Follow TV Tropes

Following

History DemonicSpiders / Roguelikes

Go To

OR

Is there an issue? Send a MessageReason:
None


** And then there's Giant Sponges. Yes, sea sponges. Your dwarves' ArtificialStupidity makes them fight sponges to the death- and since sponges have no vital organs, blood or even targetable limbs, they're unkillable, so the dwarves either drown trying to reach them or get pushed to death. (Yes, they have a slam attack. [[LogicBomb Despite being immobile]].)

to:

** And then there's Giant Sponges. Yes, sea sponges. Your dwarves' ArtificialStupidity makes them fight sponges to the death- and since sponges have no vital organs, blood or even targetable limbs, they're unkillable, so the dwarves either drown trying to reach them or get pushed to death. (Yes, they have a slam attack. [[LogicBomb Despite being immobile]].))
**As a corollary to all of the above, anything else can be included on the list as long as its a [[OurZombiesAreDifferent zombie]]. Zombified creatures don't feel pain, which means [[CriticalExistenceFailure they will not stop attacking until destroyed]] And back in the day they couldn't be destroyed at all; a later patch turned zombies into the first enemies in the game to have HitPoints.
Is there an issue? Send a MessageReason:
None


** And then there's Giant Sponges. Yes, sea sponges. They don't actively attack your fortress, but your dwarves' ArtificialStupidity makes them fight sponges to the death-and since sponges have no vital organs, blood or even targetable limbs, the dwarves drown trying.

to:

** And then there's Giant Sponges. Yes, sea sponges. They don't actively attack your fortress, but your Your dwarves' ArtificialStupidity makes them fight sponges to the death-and death- and since sponges have no vital organs, blood or even targetable limbs, they're unkillable, so the dwarves either drown trying.trying to reach them or get pushed to death. (Yes, they have a slam attack. [[LogicBomb Despite being immobile]].)
Is there an issue? Send a MessageReason:
None


*** The horrors wary wildly, some are easy, some has very nasty attacks, but the worst thing is if you face ones in the latter category that is generated with crap load of resistance.

to:

*** The horrors wary vary wildly, some are easy, some has very nasty attacks, but the worst thing is if you face ones in the latter category that is generated with crap load crapload of resistance.
Is there an issue? Send a MessageReason:
None


* ''{{ADOM}}'' has summoners, such as werewolf lords, which create other summoners, which in turn summon others, filling the level before you take 4 or 5 steps towards it. Due to a feature of the levelling system which strengthens monsters according to how many you have killed, this quickly becomes tiresome, and later on, lethal. Blink dogs that ''teleport away'' to multiply, jackalweres, dark elven wizards which can call spiders that are now as strong as giants... It's no wonder that one of the best pieces of advice for newbies is, "Kill breeders/summoners on sight. If you've killed too many minions, run."

to:

* ''{{ADOM}}'' ''[[VideoGame/AncientDomainsOfMystery ADOM]]'' has summoners, such as werewolf lords, which create other summoners, which in turn summon others, filling the level before you take 4 or 5 steps towards it. Due to a feature of the levelling system which strengthens monsters according to how many you have killed, this quickly becomes tiresome, and later on, lethal. Blink dogs that ''teleport away'' to multiply, jackalweres, dark elven wizards which can call spiders that are now as strong as giants... It's no wonder that one of the best pieces of advice for newbies is, "Kill breeders/summoners on sight. If you've killed too many minions, run."
Is there an issue? Send a MessageReason:
None


** Giant keas are surprisingly lethal for what are basically overgrown parrots with serious kleptomania. They run on a policy of step one, go into fortress; step two, try to steal stuff; step three, kill every dwarf they come across. While they ''can'' be killed, they're still fast-moving, high-damage dwarfrippers.

to:

** Giant keas are surprisingly lethal for what are basically overgrown parrots with serious kleptomania. They run on a policy of step one, go into fortress; step two, try to steal stuff; step three, kill every dwarf they come across. While they ''can'' be killed, they're still fast-moving, high-damage dwarfrippers.dwarfrippers.
** And then there's Giant Sponges. Yes, sea sponges. They don't actively attack your fortress, but your dwarves' ArtificialStupidity makes them fight sponges to the death-and since sponges have no vital organs, blood or even targetable limbs, the dwarves drown trying.
Is there an issue? Send a MessageReason:
Change da namespace


** Every monster in this game that aren't {{Goddamn Bats}} are Demonic Spiders. Arguably the only monster that doesn't leave you feeling sore if you aren't properly prepared would be the Grid Bugs, tiny little bugs who occasionally hit for a whole point of damage, and Lichens, which, while similar to much more deadly fungi, only has a passive that makes you stick to it and dies in a couple hits (Sometimes dropping vegan food that never rots!).

to:

** Every monster in this game that aren't {{Goddamn Bats}} GoddamnBats are Demonic Spiders. Arguably the only monster that doesn't leave you feeling sore if you aren't properly prepared would be the Grid Bugs, tiny little bugs who occasionally hit for a whole point of damage, and Lichens, which, while similar to much more deadly fungi, only has a passive that makes you stick to it and dies in a couple hits (Sometimes dropping vegan food that never rots!).



* ''{{ZAngband}}'' has [[{{Calvin And Hobbes}} The Disembodied Hand That Strangled People]]. The name says it all.

to:

* ''{{ZAngband}}'' ''ZAngband'' has [[{{Calvin And Hobbes}} [[CalvinAndHobbes The Disembodied Hand That Strangled People]]. The name says it all.



