Dungeon: Bestiary

Bestiary is a feature for the dungeon, which allows to see enemy stats/parameters, abilities and loot once an enemy has been defeated enough times. Accessible from Dungeon menu, it displays the list of discovered dungeon/forest levels. Each level has their own enemies and enemies' stats.
Each level shows the list of enemies, initially concealed. When hero defeats an enemy in dungeon/forest, the corresponding entry becomes more detailed and the image becomes better visible. Each non-boss enemy must be defeated 20 times to reveal full information. Boss enemies must be defeated 10 times to reveal full information. When an enemy is defeated said number of times, a small animation is briefly shown on the top right, portraying the rabbit at the top of the bestiary list blowing its bugle.
Bosses in #A and #B levels appear as weaker versions in deeper levels of the same dungeon (i.e. 5A boss appears as a weaker version in 5B and 5C, and 1B boss in 1C, for instance). This is denoted by the level in which they first appear in the top left corner of the enemy's image. Also, in level 5A there are weaker versions of the 5A boss that appear in the same room as the boss; they are marked by two smaller "boss icons" in the Bestiary, and have more health (but no summoning ability) than the boss's weaker version from 5B and 5C.
Enemies that are counted towards the bestiary:
*Enemies summoned by enemies, if the summoned enemy is in the bestiary. Examples:
**Gnoll shaman and Duplicating demon (each of them).
**Scorpions summoned by Undead pharaoh doesn't count, because Scorpions are not in the bestiary.
*Enemies summoned by tameable critters.
*Enemies summoned by bosses.
Enemies that are NOT counted towards the bestiary:
*Mushrooyoungster (smaller version of the Mushroomonster).
*Emerelf Guardians and Emerelf rangers found in #C, which are guarding the forest gates.
*Bone dragon when part of the quest (Undead Revenge and Experiments of the Dark Lady).
**Skeleton shieldmen summon by this dragons.
*Shapeshifters:
**Succubus in stone dungeon.
**Snotling shaman in forest dungeon.
*Tameable critters (neither killed nor tamed).
*Reborn enemies. After the reborn enemy has been defeated, the original enemy is counted towards the bestiary. In the bestiary, the original enemy Health stat is depicted with "original enemy Health + reborn enemy Health".
**Gnollferatu (reborn from Gnoll demon - boss in F2).
**Skeleton beastmaster (reborn from Reaper horseman - boss in F3).
Bestiary--20 kills animation.gif|Animation shown when defeating an enemy for the 20th time.
==Info revealed==
Bestiary-F1-Giantoad.gif|Detailed view of bestiary info progression.
Bestiary-F1-Giantoad--fast.gif|Fast animation of bestiary progression.
The following table lists what info is revealed after an enemy has been defeated a specific number of times.
Timesdefeated	Timesdefeated(boss)	Info revealed
0 	0 	No info
1 	1 	SilhouetteType (boss; bodyguard) Tactics (if any)Dungeon level (if any)
5 	3 	"Icon" abilities (without value)
10 	5 	Loot (and dungeon level, if any)Summoned enemies (type only)
15 	8 	"Icon" abilities - value (if any)Summoned enemies (amount)
20 	10 	Full image"Image" abilities (if any)(all info revealed)
=== Bestiary notes ===
* Boss type is denoted by a red skull icon (similar to the Tactics icon, but in red and with spikes); bodyguard type is denoted by two smaller "boss" icons. This is to differentiate this foe from the boss variant, as well as from the weaker variant that appears in deeper levels of the dungeon. As of v19.04, the only bodyguard known is the "Demon mobster".
* "Icon" abilities are depicted by an icon shown below the rest of the info. These include Ranged attacks (with different icons, depending on the weapon used by the enemy), Spiderweb, Demoralization (similar to hero skill), Fortification (similar to hero Poke effect). See notes on this page for a list and explanation of these special abilities.
* "Image" abilities (previously "Letter" abilities) are depicted by a image/icon shown below the rest of the info. See notes on this page for a list and explanation of these special abilities.
*Dungeon level appears at the top left corner. It shows when the enemy starts appearing (e.g. in dungeon lvl. 2, Centauride (horse lady) starts appearing in 2B). Bosses also have dungeon level denoted, but they only appear in that level (e.g. boss from 2A, only appears in 2A, although a weaker version appears in 2B and 2C, but is a different entry in the bestiary).
*Loot can also have a dungeon level denoted beside it. This means that loot from that enemy can only be rewarded by slaying that enemy in that dungeon level or higher. Currently only Giant spider in dungeon level 1 has this dungeon level denoted.
==Gallery==
Bestiary-menu.png|Level selection.
Taming-menu.png|Taming.
Bestiary-F1.png|Bestiary - enemies in level F1.
Bestiary-F2.png|Bestiary - enemies in level F2.
Bestiary-F3.png|Bestiary - enemies in level F3.
Bestiary-F4.png|Bestiary - enemies in level F4.
Bestiary-1.png|Bestiary - enemies in level 1.
