Enemies

**Enemies** refers to the creatures (mobs) that occupy the pyramids of Immortal Redneck and attack the player upon entering a room.

There are a total of 40 basic enemy types in Immortal Redneck. Each has its own style of movement, method of attack, and level of aggression.

## Enemy Characteristics

### Health & Defense

Each Enemy has a **Base Health** stat, which determines how much damage the Enemy can take before being defeated. Most Enemies will fall to the ground and crumble into sand when the player does enough damage to them (the only exception is Kafele, which explode on death).

At the beginning of each Floor of a pyramid, the player will be told by what percentage the Base Health of each enemy has been adjusted. This percentage increases on each floor. Furthermore, these percentages start higher on the 2nd and 3rd pyramids, as well as the Infinite Tower.

Enemies also have a **Base Defense** stat, which reduces the amount of damage an incoming attack does to the Health.

### Attack

Each Enemy has a **Base Attack** stat, determining how much damage their attacks do to the player's Health (adjusted by player Defense). Like Base Health, this amount is adjusted by a certain percentage, which the player can see at the start of each floor.

Enemies have a variety of ways to launch their attacks. Here are common examples:

* **Melee:** Melee enemies approach the player and attempt to strike them with a close ranged attack.
* **Rammer:** Rammers will charge the player and do damage upon contact.
* **Shooter:** Shooters try to hit the player with a ranged attack moving in a straight line.
* **Launcher:** Launchers will fire their ranged attacks in a parabolic arc (e.g. grenades, mortars).
* **Sprayer:** Sprayers fire a number of projectiles in a short period of time. The attack pattern is usually chaotic and capable of making an area difficult to navigate safely.
* **Horde:** Horde enemies spawn and move in chaotic "gangs", attempting to harass the player with their numbers.

### Movement & Aggression

Enemies have varying levels of aggression and movement. Learning each enemy type's preferred method of movement and aggression is key to prioritizing targets.

Enemies are always aggressive the moment they see the player, however some enemies are **Hunters**, meaning they always know where the player is, and will make every attempt to attack the player no matter where they are in the room. If a Hunter can fly, it will typically use the most direct route to reach the player. Ground-based Hunters will always try to reach the player, but can get stuck or confused if the player is unreachable (e.g. on a platform they can't access or airborne during an extended bout of multi-jumping).

Generally speaking, there are five ways an Enemy moves around:

* **Stationary:** The enemy either doesn't move at all or seldom moves away from its spawn point.
* **Walk/Patrol:** The enemy wanders around (if able), and will only seek the player if they see the player.
* **Hover:** The enemy moves slowly through the air.
* **Fly:** The enemy moves quickly through the air.
* **Teleport:** A few enemies can disappear from their starting point and reappear in a different point in the same room.

### Loot Drops

Enemies have a chance of dropping loot when defeated. Most loot will disappear if not picked up right away, although there are Scrolls that can counter this effect.

Enemies have a hidden **Base Drop Multiplicator** stat which governs how likely they are to drop loot. Scrolls and effects which increase the likelihood of loot drops affect this stat.

Here are the loot types:

* **Gold:** Gold is used at the  Skill Tree to purchase upgrades and Favors. It is the main path of character progression in Immortal Redneck. Gold can also be spent at the Merchant's tent (once it's unlocked) in exchange for Amulets, the ability to start a run with Scrolls, and the option to replay a pyramid using the same random seed. Enemies have a **Gold Drop** stat that governs how much gold they are likely to drop when defeated.
* **Steak:** Steaks restore a player's Health. The amount of Health restored depends on the level of the player's Steak Upgrade.
* **Ammo:** There are two sizes of Ammo box, a small one and a large one. The amount of Ammo restored depends on the progress of the player's Better Ammo upgrade. Picking up an Ammo box refills ammo for all weapons the player holds, the notable exception is that the SFG 9000 can only be reloaded by large Ammo Boxes.
* **Scrolls & Weapons:** Rarely, Enemies will drop Scrolls and Weapons when defeated. Unlike other loot, Scrolls and Weapons will typically remain until the player leaves the Floor.