* Anything with a projectile-based weapon in ''DwarfFortress''. On paper, arrows and bolts deal about as much damage as any other attack (non-players, please note that 'any other attack' is in this case a hit from a spear, and that a particularly fine kitten-bone bolt does as much damage as a basic iron spear). However, they deal 'piercing' damage, which means that any arrow that hits will more than likely deliver fatal damage to your various organs. Not only that, but they seem to completely ignore armor all together, are nearly unblockable, rarely miss or 'glance away', meaning that if that arrow has your name on it and it hits you, you'll probably end up on the ground bleeding to death. Worse yet, archers and such have virtually no attack delay, meaning that they fire off shots like they're holding a machine gun more than a piece of wood with string attached. In Adventure mode, they can also shoot at you from several screens away, meaning that your Legendary Swordmaster, who can effortlessly fight off entire crowds of foes and strike down Demons without taking a single hit, can be killed by a single wooden arrow fired by a novice archer that shouldn't even be able to see you. And then, on Fortress Mode, you can have entire armies of bowmen descend upon you, perforating your champions with dozens upon dozens of missiles the minute the idiots stagger outside to do battle. It's a frustrating experience, but then again, most Roguelikes are.

to:

* Anything with a projectile-based weapon in ''DwarfFortress''.''VideoGame/DwarfFortress''. On paper, arrows and bolts deal about as much damage as any other attack (non-players, please note that 'any other attack' is in this case a hit from a spear, and that a particularly fine kitten-bone bolt does as much damage as a basic iron spear). However, they deal 'piercing' damage, which means that any arrow that hits will more than likely deliver fatal damage to your various organs. Not only that, but they seem to completely ignore armor all together, are nearly unblockable, rarely miss or 'glance away', meaning that if that arrow has your name on it and it hits you, you'll probably end up on the ground bleeding to death. Worse yet, archers and such have virtually no attack delay, meaning that they fire off shots like they're holding a machine gun more than a piece of wood with string attached. In Adventure mode, they can also shoot at you from several screens away, meaning that your Legendary Swordmaster, who can effortlessly fight off entire crowds of foes and strike down Demons without taking a single hit, can be killed by a single wooden arrow fired by a novice archer that shouldn't even be able to see you. And then, on Fortress Mode, you can have entire armies of bowmen descend upon you, perforating your champions with dozens upon dozens of missiles the minute the idiots stagger outside to do battle. It's a frustrating experience, but then again, most Roguelikes are.



** Elephants used to be the most feared and revered animal in the history of ''DF'', their brutality unmatched. One good example of this was Boatmurdered; packs of elephants would suddenly attack and eat dwarves, their enormous tusks gleaming red with blood. Such was their brutality that they were named the king of all beasts, and a undead elephant was a symbol in itself in dwarven culture and society to mean brutality, terror, death and destruction.
** Appropriately enough, ''DwarfFortress'' also has the dreaded Giant Cave Spiders, which can immobilise you with webs before you've even seen them, completely paralyse you within a few rounds, and are entirely capable of reducing you to a soggy pile of Dwarf Chunks with their basic melee attacks.

to:

** Elephants used to be the most feared and revered animal in the history of ''DF'', their brutality unmatched. One good example of this was Boatmurdered; packs of elephants would suddenly attack and eat dwarves, their enormous tusks gleaming red with blood. Such was their brutality that they were named the king of all beasts, and a undead elephant was a symbol in itself in dwarven culture and society to mean brutality, terror, death and destruction.
destruction.
** Appropriately enough, ''DwarfFortress'' ''VideoGame/DwarfFortress'' also has the dreaded Giant Cave Spiders, which can immobilise you with webs before you've even seen them, completely paralyse you within a few rounds, and are entirely capable of reducing you to a soggy pile of Dwarf Chunks with their basic melee attacks.



**** ''DwarfFortress'': we promise nothing but amphibious zombie whales that silently infiltrate your fortress.

to:

**** ''DwarfFortress'': ''VideoGame/DwarfFortress'': we promise nothing but amphibious zombie whales that silently infiltrate your fortress.



** The Crown of All Beasts now rests on the fuzzy ball of anger, hate, and claws known as the badger. A single badger is no threat, but they move in huge pack able to skillfully rip even an armored dwarf to death in seconds. Worse yet, there are also Giant Badgers; no one who has ever seen a Giant Badger has lived to tell the tale. As if one [[TurnsRed becoming enraged]] at the slightest provocation and effortlessly ripping a dwarf to bloody ribbons alone wasn't enough, they also come in large packs that can even swarm and kill a full armoured military squad.

to:

** The Crown of All Beasts now rests on the fuzzy ball of anger, hate, and claws known as the badger. A single badger is no threat, but they move in huge pack able to skillfully rip even an armored dwarf to death in seconds. Worse yet, there are also Giant Badgers; no one who has ever seen a Giant Badger has lived to tell the tale. As if one [[TurnsRed becoming enraged]] at the slightest provocation and effortlessly ripping a dwarf to bloody ribbons alone wasn't enough, they also come in large packs that can even swarm and kill a full armoured military squad.
Is there an issue? Send a MessageReason:
None





