain level, one of the six types of fists will be summoned behind Yogzeba. The moment the fist appears, it will remove all torch buffs and Yogzeba himself will become completely invincible. Not only that, if you are within Yogzeba's sight, your fists will also become completely invincible, so you must always drag your fists out and fight. The fists have their own unique long-range attacks and high stamina and attack power. Not only that, but Yogzeba will also shoot lasers during this time, so you must dodge the lasers and deal with the fists at the same time.

After dealing with all the fists, Yog-Zeva will go into a rage, repeatedly firing larvae and lasers. If you hit the eyeball itself, it will always be a surprise attack, and the larvae of the god will all die instantly when Yog-Zeva dies, so don't worry about the larvae and just keep hitting the eyes.[87] From this point on, the Mental Explosion Scroll will work, so you can hold out for a while until the larvae are summoned, and then send Yogzeba away in one hit.

Before 0.8, it was a boss that was just like the Dwarf King. Instead of having two fists at the same time from the beginning and reducing the damage by half for each remaining fist, if the attack method hits, it spits out larvae, so if you just deal with the fists, you become a fool who can't do anything, and if you have a flock stone, you can't even summon larvae and die, but the difficulty has been increased considerably. However, if you have enough potions, the difficulty is still not that hard. There is currently a bug that causes the game to freeze when using a flock stone.

In the more vicious boss challenge mode, a Reaper demon is summoned with a chance even if all demon summons are destroyed. If you haven't destroyed any demon summons, it will also summon an evil eye or a scorpion . The summoning cycle is the same as when it was a caterpillar, so if you ignore it even a little, it increases enormously. And although the main body's health does not increase, each time a fist is summoned, two fists are summoned, so the player faces a total of six fists.[88] Unlike other bosses in this challenge, the physical strength of Yogzeba's body has not increased, but since it has to deal with 3 more fists, the total damage that must be inflicted actually increases.

The boss battle badge is Doom Slayer , and the conditions for obtaining the badge are to defeat Yogzeba without destroying any of the demon summons in the more vicious boss challenge mode. It's not a high level badge, but it's quite difficult to obtain among badges. Among the boss battle badges, it is the only badge that requires the challenge mode to be turned on. There is no particular strategy, and any job must have the specs to catch Yogzeba while ignoring or killing those terrible summons.

After the 1.3.0 update, if you defeat Yog'Zeva and try to climb a floor with the amulet, a debuff called the Curse of the Talisman will be applied, which buffs enemies and debuffs players . A similar system has been created. According to the flavor text, this curse is a phenomenon that occurs due to the dark energy sent by Yog'Zeva's main body beyond after the final boss, Yog'Zeva's avatar, is destroyed.

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  • God's Larva
    This little Yogzeba hatchling is a simple follower that is easy to produce. While each entity is weak, these summon quickly and can become overwhelming when gathered in large numbers.
HP: 20
Attack Power: 15-25
Accuracy: 30
Dodge: 20
Armor: 0-4
Attribute: Demon

A larva summoned by Yogzeba. It is Yogzeba's melee attack method that does not have a melee attack method, and it is stronger than you think, but it is still a physical attack, so if you have armor that you have strengthened carefully before the final boss, it is not fatal. If you grab the main body, the larva will all die, so if you grab all the fists, don't worry about it and quickly attack the eyeballs to see less blood. If it is not the tantrum phase, you should grab it appropriately and attack.

Before 0.8, they were only summoned if you used a physical attack, so you might not see them if you finished them off with an offensive magic stick. No matter how fast they were summoned, they were summoned around Yog-Zeva, so you had to use a ranged weapon to kill them from afar. With one potion of invisibility, you could ignore them all and exit. If you had any rage scrolls left, you could summon them randomly and use a rage scroll nearby to watch a dozen or so larvae engage in an exciting fight before destroying themselves.

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  • Burning Fist
This fist is one aspect of Yogzeva's power. The fists are linked to Yogzeva's power, and will be protected from all damage when near the Eyeball.

This fist is made up of chaotic fire magic. As the fist moves, it will continuously set the surrounding terrain ablaze. Fists can also fire bursts of fiery power, which will spread flames where they collide.

The flame-spreading power of the fist is suppressed around water, but after a short time the tremendous heat will evaporate the water around it!
HP: 300
Attack power: 18~36
Accuracy: 36
Dodge: 20
Armor: 0-15
Traits: Boss, Demon, Fire
Immunities: Sleep, Freeze
Special: Burns a 3x3 area tile centered around you for 2 turns each turn.
Special: Inflicts a burning debuff on the player when a ranged attack hits. When attacking from a distance or moving to a water tile, the water tile is changed to the ground with a chance.

This fist has existed since the early versions, and is one of the fists that Yogzeba has. It creates fire in a 3X3 area around itself, and it does long-range and close-range attacks that inflict the Burning debuff on players. If you have the brimstone glyph, it becomes a perfect protector. Be careful, because Purification potions cannot stop this burning. The best way is to drink the dragon's blood elixir and fight. Or, a water mixture made with a storm potion is also a good way. It becomes a very difficult combination when it appears with the Corrupting Fist. Because of the acid lump of the Corrupting Fist, you have to fight in water, and if this guy gets close, there will be no water tiles left. Let's use the water mixture described later.

Before 0.8, it was a very scary monster without a potion of paralysis gas because it would launch a ranged attack with no attribute when the player entered its sight . Before the patch, Yog'Zeva was considered almost defeated if you just killed this monster.

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  • Rotting Fist
This fist is one aspect of Yogzeva's power. The fists are linked to Yogzeva's power, and will be protected from all damage when near the Eyeball.

This fist consists of a living corruption. This fist is a chunk of corrupt flesh that can spread corrosion resistance and toxic toxic gas in a distant place. More severe is that the huge mass of this fist is not directly damaged, but bleeding.

