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* ''VideoGame/DoomTheRoguelike'' have a number of really nasty monsters that can end your run in a hurry.
** As known by the [=DoomRL=] community, the VMR (Archviles, Mancubi, and Revenants). Archviles have the most HP of any non-boss and non-nightmare monster, are one of the fastest monsters in the game, have a very powerful attack that can only be dodged if your speed is fast enough, and most importantly, are capable of fully reviving nearly any dead monster in their sight, often ''immediately after you've killed them!'' Mancubi have very high HP and high natural armor, and have the deadliest attack of any monster in the game (which consists of them firing three rockets that individually deal very high damage, and have a large splash radius that can result in you getting hit by all three if you're near a wall, resulting in extreme damage if not an instant kill), though they are hindered by their extremely low speed and being easy to corner shoot. Revenants, while not having as high of HP as the other high tier monsters, are fast and shoot a powerful projectile with a splash radius that aims at the tile the player was standing on, which results in their attack never missing. The threat of the VMR can be easily nerfed though, as they all deal fire damage in their projectile attack, and fire damage is very easy to gain resistance to (a simple fireproof armor assembly on Red Armor will give the player a Red Armor with 55% fire resistance, which can even make the full brunt of a Mancubi blast easily brushed off). There's also the Fireangel master trait (if you're a Technician) if you really, ''really'', '''''really''''' hate these guys; it makes you completely immune to splash damage, nerfing them even more at the cost of other master traits. On the other hand, even if you are sufficiently protected against fire damage, you also have to deal with the fact that all of these explosions can and will destroy any nearby items you were hoping to grab, like weapons, armor, ammo, health and mod packs, and powerups; as well as blow any barrels in the vicinity and generally make your life more difficult.

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* ''VideoGame/DoomTheRoguelike'' ''VideoGame/{{DRL}}'' have a number of really nasty monsters that can end your run in a hurry.
** As known by "VMR", as the [=DoomRL=] community, the VMR (Archviles, community calls them -- Archviles, Mancubi, and Revenants).Revenants. Archviles have the most HP of any non-boss and non-nightmare monster, are one of the fastest monsters in the game, have a very powerful attack that can only be dodged if your speed is fast enough, and most importantly, are capable of fully reviving nearly any dead monster in their sight, often ''immediately after you've killed them!'' Mancubi have very high HP and high natural armor, and have the deadliest attack of any monster in the game (which consists of them firing three rockets that individually deal very high damage, and have a large splash radius that can result in you getting hit by all three if you're near a wall, resulting in extreme damage if not an instant kill), though they are hindered by their extremely low speed and being easy to corner shoot. Revenants, while not having as high of HP as the other high tier monsters, are fast and shoot a powerful projectile with a splash radius that aims at the tile the player was standing on, which results in their attack never missing. The threat of the VMR can be easily nerfed though, as they all deal fire damage in their projectile attack, and fire damage is very easy to gain resistance to (a simple fireproof armor assembly on Red Armor will give the player a Red Armor with 55% fire resistance, which can even make the full brunt of a Mancubi blast easily brushed off). There's also the Fireangel master trait (if you're a Technician) if you really, ''really'', '''''really''''' hate these guys; it makes you completely immune to splash damage, nerfing them even more at the cost of other master traits. On the other hand, even if you are sufficiently protected against fire damage, you also have to deal with the fact that all of these explosions can and will destroy any nearby items you were hoping to grab, like weapons, armor, ammo, health and mod packs, and powerups; as well as blow any barrels in the vicinity and generally make your life more difficult.