* ''{{Diablo}} II'' is the quintessential example of this trope. If the game did not pre-date TVTropes by several years, one could be tempted to believe its programmers used the article as a checklist for creating annoying enemies. To make the game more difficult, nearly every method of unfair fighting is used, including sudden charges forward, death explosions, attacks from off-screen, and worst of all, hitting the player with lightning every time the player hits a certain foe.
** The infamous "Scarab Demon" [[PaletteSwap enemy type]], which shoots lightning in all directions every time you hit them. Also known as "[[ClusterFBomb that fucking bug that shoots fucking lightning in all directions every fucking time you hit one]]." The same thing also go for when an enemy is "Lightning Enchanted." A further refinement yet is the dreaded "Multiple Shot Lightning-Enchanted," (MSLE) which multiplies the number of lightning bolts released on hits to such a degree that one wad can kill most avatars; also, the engine's limits sometimes fail to display all the clustered bolts, leading to possible surprise death, even at a distance.
** A note on MSLE: MSLE increases the number of sparks generated on every hit, but also causes those sparks to ''home in on you.'' A standard LE boss can easily be cheesed by standing about half a unit away in any of the four cardinal directions (Directly east/west or north/south) and whacking away at it in melee. With an MSLE mob that just ain't gonna happen. Zap.
*** Thankfully, MSLE bosses have been fixed as of 1.10. They still emit lightning and still use multiples of their normal projectiles, but the two enchantments no longer work together.
** King of the DemonicSpiders would have to be the gloams/souls (Gloams, Burning Souls, Black Souls) that show up in acts 3, 4, and 5. (So hated that they were listed here in three separate places...) They shoot lightning, at range sufficient to hit you a screen and a half away, which deals insane damage. ''And'' they're invisible most of the time. Very often your first warning of a pack of gloams is when a volley of lightning bolts from something you can't even see hits you in the face and wipes out three-quarters of your hit points.
*** And that's even when you have max lightning resistances sometimes!
*** They are also unleechable. Have you been relying on leeching mana from monsters to power your attack skills? Whoops! Gloams won't give you any mana! Leeching life to keep from dying? Can't get that either! Sucks to be you.
** The Tomb Vipers as a guest monster in Act V. Their ranged poison attack leaves behind an invisible trail that, if you try to run through them, will inflict half physical half poison damage PER FRAME (the game runs on 25FPS), often instantly killing the strongest characters unless you load up on integer physical damage reduction. This has frequently been requested as a bug fix but blizzard insists that it is "working as intended". Thankfully they are only found in one place. (Tip: if you see those things and don't want to save/exit/reenter for whatever reason, STAND STILL. Also don't count on any of your minions as they're likely to run through the clouds and get killed instantly unless they're dual poison/physical immune revives or Druid's spirit summons in Nightmare.)
** The Claw Vipers don't seem that fast, but if they get within a few feet of you, they can cover the remaining distance at roughly twice the remaining speed, hitting you and stunning you with their charge attack. It's almost impossible for a non-melee class to get the amulet from the second level of the temple alone.
*** They not only stun you, they knock you backwards. Running into a large group of them can make you feel like a pinball.
** The highest ranking variants of the Reanimated Horde are naturally Extra Fast-er than the rest, and their deadlier and more frequent charge attacks give the Claw Vipers a run for their money. Since their type can self-revive, players back tracking through an area previously riddled with this sort of undead may be in for a painful surprise.
** Archer groups with cold enchantment. One hit freezes you, so that you can't get to them quickly, and they're shooting at you the whole time. One of these groups spawns in act 1, every time without fail. They will wreck your low-level characters and absolutely ruin your day.
*** Archer bosspacks in general can do quite a lot of damage from range in Hell, especially if they're loaded up with nasty mods. If you encounter them with melee classes to tank for them, you should probably retreat so you can take out any distractions first.
** Undead flayers. They're tiny little skeletons that run around with giant cleavers as big as they are. They run up to you at super-speed, stab you in the face for a bunch of damage, and zip away. They're so small and fast-moving that it's very tough to click on them. Missed... aagh... missed again... ''HA! Gotcha, you little motherf--'' '''KABOOM!''' (Oh, did I mention they explode when they die? And the explosion damage is enough to kill many characters outright?) Luckily their explosions don't work on mercs and minions for some reason, so you should let yours do the dirty work for you.
** Until recently, oblivion knights were the absolute bane of melee characters. They're undead casters in the last bit of Act 4 and sometimes Act 5, who throw random curses at you. Every so often they'd throw Iron Maiden, which causes you to damage yourself every time you make a melee attack. If, God forbid, you're in the middle of a high-damaging, long-animation attack such as Zeal or Whirlwind, it's an insta-kill. In fact, damage scales faster than HP in D2, so on higher difficulties Iron Maiden is an insta-kill if you land ''any'' melee attack. The 1.13 patch removed Iron Maiden from their list of curses, and they've since been retired from DemonicSpiders status. They can still make you die quicker though, if they cast Lower Resist while being next to the aforementioned Gloams.
** The original had the undead mages at the end of the game. They came in swarms, had lightning attacks which could shred your HP down to critical in a few seconds, and teleported away from you before you could do any significant damage. The bane of warriors. Its not unknown to run out of money to spend on healing potions before you run out of enemies to kill.
*** And if they weren't bad enough, they'd often be accompanied by Soul Burners. These winged demonic harlots would NEVER be encountered on their own, and while they weren't able to teleport around like the aforementioned mages, approaching even an average-sized cluster of them with melee combat in mind still borders on suicide for anyone not tooled-up to the eyeballs with special items and healing consumables.
** Similar to Oblivion Knights, Unique Fallen Shamans were absolute nightmares before later patches toned them down. See, the main shtick of Fallen Shamans is that they can resurrect the Fallen of their "tribe". Now, ''Unique'' Shamans also had the ability to resurrect ''other Shamans'', and they had minions that could do the same, making any encounter with them a mad dash to kill them quickly and pray to god they don't spam their resurrections. Mercifully, later patches eventually both removed their ability to resurrect other Shamans, as well as giving them standard Fallen as minions.
*** In Act 5 Nightmare and Hell, the Cold variants get Glacial Spike. Sucks for mercenaries that get too close.
*** Fetish Shamans. They pace about faster than Fallen Shamans, and instead of a puny fire ball type attack they use the most damaging fire attack encountered so far in regular monsters possibly until Act 4: Inferno. With all of a shaman-type monster's benefits. Oh, and they also have their own fetish to attack you after they're killed. AND they take on the class of the shaman in question ie. Unique shaman, unique leftover fetish with the same mods.
** Act 5 Wendigoes. Beefed up fundamentally, now also with the ability to stun. Champion packs of these exemplify this trope.
*** The Yetis sort of look tamer once you run into Minotaur packs. Especially a unique pack with nasty mods([[OhCrap Fanaticism AND Extra Strong AND Extra Fast]] on top of their Frenzy, anyone?) that spawned on top of you because you clicked on that evil urn hoping to get an easy-to-handle succubus pack to score on EXP and loot.
** In the original, and also in the sequel's expansion: Monsters that attack using Blood Star. Due to the game's dearth in providing substantial defense towards the generic "MAGIC"-type damage(ie Bone Spear, Berserk, Blessed Hammer etc) for players, a frequently-encountered stream of blood stars will cause ''immense'' grief to characters that don't explicitly load up on hit points and the mod "Magic Damage reduced by [''integer'']".
** Hell Bovines are these to casual players. If a 1280x1024 or higher playing resolution was available, once you step through the portal you'd find yourself almost totally surrounded by bovine packs.
** You know this game RUBS this trope in with those suicide minions in Act 5.
Is there an issue? Send a MessageReason:
None


