Enemies (Sweg's Series)

As always, enemies are an important part of the Break the Chest series. Break the Chest: Deluxe has the most enemies of any Break the Chest game by far, having gone on for far longer than any of the previous games and having much more source material to draw from.
==Pre-Hardmode==
This game has significantly more enemies than any of its predecessors, so they have been separated into different categories based on progression. The following enemies are found in Pre-Hardmode, the phase of the game that lasts from the beginning up until the defeat of the Wall of Flesh.
===Enemies===
* Green Slime (50 HP): A small green slime found in the Overworld. It menacingly hops towards its prey, dealing damage to anything it touches... but it's so weak that it's barely even a threat.
* Blue Slime (75 HP): A blue slime, slightly larger than its green counterpart. It's a bit sturdier than a normal Green Slime, but that's not saying much.
* Ice Slime: (75 HP): Slimes found in the Tundra gain a frozen outer layer from the cold, which gives them more defense and slightly increases the strength of their attacks. Unfortunately, this gets cancelled out by the fact that the slimes themselves are weakened by the cold.
* Merged Ice Slime (75 HP): In desperation, damaged slimes will sometimes merge together into a single slime, in order to give both of the individual slimes a better chance of survival.
* Ice Elemental (300 HP): A sentient collection of ice shards, brought to life from freezing temperatures such as those found in a blizzard. These shards can be fired at their enemies, and will return to the Ice Elemental after hitting their target.
* Spiked Ice Slime (100 HP): In very cold temperatures, Ice Slimes can develop spikes in their frozen bodies, which can be shot at their prey to weaken it before going in for the kill. The spikes also provide a slight defensive bonus.
* Vulture (200 HP): Scavenging birds that prowl the Desert in search of dead meat. When that fails, some of them may pick a fight with living targets. Their talons can deal decent damage, but they can shoot sharp feathers when getting close isn't a good idea.
* Giant Crab (150 HP): Scuttling across the Ocean, these big crabs have big pincers that can deal some serious damage.
* Eater of Souls (350 HP): A vile, floating monster that lives in the Corruption. It exists to viciously devour anything that wanders into these dead lands, and it can fire toxic spit to catch fleeing victims.
* Giant Worm (850 HP): Large worms that tunnel through the Caverns, searching for unlucky adventurers to feast upon.
* Face Monster (325 HP): A vaguely humanoid creature with a disgustingly large face, whose growls are a staple of the Crimson. It charges at anything it sees, with the intent of devouring them messily.
* Blue Jellyfish (300 HP): A strange creature found in the Ocean. It floats around, glowing dimly and stinging anything that its tentacles touch.
* Moray Eel (550 HP): An aquatic predator that likes to get up close to chomp down on prey with a powerful bite.
* Wulfrum Drone (180 HP): An autonomous floating drone, most commonly found in the Overworld. It has no built-in weapons, and instead attacks by swooping down and ramming enemies.
* Antlion (300 HP): A tough insect that lives beneath the sands of the Desert. They attack by ramming foes, and can spit sand from afar.
* Winged Antlion (350 HP): Antlions eventually undergo metamorphosis to become flying, dragonfly-like creatures. While their main attack is to ram enemies like other Antlions, they can also grab victims and drop them from great heights to deal massive damage.
* Emerald Crawler (1000 HP): A skittering, crab-like creature that disguises itself as an innocuous cluster of gemstones. This helps it to avoid other creatures within the Caverns... but not so much against miners. In addition, its tough shell only protects its back.
* Dark Mummy (450 HP): Just as the sands give rise to powerful Mummies, deserts engulfed by the Corruption can bring forth Dark Mummies. These enemies move quite slowly, but they can deal a fair amount of damage when they get up close.
* Demon Eye (200 HP): A floating eye created by the Eye of Cthulhu. It seeks out innocent victims and rams them, with the same intent as its master: Revenge.
* Pink Jellyfish (250 HP): Another type of jellyfish, native to the Ocean. Much like its blue brethren, it attacks by getting up close and stinging its prey.
* Black Slime (400 HP): A large black slime found in the Caverns. 
* Desert Slime (150 HP): Slimes that find themselves in the Desert end up picking up a lot of sand, 
* Devourer (975 HP): A large, corrupted worm. It tunnels through the depths of the Corruption, attacking anything that dares to venture into the ebonstone chasms in search of treasure. One of its preferred methods of attack is to wrap around its foes and squeeze them to death.
* Blood Crawler (425 HP): A bloody spider that lives in the Crimson. It is highly mobile, able to climb walls and lunge great distances to get close enough to sink its fangs into its target.
* Fungi Bulb (425 HP): The rare glowing mushroom caverns hidden in the Caverns can spawn some very interesting creatures. For example, these Fungi Bulbs can shoot spores at enemies, or even reach out to latch onto their victims.
* Blighted Mummy (450 HP): The Crimson's counterpart to the Corruption's Dark Mummy. It's just as slow, but just as dangerous.
* Zombie (250 HP): Undead monsters that roam the night, clawing and biting at any living beings they come across. They're most commonly found in the Overworld; the other areas have their own deadly monsters.
* Mimic (??? HP): When the reward from a battle seems too good to be true, it probably is. Mimics are special monsters that disguise themselves as valuable chests, only to begin snapping away at anyone who tries to break them open.
* Giant Scorpion (600 HP): Large, black scorpions found in the Desert. They attack with their large pincers, but they also have a venomous tail that poisons anything it manages to sting.
* Shark (500 HP): Attracted to the scent of blood in the Ocean's waters, Sharks are very vicious creatures who are best known for being very fast and very bitey.
* Harpy (475 HP): Up in the Sky, one can find these winged creatures with beautiful human faces. This is a trick. Harpies are very aggressive and will shoot razor-sharp feathers at you on sight.
* Red Slime (400 HP): A more powerful variety of slime, found in the Overworld. Other than that, it doesn't have any interesting features.
* Giant Octopus (1100 HP): This creature swims through the Ocean, searching for prey to capture and consume. It's quite strong, having eight arms with which to grab and throw its foes around, and it can also pull enemies into its mouth to bite them.
* Possessed Armor (1000 HP): An animated suit of armor that roams the Overworld. It acts somewhat similarly to a Zombie, though it's a bit faster and more powerful.
* Barracuda (365 HP): A large, deadly fish found in the Ocean, known for being very fast and very bitey. Should not be confused with a certain pink pyramid.
* Fungified Zombie (425 HP): A zombie who found its way into a glowing mushroom cave and became a host for the mushrooms. The fungal growths all over the Zombie provide increased defense and strength.
* Wyvern (2000 HP): A long and powerful dragon found high up in the Sky. Though it's a very powerful foe, it's also somewhat intelligent, and may join a player if they decide to appease it rather than fight it.
* Yellow Slime (600 HP): A more powerful variety of slime, which was only ever summoned by the Chance Scroll. Other than that, there is nothing new to note about this creature.
* Stingray (750 HP): A very flat creature found in the Ocean. It doesn't appear all that menacing at first, but it has a dangerous tail that it likes to sting and/or stab potential prey with.
* Giant Mantis Shrimp (250 HP): The Ocean can produce some pretty unique enemies. The Giant Mantis Shrimp is one such example, having low health but carrying a very quick, very powerful punch.
* Basilisk (1450 HP): A dangerous creature that lives in the depths of the Desert. 
* Cave Bat Swarm (1700 HP): Bats alone are very weak enemies, but a swarm as big as this can pose a serious threat, being able to deal lots of damage to multiple targets. They're weak to area-of-effect attacks, though, as these can damage many bats at once.
** Cave Bat (100 HP): When a swarm of Cave Bats takes too much damage, it will split up into individual bats, in order to mitigate the amount of damage dealt to the whole swarm. Of course, the individual bats can easily be picked off due to their low health and damage.
* Aero Slime (375 HP): A winged slime found in the Sky. Much like regular slimes, these attack using contact damage, swooping in and ramming their foes.
* Devil Fish (725 HP): A fish covered in volcanic rubble, native to the first layer of the Abyss. They have a powerful bite to catch prey with, and they're also able to fire lasers. Somehow. 
* Man Eater (840 HP): A carnivorous plant found in the Jungle, it reaches out to snap at prey even if they're a good distance away from where the plant itself is rooted.
* Oarfish (2800 HP): A long, eel-like fish found in the second layer of the Abyss.
* Mother Slime (1000 HP): A large black slime found in the Caverns. They are visually similar to Black Slimes, and so the two are often confused; however, this type of slime is much tougher, and splits into three Baby Slimes on death.
** Baby Slime (200 HP): A tiny slime that splits from a Mother Slime upon its death. Being fairly weak, it relies on numbers to pose any significant threat, which is why three of them appear for every Mother Slime killed.
* Hornet (550 HP): A large hornet found in the Jungle. Their stingers inject a potent poison into anything they manage to sting.
* Greater Demon Eye (660 HP): Demon Eyes become more powerful the longer they last in the world. These ones have had a bit more time to grow than normal Demon Eyes, and have increased health and damage.
* Large Spiked Ice Slime (350 HP): A large Spiked Ice Slime. Like other spiked slimes, it is capable of firing spikes at enemies. But, being a slime, it doesn't have much more useful information about it.
* Boneshark (1500 HP): A skeletal shark that can be found in the second layer of the Abyss. It acts like a regular shark, though it's much tougher and more dangerous.
* Large Blue Slime (300 HP): A large Blue Slime. It's large, it's blue, and it's a slime. ...Not much else to say about it.