** Barons of Hell can also qualify. While their HP isn't as outstanding as it was in the original Doom (in [=DoomRL=], their HP and armor values are equivalent to Mancubi), and their attacks aren't as dangerous as the attacks from the monsters above, they have two unique traits that make them a huge threat to your survival. The first trait is that they're the only monster whose projectile deals acid damage (besides the Bruiser Brothers, which are a boss form of Barons). Acid damage is by far the most difficult type to obtain resistance to (the opposite of the fire damage from the VMR), and acid deals double damage to your armor (just two hits from a Baron is enough to possibly bring Red Armor from full to below 50% durability). As such, Barons will nearly always hit you hard, and will brutalise your armor (which in turn, softens you up for them and the other demonic spiders). The other trait Barons have are that they are able to pick up and wear armor themselves, as well as pick up and use healing items, which has a twofold effect. Combined with their already high HP and natural armor, an armored Baron can take a ridiculous amount of hits to kill. And when you bring a Baron to near death, they can use a large medkit and bring themselves back up to full health instantly. Besides this making them being capable of taking even more hits to kill, it deprives you of armor you may need (you can get the armor they wear when you kill them, though the armor would be severely damage if not destroyed), and of the medkits that are vital to survival. Overall, while they may not provide the immediate threat the other demonic spiders do, they provide a greater threat to your long term survival, and a bad encounter with them can cripple your chances of ultimately winning even if you survived the encounter.

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** Barons of Hell can also qualify. While their HP isn't as outstanding as it was in the original Doom (in [=DoomRL=], DRL, their HP and armor values are equivalent to Mancubi), and their attacks aren't as dangerous as the attacks from the monsters above, they have two unique traits that make them a huge threat to your survival. The first trait is that they're the only monster whose projectile deals acid damage (besides the Bruiser Brothers, which are a boss form of Barons). Acid damage is by far the most difficult type to obtain resistance to (the opposite of the fire damage from the VMR), and acid deals double damage to your armor (just two hits from a Baron is enough to possibly bring Red Armor from full to below 50% durability). As such, Barons will nearly always hit you hard, and will brutalise your armor (which in turn, softens you up for them and the other demonic spiders). The other trait Barons have are that they are able to pick up and wear armor themselves, as well as pick up and use healing items, which has a twofold effect. Combined with their already high HP and natural armor, an armored Baron can take a ridiculous amount of hits to kill. And when you bring a Baron to near death, they can use a large medkit and bring themselves back up to full health instantly. Besides this making them being capable of taking even more hits to kill, it deprives you of armor you may need (you can get the armor they wear when you kill them, though the armor would be severely damage if not destroyed), and of the medkits that are vital to survival. Overall, while they may not provide the immediate threat the other demonic spiders do, they provide a greater threat to your long term survival, and a bad encounter with them can cripple your chances of ultimately winning even if you survived the encounter.
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* ''VideoGame/DeadCells'' has the slasher and shocker enemy types. the former deals high damage, possibly [[OneHitKill OHKOing or 2HKOing a player]] and has decent range on all of it's attacks and high health. And the latter has a AOE attack that it spams the moment it sees the player and can be nigh impossible to avoid depending on the layout of the level and the player's loadout. In addition to this both can spawn as soon as the third level depending on the path the player chooses.

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* ''VideoGame/DeadCells'' has the slasher and shocker Slasher andSshocker enemy types. the The former deals high damage, possibly [[OneHitKill OHKOing or 2HKOing a player]] and has decent range on all of it's attacks and attacks, high health.health and a quick combo that he can turn around mid-swing. And the latter has a AOE attack that it spams the moment it sees the player and can be nigh impossible to avoid depending on the layout of the level and the player's loadout. In addition to this both can spawn as soon as the third level depending on the path the player chooses.
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* ''VideoGame/{{Noita}}'' has the Worms, massive burrowing creatures. They have enough health that they warrant a health bar where other enemies don't, do a lot of damage, and worst of all can appear on any level. The biggest danger with them is their ability to dig through ''any'' material, including the all-but indestructible brickwork surrounding temples. This angers the gods, spawning Temple Guardians in each temple who will attack the ''player'' for something done by a Worm.
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** 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.

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** The [[TheLordOfTheRings [[Film/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.
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* ''VideoGame/DeadCells'' has the slasher and shocker enemy types. the former deals high damage, possibly [[OneHitKill OHKOing or 2HKOing a player]] and has decent range on all of it's attacks and high health. And the latter has a AOE attack that it spams the moment it sees the player and can be nigh impossible to avoid depending on the layout of the level. In addition to this both can spawn as soon as the third level depending on the path the player chooses.