* ''[=ZAngband=]'' has [[{{Calvin And Hobbes}} The Disembodied Hand That Strangled People]]. The name says it all.
* [[{{Angband}} "Q: How do you kill an Ancient Multi-Hued Dragon? A: You don't."]]

to:

* ''[=ZAngband=]'' ''{{ZAngband}}'' has [[{{Calvin And Hobbes}} The Disembodied Hand That Strangled People]]. The name says it all.
* [[{{Angband}} [[VideoGame/{{Angband}} "Q: How do you kill an Ancient Multi-Hued Dragon? A: You don't."]]
lu127 MOD

Removed: 34

Is there an issue? Send a MessageReason:
I Got Better sinkhole removed.


**** [[IGotBetter It got better]].

Added: 316

Changed: 42

Is there an issue? Send a MessageReason:
None


*** Not for adventurers--you can run away from giant badgers. The real fear of the adventuring wanderer is the bogeymen, who spawn in mid-sized numbers, are VERY good at dodging, can teleport to you if you run away, and only appear in total darkness. Despite being small, they can sometimes KICK IN YOUR SKULL THROUGH A STEEL HELMET. And they don't need to be great, because they dodge enough that it is almost impossible to hit one! Oh, and some can fly. The only good thing about them is that even a single companion will stop them from spawning, but it is very possible to be attacked and killed while you go to a fortress to get a companion who won't get killed on your first quest, or while going back to civilization after all of your companions died in a quest. Not much fun.
** The 2012 version features "husks", zombie-like monsters with a singular hate for all life. Certain evil biomes feature clouds that turn normal creatures into husks; once they're turned, they're nigh impossible to kill and powerful to the point of being broken. Oh, and they tend to be covered in the dust that caused them to turn, which makes more husks if you touch it. [[OhCrap And they keep all the combat skills they had before they got husked]]. [[http://www.bay12forums.com/smf/index.php?topic=101438.0 This thread from the forums]] suggests that not even [[spoiler:'''''DEMONS''''']] can stand toe-to-toe with a swarm, or even a small band of husks.

to:

*** Not for adventurers--you can run away from giant badgers. The real fear of the adventuring wanderer is the bogeymen, who spawn in mid-sized numbers, are VERY good at dodging, can teleport to you if you run away, and only appear in total darkness. Despite being small, they can sometimes KICK IN YOUR SKULL THROUGH A STEEL HELMET. And they don't need to be great, because they dodge enough that it is almost impossible to hit one! Oh, and some can fly. The only good thing about them is that even a single companion will stop them from spawning, but it is very possible to be attacked and killed while you go to a fortress to get a companion who won't get killed on your first quest, or while going back to civilization after all of your companions died in a quest. Not much fun.
fun, but lots of [[InsistentTerminology Fun]].
** The 2012 version features "husks", zombie-like monsters with a singular hate for all life. Certain evil biomes feature clouds that turn normal creatures into husks; once they're turned, they're nigh impossible to kill and powerful to the point of being broken. Oh, and they tend to be covered in the dust that caused them to turn, which makes more husks if you touch it. [[OhCrap And they keep all the combat skills they had before they got husked]]. [[http://www.bay12forums.com/smf/index.php?topic=101438.0 This thread from the forums]] suggests that not even [[spoiler:'''''DEMONS''''']] can stand toe-to-toe with a swarm, or even a small band of husks.husks.
** Giant keas are surprisingly lethal for what are basically overgrown parrots with serious kleptomania. They run on a policy of step one, go into fortress; step two, try to steal stuff; step three, kill every dwarf they come across. While they ''can'' be killed, they're still fast-moving, high-damage dwarfrippers.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The 2012 version features "husks", zombie-like monsters with a singular hate for all life. Certain evil biomes feature clouds that turn normal creatures into husks; once they're turned, they're nigh impossible to kill and powerful to the point of being broken. Oh, and they tend to be covered in the dust that caused them to turn, which makes more husks if you touch it. [[OhCrap And they keep all the combat skills they had before they got husked]]. [[http://www.bay12forums.com/smf/index.php?topic=101438.0 This thread from the forums]] suggests that not even [[spoiler:'''''DEMONS''''']] can stand toe-to-toe with a swarm, or even a small band of husks.
Is there an issue? Send a MessageReason:
None


* The Slimes in ''{{Rogue}}'', due to their tendency to replicate themselves and surround you.

to:

* The Slimes in ''{{Rogue}}'', ''VideoGame/{{Rogue}}'', due to their tendency to replicate themselves and surround you.

Added: 665

Changed: 15

Is there an issue? Send a MessageReason:
None


* ''{{ADOM}}'' has summoners, such as werewolf lords, which create other summoners, which in turn summon others, filling the level before you take 4 or 5 steps towards it. Due to a [[strike:bug]] feature of the levelling system which strengthens monsters according to how many you have killed, this quickly becomes tiresome, and later on, lethal. Blink dogs that ''teleport away'' to multiply, jackalweres, dark elven wizards which can call spiders that are now as strong as giants... It's no wonder that one of the best pieces of advice for newbies is, "Kill breeders/summoners on sight. If you've killed too many minions, run."

to:

* ''{{ADOM}}'' has summoners, such as werewolf lords, which create other summoners, which in turn summon others, filling the level before you take 4 or 5 steps towards it. Due to a [[strike:bug]] feature of the levelling system which strengthens monsters according to how many you have killed, this quickly becomes tiresome, and later on, lethal. Blink dogs that ''teleport away'' to multiply, jackalweres, dark elven wizards which can call spiders that are now as strong as giants... It's no wonder that one of the best pieces of advice for newbies is, "Kill breeders/summoners on sight. If you've killed too many minions, run."


Added DiffLines:

** Ghosts can pass through walls and have an aging touch, making them this to any player race with a short lifespan. A "tension room" full of ghosts can easily surround an orc or troll in a corridor and age him to death.
** Ogre magi are at ''least'' as tough and strong as normal ogres, ''and'' can cast invisibility on themselves and ice spells at the player.
** Dark elven priestesses, princesses and wizards (called [[FandomNickName spider factories]]) are particularly nasty summoners. Not only they summon hordes of spiders, which fill the area with immobilising webs and use poison, but have themselves nasty attacks such as paralyzation and energy ray spells.
Is there an issue? Send a MessageReason:
None


* ''ADOM'' has summoners, such as werewolf lords, which create other summoners, which in turn summon others, filling the level before you take 4 or 5 steps towards it. Due to a [[strike:bug]] feature of the levelling system which strengthens monsters according to how many you have killed, this quickly becomes tiresome, and later on, lethal. Blink dogs that ''teleport away'' to multiply, jackalweres, dark elven wizards which can call spiders that are now as strong as giants... It's no wonder that one of the best pieces of advice for newbies is, "Kill breeders/summoners on sight. If you've killed too many minions, run."

to:

* ''ADOM'' ''{{ADOM}}'' has summoners, such as werewolf lords, which create other summoners, which in turn summon others, filling the level before you take 4 or 5 steps towards it. Due to a [[strike:bug]] feature of the levelling system which strengthens monsters according to how many you have killed, this quickly becomes tiresome, and later on, lethal. Blink dogs that ''teleport away'' to multiply, jackalweres, dark elven wizards which can call spiders that are now as strong as giants... It's no wonder that one of the best pieces of advice for newbies is, "Kill breeders/summoners on sight. If you've killed too many minions, run."
Is there an issue? Send a MessageReason:
None


** The Crown of All Beasts now rests on the fuzzy ball of anger, hate, and claws known as the badger. A single badger is no threat, but they move in huge pack able to skillfully rip even an armored dwarf to death in seconds. Worse yet, there are also Giant Badgers; no one who has ever seen a Giant Badger has lived to tell the tale. As if being horribly strong and [[TurnsRed becoming enraged]] at the slightest provocation like normal badgers weren't enough, they also come in large packs that can even swarm and kill a full armoured military squad.
*** Not for adventurers--you can run away from giant badgers. [[spoiler:Bogeymen]] spawn in mid-sized numbers, are VERY good at dodging, can teleport to you if you run away, and only appear in total darkness. Despite being small, they can sometimes KICK IN YOUR SKULL THROUGH A STEEL HELMET. And they don't need to be great, because they dodge enough that it is almost impossible to hit one! (Oh, and some an fly.) This troper has had a total of ONE bogeyman attack that he survived without being a very powerful modded race, and said adventurer was more powerful than anything in vanilla and was KNOCKED UNCONSCIOUS UNTIL MORNING. The only good thing about them is that even a single companion will stop them from spawning, but it is very possible to be attacked and killed while you go to a fortress to get a companion who won't get killed on your first quest, or while going back to civilization after all of your companions died in a quest. Not much fun.