Bestiary-2.png|Bestiary - enemies in level 2.
Bestiary-3.png|Bestiary - enemies in level 3.
Bestiary-4.png|Bestiary - enemies in level 4.
Bestiary-5.png|Bestiary - enemies in level 5.
Bestiary-6.png|Bestiary - enemies in level 6.
== Enemies ==
Below are listed all enemies found in the dungeon (also the ones not listed in the bestiary).
Disclaimer: All the enemy names are unofficial and suggested by the community. Currently, there are no enemy names in the game. For suggesting alternative names, comment under this page.
=== Explanation of stats ===
* (a.k.a AP, speed, red/green dots/circles) - this stat determines how many actions the hero / ally / enemy can make during their turn; different actions cost a different amount of points.
* (a.k.a. HP) - how much damage a hero / ally / enemy can take before being defeated.
* (a.k.a. DEF, armor) - this stat determines how much the damage sustained from attacks is reduced.
* (a.k.a. DMG, attack) - this stat determines the range of damage a hero / ally / enemy will deal in combat.
* (a.k.a XP, experience) - this stat determines how much XP are awarded to a hero / familiar for defeating this enemy.
For more details on Action Points, see the first couple paragraphs of Combat mechanics.
For more details on how received damage is calculated and how defense affects that, see Damage, Defense and Health.
== Notes ==
An ally is considered to be:
*Mechanical spider.
*Hero summoned with Horn.
*Familiars.
Passive ability means that using this ability doesn't require AP.
(1)
* This is the actual Damage stat for the enemy. The damage that the enemy will deliver to the hero ("delivered damage") will vary randomly, but is calculated based on this stat. The final value of the damage that the hero will receive ("received damage") will be this "delivered damage" minus the hero's Defense stat.
(2)
* Hidden (passive ability): This enemy will not be found roaming the dungeon; when the hero hacks the specified random loot object, it will appear (and sometimes attack before the hero has a chance to react!).
(3)
* Spiderweb (2 AP -- Range: 3 tiles): This enemy will throw a spiderweb to the hero (or ally), who won't be able to move for two turns (or until the combat ends). The hero (or ally) can still attack, use items or skills. The enemy has only use of this ability.
(4)
* Sneak (3 AP): When an enemy is 2 tiles away from the hero (or ally) but it cannot attack because its path to the target is blocked by another enemy, it will sneak/teleport/slip/slide past behind any enemies and the target to an unoccupied tile adjacent to the target. Note that enemy might even sneak to a tile occupied by a closed wooden door!
(5)
* Tactics (passive ability): The first attack to this enemy will decrease the hero's Mental power by the indicated blue number, and the Tactics ability for this enemy will no longer apply. Tactics can only be removed by the hero - not ally. Allies ignore enemies with Tactics.
**If not enough Mental power available, an info window will pop-up telling the player to solve puzzles to replenish Mental power (no Action points will have been spent).
(6)
* Ranged attacks (4 AP -- Range: 4 tiles): Enemy will attack from a distance, throwing a projectile at the hero (or ally).
**Damage is exactly the same as if in hand-to-hand combat.
**Max distance is 4 tiles (even diagonal) and will go through other enemies or objects in-between (like chests, tables, etc).
**Enemies will attack from a distance a limited number of times before running out of projectiles; this number varies between enemies (and is shown in the enemy's table next to this ability and in bestiary).
**If the hero hides in the tile right next to a corner or door, they will still be hit, so if hiding, stay 2 tiles from the corner.
**In the bestiary, the image for range attacks varies based on which projectile the enemy throws (kunai, axe, fire (fireball), or arrows).
(7)
*Summoning (3 AP): When enemy's health drops below 50%, it will summon the specified number of minion enemies.
**The AP cost is for summoning 3 minions. If the ability states more than 3 can be summoned, the rest will require a new use of the action and the corresponding expense of AP. Consequently, if the enemy still has at least 1 AP remaining, the rest of minions will be summoned this turn; otherwise, they will be summoned in the next turn. 
**The minions will be summoned within an area of 4 tiles around the hero.
**The minions will not take any actions on the turn they are summoned.
** If the summoned minion is also an enemy with the summoning ability, it will also use it (when dropping below 50% health); however, any new "3rd generation" summoned enemies will not summon any more minions.
(8)
* Assassin (3? AP): sneaks/moves/teleports/dashes next to hero (or ally), even if path is blocked, if enemy is within (5) tiles, has line of sight, and not enough Action points to reach the hero (or ally) this turn.
(9)
* Hook/Lasso (3 AP -- Range: 7 tiles & line of sight): pulls-in (teleports) the hero (or ally) to a tile adjacent to itself, using either a projectile tongue, a lasso, or other similar means.
**Enemy will use this ability only if closest target is 3 or more tiles away (correct for enemies with 2 AP; enemies with more AP might have a different minimum range).