* Hammerhead (750 HP): There are, of course, multiple types of sharks in the world. This kind is known for its hammer-shaped head, which can deal heavy ramming damage on top of its bite, as well as being able to use its tail to great effect.
* Box Jellyfish (525 HP): A highly venomous jellyfish found in the second layer of the Abyss.
* Luminous Corvina (1600 HP): A fish found in the Abyss. It does not directly attack, but if it spots you, it will let out a shrill screech to let the abyssal creatures know that you're there. And if that happens... well, good luck.
* Lesser Beholder (2000 HP): A large, flying monster with a single, large eye. This eye can be used to fire lasers at its enemies.
* Mahogany Ent (1250 HP): The Jungle is a dangerous place, full of all sorts of deadly plants. Even some of the trees are alive and want to kill you.
* Goblin Peon (400 HP): The Goblin Army's cannon fodder. They serve as scouts for the rest of the Goblins.
* Goblin Thief (500 HP): A fairly weak member of the Goblin Army. They're not harmless, though; they like to snatch away your items if you leave them alive.
* Goblin Warrior (900 HP): Armored and ready for battle, these Goblins serve as the basic warrior unit of the Goblin Army.
* Goblin Archer (750 HP): These Goblins prefer to attack from afar with their bows. Too bad they haven't learned about staying behind cover.
* Goblin Assassin (1200 HP): A sneaky Goblin that likes to act like a ninja. They like to fight with knives, either by throwing them or by stabbing players from behind.
* Goblin Sorceror (1000 HP): A Goblin who specializes in magical spells. They cast bolts of dark magic to harm players, and can also conjure a defensive shield that blocks a certain number of attacks against the Goblin Army.
* Goblin Cleric (1150 HP): A special type of Goblin. Rather than fight the heroes directly, they serve to heal the rest of the Goblins.
* Goblin Brute (2000 HP): A very big and tough Goblin. They carry heavy melee weapons such as maces, though they also like to fight using their sheer strength alone.
* Giant Centipede (2500 HP): A very large centipede found in the Caverns. It mainly uses its deadly pincers to attack its foes.
* Huge Spiked Jungle Slime (1200 HP): Slimes in the Jungle can pick up the fallen stingers shot by Hornets, then fire them off at their own enemies. Interestingly enough, it seems like this empowered version was the first type of Jungle Slime to be discovered.
* Armored Zombie (1000 HP): A zombie with a suit of armor, which not only allows it to take more of a beating but also increases its attack power.
* Stone Golem (2200 HP): A sentient pile of rocks stacked together to create a humanoid shape. Its rocky composition makes it very strong, being able to pick up and throw enemies around or smash them with their stone fists.
* Crimera (350 HP): A floating monster found in the Crimson, serving as the bloody counterpart to the Eater of Souls. These were encountered much later than intended, hence their low health.
* Anaconda (3000 HP): A big snake found in the Jungle. It attacks by wrapping itself around its prey, squeezing the life out of them before swallowing them whole.
* Ebonian Blight Slime (1800 HP): Oddly enough, the slimes infected by the Corruption have formed a sort of hive mind. They still don't have any real mind to speak of, but they share information about their immediate situation with other Ebonian Blight Slimes.
* Yeti (2700 HP): A strong ape-like creature that prefers colder environments, such as the Tundra. It has sharp claws to slash at foes with, 
* Stalker (1900 HP): Hidden below the surface of the water, these aquatic predators wait patiently for the perfect moment to strike, then lunge with murderous intent.
* Undead Viking (1400 HP): The reanimated skeleton of a viking who died long ago in the underground of the Tundra. Its fighting spirit lives on with its bones, and it will fight and kill unfortunate explorers for its own personal glory until the day it dies. Or, well, dies again.
* Chest Security Drone (2000 HP): A mysterious floating object, deployed by a powerful chest. It comes equipped with a cannon that allows it to fire at anyone who would try to break the chest it came from.
* Jaw Worm (1000 HP): A large worm found in the Spire's first floor.
* Acid Ooze (1800 HP): A large puddle of toxic ooze, found in the Spire's second floor. It is capable of emitting an acidic spray that can reduce a player's maximum action points for a turn.
* Sentry (2600 HP): An automated construct, powered by the core in the middle of its body. Found in the Spire's third floor, it can combine attacks with other Sentries, emit a gas that prevents players from using certain items, or give its cohorts a permanent shield.
* Cultist (2200 HP): Found on the Spire's sixth floor, these mad magicians can cast spells that boost their own attacking capabilities and hindering their opponents', on top of just attacking people.
* Gremlin Nob (4000 HP): A powerful brute from the seventh floor of the Spire. They have very high defense and deal lots of damage, making them very dangerous enemies to deal with - on top of the buffs they get the longer they stay alive.
* Ghost (2000 HP): A vengeful soul that roams the Overworld at night, searching for helpless explorers to drag into the world of the undead. They can turn incorporeal at will, allowing them to phase through walls like nothing was there; but they have to become corporeal in order to attack, allowing you to strike back at them.
* Giant Blood Crawler (2350 HP): A Blood Crawler that has grown to a massive size from feasting on the remains of another powerful Crimson creature. They're more powerful than normal Blood Crawlers, but they also appear to be a bit slower.
* Demon (4000 HP): The Underworld is heavily populated with these flying, humanoid beings of pure evil. They mainly attack from afar with dark magic scythes, which take some time to conjure but are very fast and deal lots of damage.
* Skeleton (1800 HP): Once a peaceful resident of what is now the Dungeon, afflicted with a horrible curse. They now roam the Dungeon to take revenge against anyone who dares set foot in their home, their corrupted souls having persisted with their now-skeletal bodies long after they should have died.
* Dark Caster (2500 HP): Some of the Skeletons roaming the Dungeon have been granted the ability to harness the dark magic of the Dungeon, casting balls of magic at their foes from afar as opposed to attacking up close.
* Giant Blue Slime (2400 HP): The many enemies slain in the heroes' quest make for a perfect food source for slimes. And with so much food available, these slimes can eat a lot and grow to a very large size.
* Bone Serpent (6000 HP): Just as majestic Wyverns patrol the heavens, serpentine dragons of pure malice also snake their way through the depths of the Underworld... or so it is believed. To tell the truth, nobody has ever seen such a dragon before. But the existence of the Bone Serpent, a reanimated skeletal husk that burrows through the ashes of the Underworld in search of intruders, seems to imply that such dragons did indeed exist at one point. And who knows - maybe they still live on today...
* Cursed Skull (2000 HP): It takes a lot to put a soul cursed by the Dungeon to rest. Even after being completely shattered, a Skeleton can continue to roam the Dungeon as an ethereal floating skull. And with less entity to curse, these skulls gain more potent dark powers, being able to phase through walls and render their foes defenseless with a single bite.
* Dungeon Slime (3500 HP): Slimes that wander into the Dungeon become afflicted with its curse, which compels them to start seeking out and destroying all that is light and good. Only problem is, slimes are pretty dumb, and the occasional shiny golden key lying around the Dungeon reflects light very well and is quite good to have with you.
* Crimulan Blight Slime (1800 HP): Infected by the Crimson, these slimes have the same "hive-mind" behavior as their Corrupt counterparts. They do have an entirely separate hive mind, though. And speaking of hive minds, if you kill enough of these slimes, you might just get that hive mind's attention...
* Hellbat (1100): A bat that found its way into the Underworld and became empowered by the place's extreme heat and malice, rather than being burnt to a crisp. Other than that, they mostly act like normal bats.
* Large Purple Slime (750 HP): Purple slimes are relatively powerful, but quite rare. They also require more food than normal slimes, so they haven't quite caught up with their blue cousins on achieving a larger and more powerful form.
* Tomb Crawler (4000 HP): A large and vicious sand worm. It burrows deep beneath the sands of the Desert, listening for any creatures skittering through the underground burrows, then lunges out to attack by surprise. It's a bit more cautious with larger prey, though.
* Sapphire Crawler (1500 HP): Crawlers are an interesting species. Instead of actual physical capabilities, the strength of a Crawler is determined by the type of gemstone they have on their shell. It makes sense, considering how gemstones are known to carry magical powers in this world.
* Ruby Crawler (2000 HP): Rubies are rarer and more valuable than Sapphires or Emeralds, so a Crawler who uses them as a shell will be much more powerful. It's a bit of a tough search, but it's usually worth it... up until you realize that there are miners down here in the Caverns who want the gemstones too.
* Voodoo Demon (4000 HP): Rarely, one can find a Demon flying around the Underworld while carrying a strange-looking doll. The person the doll is depicting isn't known to anyone, and it doesn't seem to give the Demon any special powers... so what might be the purpose of that doll?
* Larva (1 HP): An unborn hornet larva, encased in a large glob of honey. It looks much larger than any of the Hornets seen so far, so maybe it's best to kill it before it lays eggs.
* Forest Golem (3200 HP): Large stone golems that live in the Overworld rather than the Caverns. They are denoted by the large amount of moss, bark, and other plants covering them, which makes them tougher than a normal Stone Golem.
* Jungle Bat (800 HP): Tiny little bats that live in the Jungle and generally just flap around and be a big nuisance. Fairly typical behavior for a bat.
* Beholder (8000 HP): A larger, flying, one-eyed monster found in the Overworld. Like its smaller cousins, it is capable of firing lasers from its eye.
* Giant Lizard (9000 HP): A large lizard that lives in the Caverns. It has a nasty bite, and a thwack from its tail can leave a bit of a painful mark.
* Grand Harpy (6500 HP): Some Harpies are very powerful on their own; these ones don't rely on tricking people with their human-like faces, and instead just go in for the kill when they see an unlucky explorer. Fortunately, these Harpies are quite rare, only being found in the upper parts of the Sky.