The mucus can be washed away from the water, but you can also absorb the water to heal yourself! In addition, attacking when fist causes bleeding is not to build bleeding, but to renew!
HP: 300
Attack power: 18~36
Accuracy: 36
Dodge: 20
Armor: 0-15
Traits: Boss, Demon, Acid
Immunities: sleep, poison gas
Special: Sprays poisonous gas at players.
Special: On a successful melee attack, 1/3 chance to apply a block of acid for 20 turns.
Special: All damage is received in the form of bleeding and does not accumulate .
Special: When moving to a water tile, there is a chance to change the water tile to the ground and recover some health.

A fist that has existed since the beginning, and one of the fists that Yogzeba has. Like DM-300, it sprays poisonous gas when it moves away from the player, and inflicts an acid lump when it is close to the player. If you have a purification potion, the poisonous gas will not be a problem, but the acid debuff will not be effective unless you fight while standing on water, so let's do stake damage on water.

When you are attacked, your stamina is not immediately reduced, but you take damage slowly in the form of bleeding. As the boss explains, if you attack while the corruption fist is bleeding, the bleeding damage is renewed rather than accumulated, so you have to fight while running away . Due to the nature of the boss, where the bleeding state is renewed when damage is received, inflicting small damage using a throwing weapon or magic rod is of little help, and it is better to insert powerful one-hit damage with an enhanced melee weapon.

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  • Dark Fist
This fist is one aspect of Yogzeva's power. The fists are linked to Yogzeva's power, and will be protected from all damage when near the Eyeball.

These fists are made of pure dark energy. Fists can fire powerful blasts of darkness magic! These blasts weaken your light source, and also do a lot of damage. Fists can also engulf the battlefield in darkness for a brief escape!

However, this fist does not have any special abilities that can be used at close range.
HP: 300
Attack power: 18~36 (10~20)
Accuracy: 36
Dodge: 20
Armor: 0-15
Attribute: Boss, Demon,
Immunity: Sleep
Special: Decreases player's glow buff time when a ranged attack hits.
Special: When the player's HP is below 50%, the player's radiance buff time is reduced and teleported to a random location.[89]

One of the fists that Yogzeba wields. It fires a long-range attack of the old version of the blazing fist. It is similar to the shadow arrow of the dwarf warlock, but the damage is significantly higher. If you are far away, it will attack from a long-ranged attack mercilessly, so be sure to fight close together. When its health drops to half, it darkens the player's vision and teleports to a random location. If you move recklessly at this time, you will be hit by long-range attacks and ride the train to the underworld. Drink a potion of mind's eye or magic vision and use the terrain to fight close together again.

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  • Bright Fist
This fist is one aspect of Yogzeva's power. The fists are linked to Yogzeva's power, and will be protected from all damage when near the Eyeball.

This fist is made of pure light energy. Fists can fire powerful blazing lights every turn! These beams temporarily blind you, but also do great damage. Fists can also engulf the battlefield in blinding light for a brief escape!

However, this fist does not have any special abilities that can be used at close range.
HP: 300
Attack power: 18~36 (10~20)
Accuracy: 36
Dodge: 20
Armor: 0-15
Attribute: Boss, Demon,
Immunity: Sleep
Special: Grants Blindness debuff to player when ranged attack hits.
Special: Blinds the player when HP drops below 50% and teleports to a random location.

One of the fists that Yogzeba has. Unlike the Fist of Darkness, it has low ranged attack power, but it fires refracted light that blinds players. It becomes dangerous if you get hit once, so be sure to drink a potion of invisibility before fighting. Like the Fist of Darkness, it uses the teleportation technique when its health drops below half.

  • Dirty Fist
This fist is one aspect of Yogzeva's power. The fists are linked to Yogzeva's power, and will be protected from all damage when near the Eyeball.

This fist is made up of the magic of the lands of anarchy. As the fist moves, it will continuously grow plants around it. The fist can also fire a blast of condensed earth that grabs its target with fast-growing vines and roots!

The fists are powered by the life force of plants and will resist damage proportional to the amount of tall grass nearby or the amount of weeds that have been swept through!
HP: 300
Attack power: 18~36
Accuracy: 36
Dodge: 20
Armor: 0-15
Attribute: Boss, Demon,
Immunity: Sleep
Special: When away from the player, fires a regrowth wand-type bondage debuff at the player.
Special: Grass grows randomly on tiles in a 3×3 area within the fist.
Special: When receiving damage, damage is reduced proportional to the number of grass tiles passed within the 3×3 range of the fist.

One of Yogzeba's fists. The binding debuff is secretly threatening, and since you can't help but take direct hits from Yogzeba's laser attacks or other fists during more difficult boss challenges, it's very dangerous when your health is low. In addition, it has the ability to grow grass around it and has a characteristic that reduces damage taken in proportion to the number of grasses, so it doesn't die easily.

If you have a potion of levitation or a scroll of anti-magic, you will be immune to binding. It is not a very threatening fist except for the binding, so you can deal with it more leisurely. However, one thing to watch out for is that when you proceed with the more difficult boss challenges, it appears with a flaming fist. In this case, if you drink the potion of levitation, you will be inflicted with a burning debuff, and you will not be able to move to a water tile to put out the fire. Taking a dragon's blood elixir solves this problem, and it is the icing on the cake because the player's burning debuff burns all the grass tiles around the fist, so the damage reduction is also removed.

  • Rusted Fist
This fist is one aspect of Yogzeva's power. The fists are linked to Yogzeva's power, and will be protected from all damage when near the Eyeball.

These fists are made of living metal. These fists have powerful melee damage and can cripple targets from a distance. Because of the huge mass, the fists take damage over time rather than immediately.