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* ''VideoGame/DeadCells'' has the slasher and shocker enemy types. the former deals high damage, possibly [[OneHitKill OHKOing or 2HKOing a player]] and has decent range on all of it's attacks and high health. And the latter has a AOE attack that it spams the moment it sees the player and can be nigh impossible to avoid depending on the layout of the level.level and the player's loadout. In addition to this both can spawn as soon as the third level depending on the path the player chooses.
** The game also has the scorpion enemy, which are encountered only in the second and third level on one path, but deals fairly high damage and (the most important part) also inflict poison with its hits, making it able to bypass the [[HPToOne sudden death prevention]] mechanic and kill an already-wounded player in one blow.
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* One enemy that sticks out in particular in ''{{Enter the Gungeon}}'' is the Veteran Shotgun Kin. Enemies with the Veteran tag [[LeadTheTarget lead their shots.]] Shotgun Kin fire a spread of five bullets in an arc. Put two and two together, and you have an enemy that, while merely troublesome on its own, can quickly turn into a nightmare with even a small amount of backup, especially when you're forced to dodge-roll, as the Veteran Shotgun Kin has a nasty tendency to fire where you'll land before the rolling animation is complete. It also detonates into a pseudo-random spray of bullets when killed, and you can potentially encounter ''four or more'' of the damn things ''in one room.''

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* One enemy that sticks out in particular in ''{{Enter the Gungeon}}'' ''VideoGame/EnterTheGungeon'' is the Veteran Shotgun Kin. Enemies with the Veteran tag [[LeadTheTarget lead their shots.]] Shotgun Kin fire a spread of five bullets in an arc. Put two and two together, and you have an enemy that, while merely troublesome on its own, can quickly turn into a nightmare with even a small amount of backup, especially when you're forced to dodge-roll, as the Veteran Shotgun Kin has a nasty tendency to fire where you'll land before the rolling animation is complete. It also detonates into a pseudo-random spray of bullets when killed, and you can potentially encounter ''four or more'' of the damn things ''in one room.''
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* ''VideoGame/DeadCells'' has the slasher and shocker enemy types. the former deals high damage, possibly [[OneHitKill OHKOing or 2HKOing a player]] and has decent range on all of it's attacks and high health. And the latter has a AOE attack that it spams the moment it sees the player and can be nigh impossible to avoid depending on the layout of the level. In addition to this both can spawn as soon as the third level depending on the path the player chooses.
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** [[ChestMonster Mimics]], which hide in shops and disguise themselves as items. If you don't have the GenreSavvy to recognize an item that doesn't belong in the shop, or if it's a general store, then you'll end up stumbling across it and getting attacked.

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** [[ChestMonster Mimics]], which hide in shops and disguise themselves as items. If you don't have the GenreSavvy to recognize an item that doesn't belong in the shop, or if it's a general store, then you'll end up stumbling across it and getting attacked.

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** Liches. Normal liches are fairly tame, possessing only a confusion attack, glowing balls, a healing spell and the ability to paralyze the PC in melee. Then you get master liches, which can do all that, plus summon other undead monsters and curse inventory items (or the PC!) in melee range. Lich kings are when things start getting nasty, with the ability to summon virtually any random monsters, drain stats in melee range, and improved versions of the previous lich abilities. Finally, there's the dreaded emperor lich, with extremely potent versions of all the previous lich abilities, and the ability to cast [[InstantDeathAttack Death Ray]].

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** Liches. Normal liches are fairly tame, possessing only a confusion attack, [[EnergyBall glowing balls, balls]], a healing spell and the ability to paralyze the PC in melee. Then you get master liches, which can do all that, plus summon other undead monsters and curse inventory items (or the PC!) in melee range. Lich kings are when things start getting nasty, with the ability to summon virtually any random monsters, drain stats in melee range, and improved versions of the previous lich abilities. Finally, there's the dreaded emperor lich, with extremely potent versions of all the previous lich abilities, and the ability to cast [[InstantDeathAttack Death Ray]].\\
\\
The middle portion of a Greater Undead Vault contains a horde of liches from Master to Emperor -- even if you can survive fighting them, without some serious area effect attacks, you're going to spend considerable amounts of game time hacking down summoned minions while the liches drain you stats and the mere fact of staying at a dungeon level deep enough to contain such a thing keeps giving you corruption.