to:

** The Crown of All Beasts now rests on the fuzzy ball of anger, hate, and claws known as the badger. A single badger is no threat, but they move in huge pack able to skillfully rip even an armored dwarf to death in seconds. Worse yet, there are also Giant Badgers; no one who has ever seen a Giant Badger has lived to tell the tale. As if being horribly strong and one [[TurnsRed becoming enraged]] at the slightest provocation like normal badgers weren't and effortlessly ripping a dwarf to bloody ribbons alone wasn't enough, they also come in large packs that can even swarm and kill a full armoured military squad.
*** Not for adventurers--you can run away from giant badgers. [[spoiler:Bogeymen]] The real fear of the adventuring wanderer is the bogeymen, who spawn in mid-sized numbers, are VERY good at dodging, can teleport to you if you run away, and only appear in total darkness. Despite being small, they can sometimes KICK IN YOUR SKULL THROUGH A STEEL HELMET. And they don't need to be great, because they dodge enough that it is almost impossible to hit one! (Oh, Oh, and some an can fly.) This troper has had a total of ONE bogeyman attack that he survived without being a very powerful modded race, and said adventurer was more powerful than anything in vanilla and was KNOCKED UNCONSCIOUS UNTIL MORNING. The only good thing about them is that even a single companion will stop them from spawning, but it is very possible to be attacked and killed while you go to a fortress to get a companion who won't get killed on your first quest, or while going back to civilization after all of your companions died in a quest. Not much fun.

Changed: 237

Removed: 582

Is there an issue? Send a MessageReason:
None


** A later version had the carp who, thanks to a bug in the skill system, became unimaginably strong due to constantly improving their swimming skill (you know, being fish and all...), and had a deadly bite that could easily dismember limbs. Undead carp, in addition to all that, could ''crawl out of the water and towards your fortress entrance''. The current version has Giant Badgers. As if being horribly strong and [[TurnsRed becoming enraged]] at the slightest provocation weren't enough, they come in large packs that can even swarm and kill half an armoured military squad.



** The Crown of All Beasts now rests on the fuzzy ball of anger hate and claws known as the badger. A single badger is no threat but they move in huge pack able to skillfully rip even an armored dwarf to death in seconds, even worse there are also Giant Badgers no one who has ever seen a Giant Badger has lived to tell the tale.

to:

** The Crown of All Beasts now rests on the fuzzy ball of anger hate anger, hate, and claws known as the badger. A single badger is no threat threat, but they move in huge pack able to skillfully rip even an armored dwarf to death in seconds, even worse seconds. Worse yet, there are also Giant Badgers Badgers; no one who has ever seen a Giant Badger has lived to tell the tale.tale. As if being horribly strong and [[TurnsRed becoming enraged]] at the slightest provocation like normal badgers weren't enough, they also come in large packs that can even swarm and kill a full armoured military squad.

Added: 581

Changed: 1

Is there an issue? Send a MessageReason:
None


** Elephants used to be the most feared and revered animal in the history of ''DF'', their brutality unmatched. One good example of this was Boatmurdered; packs of elephants would suddenly attack and eat dwarves, their enormous tusks gleaming red with blood. Such was their brutality that they were named the king of all beasts, and a undead elephant was a symbol in itself in dwarven culture and society to mean brutality, terror, death and destruction.

to:

** Elephants used to be the most feared and revered animal in the history of ''DF'', their brutality unmatched. One good example of this was Boatmurdered; packs of elephants would suddenly attack and eat dwarves, their enormous tusks gleaming red with blood. Such was their brutality that they were named the king of all beasts, and a undead elephant was a symbol in itself in dwarven culture and society to mean brutality, terror, death and destruction.
** A later version had the carp who, thanks to a bug in the skill system, became unimaginably strong due to constantly improving their swimming skill (you know, being fish and all...), and had a deadly bite that could easily dismember limbs. Undead carp, in addition to all that, could ''crawl out of the water and towards your fortress entrance''. The current version has Giant Badgers. As if being horribly strong and [[TurnsRed becoming enraged]] at the slightest provocation weren't enough, they come in large packs that can even swarm and kill half an armoured military squad.


*** That was written before the 2010 update. The Hidden Fun Stuff is [[{{Understatement}} slightly more difficult to conquer now:]] [[spoiler:The number of demons is now either ''several billion'' or ''infinite'' - nobody seems quite certain so far - and some of them, lacking multiple body parts or vital organs and blood, are functionally immortal.]] Evidently the developer decided the old version was too easy.

to:

*** That was written before the 2010 update. The Hidden Fun Stuff is [[{{Understatement}} slightly more difficult to conquer now:]] now: [[spoiler:The number of demons is now either ''several billion'' or ''infinite'' - nobody seems quite certain so far - and some of them, lacking multiple body parts or vital organs and blood, are functionally immortal.]] Evidently the developer decided the old version was too easy.
Is there an issue? Send a MessageReason:
None