However, the fist is inflexible and cannot pass through narrow passages. Also, fists take damage slowly, but if you get hit multiple times, the delayed damage will continue to increase.
HP: 300
Attack Power: 22~ 44
Accuracy: 36
Dodge: 20
Armor: 0-15
Attribute: Boss, Demon,
Immunity: Sleep
Special: Fires a crippling debuff on players when away from them.
Special: Takes all attacks as delayed damage in viscous form, cannot pass through narrow passages.

One of Yogzeba's fists. It's not as threatening as Bind, but if you're crippled, you can still be hit by Yogzeba's attacks. And since this guy takes all damage in the form of astrology, like the 3rd phase of the Dwarf King, he boasts a toughness that doesn't die even when you deal damage.

Since the melee attack power is very strong, it is good for warriors, thieves, and duelists specialized in melee combat to fight while receiving the bark effect, a buff obtained from a potion of stone armor or frozen raw meat or ghost meat.

8. other special monsters

These monsters do not appear on certain floors, but only in special situations or in special rooms. So the stats are affected by the current floor level. In the explanation that will be given later, the current floor number will all be referred to as D (abbreviation for Depth). Special monsters do not give experience points even if they are defeated.

  • Wraith
    Wraiths are vengeful spirits who pursue those who dig their graves. It is very difficult to attack with normal weapons because it is made up of a complete spiritual body .
HP: 1
Attack Power: (1+D/2)~(2+D)
Accuracy: 10+D
Evasion: 50+(5×D)
Armor: 0
Attribute: Undead
Immunity: Dark Magic, Fear
Feature: Flying Enemy

Special monsters that appear mainly in connection with cursed items. Its health is fixed at 1, so it dies if it is damaged in any way, but its evasion rate is very high, so it is very difficult to catch it with basic attacks, so it must be caught by surprise, magic wand attacks, traps, etc. If there are no flammable items nearby, touch all the tombstones to wake up the ghosts, then run through the door and set them on fire. The entire grass will catch fire and all the ghosts will burn as well. If you have a magic rod of shockwave or a magic rod of lightning, you can catch 4 ghosts at once with one shot.

If you have the Staff of Corruption, there is no better ally than him. Attack power increases in proportion to the floor, so it is powerful even in the second half, and it shows amazing tanking power that does not die easily with a huge evasion rate. Therefore, if you have the Staff of Corruption, you should aim for situations where evil spirits, which will be described later, spawn as often as possible. If you already have the Staff of Corruption while obtaining Corpse Dust, which spawns specters indefinitely as long as you have it in your possession, the board is no different from the board you just put out to clear.

The circumstances in which the specter appears are as follows.
  • When a cursed item is dropped after searching through the remains . It will appear where the remains were, but if the player is on top of the remains or the remains are on a trap, it will deal damage proportional to the player's current health as soon as it appears and disappear. Conversely, if an item that can be cursed (equipment, ring, magic rod, etc.) is found after searching the remains, but no evil spirit appears, it is an uncursed item .
  • When gravestones appearing in special terrain, such as graves or cemeteries, are stolen . A total of four creatures appear around the player, one on the top, bottom, left, and right. However, if there is a wall or other monster in the location where it should appear, it will not appear there .[90]
  • When possessing Corpse Dust, an old man's cane sharpener's quest item . They appear at random locations within your field of view. The frequency of wraiths spawning is inversely proportional to the number of wraiths currently remaining (from corpse dust), so new wraiths appear almost immediately after picking up corpse dust for the first time or killing all of them.
  • When wearing the Cursed Withered Rose . Appears at a random location within the field of view with a 1/100 probability every turn. There is a risk that the appearance speed is not as fast as corpse dust and that it requires consuming one artifact slot, but it is still good for synergy with the Magic Rod of Corruption.
  • When the Distortion Trap is activated . It comes out with a certain probability.
  • When a Warlock with the 'Necromancer's Servant' talent kills an enemy marked with the Spirit . It appears with a probability proportional to the level of the attribute, and in this case, it does not harm the player because it always appears in a corrupted state.
  • When summoned by the 'Soul Necromancer', a prison variant monster . In this case, the summoned specter has the same stats as the specter that appears in the lowest layer, so the attack power is not high, but the terrifying evasion rate is still high and the specter is summoned endlessly, so you should catch the necromancer first.

  • Cursed spirit
    The cursed soul was originally a good soul, but was cursed. The cursed soul is similar to a ghost in that it is hostile to you, but is more powerful!
    It seems that the curse placed on the soul can be lifted by using a specific item right next to the cursed soul. The soul whose curse is gone will surely be grateful to you ...
Original Object: Wraith
Special: When using a curse removal spell on an adjacent tile within a cursed soul, non-cursed equipment is guaranteed to drop.

A variant of the phantom added in v2.1. It appears as a replacement for the phantom that appears with a 1/50 chance.

It is similar to a ghost, but its attack power is slightly higher. Its special feature is that it can be used right next to the curse removal scroll.[91] It will disappear after saying thank you, and at that time, it will drop a random piece of equipment in the place where it disappeared and disappear. This equipment is definitely not cursed. Of course, the tier of this equipment is completely random, so it may only give you useless trash. The monster itself has only 1 health, just like a wraith, so if you don't have a curse removal scroll, you can just kill it like a wraith.