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** Liches. Normal liches are fairly tame, possessing only a confusion attack, glowing balls, a healing spell and the ability to paralyze the PC in melee. Then you get master liches, which can do all that, plus summon other undead monsters and curse inventory items (or the PC!) in melee range. Lich kings are when things start getting nasty, with the ability to summon virtually any random monsters, drain stats in melee range, and improved versions of the previous lich abilities. Finally, there's the dreaded emperor lich, with extremely potent versions of all the previous lich abilities, and the ability to cast Death Ray.

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** Liches. Normal liches are fairly tame, possessing only a confusion attack, glowing balls, a healing spell and the ability to paralyze the PC in melee. Then you get master liches, which can do all that, plus summon other undead monsters and curse inventory items (or the PC!) in melee range. Lich kings are when things start getting nasty, with the ability to summon virtually any random monsters, drain stats in melee range, and improved versions of the previous lich abilities. Finally, there's the dreaded emperor lich, with extremely potent versions of all the previous lich abilities, and the ability to cast [[InstantDeathAttack Death Ray.Ray]].

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** Writhing masses of primal chaos aren't particularly threatening when they show up naturally; however, if a monster repeatedly walks over a corruption trap, then they can turn into one. They have multiple attacks per turn, which corrupt and have a slowing effect; if you get slowed, then they will start hitting you ''dozens'' of times for every single turn you get, easily killing an early game character, or possibly even corrupting them to death.

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** Writhing masses of primal chaos aren't particularly threatening when they show up naturally; however, if a monster repeatedly walks over a corruption trap, then they can turn into one.one -- even if you're nowhere near the part of the game where monsters of that kind of power are normally encountered. They have multiple attacks per turn, which corrupt and have a slowing effect; if you get slowed, then they will start hitting you ''dozens'' of times for every single turn you get, easily killing an early game character, or possibly even corrupting them to death.
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** Nymphs don't directly hurt you, but you'll be wishing they did. They steal items, up to and including the weapon out of your hand and the armor off your back. They can also immobilize you, during which time they'll steal literally everything you have. Even worse, they'll teleport away as soon as you get ready to hit them back. If you get unlucky, it's very likely you'll end up running around the floor in your skivvies with whatever weapon you can grab off the floor, hoping you can corner her and get a good hit in to kill her before you run into whatever ''other'' DemonicSpiders are on the floor. Leprechauns are similar but less ''evil'', preferring instead to steal gold.

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** Nymphs don't directly hurt you, but you'll be wishing they did. [[BanditMook They steal items, items]], up to and including the weapon out of your hand and the armor off your back. They can also immobilize you, during which time they'll steal literally everything you have. Even worse, they'll teleport away as soon as you get ready to hit them back. If you get unlucky, it's very likely you'll end up running around the floor in your skivvies with whatever weapon you can grab off the floor, hoping you can corner her and get a good hit in to kill her before you run into whatever ''other'' DemonicSpiders are on the floor. Leprechauns are similar but less ''evil'', preferring instead to steal gold.
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** As known by the [=DoomRL=] community, the VMR (Archviles, Mancubi, and Revenants). Archviles have the most HP of any non-boss and non-nightmare monster, are one of the fastest monsters in the game, have a very powerful attack that can only be dodged if your speed is fast enough, and most importantly, are capable of fully reviving nearly any dead monster in their sight, often ''immediately after you've killed them!'' Mancubi have very high HP and high natural armor, and have the deadliest attack of any monster in the game (which consists of them firing three rockets that individually deal very high damage, and have a large splash radius that can result in you getting hit by all three if you're near a wall, resulting in extreme damage if not an instant kill), though they are hindered by their extremely low speed and being easy to corner shoot. Revenants, while not having as high of HP as the other high tier monsters, are fast and shoot a powerful projectile with a splash radius that aims at the tile the player was standing on, which results in their attack never missing. The threat of the VMR can be easily nerfed though, as they all deal fire damage in their projectile attack, and fire damage is very easy to gain resistance to (a simple fireproof armor assembly on Red Armor will give the player a Red Armor with 55% fire resistance, which can even make the full brunt of a Mancubi blast easily brushed off). There's also the Fireangel perk if you really, ''really'', '''''really''''' hate these guys; it makes you completely immune to splash damage, nerfing them even more at the cost of other master perks. On the other hand, even if you are sufficiently protected against fire damage, you also have to deal with the fact that all of these explosions can and will destroy any nearby items you were hoping to grab, like weapons, armor, ammo, health and mod packs, and powerups; as well as blow any barrels in the vicinity and generally make your life more difficult.