** Until recently, oblivion knights were the absolute bane of melee characters. They're undead casters in the last bit of Act 4 and sometimes Act 5, who throw random curses at you. Every so often they'd throw Iron Maiden, which causes you to damage yourself every time you make a melee attack. If, God forbid, you're in the middle of a high-damaging, long-animation attack such as Zeal or Whirlwind, it's an insta-kill. The 1.13 patch removed Iron Maiden from their list of curses, and they've since been retired from DemonicSpiders status. They can still make you die quicker though, if they cast Lower Resist while being next to the aforementioned Gloams.

to:

** Until recently, oblivion knights were the absolute bane of melee characters. They're undead casters in the last bit of Act 4 and sometimes Act 5, who throw random curses at you. Every so often they'd throw Iron Maiden, which causes you to damage yourself every time you make a melee attack. If, God forbid, you're in the middle of a high-damaging, long-animation attack such as Zeal or Whirlwind, it's an insta-kill. In fact, damage scales faster than HP in D2, so on higher difficulties Iron Maiden is an insta-kill if you land ''any'' melee attack. The 1.13 patch removed Iron Maiden from their list of curses, and they've since been retired from DemonicSpiders status. They can still make you die quicker though, if they cast Lower Resist while being next to the aforementioned Gloams.
Is there an issue? Send a MessageReason:
Not a roguelike


* ''{{Minecraft}}'' has slimes, sure, the smallest ones are harmless and cute. But they have larger forms that remain cute, but are REALLY hard to kill, considering that they damage you by being close (BTW you kinda have to get close to them if you don't have a bow or run out of arrows). Also when you kill them they multiply into smaller slimes. By the way, did we mention that the only way to get their drops is to use your fist?
Is there an issue? Send a MessageReason:
None


* ''{{Minecraft}}'' has slimes, sure, the smallest ones are harmless and cute, but they have larger forms that remain cute, but are REALLY hard to kill, considering that they damage you by being close (BTW you kinda have to get close to them if you don't have a bow or run out of arrows), and also when you kill them they multiply into smaller slimes. By the way, did we mention that the only way to get their drops is to use your fist?

to:

* ''{{Minecraft}}'' has slimes, sure, the smallest ones are harmless and cute, but cute. But they have larger forms that remain cute, but are REALLY hard to kill, considering that they damage you by being close (BTW you kinda have to get close to them if you don't have a bow or run out of arrows), and also arrows). Also when you kill them they multiply into smaller slimes. By the way, did we mention that the only way to get their drops is to use your fist?
Is there an issue? Send a MessageReason:
None



to:

* ''{{Minecraft}}'' has slimes, sure, the smallest ones are harmless and cute, but they have larger forms that remain cute, but are REALLY hard to kill, considering that they damage you by being close (BTW you kinda have to get close to them if you don't have a bow or run out of arrows), and also when you kill them they multiply into smaller slimes. By the way, did we mention that the only way to get their drops is to use your fist?
Is there an issue? Send a MessageReason:
Additional example

Added DiffLines:

*** And if they weren't bad enough, they'd often be accompanied by Soul Burners. These winged demonic harlots would NEVER be encountered on their own, and while they weren't able to teleport around like the aforementioned mages, approaching even an average-sized cluster of them with melee combat in mind still borders on suicide for anyone not tooled-up to the eyeballs with special items and healing consumables.
Is there an issue? Send a MessageReason:
Added a note to carp in Dwarf Fortress; also added bogeymen note.

Added DiffLines:

****[[IGotBetter It got better]].


Added DiffLines:

***Not for adventurers--you can run away from giant badgers. [[spoiler:Bogeymen]] spawn in mid-sized numbers, are VERY good at dodging, can teleport to you if you run away, and only appear in total darkness. Despite being small, they can sometimes KICK IN YOUR SKULL THROUGH A STEEL HELMET. And they don't need to be great, because they dodge enough that it is almost impossible to hit one! (Oh, and some an fly.) This troper has had a total of ONE bogeyman attack that he survived without being a very powerful modded race, and said adventurer was more powerful than anything in vanilla and was KNOCKED UNCONSCIOUS UNTIL MORNING. The only good thing about them is that even a single companion will stop them from spawning, but it is very possible to be attacked and killed while you go to a fortress to get a companion who won't get killed on your first quest, or while going back to civilization after all of your companions died in a quest. Not much fun.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Crown of All Beasts now rests on the fuzzy ball of anger hate and claws known as the badger. A single badger is no threat but they move in huge pack able to skillfully rip even an armored dwarf to death in seconds, even worse there are also Giant Badgers no one who has ever seen a Giant Badger has lived to tell the tale.

Added: 2145

Changed: 1

Is there an issue? Send a MessageReason:
removed a typo, added more notable entries


*** And that's even when you have max lightning resistances sometimes!



** The highest ranking variants of the Reanimated Horde are naturally Extra Fast-er than the rest, and their deadlier and more frequent charge attacks give the Claw Vipers a run for their money. Since their type can self-revive, players back tracking through an area previously riddled with this sort of undead may be in for a painful surprise.



*** Archer bosspacks in general can do quite a lot of damage from range in Hell, especially if they're loaded up with nasty mods. If you encounter them with melee classews to tank for them, you should probably retreat so you can take out any distractions first.

to:

*** Archer bosspacks in general can do quite a lot of damage from range in Hell, especially if they're loaded up with nasty mods. If you encounter them with melee classews classes to tank for them, you should probably retreat so you can take out any distractions first.