(10)
* Evade (1 AP): enemy evades/dodges a hero's attack by jumping one tile back or sideways (at the cost of 1 AP), thus receiving no damage. It has a 20% chance to evade an attack. Smashing blow, Round kick and ranged attacks can't be dodged. If enemy has no space to dodge, is blocked from all sides, is stunned/webbed, they won't dodge either.
**Tameable critters have 30% chance to evade an attack.
(11)
* Backfire (passive ability): enemy bounces/counterattacks when it is hit. It has 20% chance to counterattack dealing 3-5 damage (no more than 1/4 max HP, and never enough to "kill").
(12)
* Cunning (passive ability): every other round, regains Tactics with a value of 2.
(13)
* Rebirth (passive ability): when defeated, turns into the specified enemy.
**Enemy's health cannot drop below 1 HP (when this would happen, received damage is reduced accordingly).
**When 1 HP is reached, enemy turns into the specified enemy (without any previous buffs/debuffs).
***For instance, if the hero had used Demoralization, the "new" enemy is not demoralized.
(14)
* Vampire (passive ability): if not at full Health, when this enemy deals damage to the hero (or ally), it regains Health equal to half the damage received by the target, rounded down (with a minimum of 1).
(15)
* Demoralization (3 AP -- Range: 4 tiles): uses Demoralization on the closest ally (100% success).
**Demoralization when used by an enemy reduces the ally's defense stat to 60% of its value (rounded down) - as opposed to when used by the hero, where it reduces the enemy's defense stat to 40% of its value (rounded down).
**Demoralization will be used again by the enemy, if the 7 turns it lasts elapse, or if the hero leaves combat (by getting far away enough) and then this enemy engages in combat again. Demoralization will also be used again, if the enemy switches to an ally that isn't demoralized.
**Demoralization also affects (and will be used against) allies (unless the hero is already Demoralized). Mechanical spider's defense stat is reduced to 40% of its value (rounded down). (and other allies as well?)
(16)
* Shielding (3 AP -- Range: 4 tiles): all enemies within 4 tiles of this enemy at the moment casting get a Defense stat boost (+4) that lasts for the rest of the combat.
(17)
*Retinue: when encountering this boss, it will always be escorted by the amount of foes of the type specified.
(18)
*Can be told apart from the regular Mushroomonster because Mushrooyoungsters are smaller and appear several of them in the same Mushroom grove, and there are no Mushrooms for the hero to pick up in this grove's Mushroom patches (this room is referred to as the Mushroom family room).
(19)
*Appears on this level only if there is a secret passage to a forest level to be discovered.
(20)
*Shapeshifter: initially appears as a regular Lost adventurer but, after the player taps on it (outside of combat), it uses Demoralization on the hero (100% success) and turns into a Succubus-like enemy (when in the stone dungeon) or a Snotling shaman-like enemy (when in the Forest).
**The chances of a Lost adventurer actually being a Shapeshifter are 12% in levels 3B ~ 4C, but 0% in levels 5A ~ 5C. The chances in F3 and F4 are still unknown.
**Demoralization when used by an enemy reduces the hero's defense stat to 60% of its value (rounded down) - as opposed to when used by the hero, where it reduces the enemy's defense stat to 40% of its value (rounded down).
**This use of Demoralization doesn't cost any AP's for the enemy.
**Demoralization is only inflicted on the Hero when the Adventurer first transforms into the Shapeshifter. If the 7 turns elapse or the hero leaves combat (by getting far away enough), the Shapeshifter won't use Demoralization again on the hero.
(21)
*Appears on this level only as a Shapeshifter.
(22)
*Appears on this level only when summoned as a minion by another enemy.
(23)
* Appears on this level only if a specific quest is active (see abilities to find out which one).
(24)
* Appears on this level only if hidden inside a Honeypot.
(25)
* When defeated, this enemy drops the loot that might found in the kind of object it was hiding in (which might be Rice, Meteoric Iron, ... or nothing!).
(26)
*When defeated, this enemy drops as loot the same reward that you would have gotten if it had been a regular Lost adventurer instead (there are 5 different possible rewards). There is one additional possible reward for forest levels (Pot of gold).
(27)
* After Emerald shard loot is first collected (i.e. hero exits the dungeon with it without being knocked unconscious), this boss will drop an Ancient page as loot until the Dragon teeth quest is given; from then on, it will drop Dragon teeth.
(28)
* Only after quest Salamander Hunter is (accepted?/completed?).
(29)
* Group: these enemies like to appear in groups.
== See also ==
*For more information about buildings in general see Territory.
*For a short explanation of the Dungeon and it's strategy see Tips for Adventurers Guild > Dungeon.
*For the RPG element of the Dungeon see Dungeon: RPG.
*For more information about the Dungeon (building) and its interface see Dungeon.
*For Dungeon (citadel) see Dungeon: Citadel.
*For forest levels see Dungeon: forest.
*For Dungeon (cave) see Dungeon: cave.
*For a simulation of combat between hero and an enemy see Dungeon: combat simulator.
*For familiars see Dungeon: familiars.
Category:Adventurers Guild
Category:Building
Category:RPG
Category:Dungeon