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** As known by the [=DoomRL=] community, the VMR (Archviles, Mancubi, and Revenants). Archviles have the most HP of any non-boss and non-nightmare monster, are one of the fastest monsters in the game, have a very powerful attack that can only be dodged if your speed is fast enough, and most importantly, are capable of fully reviving nearly any dead monster in their sight, often ''immediately after you've killed them!'' Mancubi have very high HP and high natural armor, and have the deadliest attack of any monster in the game (which consists of them firing three rockets that individually deal very high damage, and have a large splash radius that can result in you getting hit by all three if you're near a wall, resulting in extreme damage if not an instant kill), though they are hindered by their extremely low speed and being easy to corner shoot. Revenants, while not having as high of HP as the other high tier monsters, are fast and shoot a powerful projectile with a splash radius that aims at the tile the player was standing on, which results in their attack never missing. The threat of the VMR can be easily nerfed though, as they all deal fire damage in their projectile attack, and fire damage is very easy to gain resistance to (a simple fireproof armor assembly on Red Armor will give the player a Red Armor with 55% fire resistance, which can even make the full brunt of a Mancubi blast easily brushed off). There's also the Fireangel perk master trait (if you're a Technician) if you really, ''really'', '''''really''''' hate these guys; it makes you completely immune to splash damage, nerfing them even more at the cost of other master perks.traits. On the other hand, even if you are sufficiently protected against fire damage, you also have to deal with the fact that all of these explosions can and will destroy any nearby items you were hoping to grab, like weapons, armor, ammo, health and mod packs, and powerups; as well as blow any barrels in the vicinity and generally make your life more difficult.
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** As known by the [=DoomRL=] community, the VMR (Archviles, Mancubi, and Revenants). Archviles have the most HP of any non-boss and non-nightmare monster, are one of the fastest monsters, have a very powerful attack that can only be dodged if your speed is fast enough, and most importantly, are capable of fully reviving any dead monster in their sight. Mancubi have very high HP and high natural armor, and have the deadliest attack of any monster in the game (which consists of them firing three rockets that individually deal very high damage, and have a large splash radius that can result in you getting hit by all three if you're near a wall, resulting in extreme damage if not an instant kill), though they are hindered by their extremely low speed and being easy to corner shoot. Revenants, while not having as high of HP as the other high tier monsters, are fast and shoot a powerful projectile with a splash radius that aims at the tile the player was standing on, which results in their attack never missing. The threat of the VMR can be easily nerfed though, as they all deal fire damage in their projectile attack, and fire damage is very easy to gain resistance to (a simple fireproof armor assembly on Red Armor will give the player a Red Armor with 55% fire resistance, which can even make the full brunt of a Mancubi blast easily brushed off). There's also the Fireangel perk if you really, ''really'', '''''really''''' hate these guys; it makes you completely immune to splash damage, nerfing them even more at the cost of other master perks.