  • Animated Statue
    Just by looking at it, you will feel that it is no different from the other ugly statues in the dungeon. But the glowing red eyes say otherwise.
    Although this statue is made of stone, the n it is holding looks real.
HP: 15+(5×D)
Attack Power: Weapon Attack Power
Accuracy: (9+D)×(weapon accuracy modifier)
Evasion: 4+D
Defense: 0 to (D + weapon defense modifier)
Attribute: Inorganic
Resistance: Dark Magic

Guaranteed drop of equipped weapon

A monster that occasionally appears alone in a stone statue room. You can see it with a certain probability when you activate a distortion trap. It is characterized by having an enchanted weapon in its hand and attacking with the weapon's ability and the effect of the enchantment . You can check the item it is holding using the information view, and you can obtain the weapon by capturing the stone statue. This weapon is never cursed, drops in a fully appraised state, and unless it is an artificially summoned guardian, the enchantment effect is always applied. Most of the time, it only drops 0-enhanced weapons, and the weapon tier is higher or lower depending on the floor, but sometimes it drops 1-2-enhanced weapons, and if you are lucky, it may have 4-5-tier equipment on the first floor, so you can obtain the final weapon from it.

However, if you see that he is equipped with a good weapon in the beginning and go up against him, you will die instantly. This is because your abilities are affected not only by the level but also by the weapon you are holding. However, before the player commits a hostile act or is forced to become hostile, such as a frenzy, the player is unconditionally stopped in a neutral state, so you must actively utilize surprise attacks by planting debuff seeds in the expected path and delivering long-distance attacks and then pulling them back. Otherwise, it might be a bit of a waste, but if you feed it a paralysis item, you can catch it much more easily. One thing to note is that, like the quest monsters on the 1st to 5th floors, you must attempt this after the floor has been somewhat cleared. Since the specs are quite high, it becomes very dangerous if another enemy appears behind you and you are surrounded.

For reference, the enchantment effect of the weapon you are holding is also fully visible. So, if you are holding a weapon with a dark magic, you should either prepare a lot to catch it without getting hit as much as possible, or just give up.

If you can brainwash them with the Staff of Corruption, you can turn them into excellent slaves by taking advantage of the fact that they are more advantageous than brainwashing regular monsters, whether dead or alive. However, since the statue is wearing a weapon , even if you corrupt it, you must kill it to obtain the weapon it is holding.

When you activate the guardian trap that appears from the abandoned mine, a living stone statue with a slightly blue color will appear. The stat calculation formula is the same as before, but the weapon you are holding is always set to 0 and is not enchanted. If you have a weapon or armor spec, but you don't have enough money or one spec, it's not a bad idea to intentionally activate it and get it. However, since all monsters track to your location, kill all monsters in all rooms and activate it.

Although it is difficult to use actively, if you are affected by the disarming trap, you will die immediately, leaving your weapon in place.

  • Armored_Statue
    Just by looking at it, you will feel that it is no different from the other ugly statues in the dungeon. But the glowing red eyes say otherwise.
    It seems to be in pretty good shape thanks to the armor on the statue, and it seems very hard to kill .
    Although this statue is made of stone, the n and/and n it is holding look real.
HP: 15+(5×D)
Attack Power: Weapon Attack Power
Accuracy: (9+D)×(weapon accuracy modifier)
Evasion: 4+D
Defense: (armor's minimum armor) to (D + armor's maximum armor + weapon's armor modifier)
Attribute: Inorganic
Resistance: Dark Magic

Guaranteed drop of equipped weapons and armor

A statue that appears as a replacement for a moving statue with a 10% chance, and is always wearing armor with hieroglyphs, including a weapon . It is harder to kill than a normal statue because the armor's damage reduction is applied, so unless your weapon is quite high-strength, there is no answer other than aiming for a magic rod, abnormal status, or falling. Alternatively, you can raise your specs elsewhere and then catch it. If you are lucky, you can obtain a highly reinforced scale armor or plate armor and wear it as your main.

You can see him wearing armor like the player, so you can see what kind of armor he is wearing.

  • Giant Piranha
    These man-eating fish were not originally a subterranean waterhole species. They were bred to guard a flooded treasure trove.
HP: 10+(5×D)
Attack Power: D~(4+2×D)
Accuracy: 20+(2×D)
Evasion: 10+(2×D)
Defense: 0~D
Attribute: Immune to tile effect
Immunity: Burning, Dizziness
Special: Instant death when leaving a water tile
Special: 200% movement speed

Suspicious Meat Guaranteed Drop

By default, 3 can be found in a piranha room, and 1-3 may appear in certain terrain.

In terms of stats alone, it is the strongest of all the mobs in the Green Pickaxe, and is the strongest monster, stronger than the final boss, Yogzeba. Its movement speed is 200%, on par with vampire bats and crabs . In addition, among special monsters, the amount of stat increases each time you pass a floor is incredibly high, so unless the level difference is significantly high or the equipment is incredibly good, never expect to win a fight in close combat .

However, once you catch them, they definitely drop meat, so if you can catch them, it's best to catch them. The more meat you have, the more helpful it is for food management. If you just think about it a little, there are plenty of ways to catch them.

Some of the best ways to attack piranhas are:
  • Fires magic rods and throwing weapons. However, magic rods have low damage unless strengthened, and throwing weapons are a bit difficult due to the piranha's high evasion rate.
  • For hunters, you can just fire the Soul Bow in rapid succession. However, since Piranhas have a high evasion rate and the damage is somewhat low in the early stages, it will take a while.
  • Use the ether chain to free the piranha from the water tile.
  • Calculate the angle well and fire a magic bar of shockwaves.
  • Throws 2 arcane bombs.
  • Use a weapon enchanted with the magic of reach or a weapon with an attack range of 2 squares or more.
  • Teleport using displacement darts or phase shift. You can also plant a Dawning Seed under a Piranha and then throw another object to activate the Dawning Seed. However, if you are unlucky, you may be teleported to another water tile and survive.
  • Use the transformation spell. However, this is inefficient because the transformation spell book is a bit rare and you cannot obtain suspicious meat.

