Difference between revisions of "Enemies"
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− | + | {{infostrat switch}} | |
+ | ==Overview== | ||
+ | Enemies (or monsters) are the obstacles to your sweet, sweet victory. They have stats in the same way that you do (see [[Mechanics]] for details), but contrast in that their movements are governed by the game's [[artificial intelligence]]. The difficulty of these monsters depends on their stats and their intelligence. | ||
+ | |||
+ | |||
+ | ==Statistics== | ||
Every enemy comes with an array of stats, but these are the most important ones: | Every enemy comes with an array of stats, but these are the most important ones: | ||
− | * '''[[ | + | * '''[[HP]]''': The lifeblood of anything that moves. When something has zero HP, it is dead. |
* '''Armor''': The shield of anything that moves. Armor for enemies is directly proportional to [[protection]]. | * '''Armor''': The shield of anything that moves. Armor for enemies is directly proportional to [[protection]]. | ||
* '''[[Accuracy]]''': How likely an enemy will hit its target. This counts both for melee and ranged attacks on enemies. | * '''[[Accuracy]]''': How likely an enemy will hit its target. This counts both for melee and ranged attacks on enemies. | ||
* '''Melee Damage''': How much an adjacent attack will hurt. For enemies, this is governed by a 1d3+X, where X varies from enemy to enemy. | * '''Melee Damage''': How much an adjacent attack will hurt. For enemies, this is governed by a 1d3+X, where X varies from enemy to enemy. | ||
− | * '''Projectile Damage''': How much attacks at a distance will hurt. Enemies can hurt each other, although this does not result in monster infighting (as would occur in Doom). | + | * '''Projectile Damage''': How much attacks at a distance will hurt. Enemies can hurt each other with their projectiles, although this does not result in monster infighting (as would occur in Doom). Enemies can also even hurt themselves with their own attacks if they get hit in its [[explosion]] radius, with the exception of a few enemies that are explicitly immune to their own attack. |
− | * '''[[ | + | * '''[[Speed]]''': How quickly the enemy performs all actions. 100% speed means that each action will take the action's default time (see the speed/time page for details); anything lower results in slower actions and anything higher results in faster actions. |
* '''Special abilities''': If the enemy has a particular trait, it will be mentioned here. Things like teleportation, resurrection, regeneration, and resistances count as special abilities. | * '''Special abilities''': If the enemy has a particular trait, it will be mentioned here. Things like teleportation, resurrection, regeneration, and resistances count as special abilities. | ||
All lists are sorted by room depth (although unique bosses get to stay at the bottom of their list). | All lists are sorted by room depth (although unique bosses get to stay at the bottom of their list). | ||
− | ==Basic Enemies== | + | |
+ | ==Enemies== | ||
+ | {{infostrat switch}} | ||
+ | ===Basic Enemies=== | ||
Most enemies you will encounter are considered basic. | Most enemies you will encounter are considered basic. | ||
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* [[arch-vile]] | * [[arch-vile]] | ||
− | ==Nightmare Enemies== | + | |
− | Upgraded versions of their basic counterparts, nightmare enemies are seen | + | ===Nightmare Enemies=== |
+ | |||
+ | Upgraded versions of their basic counterparts, nightmare enemies are generally seen in certain [[special level]]s on [[Game_Settings#Difficulty|harder difficulties]] and in deep floors of the [[Angel of 100]] challenge. | ||
* [[nightmare imp]] | * [[nightmare imp]] | ||
Line 39: | Line 49: | ||
* [[nightmare arachnotron]] | * [[nightmare arachnotron]] | ||
* [[nightmare arch-vile]] | * [[nightmare arch-vile]] | ||
+ | * [[elite former human]] | ||
+ | * [[elite former sergeant]] | ||