* Drake (8500 HP): Skeletons aren't the only things roaming the Dungeon. Some of the powerful lizards from the Caverns found their way into the Dungeon long ago, being transformed by the Dungeon's curse into dark dragons that will burn anything they see to a crisp.
===Minibosses===
* Arch Wyvern (3700 HP): The guardian of the Sky Tower. It's an orange Wyvern with the capability to breathe fire at anything that dares to enter the massive tower.
* Grand Thunder Bird (4000 HP): A large and powerful thunderbird that roams the skies above the Desert. It can fire swarms of razor-sharp feathers at enemies from afar, grab them in its talons and stomp them into the ground, or smite them with bolts of lightning; and when the going gets tough, it can also summon two Storm Hatchlings to its aid. It was also empowered at the beginning of its fight by a bad roll of the Chance Scroll, alongside the Desert Scourge that spawned alongside it. Its Slayer Prize is the Zephyr's Feather, a special item that allows a player to summon their own Grand Thunder Bird companion.
** Storm Hatchling (400 HP): A hatchling of the Grand Thunder Bird. It mainly attacks by clawing at its enemies, though it can also zap its targets.
* Goblin Summoner (2800 HP): The strongest spellcaster of the Goblin Army. It uses shadowflame attacks to fight its enemies, and would probably also be able to conjure shadowflame apparitions, if the rest of the army hadn't died so quickly.
* Lagavulin (7000 HP): A powerful hermit crab-like creature encased in a tough white shell, found in the fifth floor of the Spire and serving as its midway boss. It fights by sucking the life force out of its prey, using it to restore some of its own health in battle. 
===Bosses===
* Borean Strider (3000 HP): A large, frozen spider that prowls the Tundra for unsuspecting victims. While they only emerge when blizzards cause temperatures to drop and falling snow to shroud the sky, their powerful legs and capability of firing ice shards makes them very deadly when they do appear. Its Slayer Prize is the Strider Saddle, a special item that lets the player summon their very own Borean Strider mount.
** Borean Hopper (200 HP): The Borean Striders with large orbs on their back are carrying offspring, known as Borean Hoppers, which will spring out and attack if the orb is broken. Though they are smaller and weaker, they are also very fast and easily capable of getting up close. When they do, they have the ability to freeze items, preventing them from being used for a turn until they thaw out.
* Eye of Cthulhu: (2500 HP): A piece of Cthulhu's body that was torn out long ago; it now roams the world, searching for unfortunate souls to take revenge against. Like most Demon Eyes, it mainly attacks by ramming enemies, or by summoning servants which do the exact same thing. However, when it takes enough damage, its pupil will fall off to reveal a massive maw, which deals much more damage and can spew out cursed flames. Its Slayer Prize is the Leash of Cthulhu, a massive flail with the Eye's reanimated corpse attached to the end.
** Servant of Cthulhu (200 HP): A young Demon Eye, newly summoned by the Eye of Cthulhu. Like its master, it attacks by ramming its foes.
* King Slime (2000 HP): A very large and powerful slime, formed from many smaller slimes merging together; in fact, the crown it wears on its head is formed from slimes as well. It is quite tanky and powerful in battle, being able to jump very high to crush anything below it. It can also "summon" slime minions, though this only happens when an attack separates them from the main slime. Its Slayer Prize is the Slimy Saddle, an item that lets you summon your own King Slime mount.
** Spiked Blue Slime (250 HP): A spiked slime that has been separated from King Slime. Like other slimes, it hops into foes to damage them, and can also fire spikes from its body.
* Whalewolf (7500 HP): A snarling aquatic menace that prowls the Ocean. It is not only very powerful, but is also highly intelligent, being able to use the ocean around it to sneak up on foes from below and counterattack anything that tries to get up close for too long. It doesn't have a Slayer Prize, due to it fleeing the battle before it can get killed...
** Dogfish (375 HP): Minions of the Whalewolf. These fish have a pretty powerful bite, and when enough of them are present, they can grab enemies from the surface and pull them down into the depths to drown them.
* Hive Mind (6600 HP): A massive, brain-like growth that has a symbiotic relationship with the Corruption and its enemies. It is capable of calling forth the Corruption's monsters to attack anything that dares to enter its domain, though it has a few attacks of its own, such as toxic gas and acidic spit. When in danger, it can detach itself from the ground and fly around to ram its foes. Its Slayer Prize is the Rotten Brain, a special item that lets its user summon up to five of any of the Hive Mind's minions, while also pacifying natural enemies found in the Corruption.
** Hive Blob (300 HP): A large, dark blob that serves as one of the Hive Mind's main minions. It attacks by latching onto victims and sucking the life force out of them.
** Dank Creeper (600 HP): A floating, spiked ball of ebonstone, serving as another one of the Hive Mind's minions. Attacks by flying towards and ramming enemies.
** Eater of Souls (350 HP): Already native to the Corruption, the Hive Mind can summon these to attack its victims.
** Devourer (975 HP): Already native to the Corruption, the Hive Mind can summon these to attack its victims.
* Desert Scourge (7000 HP): A massive, dried-up desert worm. It mainly attacks by ramming its targets, and it's very effective at doing so; of course, it also has the ability to whack enemies with its tail. It was also empowered at the beginning of its fight due to a bad roll of the Chance Scroll, along with the Grand Thunder Bird that was spawned alongside it; later, when the Grand Thunder Bird was slain, the Desert Scourge consumed it to give itself electrified attacks. Its slayer prize is the Desert Medallion, an item that lets the user summon their own Desert Scourge companion, which can be used to attack enemies or aid in mining.
** Dried Seeker (550 HP): A smaller version of the Desert Scourge. It mainly attacks by ramming its enemies, much like the Desert Scourge.
* Perforator Hive (8000 HP): A floating, bloody mess of eyes, teeth, and flesh. It is the hive for a group of parasitic worms known as the Perforators, which serve as its main method of attacking; it does have many sets of teeth, though, so it can float in and bite someone if it needs to. Its slayer prize is the Infested Brain, a special item that lets the user summon the three Perforator worms.
** Small Perforator Worm (1000 HP): The smallest of the Perforator worms, appearing fairly early on in the battle.
** Medium Perforator Worm (2000 HP): A larger Perforator worm. It appears to help the Perforator Hive around the middle of the fight.
** Large Perforator Worm (4000 HP): The largest of the Perforator worms, appearing only when the Perforator Hive is on the brink of death. It ended up fleeing once the Hive itself was destroyed.
* Crabulon (4300 HP): The Crabulon is a very interesting creature. They are a species of giant crab that have been completely infested with the mushrooms, the same kind found in the glowing fungal caverns they reside in. Crabulons are normally quite docile, and only attack when they feel threatened, using their massive claws to bash or snap at foes. This, however, doesn't help much against the Lucky, their main predator. Being an invasive species from a much more hostile part of the world, the Lucky has evolved to be a very tough opponent to fight, with attacks such as channelling almost all of its own life force into a Super-Heated Plasma Cannon and incinerating the entire surrounding area with it. In fact, the Luckys have found this particular attack to be highly effective against Crabulons. Luckys don't just hunt for sport, though; the Crabulon is often hunted for the Fungal Clumps that they drop, which are special Slayer Prizes that summon a Fungal Symbiote to steal health from other foes. This prized treasure has led to excessive hunting of Crabulons, which has rendered them an endangered species in the Break the Chest universe. However, recent years have seen efforts to preserve the endangered Crabulon, protecting it from the excessive hunting from wild Luckys. More information about the Crabulon preservation programs can be found here.
* The Guardian (12500 HP): This massive, spiked, statue-like construct is one of the guardians at Floor 10 of the Spire, built specifically to destroy any and all intruders. It takes time to charge its attacks, which can deal massive damage to anything they hit; it also has a defensive form that damages anything that gets up close to attack, as well as the ability to vent steam that can increase its own defense while decreasing everyone else's. And even if you do overcome this challenge and defeat the Guardian, it will explode in a last-ditch effort to kill everyone, sending sharp spikes and other parts at every player in the area. 
* Star Scouter (24000 HP): An alien machine from beyond the stars. While its main goal is to scout the planet for life, it comes equipped with many deadly weapons fitted with all sorts of alien technologies. Some of its attacks can leave a lingering gravitational field, while others can disable any high-tech equipment its opponents may have. And being a UFO, it also comes with a tractor beam that can be used to throw enemies around. That being said, all this high-tech weaponry is quite delicate, and its armor really is the only thing keeping you away from the wires powering those weapons... but make sure you can get out in time if it decides to blow itself up in a last-ditch effort to take you down. Its Slayer Prize is the Graviton Surge Cannon, a large high-tech cannon that fires a Mega Graviton Surge to deal massive damage to all enemies in the area - after cooling down for five turns and charging up for one.
* Skeletron (18000 HP): A massive, floating skull with a floating pair of arms, said to be yet another part of Cthulhu's body that was torn apart in a bloody war long ago. It is the source of the terrible curse that afflicts the Dungeon, and now serves as the master of this dark fortress, preventing anyone from entering to quell the cursed beings within. However, it is very weak to the light of day, and can only leave the Dungeon's dark depths at night. Though it mainly uses its hands to attack, these are its main weak point, and destroying them allows the players to deal much more damage to Skeletron's head. Be careful, however, as this also releases the pure darkness controlling those hands, granting much more power to Skeletron - or its host, if it so chooses. Its Slayer Prize is the Curse of the Dungeon, a special item that lets the player conjure Skeletron's hands and control them as they wish.