AI has changed since version 0.74. Previously, once it recognized the player, it came as close as it could and stayed there, but now it tries to return to its original position if the player is not within 1 tile of range. So, even when the lich hits you with a long weapon, you have to fight with a certain amount of aggro.

  • Phantom Pirahna
    The Ghost Piranha is a rare variant of the Piranha with magical abilities and an ominous transparent body.
    As soon as you are attacked, you can teleport to another location and run away from enemies or quickly approach them!

    Although it is a very annoying creature to fight, ghost piranha meat is known to have exceptional magical properties.
Source Object: Giant Piranha
Special: Teleports you to another water tile within the floor when attacked or in a position where enemies cannot attack.
Ghost meat guaranteed drop
A subspecies of piranha added in v2.1. Replaces normal piranhas with a 1/50 chance.
Unlike regular piranhas, it has a transparent and shiny effect. When it takes damage or is in a position where the recognized enemy cannot attack, it teleports to another water tile within the floor .[92] It has the same high evasion and movement speed as the piranha, and since it flees to another water tile whenever it takes damage, it is almost impossible to kill it from a distance with a throwing weapon, spear, or whip like a regular piranha, and there is a very high possibility of being counterattacked in an unexpected situation. It is best not to touch it at all unless you are sure that it can be killed easily.
Moreover, this guy can't be killed by the trick of dragging it out of the water like a regular piranha . In the case of things like the Power Cube or the Shockwave Magic Rod, it will take damage and teleport before it can be pushed back, and even if you use items that push it to the ground like the Ether Chain or the Dawning Herb, it will just teleport back to the water. However, it is still possible to kill it by dropping it like other monsters, so if you drag the Ghost Piranha to the cliff with the Ether Chain, you can kill it right there.
It is very difficult to catch, but if you defeat it, it will drop Ghost Meat, a variation of suspicious meat. Ghost meat is a powerful food that completely satisfies hunger when eaten and at the same time grants all the positive effects of frozen raw meat (invisibility, tree bark, stamina recovery, status recovery), so it is best to catch it if you can.

  • Mimic
    Mimics are magical creatures that can transform into objects of any shape they wish. In dungeons, they are mostly box-shaped, which seems to attract unknown adventurers.

    Mimics have sharp teeth, but they hold more treasure than a normal chest.
HP: (1+D)×6
Attack Power: 1+D~2+(2×D)
Accuracy: D+6
Evasion: 2+(0.5×D)
Armor: 2+(0.5×D)
Experience: -
Level limit: 0
Immunity: Scroll of Punishment, Scroll of Mental Explosion

Drop items from normal boxes and one type of gold/projectile/weapon/ring/armor are guaranteed to drop


mimic identification. Left is Mimic.

It is the same monster that was newly added in the original 1.7.5 version. The appearance before activation is slightly different from the regular box, the keyhole is slightly raised unlike the regular box, and the mouth opens periodically. Also, while the regular box looks dark even when out of sight, the Mimic does not. Above all, if you press it with Search, a description will appear that it is clearly suspicious, unlike the regular box. If you are really confused, press the Search button as many times as you want without consuming any turns.

The activation condition is when you press the box and spend 1 turn. After dealing strong damage to the player, it becomes hostile. It will immediately reveal its identity if you are hit by a status effect that is judged as an attack from a distance, a long-distance attack, a trap activation, or scratching the scroll of rage . Be careful not to be near the mimic, as you will receive damage even if you wake it up in a way other than opening the box.

Since the specs are quite strong, if your equipment is not very good, you should avoid combat. However , there are cases where items for obtaining items in special rooms, or boxes containing potions of strength or strengthening scrolls, turn into mimics , so in this case, even if you don't want to fight them, you will eventually have to catch them.

However, Mimics only have high attack power and health , and are no different from regular enemies. They have no resistance except for the Scroll of Punishment, so they are very easy enemies. There are many ways to kill them easily, such as knocking them down with Storm Vine Plant or using dot damage methods like Fire Plant or Sorrow Moss Plant.

There is a case where an extremely powerful mimic is summoned due to the random effect of the cursed magic rod, and in this case, the mimic's stats are treated as D = current floor +10 . Instead, if you defeat them, they will always give you enhanced equipment or a ring.

In a situation where a Mimic and a player are fighting 1-on-1, if the Mimic is touched while the player has consumed a potion of invisibility, the Mimic will activate, but the player's invisibility will not be removed .

When holding the Mimic Teeth trinket , all types of Mimics will spawn 1.5 times more frequently than unreinforced ones, and there is a chance for a special Ebony Mimic to appear on each floor. In addition, these Mimics have the same appearance and description as regular boxes , so they cannot be distinguished by appearance or exploration. However, they still cannot overlap with other units, including players, so you can tell whether you step on them or avoid them when moving along the path that passes over them.

  • Golden Mimic
    Mimics are magical creatures that can transform into objects of any shape they wish. In dungeons, they are mostly box-shaped, which seems to attract unknown adventurers.

    The Golden Mimic is a powerful mimic that seeks to attract strong adventurers. They have better loot, but are more powerful than other mimics.
HP: (1+D)×6
Attack Power: 1+D~2+(2×D)
Accuracy: 6+D
Evasion: 2+(0.5×D)
Armor: 1+(0.5×D)
Experience: -
Level limit: 0
Immunity: Scroll of Punishment, Scroll of Mental Explosion

Additional items from the Golden Box, plus random equipment, armor, and rings. Dropped equipment is not cursed and has a 50% chance to apply +1 enhancement

A reinforced variant of the Mimic. It appears with a very low probability and has much stronger abilities than the regular Mimic. If you don't have the specs, it's better to avoid it quietly. Since there's no answer to a head-on confrontation, it's better to aim for status effects or falling death through wands, seeds, or potions. The rewards are decent, but the downside is that the reinforcement probability is half and the drop item tier is completely random.