+ | * [[elite former captain]] | ||
+ | * [[elite former commando]] | ||
− | ==Boss Enemies== | + | ===Boss Enemies=== |
− | Bosses are the masters of special | + | Bosses are the masters of [[special level]]s. With the exceptions due to the [[Angel of 100]] challenge (where some bosses appear as regular enemies in very deep floors) and certain rare [[level type]]s, these enemies will only appear once per game. |
− | |||
* [[shambler]] | * [[shambler]] | ||
* [[bruiser brother]] | * [[bruiser brother]] | ||
Line 49: | Line 62: | ||
* [[lava elemental]] | * [[lava elemental]] | ||
* [[Angel of Death]] | * [[Angel of Death]] | ||
+ | * [[Arena Master]] | ||
* [[Cyberdemon]] | * [[Cyberdemon]] | ||
+ | * [[Spider Mastermind]] <font color="#FFFF50">(MAJOR SPOILERS!!!)</font> | ||
* [[John Carmack|JC]] <font color="#FFFF50">(MAJOR SPOILERS!!!)</font> | * [[John Carmack|JC]] <font color="#FFFF50">(MAJOR SPOILERS!!!)</font> | ||
+ | * [[Apostle]] <font color="#FFFF50">(MAJOR SPOILERS!!!)</font> |
Latest revision as of 19:22, 12 August 2024
Game Data | Strategy |
Contents |
Overview
Enemies (or monsters) are the obstacles to your sweet, sweet victory. They have stats in the same way that you do (see Mechanics for details), but contrast in that their movements are governed by the game's artificial intelligence. The difficulty of these monsters depends on their stats and their intelligence.
Statistics
Every enemy comes with an array of stats, but these are the most important ones:
- HP: The lifeblood of anything that moves. When something has zero HP, it is dead.
- Armor: The shield of anything that moves. Armor for enemies is directly proportional to protection.
- Accuracy: How likely an enemy will hit its target. This counts both for melee and ranged attacks on enemies.
- Melee Damage: How much an adjacent attack will hurt. For enemies, this is governed by a 1d3+X, where X varies from enemy to enemy.
- Projectile Damage: How much attacks at a distance will hurt. Enemies can hurt each other with their projectiles, although this does not result in monster infighting (as would occur in Doom). Enemies can also even hurt themselves with their own attacks if they get hit in its explosion radius, with the exception of a few enemies that are explicitly immune to their own attack.
- Speed: How quickly the enemy performs all actions. 100% speed means that each action will take the action's default time (see the speed/time page for details); anything lower results in slower actions and anything higher results in faster actions.
- Special abilities: If the enemy has a particular trait, it will be mentioned here. Things like teleportation, resurrection, regeneration, and resistances count as special abilities.
All lists are sorted by room depth (although unique bosses get to stay at the bottom of their list).
Enemies
Game Data | Strategy |
Basic Enemies
Most enemies you will encounter are considered basic.
- former human
- imp
- former sergeant
- demon
- former captain
- lost soul
- hell knight
- cacodemon
- former commando
- pain elemental
- baron of hell
- arachnotron
- revenant
- mancubus
- arch-vile
Nightmare Enemies
Upgraded versions of their basic counterparts, nightmare enemies are generally seen in certain special levels on harder difficulties and in deep floors of the Angel of 100 challenge.
- nightmare imp
- nightmare demon
- nightmare cacodemon
- nightmare arachnotron
- nightmare arch-vile
- elite former human
- elite former sergeant
- elite former captain
- elite former commando
Boss Enemies
Bosses are the masters of special levels. With the exceptions due to the Angel of 100 challenge (where some bosses appear as regular enemies in very deep floors) and certain rare level types, these enemies will only appear once per game.
- shambler
- bruiser brother
- agony elemental
- lava elemental
- Angel of Death
- Arena Master
- Cyberdemon
- Spider Mastermind (MAJOR SPOILERS!!!)
- JC (MAJOR SPOILERS!!!)
- Apostle (MAJOR SPOILERS!!!)