** Hexa, the Dark Emissary (8400 HP): Though it is very powerful, Skeletron is confined to the Dungeon and cannot leave - at least, not without a vessel. The old man by the Dungeon's entrance served as this for a long time, but was quickly disposed of once Skeletron found a newer, more powerful host among the heroes...
* Ugaxator I (25000 HP): Coming from a world much like this one, the Ugaxator I is a giant four-legged tank covered in thick sandstone armor; and while it looks ancient and rusted, it's still very powerful and carries many deadly weapons. It was brought to this world by means of one of the first known Primordial Rifts to appear across the multiverse, which had appeared in this land's Desert. Its Slayer Prize is the EBF Remote, a special remote that lets the user control their own Ugaxator companion.
** Xator Cannon (12500 HP): One of Ugaxator I's main weapons. The walking tank packs two of these, allowing it to attack multiple times in a single turn. If they're destroyed, the Ugaxator also has a less destructible tri-cannon underneath its main body.
** Barrier Rune Construct (8500 HP): An intricate construct deployed by Ugaxator I once its main cannons are destroyed. It serves a defensive role, shielding the Ugaxator from further attacks until it is destroyed. If it's near death, it can also self-destruct to deal a lot more damage just before letting the shield down.
** Plasma Rune Construct (8500 HP): An intricate construct deployed by Ugaxator I once its main cannons are destroyed. It serves an attacking role, using blasts of electricity to attack foes. It can also self-destruct if its health is low, much like the Barrier Rune Construct.
** Missile (1000 HP): A large missile that locks onto its target and doesn't like to miss. These can be fired from the Ugaxator's backside, but can also be destroyed mid-flight or misguided into hitting the wrong target.
* Queen Bee (16000 HP): An extremely large bee. She is extremely territorial and highly protective of her hive, and she will stop at nothing to murder you now that you've killed her larva. Being an extremely large bee, she can deal quite a bit of damage by flying right into her foes, or fire lots of poisonous stingers at them. Her Slayer Prize is the Hive Crown, which lets the holder summon a swarm of a thousand bees with which to swarm and sting foes.
** Bee (100 HP): Queen Bee will occasionally summon lots of tiny bees to swarm her opponents with. They're quite weak, but they deal a lot of damage in what little time they have to do anything before they all get wiped by an area attack.
* The Slime God (1500 HP): An extremely powerful amalgamation of slimes, being one of extremely few slimy creatures to have a mind - and a very powerful one, at that. It appears as a floating ball that mostly consists of corrupt and crimson slime, as slimes of this type are some of the most powerful types in the world. In addition, it has a symbiotic relationship with two particularly massive slimes from the Corruption and Crimson; these are the hive mind slimes of the Ebonian and Crimulan Blight Slimes. The Slime God will empower them throughout the battle, while they do most of the fighting; in turn, the Slime God itself cannot be harmed until the other slimes are all defeated. Its Slayer Prize is the Slime Overloader, which gives the players full control over the Ebonian and Crimulan Slime Gods.
** Ebonian Slime God (24000 HP): The main slime of the Ebonian Blight Slime hive mind. These slimes have powers that most slimes don't have, such as firing corrosive slime orbs, ensnaring enemies with slime tendrils, and just jumping on stuff.
** Crimulan Slime God (24000 HP): The main slime of the Crimulan Blight Slime hive mind. It is identical to the Ebonian Slime God in most other ways.
** Small Ebonian Slime God (8000 HP): After taking enough damage, the Ebonian Slime God can split into two smaller slimes, allowing them to attack more enemies at once. Together, they still act as the core of the Ebonian Blight Slime hive mind, since they can still transmit signals between them.
** Small Crimulan Slime God (8000 HP): One of two halves of a damaged Crimulan Slime God. It behaves in much the same way as its Ebonian counterpart.
** Ebonian Slime Spawn (1000 HP): An Ebonian Blight Slime that has been separated from the Ebonian Slime God.
** Crimulan Slime Spawn (1000 HP): A Crimulan Blight Slime that has been separated from the Crimulan Slime God.
* Caterkiller (28000 HP): Called from a land without curves by a Primordial Rift in the Overworld, this armored, blocky millipede is the size of a train and hits with just as much force. It has some secondary abilities, such as shooting sticky silk out of its mouth and firing venomous quills from its body; however, its main ability is to consume the Overworld's trees, tearing them up like paper in a shredder and restoring lots of HP in the process. It does have a few weak spots, though; its eye is particularly vulnerable to attacks, and it doesn't have any defense against harmful foods. Its Slayer Prize is the Lumber Metabolism Skill Scroll, which gives the player the ability to consume Wood in order to recover 100 HP per piece.
** Brutalfly (32000 HP): Thing is, the Caterkiller is just a larval form. Once that gets taken down, it is still capable of metamorphosing into the Brutalfly, a beautiful flaming butterfly that incinerates everything it sees. In this form, its extreme defense is replaced with massive fire-based firepower, in addition to being able to burn anything that gets close. However, it also becomes very weak to anything that can extinguish its flames.
* Wall of Flesh (66666 HP): A massive, demonic wall of eyes, teeth, and flesh, residing in the Underworld and serving as the physical manifestation of the world's guardian. It can only be summoned by sacrificing someone with a connection to this guardian; and once it is, every living being will flee in terror as it begins its advance to the end of the Underworld. But if you manage to overcome its laser eyes and all-consuming maw in order to slay this abomination, it will release the ancient spirits of light and dark, sending you along a path that will end in a confrontation with whatever threat looms over the world. Its battle is a test to see if you can handle this power; you will be killed if you fail in any way, but if you pass the test, you will earn a warm welcome to Hardmode. Its Slayer Prize is the Amulet of Romero, an item that lets the user summon a large, goat-headed demon known as the Icon of Sin to aid them in battle.
** The Hungry (4000 HP): The Wall of Flesh also has many secondary mouths, connected to the main wall by long, fleshy tendrils. These will stretch out and bite at you throughout the fight, and can detach from their tendrils if their health gets too low.
** Leech (2500 HP): Long, bloody, worm-like creatures spawned from the Wall of Flesh's maw. These will crawl through the ashes and lunge at the heroes from below, sucking their blood out if they latch on.
===Others===
* Glass Case (1000 HP): An object summoned by the Chance Scroll, which trapped the player Lucky inside until it was destroyed.
* Huge Blue Slime (1600 HP): A very large blue slime. Other than its increased size and power in comparison to other slimes, it's not very noteworthy... at least, not until it turned out that the Chance Scroll had turned Lucky into this slime for a few turns. Fortunately, the other players saw through the Chance Scroll's trick before anyone could attack it.
==Hardmode==
The following enemies appear in Hardmode, after the defeat of the Wall of Flesh. These are much more powerful to compensate for the player's greatly increased power.
===Enemies===
* Armored Skeleton (8500 HP): An undead cavern-dwelling skeleton, clad in a suit of protective armor and wielding a powerful sword that lets them deal more damage than a normal skeleton. That armor would normally be way too heavy for a skeleton to wear, but now that the ancient spirits of light and dark have been released...
* Missile (5000 HP): High-tier chests sometimes deploy these to protect themselves. They aren't too hard to destroy, but it will explode upon impact and deal lots of damage if not countered.
* Ice Tortoise (15000): A frozen tortoise native to the Tundra. It may appear big and bulky, but be warned: It has the unnatural ability to tuck itself into its shell and fling itself at potential aggressors, dealing heavy damage. Too bad it's not smart enough to tell a potential aggressor apart from someone who just wants to go mining...
* Frost Bat (5500 HP): Bats that enter the Tundra normally freeze to death, but now that the spirits of light and dark have been released, the sheer cold has begun to grant the bats icy powers instead of just killing them. The result is a frozen creature that brings fluttering annoyance wherever it goes.
* Security Force Mk. I (12000 HP): The mysterious Factory is a gold mine for anyone looking to create a technological terror of a weapon, but it isn't unguarded. Security drones such as this patrol the area to ward off any intruders using lethal force. This particular model is also capable of self-destructing shortly after its health reaches zero.
* Chaos Elemental (9500 HP): The Hallow transforms normal creatures into chaotic entities that share its devotion to pure light and goodness. The Chaos Elemental is a skeleton infused with a great amount of the Hallow's power, being restored to a purple, more human-like form and granted the ability to teleport around.
* Digger (12000 HP): Giant cavern worms empowered by the ancient spirits. Their increased size makes them faster and deadlier than normal.
* Unicorn (11000 HP): A beautiful horse that happened to be in the path of the Hallow's formation. It has been transformed into a majestic unicorn, which shares the Hallow's hatred for any and all evil and will stab you with its horn if it judges you to be "impure".
* Shockstorm Shuttle (11500 HP): A small flying saucer. It's definitely as otherworldly as the Star Scouter, but it's not quite the same... It will still laser you and blast you and _ you until one or both of you die, so be careful.
* Sunskeeter (7000 HP): Fish-like creatures that skate through the Sky, empowered by the sunlight. They are quite fast, but they can only hurt you by flying into you.
* Icy Merman (10500 HP): A frozen fish-person. It can conjure frozen bolts to fire at prey, or slash them with its icy claws.
* Gelatinous Cube (15000 HP): An amalgamation of slimes, skeletons, cursed souls, and ancient spirits, rarely found in the Dungeon. All those souls make the gel composing this slime many times more powerful, which prevents it from staying together in the usual round blob shape; however, it's capable of pulling itself into a cubic form, which seems to do better at holding powerful magic substances in place.
