Enemies
Five kinds of enemy and one boss. The numbers below are for Normal; see the bottom of the page for what the other two difficulties change.
Who lives down there
Skeleton
Walks up and swings. The most common thing in the dungeon and the one you will judge the fighting by: it hits hardest of the ordinary enemies and takes the most killing.
Crawler
Low, quick and bad-tempered. Faster than you at any speed you set, so backing away does not work — but it is small, soft, and its swing is over almost before it starts.
Stinger
Hovers at chest height and dives head-first. The fastest thing in the dungeon and the frailest; it will reach you first and it will die first.
Archer
Keeps its distance and shoots. Deliberately the slowest enemy in the game: it is there to punish standing still, not to run you down. It notices you from further away than anything else.
Spitter
Hovers and spits from across the room. Slower than you would like and faster than it looks — it closes the distance while it shoots.
In a fight
Every enemy telegraphs before it strikes, and every one of them is helpless for a moment afterwards. That moment is your opening; the last two columns are the whole of the timing you need.
| Enemy | Fights | Health | Damage | Attack distance | Telegraph | Open after | Weak point |
|---|---|---|---|---|---|---|---|
| Skeleton | Close | 120 | 12 | 1.8 m | 0.6 s | 0.7 s | ×2.5 |
| Crawler | Close | 70 | 8 | 1.4 m | 0.4 s | 0.5 s | none |
| Stinger | Close | 55 | 9 | 1.6 m | 0.65 s | 0.6 s | ×2.5 |
| Archer | Ranged | 80 | 10 | 12 m | 1 s | 1.2 s | ×3 |
| Spitter | Ranged | 85 | 8 | 9 m | 0.85 s | 1.1 s | ×3 |
Ranged enemies throw something you can see coming: it travels at 18 m/s and dies at 16 m, so stepping out of the line still works. The crawler has no weak point on purpose — it is short enough that the spot would have covered half of it, and every hit would have counted as a good one.
Noticing you
An enemy sees you inside its field of view if nothing is in the way, and hears you whether or not it can see you. Nothing down there hears you from less than 10 m, so walking round the back of an archer is not the free move it looks like. The crawler is the only one that hears further than it sees — you can get past it unseen, but not unheard.
Speed is given as a share of your walking speed, which you set yourself between 1.6 and 3.2 m/s — anything above 1.00 catches you at any setting.
| Enemy | Speed | At the default 2.4 m/s | Sees you at | Field of view | Hears you at |
|---|---|---|---|---|---|
| Skeleton | ×0.92 | 2.2 m/s | 12 m | 120° | 10 m |
| Crawler | ×1.30 | 3.1 m/s | 10 m | 160° | 12 m |
| Stinger | ×1.40 | 3.4 m/s | 13 m | 140° | 10 m |
| Archer | ×0.67 | 1.6 m/s | 16 m | 90° | 10 m |
| Spitter | ×1.15 | 2.8 m/s | 15 m | 110° | 10 m |
The stinger and the spitter hover 0.8 m off the floor, which puts them at your chest. They still walk the corridors you walk: hovering is height, not a way over the walls or the lava.
What they leave
| Enemy | Coins | Chance of an artifact |
|---|---|---|
| Skeleton | 9 | 15% |
| Crawler | 7 | 10% |
| Stinger | 6 | 18% |
| Archer | 12 | 25% |
| Spitter | 9 | 22% |
The ones that are hardest to reach pay best. Artifacts are the only way a buff reaches you during a run — nothing is laid out in the dungeon for you to find.
The Warden of the Deep
The boss holds the arena at the end of the dungeon and does not leave it. It ignores you completely until you are within 16 m — but damage starts the fight at any distance, so a bow across the room wakes it up rather than whittling it down. It will not follow you out of its room.
It has 900 health and three phases, at full, two thirds and one third of it. Each phase moves faster and waits less between attacks, and in the last one it calls for help.
| Attack | Damage | Telegraph | Reach |
|---|---|---|---|
| Swing | 18 | 0.7 s | 4.5 m |
| Volley | 12 per shot, 3 shots | 0.9 s | 14 m |
| Firework | 25, over an area | 1.4 s | around it |
- It waits 2 s between attacks, and ×0.85 then ×0.7 of that as its health falls.
- Movement speed ×0.75 of yours, rising to ×1.15 and ×1.3 of that across the phases.
- The firework comes up on one attack in five, and not more often than every 12 s.
- Its weak point is worth ×2.5. Nothing staggers it — it is the end of the run's fight, not another skeleton, and it does not flinch.
- It drops 60 coins, and killing it opens the gate and the portal home.
Difficulty
The difficulty setting scales the numbers above. The boss is scaled more gently than everything else on purpose: there is only one of it, the fight is long, and a threefold spread would have turned the setting into a choice about whether to finish the game at all.
| Difficulty | Enemy health | Enemy damage | How many | Boss health and damage | Coins |
|---|---|---|---|---|---|
| Easy | ×0.80 | ×0.75 | ×0.80 | ×0.90 | ×0.75 |
| Normal | ×1 | ×1 | ×1 | ×1 | ×1 |
| Hard | ×1.35 | ×1.40 | ×1.25 | ×1.10 | ×1.60 |
Speed is deliberately not on that list: it changes which trick works against an enemy rather than how hard the enemy is, and that would have made the three settings three different games.
What to hit them with is on the weapons page.