Added DiffLines:

*** In Act 5 Nightmare and Hell, the Cold variants get Glacial Spike. Sucks for mercenaries that get too close.
*** Fetish Shamans. They pace about faster than Fallen Shamans, and instead of a puny fire ball type attack they use the most damaging fire attack encountered so far in regular monsters possibly until Act 4: Inferno. With all of a shaman-type monster's benefits. Oh, and they also have their own fetish to attack you after they're killed. AND they take on the class of the shaman in question ie. Unique shaman, unique leftover fetish with the same mods.
** Act 5 Wendigoes. Beefed up fundamentally, now also with the ability to stun. Champion packs of these exemplify this trope.
*** The Yetis sort of look tamer once you run into Minotaur packs. Especially a unique pack with nasty mods([[OhCrap Fanaticism AND Extra Strong AND Extra Fast]] on top of their Frenzy, anyone?) that spawned on top of you because you clicked on that evil urn hoping to get an easy-to-handle succubus pack to score on EXP and loot.
** In the original, and also in the sequel's expansion: Monsters that attack using Blood Star. Due to the game's dearth in providing substantial defense towards the generic "MAGIC"-type damage(ie Bone Spear, Berserk, Blessed Hammer etc) for players, a frequently-encountered stream of blood stars will cause ''immense'' grief to characters that don't explicitly load up on hit points and the mod "Magic Damage reduced by [''integer'']".
** Hell Bovines are these to casual players. If a 1280x1024 or higher playing resolution was available, once you step through the portal you'd find yourself almost totally surrounded by bovine packs.
** You know this game RUBS this trope in with those suicide minions in Act 5.

Added: 1012

Changed: 19

Is there an issue? Send a MessageReason:
None


* ''TOME'' has the [[TheLordOfTheRings Nazgul aka the Ringwraiths.]] If they hit you, you get infected by the Black Breath, which slowly drains your stats and hard-earned experience. If you hit ''them'' it destroys your weapon and gives you Black Breath, and it doesn't even hurt them if it isn't a magical weapon. Magical weapons count...but they get damaged, and it's very hard to fix them. This is in addition to the other magical attacks and summons they can do. Oh, and even if you luck out and "kill" them, they'll keep coming BackFromTheDead until Sauron is killed. Permanently, as Sauron will keep coming back until the One Ring is either used or destroyed. Not a bad depiction of them, actually.

to:

* ''TOME'' ''[[TalesOfMajEyal TOME]]'' has the [[TheLordOfTheRings Nazgul aka the Ringwraiths.]] If they hit you, you get infected by the Black Breath, which slowly drains your stats and hard-earned experience. If you hit ''them'' it destroys your weapon and gives you Black Breath, and it doesn't even hurt them if it isn't a magical weapon. Magical weapons count...but they get damaged, and it's very hard to fix them. This is in addition to the other magical attacks and summons they can do. Oh, and even if you luck out and "kill" them, they'll keep coming BackFromTheDead until Sauron is killed. Permanently, as Sauron will keep coming back until the One Ring is either used or destroyed. Not a bad depiction of them, actually.


Added DiffLines:

** TOME 4 has...any mages and ranged attackers. The systems was designed such that those enemies are always deadly. When you get to the second half of the game, add Orc Berserkers and Elite Berserkers. And the horrors.
*** Although the archers' threat are lessened if you're capable of doing ranged attack, they can still be a pain if you fight them in dark dungeons without good light source or spells, since [[TheComputerIsACheatingBastard they can see you when you can't see them]].
*** Mages can do a lot of damage, and when faced with corruptors and blood mages, they are capable of inflicting you with diseases and even lower your resistance, which means that all following up attacks will deal even more damage.
*** Berserkers have loads of health, can rush you from a few squares away, and deal a crap ton of damage per hit.
*** The horrors wary wildly, some are easy, some has very nasty attacks, but the worst thing is if you face ones in the latter category that is generated with crap load of resistance.
Is there an issue? Send a MessageReason:
None


** Ironically, the actual {{giant spider}}, while ferocious, very damaging, and capable of jumping great heights, is not too difficult to kill if you stick a bomb to its web... or [[GoombaStomp jump on top of it at the right time]].
Is there an issue? Send a MessageReason:
None


** The above list even omits some of the most dangerous creatures of NetHack. Mumakil, iron golems, and many other creatures can simply be outrun. But soldier ants, air elementals, and leocrotta are usually difficult or impossible to simply outrun. All hit very hard once they catch you--particularly air elementals, who engulf you before they attack.
Is there an issue? Send a MessageReason:
None


* ''{{Diablo}} II'' is the quintessential example of this trope. If the game did not pre-date TVTropes by several years, one could be tempted to believe its programmers used this page as a checklist for creating annoying enemies. To make the game more difficult, nearly every method of unfair fighting is used, including sudden charges forward, death explosions, attacks from off-screen, and worst of all, hitting the player with lightning every time the player hits a certain foe.

to:

* ''{{Diablo}} II'' is the quintessential example of this trope. If the game did not pre-date TVTropes by several years, one could be tempted to believe its programmers used this page the article as a checklist for creating annoying enemies. To make the game more difficult, nearly every method of unfair fighting is used, including sudden charges forward, death explosions, attacks from off-screen, and worst of all, hitting the player with lightning every time the player hits a certain foe.

Top