If you open it directly in close proximity, it will unconditionally deal maximum damage, so you must wake it up from a distance.

For reference, the original golden chest requires a golden key that appears on that floor to be opened, but this guy can appear even without a golden key.

  • Crystal Mimic
    Mimics are magical creatures that can transform into objects of any shape they wish. In dungeons, they are mostly box-shaped, which seems to attract unknown adventurers.

    Crystal Mimics are more demanding than other common Mimics, and try to avoid combat while stealing loot . They will sprint away as soon as they are spotted , and can relocate enemies trying to attack them.
HP: (1+D)×6
Attack Power: 1+D~2+(2×D)
Accuracy: 6+D
Evasion: 2+(0.5×D)
Armor: 1+(0.5×D)
Experience: -
Level limit: 0
Immunity: Scroll of Punishment, Scroll of Mental Explosion

Drop a never-cursed relic, ring

A variant of the Mimic, it appears in the Crystal Chest Room with a very low probability. Unlike the regular Mimic, this one deals a lot of damage (same as the Golden Mimic) when touched, and steals one of the items the player is holding and runs away. It is a Mimic version of a crazy thief, and it also has the ability to teleport the player in the opposite direction of the runaway when attacking. Unlike the Thief, who has a lot of health and may not escape with the item even if he disappears from the player's sight if he is lucky, this one escapes unconditionally if he misses, and there is a significantly higher chance of escaping immediately if he leaves the player's sight. It also interferes with pursuit, so it is better to quickly catch it by adding a means to deal additional damage. Even if the player blocks the Mimic's path, its speed increases by 200%, making it quite difficult to block its path.

Although this is a powerful enemy, it does not consume a crystal key, so you can obtain both items in the crystal chest room. In other words, it is a great advantage if you can catch it.
  • Ebony Mimic
    Mimics are magical creatures that can transform into objects of any shape they wish. In dungeons, they are mostly box-shaped, which seems to attract unknown adventurers.

    The Ebony Mimic is a very powerful Mimic, with the ability to become nearly invisible. They lurk in objects that adventurers are likely to interact with, but they also have their own loot.

An enhanced variant of Mimic. It is generated at random when you first arrive at each floor only while possessing the Mimic Tooth accessory , and the probability of its appearance increases depending on the enhancement level of the Mimic Tooth. The spec itself is weaker than the Golden Mimic, but it basically lurks on items or door blocks that the player can interact with in an almost transparent state, and if the player accidentally approaches and interacts with it, it inflicts extremely powerful damage that is incomparable to the Golden Mimic.

  • Golden Bee
    Despite their small size, golden bees are fiercely protective of their homes. This guy is in a very angry state, so you better not get close to him. (Normal)
    Despite their small size, golden bees are fiercely protective of their homes. This guy has calmed down, and he looks like he wants to follow you.
HP: 8+(4×D)
Attack Power: 0.8+(0.4×D)~2+D
Accuracy: 9+D
Evasion: 9+D
Armor: 0
Immunity: Poison, Frenzy
Special: 4 fields of view.

It can be found by throwing or breaking honeypots. Attacks objects that come within a 5×5 range from the broken honey pot regardless of whether they are enemies or enemies. Since it tries to protect the area around the broken honey jar, when the position of the broken honey jar is moved, the golden bee moves towards the broken honey jar, and all attacks that can be ambush attack the golden bee moving to the broken honey jar outside the range.

You can easily overcome difficulties by taking advantage of the characteristic of indiscriminately attacking regardless of enemy status. For example, if you are still in the early stages and do not have proper equipment, and encounter a strong enemy such as a sewer crab or prison guard, you can throw a jar and escape while the bee that comes out draws aggro and fights. When dealing with a ball, you can easily defeat it by completely ignoring the ball's range attack and pounding it like chopping wood.[93] The bee's stats get stronger as you go down the levels, so it has good fighting power and if you're lucky, you can even defeat enemies in the later stages. If you have a honey pot and encounter a tough enemy, don't hesitate to throw it and use it.

Be careful because all golden bees are hostile to each other. Previously, bees were not hostile to each other, so there was a strategy of collecting a lot of honey pots and throwing them all at a difficult boss to kill the boss with bees, but this has been blocked since the patch.[94] If you throw a sweet healing potion at it, it will become an ally, but be careful because even if you make two or more golden bees your allies, they will fight each other. If you charm it with the Siren's Song Scroll, its behavior pattern will change to that of a normal monster, and it will not guard the broken honey pot or follow the player, but will wander around the floor. Golden bees charmed in this way will not be hostile to each other.

  • Turned into a rat ~
    "This enemy has turned into a rat. A huge improvement in my opinion!" - The Rat King
Source Object: Monster before Rat Transformation
Special: A monster that has turned into a rat loses all existing special abilities and can only perform melee attacks.
Special: If a player has at least level 1 of the Rat Diplomacy trait, a monster that has turned into a rat can be re-mutated to become an ally.
Special: Rats that have not been allyed will return to their original monsters after a certain period of time.

Drops no items no matter what the original monster was

A monster that transforms when you use the ability of the Rat Transformation Armor, obtained by bringing the Dwarf King's Crown obtained by defeating the Dwarf King to the Rat King on the 5th floor .

A monster that has turned into a rat retains its basic stats, but loses all of its existing special abilities and becomes a melee monster, so it is a very useful ability than it looks. In particular, at the point of obtaining the Crown of the Dwarf King, there is already only the Devil's Corridor left, and it is very advantageous if you can turn threatening long-range mobs such as scorpions and devil's eyes into rats that can only attack melee. Above all, when the scorpion turns into a rat, the existing AI that runs away disappears and approaches for close combat.