* Lich (11000 HP): Empowered skeletons found in the Dungeon. They can conjure powerful dark magic spells to attack intruders with, or defend their allies with magic shields.
* Dune Splicer (22000 HP): A very large Tomb Crawler, empowered by the ancient spirits. It is very fast, and its maw is almost big enough to swallow an unlucky explorer whole. But oddly enough, some of them only burst from the Underground Desert's sands because they just want a friend.
* Illuminant Slime (8200 HP): A slime touched by the spirits of light. It now hops around the Underground Hallow, waiting for impure intruders to jump at and purge.
* Shade (??? HP): Oddly enough, a certain few people in this world have been granted the ability to respawn after death. This process is not without consequence, though; it leaves behind a corrupted being known as a Shade. The Shade copies the soul of the revived player, weakening that player until its defeat; it also takes full control over the player's items until it is defeated. 
* Wandering Eye (10000 HP): A Demon Eye whose growth has been accelerated by the ancient spirits of darkness. It is much larger and more powerful, and its iris can break off to reveal a large maw after taking enough damage. Like other Demon Eyes, it tends to stay in the Overworld.
* Overseer (25000 HP): A powerful monster, whose many eyes give it unmatched sight. It can fire lasers from these eyes, which can deal damage or prevent a player from moving.
* Enchanted Sword (11500 HP): Ancient swords constructed from holy metals, brought to life by the Hallow. They fly through the Underground Hallow, stabbing and slicing everything they come across. Other monsters of the Hallow can grab them out of the air and wield them like normal swords... but if you manage to deal enough damage to kill the spirits controlling it, you may be able to use the sword for yourself.
* Hunter Drone (12250 HP): Flying drones that patrol the Factory, ready to shoot any intruders down with their Lightmass II laser cannons. This model isn't very strong, though; since the Factory's drone production line is running off of reserve materials right now, it's only capable of producing drones with the bare minimum capability of defending the Factory.
** Energy Shield (3000 HP): Hunter Drones come with built-in energy shields to protect themselves from attackers. They have to be activated in combat, as it takes too much energy to keep them up all the time.
* Ice Clasper (9000 HP): Though the world evils are far stronger now, becoming powerful enough to invade the surrounding lands, the elemental biomes are becoming stronger as well. This corpse of an Eater of Souls has been reanimated by the extreme cold, and transformed into a floating icy monster with a very nasty bite.
* Golden Hatchling (18000 HP): There are indeed hordes of treasure within the Dungeon... but they aren't unguarded. Powerful golden dragons roost wherever treasure lies in this dark structure, and even their young are a force to be reckoned with. They also leave trails of gold coins to lure treasure hunters to their demise...
* Shredder Drone (14500 HP): A different kind of drone that defends the Factory from intruders. Rather than blast their foes apart with lasers, Shredder Drones carry sharp sawblades that can slice through intruders with ease. However, they might leave you alone if you show that you're not going to try to steal anything they're guarding.
* Illuminant Bat (6000 HP): One of few things worse than a fluttering creature of pure annoyance is a fluttering creature of pure annoyance that's been enhanced with the Underground Hallow's chaotic energy, making it more powerful and more dangerous.
* Black Recluse (9900 HP): A black spider that lives in the Caverns. It is very strong on its own, but its most dangerous feature is the potent venom it injects with its bites.
* Large Ice Elemental (14200): An Ice Elemental that has been empowered by the ancient spirits, making it an even more powerful icy foe than before. Like its smaller cousins, it attacks with frozen projectiles such as icicles or frost bolts.
* Eater of Souls (3500 HP): Empowered by the ancient spirits, the Eaters of Souls are ready to devour anything that wanders into the Corruption.
* Corruptor (16500 HP): A very large Eater of Souls, with the ability to spit corrosive acid at foes.
* Hell Soldier (5000 HP): It appears to be a low-ranking member of the legions of another world's hell, sent to conquer this world's Underworld.
* Imp (7500 HP): Much like this world's Fire Imps, these demons from the legions of another hell conjure fireballs to attack their foes with.
* Arachnotron (9800 HP): A robotic demon spider. It accompanies the legions of another hell in their conquest, firing energy blasts at their foes.
* Cacodemon (10000 HP): A large, round demon with a single eye. It's ugly enough to seem kind of cute, but it'll very gladly roast you with fireballs if you stop to admire it.
* Revenant (14000 HP): A skeletal demon clad in metallic armor. It has built-in rocket launchers that let it fire rockets at foes.
* Pinky (13600 HP): Not to be confused with a tiny slime. Despite its cute name, it is a vicious gorilla-like demon that will not hesitate to tear your head off.
* Mancubus (18000 HP): A bloated monster, somewhat reminiscent of a boar. Its massive size makes it very hard to kill by simply pumping it full of bullets.
* Pain Elemental (22000 HP): Appearing similar to a Cacodemon with two short arms on the sides of its face, these powerful demons specialize in blasting their foes with powerful fireballs and lost souls.
* Whiplash (16000 HP): A demon with a mechanical, snake-like tail. It mainly attacks with large chains that it uses as whips, and it can slither across the ground quite fast.
* Arch-Vile (28500 HP): These tall, humanoid demons specialize in supporting their demonic allies, but will still incinerate you on sight. They are some of the most powerful non-boss demons in the legions of another hell.
* Wraith (9200 HP): A dark, ghastly being, said to be the ghost of one who was consumed by the Corruption. It roams the night, looking to take the life of another unfortunate adventurer.
* Possessed Armor (13000 HP): The ancient spirits of darkness have possessed this suit of dark armor, animating it and allowing it to move without anyone inside.
* Diamond Crawler (18000 HP): Only the strongest Crawlers manage to make themselves a shell out of pure diamond. The effort is very much worth it, though, as a diamond shell is much tougher than any other type of gemstone shell.
* Kyanite Crawler (36000 HP): Some Crawlers have taken advantage of the release of the ancient spirits, and have started searching for other crystalline materials to use instead of gemstones. Kyanite is one material that works very well for this.
* Zombie Merman (24000 HP): Fish aren't the only creatures to be fished up from the pools of water throughout the world. Sometimes, an unlucky fisherman will catch a vicious aquatic monster such as this instead of the fish they were looking for...
* Jungle Creeper (8800 HP): These spiders roam the Underground Jungle, blending in with the scenery and poisoning their prey with their bite.
* Clinger (10250 HP): A vicious creature that grows from walls in the depths of the Corruption. It spits corrosive acid to kill foes that are too far away for it to grasp in its jaws.
* Pigron (20000 HP): A strange pig/dragon hybrid, found in the underground parts of lands of extreme good and extreme evil. Nobody knows where it comes from, though its association with the Hallow, Corruption and Crimson suggests the spirits of light and dark may be involved. What is known is that Pigrons are quite smart, and while they will usually try to attack anything they see, they can be pacified and even befriended if you manage to indicate that you don't want to cause any trouble.
* Healing Pixie (8800 HP): A winged ball of light. Its role is to provide support to the other creatures of the Hallow, mainly by healing them.
* Flying Fish (1500 HP): Small fish that gained the ability to fly in the rain, a condition that can be provided by, say, a massive battle between two aquatic beasts over in the Ocean. They have a taste for blood, though they're quite weak.
* Angry Nimbus (12000 HP): A sentient cloud that appears when it begins to rain, finding unlucky creatures to take out its anger on and raining down deadly raindrops on them. Nobody know what they're so mad about.
* Giant Bat (8800 HP): Cavern bats that have been empowered by the ancient spirits become larger and more powerful, crossing the line from being a mere fluttering nuisance to being a legitimately dangerous predator. This is especially true due to the fact that they still hunt in packs, as well as the fact that their bite now inflicts a mild venom that messes with the victim's senses.
* Giant Skeleton (24000 HP): A Skeleton that has been enhanced by the ancient spirits, growing to a massive size. These skeletons are known for wielding very heavy machetes, but the ancient spirits also grant them the ability to conjure dark fireballs to hurl at their opponents.
* Skeletal Beast (30000 HP): The undead remains of a vicious monster that once prowled the Caverns. It's unknown what type of monster this once was, but it's definitely dangerous and very frightening. Its mighty roar can immediately lower the resolve of anyone fighting it, making their attacks deal less damage.
* Crystal Crawler (32000 HP): Crawlers found in the Underground Hallow have yet another option for constructing their shell: Hallowed Crystals. These Crawlers are noticeably more passive than other types, possibly because they don't have to worry about constantly searching for rare gemstones to maintain their shells with.
* Gastropod (21000 HP): An aquatic snail-like creature that has been touched by the Hallow. As a result, it has been granted the ability to float through the air, and fire powerful lasers at the Hallow's enemies. They are capable of breathing in both air and water, though they spend most of their time in water because they're used to it.
* Armored Lizard (28500 HP): A powerful Drake clad in tough skeletal armor. It is empowered not only by the ancient spirits, but also by the soul belonging to the fallen monster whose skeleton it dons.
* Giant Fungi Bulb (20500 HP): The blue fungus populating the glowing mushroom caverns is more capable of spreading with the help of the ancient spirits. These Giant Fungi Bulbs grow out of the fungified ground to spread their spores as aggressively as possible, doing whatever they can to spread the mycelium far and wide. That being said, it's all about the principle. The glowing mushroom caverns don't really need to spread anywhere, because they're already doing just fine.
* Red Devil (38000 HP): A heavily empowered Demon. These dreadful flying monsters are extremely dangerous to anyone who ventures into the Underworld, as their magic tridents are full of demonic magic and deal massive damage on hit.
* Moonlight Butterfly (34600 HP): A gorgeous butterfly native to the Hallow. It only comes out at night, but when it does, it searches far and wide for any impure beings to purge from the land. It is capable of conjuring light spears to stab its foes with or firing bolts of light energy, and its powerful moonlight laser is very deadly.
* Blaster Drone (13000 HP): A drone that guards the Factory. It is equipped with an explosive cannon that can deal splash damage to many intruders at once, making it very effective for guard duty.
* Skeleton Necromancer (27000 HP): Some of the Dungeon's skeletons take a completely different approach to fighting: By taking the escaped souls of previously-slain skeletons and trapping them in an undead corpse.
** Risen Dead (7500 HP): The revived corpse of a skeleton that was previously slain in the Dungeon. They are forced to do the bidding of their Skeleton Necromancer masters, which wouldn't be so great if they both weren't interested in the same thing: Killing all who enter the Dungeon.
* Warden (42000 HP): A hulking monstrosity native to the Deep Dark, though some have been found in the caverns just outside these dark pockets. It has no eyes, relying on the growths on either side of its head to detect vibrations in order to search for potential victims. And when it does detect you, it charges fast and hits like a truck with its massive arms. 
* Grand Thunder Bird (14000 HP): It seems that the ancient spirits are making it easier for more powerful foes to evolve once again. The previously-fought Grand Thunder Bird was once the only one of its kind, but it seems that more of them are beginning to show up in the Desert skies.
* Skeleton Archer (11000 HP): An armored skeleton that has taken up a bow and flaming arrows instead of a sword. Quite odd that its armor is stronger than that of the skeletons that have to get up close to attack.
* Giant Antlion (4000 HP): An Antlion empowered by the ancient spirits. It's larger and more powerful, though there's not much else to note about it.
* Rune Wizard (37000 HP): Donning enchanted golden robes, Rune Wizards are some of the most powerful undead monsters in the Caverns. Their spells take time to charge up, but they are very deadly.
* Skeleton Cleric (23000 HP): These empowered skeletons' main role is to aid their bretheren in combat, by casting healing spells on them. They tend to focus their healing magic on only the strongest skeletons, though, so they're not as effective as they could be.
* Hallowed Lungfish (26800 HP): A very large fish found in the Hallow. It is noticeably more aggressive than other species of fish, and catching it usually results in an extensive struggle where the Hallowed Lungfish will attempt to bite whoever caught it until one of them dies - and escaping on land isn't an option, as the Lungfish is capable of slithering across land. This behavior is very unusual for most fish, so perhaps the Hallow's hatred for "impurity" has a role to play in it.
* Blighted Eye (6666 HP): A Demon Eye infused with calamitous energy. Unlike most Demon Eyes, it is capable of spitting brimstone flames at any innocent victims it catches sight of.
* Observer (40000 HP): An powerful alien creature designed to observe the world from Space, high above the rest of the world. It is also capable of telekinetic manipulation, and can tear apart any enemy ships that get close to it.
* Hoplite (7200 HP): Ancient skeletons clad in bronze armor, often found in underground marble caverns. They wield javelins as their main weapon, allowing them to attack their foes from afar.
* Medusa (24800 HP): An ancient monster with snakes in place of hair. Though she is found in the same places as Hoplites, she is probably not the cause of their death; her method of killing her victims is by petrifying them with her gaze, turning them into stone statues. Regardless, the undead Hoplites follow her around, being unaffected by her deadly glare as a result of having no real eyes.
* Anglerfish (8000 HP): Vicious fish found in the waters of the world. They prefer to live in areas where the water pressure is not too great, a condition that is found in few places other than the upper Abyss.
* Viperfish (11000 HP): A tough fish that is fairly common in most of the Abyss, but is still unable to handle the pressure of the deepest of waters. Its bite is very dangerous.
* Ampeel (37750 HP): A very large eel found in the Abyss. It strikes very suddenly, and uses a powerful electric shock to stun its prey. Interestingly for an abyssal creature, it's quite capable of adapting to the pressure of the shallower waters.
* Chaos Spirit (35000 HP): Slain Chaos Elementals release the chaotic energy contained within them. Eventually, this energy forms into a powerful, sentient spirit, which can possess other objects - including weapons belonging to its enemies.
* Cosmic Elemental (22500 HP): Beings of cosmic energy that often appear high above the world, all the way up in Space. Their motives are unknown, but when they spot beings from the lands below, they hover over to attack using the sharp crystal shards that orbit their main bodies.
* Darkwraith (22800 HP): Ghastly beings that inhabit the Deep Dark. They wield the darkness itself as their weapon, casting dark magic to drain the life force of their foes or shielding their fellow Darkwraiths.
* Vampire Bat (16600 HP): These enlarged cavern bats feast on the blood of their enemies. Their bite drains their victims' health while restoring some of their own.
* Hunter Drone Mk. II (25000 HP): By this point, the Factory's automated mining machines have just started to come back online, allowing it to start producing more powerful drones to defend itself with in larger numbers. This model is an upgrade to the basic Hunter Drone unit.
* Abberation (18800 HP): Shadowy creatures that reside in the Deep Dark. Not much is known about them just yet.
* Giganotosaurus (60000 HP): A massive dinosaur, similar to a Tyrannosaurus Rex but much larger in size. Being such a massive creature, its bite is very strong and very deadly, and it's not very pleasant if it steps on you. These are not native to this land, but have been sighted in the Omnirift.
* Moblin (28000 HP): Strange creatures from another world, appearing to be a hybrid between a pig and a goblin. Despite fighting with wooden clubs and spears, they are quite tough and hit pretty hard.
* Armored Zombie Brute (16600 HP): An Armored Zombie that has been enhanced by the dark spirits. Its armor has not kept up with its increased size at all, so it doesn't provide as much protection; however, the Zombie is tough enough to make for a formidable foe even without that armor. They also carry heavy weapons such as maces.
* Colossal Blue Slime (22000 HP): Under normal circumstances, ordinary slimes can only combine to a size comparable to that of King Slime - and even then, only rarely. The ancient spirits have allowed these slimes to combine even further, creating massive slimy monstrosities.
* Radiant Pixie (13700 HP): A Pixie imbued with a much more light energy than usual, allowing it to conjure extremely powerful light spells to purge any impure beings it comes across. It can combine its powers with those of other Radiant Pixies for even more damage, too.
* Great Husk Sentry (44000): An undead husk of a large, bug-like creature. It carries a powerful sword-like nail and a tough shield, both of which it can use to great effect in combat - indicating a level of intelligence that wouldn't be seen in the usual zombies of this world.
* Gekko (42260): A hulking machine outfitted with many powerful guns and other weapons, including dangerous anti-tank missiles. It's not something you'd expect from a machine with such an unassuming name. Being from another world, its construction is very different from any of the Factory's creations.
* Antlion Swarmer (5700 HP): An empowered Winged Antlion. They attack in swarms, being fairly weak individually.
* Detonator Drone (30000 HP): A heavily-armored drone. Oddly enough, it does not carry any actual weapons - save for a large amount of high explosives that will go off if its timer reaches zero. It's best to destroy this thing before it can blast you to pieces.
* Ender Knight (36000 HP): A tall, slender alien warrior with dimensional powers, sighted in the Omnirift. They are well-armored and carry powerful swords with which to slash their opponents.
* Ender Reaper (54000 HP): It seems to be a powerful dimensional mage, capable of striking with powerful spells. Not much is known about it at the moment.
* Borean Strider (6000 HP): The occasional blizzard can bring swarms of these tundra spiders along, which can be fairly inconvenient to anyone in the area.
* Moss Hornet (27000 HP): A highly poisonous Hornet found in the Jungle. Its deadly venom seems to come from all the moss that's growing in the hornet's body.
* Plantera's Bulb (1 HP): A strange, glowing pink plant, which only grows in the depths of the Jungle. It might be the bud of a powerful jungle creature; maybe it's best to destroy it so that this creature can't come to life.
* Missile (24000 HP): As the chests of this world become more powerful, so do their defenses. These missiles are significantly more powerful than before, and have much higher explosive power.
* Huge Adversary Arachnid (57500 HP): This cavern contains giant enemy spiders. They are heavily empowered by the ancient spirits, and they use this power to prey on very powerful foes, such as unlucky adventurers.
* Shredder Drone Mk. II (30000 HP): An upgraded Shredder Drone, brought into production once the Factory began collecting enough metals to sustain their constant construction.
* Jungle Bat (3200 HP): These jungle-dwelling bats have received a power boost from the release of the ancient spirits. Other than that, they're just another kind of fluttering nuisance.
* Giant Flying Fox (37300 HP): Some Jungle Bats gain more than just a simple power boost, though. These bats have grown to a particularly large size, becoming extremely vicious predators that can swoop in and tear parts of your body off mere seconds after they've spotted you. It's best to avoid them whenever possible.
* Cave Crawler (12000 HP): Some species of Crawler are known for using regular stone for their shells instead of gemstones. While this can give them a shell with decent protection, it requires a lot of stone, which makes the shell very heavy. This forces the Crawlers to leap out of their shells to attack, then scurry back in to avoid taking a devastating counterattack - which is easy, considering how fast Crawlers are without their shells.
* Crabsquid (74400 HP): A very large creature from the Abyss, appearing to be an amalgamation of a giant squid and a crab. Its razor-sharp tentacles can deal decent damage and hold on to anything with a tight grip, and it also comes with a biological EMP that can disable all electronic items. It also seems to have a code of honor of some sort, and will follow it no matter what - to such an extreme point that it can get locked into a days-long staring contest with its prey while waiting for it to make its move.