However, as stated above, it does not drop any items, so it is not recommended if you are looking for rewards. It's okay if it's a mob that originally has little or no reward, but it's best to avoid using it on mobs that you catch because of the reward, such as Mimics.

9. related document


[1] The creator is a user of the Pixel Dungeon wiki :Zrp200[2] Warriors who can store one enhancement value in a broken seal or wizards who have a basic identification of an enhancement scroll have no major problems, but thieves and hunters who do not have equipment to enhance among the starting items, default 1 if there is no equipment for the second half. You will waste reinforcement spells on tier equipment.[sport] 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Mutant objects describe only different stats/specialities from the original object.[4] When surrounded by 2 or more enemies in a passage with a locked door or a narrow path, etc.[5] Original Paris Limited. Flies that appear split do not give additional experience.[h] 6.1 6.2 6.3 6.4 6.5 As described in the overview paragraph, the healing potion has a drop rate reduction according to the number of drops apart from the unique drop rate.[7] If the HP is 2, if the damage received is 2 or more, it will die without division, but if it is 1, it will be divided.[8] If it's a magic attack, it won't split, and HP won't be divided in half, but will decrease by the amount of damage. Because of these characteristics, it takes quite a while to catch it with magic attacks.[9] Wearing +1+ leather armor, equipping a quarter stick, or getting a defense buff from snakeroot.[10] You can try it even if your defense is low, but you have to be careful because you can self-destruct in a situation where you don't have armor or healing means secured.[11] It is 10 times higher than the Nol soldiers in the abandoned mines and on par with the cave spiders.[12] Even if you try to bring him to the door, it takes 0.5 turns to move one square, so he moves one square + 1 turn attack all at once, so if you miscalculate the turn and blindly take him to the door, you will be hit by one, let alone a surprise.[13] At least 2 guaranteed drops, 2 drops 60% chance, 3 drops 30%, 4 drops 10%.[14] In the original Pixel Dungeon, he was a boss who was treated like a progressive. Currently, in Nokpikdon, the difficulty level has gone down as the pattern mechanism has changed.[캐릭터] [16] If you are more than 2 spaces away from the sphere, close the door and go in the opposite direction, or if you are a hunter, move to the continuous grass for 2 spaces.[17] (Maximum damage 10 × Ranged attack damage multiplier increased by 3 times) × Rage buff damage increased by 1.5 times[18] The exception is the puddle where the sphere first spawns. In other words, you can kill the sphere once it leaves a water tile but before it steps on another water tile, or before it even leaves the first puddle. Of course, the first puddle is water and the sphere recovers, so it is easier to catch it after getting it out of the water.[20] In addition, if you are not attacked on a water tile, you will be hit countless times and acid damage will be enormously stacked.[21] If it's a consolation, there is a chance that the stun will be released if you are hit and enter the pain state with a probability. However, by the time you get to this point, there is a high probability that the blood pain has already been tattered.[23] The other is a scorpion that appears in the Devil's Hall. The Gnoll Trickster is a monster that belongs to the perfect sub-compatibility of Scorpion.[25] The original text is 'crustacean', which means something like a crustacean , but it is said to have been paraphrased as a nickname that reflects the status of sewer crabs in Korea.[26] However, only the item disappears, and the thief is respawned somewhere with the health status at the time of escaping without disappearing.[27] In this situation, if the prison guard walks the chain, the item can only be taken away.[28] You have to block the door to escape while driving into a dead end room. Also triggers when another mob blocks the path in front of a narrow passage and the player blocks the escape route.[30] In the original pixel dungeon, this mob didn't exist, so the difficulty of the prison was incredibly easy as long as you had the specs to deal with only skeletons.[31] Originally encountered at a distance of 2 squares or more, or in close proximity, but the player intentionally spread the distance.[32] If you look at the game source code, you can see that the name given to the line is 'scorpion', so it is an homage to Mortal Kombat.[33] As a bonus, if you are dragged here, you will have to take another additional attack from the guards.[34] The original text is Defense Machine. Originally, in the early days of Orificdon and Nokpicdon, when the abandoned mine boss DM-300 was the only DM series, it was not clear what DM stood for, but it seems that Nokpicdon decided to stand for Defense Machine.[36] Therefore, it is also possible to catch the head of the head of the command due to the self -destruction of the skull.[38] The story roughly tells an acquaintance who took good care of him how to escape, and he will remain to watch over the tengu who is sealed here. Among the contents of the sign, the 10th-floor sign is the only one that contains content related to the history or world view of the pixel dungeon , and the rest are simple tips related to the game or advertisements (?) for shops on each tier.[39] It can be confirmed with refracted light, a stone of clarity, or an amulet of wisdom.[40] In the case of water explosions, storm potions are easier because the water tiles are reset when the tengu teleports and creates a trap again.[41] The Tengu's bomb pattern is not completely random, but seems to be a kind of detailed phase based on physical strength. If you take a high-strength high-tier weapon and inflict a lot of damage at once in the Tengu Phase 2, the bomb will be thrown at a short frequency that is incomparable to usual.[43] Originally, if you were caught in the cold effect, you would die instantly regardless of damage or remaining health, but after the patch, you would only take a certain amount of damage like the fire spirit in the dwarven city.[44] If you complete the Troll Blacksmith quest, you will receive a free pickaxe, but you cannot mine gold. Even if you can mine it, there is no use for it.[46] A gladiator who can stack knockback + vertigo with a slap, a repulsive/elastic property equipment, a shock wave magic rod, etc.[48] Scale armor drops with a 75% chance, and plate armor drops with a 25% chance.[49] Sprinkles in front of the player if the player is moving forward, and sprinkles cobwebs behind the player when recognizing the player when the player is retreating or going backward.