* Silver Knight (30000 HP): A corrupted knight in shining armor. Its large sword appears to be its only weapon, making it less effective against enemies at a range; but when it can hit, it hits very hard. It is unrelated to the Possessed Armors or similar monsters of this world, as it comes from another world connected to the Omnirift.
* Silver Knight Archer (30000 HP): A variant of the Silver Knight. This enemy carries a bow that fires extremely powerful Dragonslayer Arrows, which deal massive damage on hit. This makes it very good at ranged combat, and perfect for supporting other Silver Knights in combat.
* Conjurer (69000 HP): This magical being of light is quite dangerous, even though it does not attack on its own. Rather, its main method of attacking is by summoning Light Wisps, which can be quite dangerous if enough of them are spawned.
** Light Wisp (6000 HP): An adorable ball of Hallowed light summoned by the Conjurer. They attack by firing balls of holy fire at their enemies, which deal fairly low damage individually but are often cast in great numbers. They have low health, though, so AoE attacks can make quick work of them and give others a chance to kill the Conjurer.
* Kitewing (77000 HP): A prehistoric-looking predator found in the Sky. It is surprisingly tough for a flying creature, and its sharp talons make for very powerful weapons. It can deal devastating damage if you let it perform its signature divebomb attack.
* Scryllar (48000 HP): A demonic, one-eyed monster found in the Underworld. With sharp scythe-like blades for hands, it is very dangerous up close. Fortunately, these blades are its only weapons, so you'll be at an advantage if you can stop it from using them.
* Caterkiller (28000 HP): Caterkillers are a numerous, though rare, species in the world they come from. The Omnirift provides a way for more of them to spread into other worlds.
* Colossal Red Slime (31000 HP): A massive red slime. It is extremely powerful, and is even larger than King Slime - and they can come in numbers, too. Just goes to show how much the world has changed with the release of the ancient spirits. They have a natural resistance to fire-based and heat-based attacks.
* Toxic Sludge (33000 HP): A highly acidic blob of goo, found in the Caverns. They are very poisonous to the touch, and they can even dissolve most metals.
* Angry Trapper (30500 HP): A very powerful relative of the Man Eater plant. It can reach out much further to snatch its prey from the depths of the Underground Jungle, and its bite can be surprisingly deadly for a plant. They're a bit smarter, too, and they're known to use the vines connecting their heads to the soil to constrict their prey.
* Deep Accursed (140000 HP): One of the Deep Dark's more powerful abominations. This spider-like being is very fast and deals heavy damage with its bite, but by far its deadliest attack is the strange mist it spews from its mouth. This mist weakens the Deep Accursed's prey with every second they spend fighting it, eventually causing them to simply drop dead. The only way to cure the effects of the mist is to kill the Deep Accursed in time, so defeat it quickly!
* Phantom (62000 HP): A ghastly being from the Deep Dark. It appears quietly, then strikes quickly to sap your life force before fleeing the area.
* Spectre (31000 HP): Another mysterious entity from the Deep Dark. These are known to wield powerful scythes, and they deal good damage when they hit. They're often seen alongside Phantoms, and they behave in a similar way, too...
===Minibosses===
* Earth Elemental (32000 HP): A massive, humanoid creature covered in rocky armor. Brought to life by the ancient spirits, it will not hesitate to smash you to pieces or crush you with boulders.
* DOOM Hunter (30000 HP): An already-powerful demon that has been massively empowered by its cybernetic enhancements. These powerful demons are few and far between, and are only sent out when the legions of another hell encounter a particularly powerful opponent.
* Marauder (48000 HP): An undead demon, one of the most powerful of the legions of another hell. It is unnaturally strong, being able to take much more of a beating than even the heavily-armored DOOM Hunters despite its relative lack of armor. It also carries an extremely powerful battleaxe, as well as a shield that lets it block most attacks. In fact, it's usually only vulnerable right when it's about to attack... so unless you have a way to get past the shield, it's best to wait for the perfect moment to attack.
* Blood Eel (40000 HP): Many fishermen pride themselves on being able to catch some of the biggest fish out there... but in this world, it's not always that easy. Sometimes, those big fish can turn out to be massive, predatory monsters that won't hesitate to tear apart whoever fished them out of the water. Blood Eels are one of the more powerful types of these monsters, being capable of gliding through the air and chomping down on everything that comes near.
* Bone Lee (44000 HP): Having recently fallen and been revived by the Dungeon's curse, this former explorer is extremely powerful and will kill you before you can react if you aren't careful. Like a ninja, it can dodge most attacks with blinding speed, and can quickly deliver a devastating kick in only a few moments. If it's low on health, it can also create several fake copies of itself to confuse its opponents.
* Cloud Elemental (48000 HP): Infused with ancient souls, this sentient cloud has taken on a human-like form and now watches over the skies of this world. They have many air-based abilities, such as conjuring tornados to trap their opponents in or smiting them with bolts of lightning. Powerful Harpies are often seen fighting alongside these cloudy beings.
* Mega Hunter Drone (80000 HP): A particularly large and powerful Hunter Drone. These are quite expensive to produce at the moment, as the Factory's automated mining machines have only recently come online; as such, these drones are assigned to defend only the most important areas of the Factory.
===Bosses===
* Cryogen (70000 HP): A giant, flying, ice cube-like entity that carries massive amounts of ice-elemental power. It brings a particularly bitter and cold blizzard with it wherever it goes, dealing freezing damage to anything around it. On top of that, it can fire frost bolts from its body or rain ice shards over an area, and it can become a living sawblade of icy death while its Cryo Shield is up. Its Slayer Prize is the Kelvin Catalyst, a throwable icy sawblade that deals massive damage and may inflict the Frostburn debuff.
** Cryo Shield (5000 HP): A circular shield of sharp ice crystals. These crystals will absorb all damage to Cryogen while it is active, and will regenerate 3 turns after being destroyed.
** Borean Strider (6000 HP): With Cryogen's powerful blizzard chilling everything around it, many cold-loving Borean Striders will follow along. These ones are slightly more powerful because of the ancient spirits, but they're not much of a threat for anyone powerful enough to take on Cryogen alone.
* UM-001 Decimator (88000 HP): A murderous tank-mech that hails from a mechanical world beyond the Factory's Primordial Rift. Its arsenal is very powerful and diverse, moreso than most enemies encountered up to this point: It has a massive sword, several types of physical and energy cannons, and the ability to just drive over enemies. It is susceptible to overheating, though; if its temperature gets too high, it'll be forced to spend a turn cooling down. Its Slayer Prize is the SM Fabricator, which lets players construct a mech of their own.
** Antares (28000 HP): A drone that UM-001 Decimator will deploy to aid it in an otherwise unfavorable battle, adding a barrage of machine gun fire to the mix. Antares is directly controlled by UM-001 Decimator, giving the latter a way to attack even if it has to cool down or has been immobilized; but if the main mech goes down, Antares will stop working as well.
* Whalewolf DX (127500 HP): It's back. And it's angry. Having been outfitted with many mechanical enhancements after the last encounter with the heroes, the Whalewolf is more than ready to get revenge. But there's one other creature that the Whalewolf hates with a burning passion, more than even the heroes who came close to killing it. The Whalewolf's Slayer Prize is the Queen Jellyfish Corpse, the remains of the jellyfish that the Whalewolf killed just before its first encounter - and a summoning item that lets a player summon the Whalewolf itself as a companion.
* Sharktopus (140000 HP): A vicious monster with the head of a shark and the body of an octopus, hailing from a world beyond a Primordial Rift in the Ocean. It and the Whalewolf seem to hate each other with a burning passion, and while their duel will leave them without much time to attack the heroes directly, they will still deal quite a bit of collateral damage. Its Slayer Prize is the Deep Transmutator, a special item that allows a player to transform their legs into eight long, sharp tentacles that can be used for attacking or grabbing things.
* Queen Slime (96000 HP): A massive slime, closely related to King Slime but with several notable differences. The most important of these is that her crown is made of actual silver and gemstones, rather than just more slimes. The next most important thing is that she is significantly more powerful; she has all sorts of new abilities, including a hidden pair of beautiful wings. She owes this power not only to the spirits of light, but also to a sentient piece of the godly Archaean Crystal that she has consumed... Her Slayer Prize is the Gelatinous Pillion, which lets the player summon Queen Slime herself as their companion - minus the sentient crystal.
** Crystal Slime (12000 HP): Much like King Slime's own minions, this shiny blue slime has many crystal spikes embedded in its body, which it can fire at Queen Slime's adversaries.
** Heavenly Slime (10000 HP): These purple slimes quickly grow a large pair of wings, allowing them to ascend into the sky. They ram their enemies at high speed, dealing more damage than hopping usually would.
** Bouncy Slime (14000 HP): These pink slimes are composed of a very tough and bouncy kind of gel, making them highly resilient to blunt-force attacks as well as making them hard to kill. They also leave some of this bouncy gel behind when they jump around, which can make it very hard to move around if this gel begins to cover too much of the area.
* The Twins: A pair of massive, bionic floating eyes connected by a fleshy tendril. They were constructed out of highly powerful Demon Eyes, which were captured and given all sorts of cybernetic enhancements that are hidden beneath their corneas. They are both designed to be able to complement each other's abilities, making them highly effective in combat. They both count as a single boss, so both eyes must be destroyed to count as a boss kill; whoever kills the last remaining eye will receive the Double-Barreled Laser Flamethrower as a Slayer Prize, a double-barreled ranged weapon that fires powerful lasers from one barrel and a cursed inferno from the other barrel.
* Retinazer (80000 HP): At first, the only way to tell the Twins apart is by the color of their eyes. Retinazer is the red-colored eye, and it specializes in ranged combat, firing deadly laser blasts from afar. When brought below half health, its cornea will fall off to reveal a giant laser cannon tucked away in what once was the eye's maw.
* Spazmatism (85000 HP): The green-colored eye, and one that is designed for close combat. It is significantly more likely to get up close and ram its enemies, and it can also shoot green cursed fireballs from its iris. When brought below half health, this iris will fall off to reveal a gaping maw much like that of the original Eye of Cthulhu, which has been outfitted with a deadly cursed flamethrower.
* Skeletron Prime (140000 HP): A killer machine designed after Skeletron, the Dungeon Guardian. It has four arms instead of Skeletron's two, and each arm is outfitted with a different weapon: Its Prime Saw can rip through most of its adversaries with ease, its Prime Vice can grab enemies with a very strong grip, its Prime Cannon fires explosive bombs, and its Prime Laser shoots deadly laser blasts. Skeletron Prime is also the most intelligent of the mechanical bosses, as the space in its head is not taken up by any weapons and therefore has room for a powerful computer "brain". Its Slayer Prize is the Prime Conductor, an item that lets a player control Skeletron Prime's four mechanical arms.
* The Destroyer (180000 HP): A massive mechanical worm, often described as a mechanical version of the Eater of Worlds. It is composed of many interconnected segments, which allow it to move around and make turns much more effectively than it could as a single, long segment. Its maw is also extremely deadly, and it will usually kill anyone who gets trapped inside - which is very much possible, considering how the Destroyer tends to burrow through the ground, out of sight. Its Slayer Prize is the Destroyer Deployer, an item that lets a player summon eight of the Destroyer's Probes to aid them in battle.
** Probe (5000 HP): A circular, floating probe deployed by the Destroyer to aid it in battle. It attacks by ramming foes or firing lasers, and while it's quite weak on its own, every single one of the Destroyer's segments has one of these ready to be launched, and multiple can be active at once.
** Prime Destroyer (100000 HP): The destruction of the other Mechanical Bosses has left the Destroyer with tons of scrap metal to arm itself with in one final, desperate stand. The Prime Destroyer is the result of this final gambit, an amalgamation of mechanical parts that give the Destroyer the abilities of all the other Mechanical Bosses: Skeletron Prime's many arms have been fused to its body, while its Probes have been outfitted with Retinazer's and Spazmatism's weapons. It is also capable of absorbing electric attacks, powering itself up to gain various buffs and eventually unleash a devastating attack instead of taking damage.
** Retina Probe (6000 HP): A Probe deployed by the Prime Destroyer. It is slightly larger and has Retinazer's weapons built into it, allowing it to fire much more powerful lasers than usual.
** Spaz Probe (7000 HP): A Probe deployed by the Prime Destroyer. It is slightly larger and has Spazmatism's weapons built into it, allowing it to torch its foes with a cursed flamethrower.
* General Scar (96000 HP): IT IS I, THE FLAWLESS AND MAGNIFICENT GENERAL SCAR. THIS AUTOMATON CONSTRUCTION FACILITY IS SUPERVISED BY MY SUPREME LINGUISTIC CAPABILITIES AS WELL AS MY HIGHLY SOPHISTICATED LASER CANNONS. ANYONE WHO DARES TO TRESPASS IN THIS AUTOMATON CONSTRUCTION FACILITY WILL BE EVISCERATED BY BOTH OF THESE THINGS SIMULTANEOUSLY. DO NOT EVEN PONDER THE POSSIBILITY OF INSTIGATING AN ALTERCATION WITH ME, FOR ANY ATTEMPT AT DOING SO WILL CONCLUDE IN YOUR TRANSMUTATION INTO A STEAMING PILE OF UNDERCOOKED BEEF.
** Hunter Drone (12250 HP): THIS AUTOMATON CONSTRUCTION FACILITY IS DESIGNED TO CONSTRUCT AUTOMATONS SUCH AS THIS TO AID ME IN ENCOUNTERS WITH IMBECILIC TRESPASSERS SUCH AS YOU. I OBSERVE THEIR LACK OF LINGUISTIC PROFICIENCY TO BE DETESTABLE, AND I ONLY MAINTAIN THEM BECAUSE THEY ARE STILL VERY MUCH PROFICIENT IN SHOOTING YOU IN THE FACE.
* Tenebris Venandi (150000 HP): This snarling beast scrapes its way through the deepest and darkest caverns of the world, cloaking itself to become invisible to the naked eye in order to catch its victims by surprise. It is incapable of attacking while cloaked, but once it becomes visible, it can lunge with blinding speed to maul its prey, or slash them with its deadly claws. If it's in danger, it can also ignite its surroundings in a massive plume of dark fire. Such a deadly beast is absolutely a tough opponent, but it does have a weakness: Light attacks will cause its cloak to become less and less effective. Its Slayer Prize is the Occisor Lorum, which gives a player their own Tenebris Venandi as a companion - complete with its cloaking abilities.
* Nyxathe, Keeper of the Beyond (333000 HP): Nobody knows why the mysterious Primordial Rifts have been appearing across countless universes, causing all sorts of interdimensional havoc. Nyxathe, an eldritch keeper of dimensions, has taken it upon itself to find whatever's causing these portals to appear and put a stop to it. The heroes' conquest of lands beyond the Primordial Rifts that have appeared in their world has caught its attention, and with much reason to believe that they are the ones behind the rifts, it will stop at nothing to erase them from this world... unless another cosmic being can speak up for them.
* Calamitas Clone (150000 HP): A massive scarlet eye, encased in a brimstone shell... It may not look like it, but this is the feared brimstone witch, Calamitas. And it may not seem very tough at first, but once it's gotten to know how you'll be fighting it...
** Calamitas Clone (550000 HP): Once scarlet flames erupt from her brimstone shell and her eye begins to glow with twice the intensity, you'll know that Calamitas is done playing games. She will not hesitate to try to counter any attack you try to throw at her, while simultaneously incinerating you with Brimstone Fireblasts or an extremely powerful scarlet death laser - and in addition, the calamitous aura surrounding her prevents anyone from healing (without directly using a healing item, at least) In this form, it's not hard to see why Calamitas has earned her reputation as the fearsome scarlet witch - and yet, this is only a lesser clone of the true Calamitas, the real deal being leagues more powerful yet. Should you manage to defeat the clone, her Slayer Prize is Entropy's Vigil, a summoning staff lets a player summon miniature versions of Calamitas and her brothers as their own minions.
** Cataclysm (120000 HP): A floating pair of flaming, fleshy jaws. This is Calamitas' youngest brother, and he will stop at nothing to help his sister annihilate all opposition. He attacks up close, rushing opponents to grab them in his jaws or burning everything around with a brimstone flamethrower.
** Catastrophe (150000 HP): A metallic, claw-like being, and Calamitas' eldest brother. He attacks from afar, firing powerful lasers at Calamitas' enemies; but if necessary, it can also get up close and ram foes for heavy damage.
* Cioking (550550 HP): A colossal crimson crab from a world beyond a desert Primordial Rift, whose presence is always accompanied by a powerful rhythmic tremor. Every other turn, this tremor flares to life, empowering Cioking and halving all the damage it takes during that turn. On top of that, Cioking is incredibly strong, and its massive legs and claws can deal serious damage if you're not careful. Its most powerful ability is its Death Bubble barrage, which can deal enough damage to kill a player from full health... but only if this attack is left to get sent out at full power. Cioking relies very heavily on its rhythm, and if you can find a way to disrupt that rhythm, it will heavily weaken all of Cioking's attacks, turning the tides of battle very heavily in your favor. Its Slayer Prize is Cioking's Horn, a special instrument made from Cioking's carapace that deals massive damage to any enemies it's played at.
* Black Dragon Kalameet (740000 HP): A mighty dragon of darkness from a world beyond the Corruption's Primordial Rift. Kalameet is an extremely vicious opponent, who will not hesitate to eviscerate anyone it comes across with its extremely sharp claws or incinerate them with its fiery breath. Anger it enough, though, and it will unleash an even more devastating attack: The gem on its head gives Kalameet the power to telekinetically hold one of its enemies in place while ripping them apart. It can even use this power to control a player's weapons, so be careful when you use your most powerful attacks against it. Kalameet is also highly resistant to dark and fire attacks, but light may be the key to taking this dragon down. (Pending: Slayer Prize)
===Others===
* The Devourer of Gods (50000000 HP): While technically a boss, this armored cosmic worm is far too overpowered to be successfully fought at this stage of the game, and cannot be summoned normally. Rather, it appears after an extremely unlucky roll of the Chance Scroll, and will proceed to kill every player in the game before retreating into its interdimensional home.
==Trivia==
* Most of these enemies come from Terraria and two of its more well-known mods, namely Calamity and Thorium.
* Break the Chest: Deluxe's Primordial Rift mechanic introduces boss fights from entirely different series. The list of Primordial Rift bosses and their corresponding series are as follows:
** Ugaxator I: Epic Battle Fantasy series
** Caterkiller: Minecraft series (Orespawn mod)
** UM-001 Decimator: (Unconfirmed, likely from the UltraMechs forum game)
** Sharktopus: Sharktopus series
** Cioking: Patapon series
* Cioking was added to the game as part of a special event, where a player who picked up a certain mysterious item would be given the ability to add a Primordial Rift boss fight of their choice to the game. In this case, the player Sonar was the one to pick up this item.
Category:Ace's Series