[50] However, the weapon of collapse or reaching can pierce the spider's web, so it can be attacked.[51] Shuriken does not consume any turns when thrown after moving, so if you are running away with a spider attached, you can remove the spider web without being attacked.[52] The probability of weapon and armor tier follows the probability of item appearance in the Dwarf City.[53] Its HP is 20% higher than that of the Devil's Eye in Hell .[54] 300 is also included when taking on more vicious boss challenges.[55] At least 2 guaranteed drops, 2 drops 60% chance, 3 drops 30%, 4 drops 10%.[56] However, if you are unlucky, stones will fall in all 8 spaces around you and you will have to quickly avoid them using other means such as the ether chain.[57] Fortunately, unlike electric traps, it does not paralyze.[58] Once you are hit, the badge is lost even if the damage was 0.[59] Instead, the moment the crystal spire is destroyed, the crystal guardians on the screen automatically take 100 damage and enter a recovery state, giving you time to escape.[60] It does not mean that it does not move at all, but if it is recognized by a gnoll sapper and goes out of sight by turning invisible or hiding in the grass, the player will walk to the last recognized location.[61] In particular, do not step on the flash trap, as the three beats of bleeding + blindness + speed reduction are painful. Curse traps and disarm traps are also looking for you![62] It seems to have a cooldown of several turns.[63] Of course, as with electrifying weapons, the Lightning Spirit's allies (dwarven city monsters in the case of naturally spawned Lightning Spirits) only take 0 damage when hit by the electric current.[65] Tier 2 Tier Consultation Weapons Weapons Weapons Weapons Weapons can be used to get rid of the dwarf monk's concentration. The repair sword thrown to erase the concentration is determined to be missed, so the durability is not cut. In addition, the repurchase sword is quite useful because it can be thrown without a turn consumption after moving.[67] Weapon tier odds follow Devil Hall odds.[68] Judging from this, it is highly likely that all the undead summoned by this guy were the people of the Dwarves who were sacrificed in the process. If you look at the texts that appear intermittently in the game, there are many hints that the prosperous Dwarf kingdom fell one day as it indulged in a demonic existence...[69] Around 80, 50, 20%[70] This is also a tip directly approved by the developer. Original text: for life-link in particular, it's better to hit the minion if its a ghoul or warlock, usually better to go for him if he links a monk.[71] The simplest way is to throw a poisonous gas potion at the Dwarf king at the beginning of phase 3 and use a potion of invisibility to hide. If you are concerned about poisoning damage, drink a potion of purification.[72] The AI ​​summons an undead dwarf when its stamina reaches a certain level, and when the junk mob dies, it goes to summon it again.[73] As the number of summons increases, the frequency of appearances of monks and warlocks also increases relatively.[74] Since the level cap is -2, there is virtually no experience in the game.[75] Summons a Reaper Devil every 60 turns on the 21st floor, 53 turns on the 22nd floor, 46 turns on the 23rd floor, and every 40 turns on the 24th floor.[76] Only valid for the succubus who charmed. Other monsters can hit.[77] If you turn on the Wasteland Challenge, it may not drop anything as dew does not appear.[78] However, the laser does not penetrate the door.[79] Once this attack gathers energy, it fires unconditionally even if it misses the target, and the only way to stop it is to kill it, corrupt it, freeze it, or paralyze it when it gathers energy. Even if the player hides or runs away, the charging beam will almost always be fired.[80] Even if you inflict blindness, the light will always go out while your energy is being charged.[80] Occasionally, if you are too far away from the player to be aware of it, there is a rare chance to cancel the beam firing and move to another place.[81] There is no attack motion, but also has never been hit. In this case, it means that there is a devil's eyes near you, and check if the grass has been changed near the expected path.[82] For example, if there is an evil eye on the north side of the pillar and a player on the west side of the pillar, if the evil eye starts charging, hit it once (turn 1), and as soon as you move south of the pillar (2), the evil eye will fire a laser at the west side of the pillar. fire up[83] To be precise, since the beam fires at the position where the player was last, as soon as he sees the player gathering the flags, stealth and leave the position, the beam will deflect.[84] Repulsion can be more appreciated from a scorpion's point of view if the distance is widened, but it can be paralyzed by bumping into a wall or fall off a cliff.[86] If one is alive, there is a 25% chance to summon a Reaper Devil instead of a caterpillar, and the chance increases by 25% as the number of living summons increases.[87] However, as the number of larvae increases in the later stages, it can become a hindrance to avoiding the lasers, so if you feel there are too many larvae, it is a good idea to attack the eyeballs and deal with the larvae in between.[88] At this time, a fist that has already been destroyed will not reappear repeatedly, and when two fists appear at the same time, the Burning Fist & Corrupting Fist, the Dark Fist & Dazzling Fist, and the Rusty Fist & Dirty Fist are treated as fists with similar patterns and will not appear at the same time.[89] If your fist's HP is over 50% and you get hit with an attack that's powerful enough to reduce all of your fist's HP, there's a correction that will only reduce your HP by 50%, no matter how great the damage.[90] For this reason, when robbing a tombstone, it is best to lean against a wall or position yourself well to reduce the number of evil spirits summoned at once as much as possible. Even if you catch it anyway, there are no drop items or experience points.[91] In this case, interaction with the cursed soul takes priority and the item's curse cannot be lifted.[92] Randomly when taking damage and fleeing, and moving to a water tile close to the enemy when moving to attack.[93] For reference, in the past, it was possible to eat raw eggs by throwing two honey pots in the Dwarf Lord's room with good direction, but this method cannot be used after the Dwarf Lord was renewed.[94] Even now, if you keep your distance so that the bees don't recognize each other, you can still defeat three or four bees. However, since most bosses can neutralize bee attacks through teleportation or invincibility based on phase progression, it is not very practical except for the sphere.
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