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** As known by the [=DoomRL=] community, the VMR (Archviles, Mancubi, and Revenants). Archviles have the most HP of any non-boss and non-nightmare monster, are one of the fastest monsters, monsters in the game, have a very powerful attack that can only be dodged if your speed is fast enough, and most importantly, are capable of fully reviving nearly any dead monster in their sight. sight, often ''immediately after you've killed them!'' Mancubi have very high HP and high natural armor, and have the deadliest attack of any monster in the game (which consists of them firing three rockets that individually deal very high damage, and have a large splash radius that can result in you getting hit by all three if you're near a wall, resulting in extreme damage if not an instant kill), though they are hindered by their extremely low speed and being easy to corner shoot. Revenants, while not having as high of HP as the other high tier monsters, are fast and shoot a powerful projectile with a splash radius that aims at the tile the player was standing on, which results in their attack never missing. The threat of the VMR can be easily nerfed though, as they all deal fire damage in their projectile attack, and fire damage is very easy to gain resistance to (a simple fireproof armor assembly on Red Armor will give the player a Red Armor with 55% fire resistance, which can even make the full brunt of a Mancubi blast easily brushed off). There's also the Fireangel perk if you really, ''really'', '''''really''''' hate these guys; it makes you completely immune to splash damage, nerfing them even more at the cost of other master perks. On the other hand, even if you are sufficiently protected against fire damage, you also have to deal with the fact that all of these explosions can and will destroy any nearby items you were hoping to grab, like weapons, armor, ammo, health and mod packs, and powerups; as well as blow any barrels in the vicinity and generally make your life more difficult.
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** Arachnotrons, which while lacking any special traits, are fast, have high HP and armor, and have a rapid fire weapon that can deal high plasma damage and is difficult to dodge all the blasts. Fortunately for the player, Arachnotrons are extremely weak in melee (having a weak melee attack and taking 50% more damage from melee attacks), which can be enough to keep them from being demonic spiders.

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** Arachnotrons, which while lacking any special traits, are fast, have high HP and armor, and have a rapid fire weapon that can deal high plasma damage and is difficult to dodge all the blasts. Fortunately for the player, Arachnotrons are extremely weak in melee (having a weak melee attack and taking 50% more damage from melee attacks), which can be enough to keep them from being demonic spiders.spiders, except that too many of them in one place will fuck you up bad, especially if you are a melee build that relies on the Berserker trait, as the spiders' blasts do just enough damage to fuck you up, but not enough individually to trigger berserk.
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* ''ZAngband'' has [[ComicStrip/CalvinAndHobbes The Disembodied Hand That Strangled People]]. The name says it all.

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* ''ZAngband'' ''VideoGame/ZAngband'' has [[ComicStrip/CalvinAndHobbes The Disembodied Hand That Strangled People]]. The name says it all.
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** Lead Maidens encountered in the Gungeon Proper are invulnerable to bullet projectiles when closed. When they open and make themselves vulnerable, they also fire three salvos of arrow-shaped bullets in all directions, which ''all converge on you at once'' when it closes up again. Unless you can find some really good cover, you're likely to get hit by one of these things.
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** On the more civilized, yet similarly painful end of things, you have Dreadnoughts. Whether boarded by loot-thirsty devils or brainwashed UncannyValley dwellers who enjoy the light far too much, their ships will be a pain to bring down due to tanking and too much movement, and they have the full front-deck-aft battery of guns so you will be under a constant barrage of ''pain''. The Wreckships that patrol the underwater DerelictGraveyard of Wrack are a similar pain to face despite looking like its captain dragged them out of the zeefloor very, very recently without even patching them, because they have high health for their looks, they pack one of the most painful cannons in the game and will [[ChestMonster pass themselves off as regular shipwrecks until you're too close for comfort]].

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** On the more civilized, yet similarly painful end of things, you have Dreadnoughts. Whether boarded by loot-thirsty devils or brainwashed UncannyValley dwellers who enjoy the light far too much, their ships will be a pain to bring down due to tanking and too much movement, and they have the full front-deck-aft battery of guns so you will be under a constant barrage of ''pain''. The Wreckships that patrol the underwater DerelictGraveyard of Wrack (and can be found in plenty of other unmarked places in the zee) are a similar pain to face despite looking like its captain dragged them out of the zeefloor very, very recently without even patching them, because they have high health for their looks, they pack one of the most painful cannons in the game game, can turn around so ridiculously fast you'll never get out of their sights and will [[ChestMonster pass themselves off as regular shipwrecks until you're too close for comfort]].
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** On the more civilized, yet similarly painful end of things, you have Dreadnoughts. Whether boarded by loot-thirsty devils or brainwashed UncannyValley dwellers who enjoy the light far too much, their ships will be a pain to bring down due to tanking and too much movement, and their guns will ''hurt''. The Wreckships that patrol the underwater DerelictGraveyard of Wrack are a similar pain to face despite looking like its captain dragged them out of the zeefloor very, very recently without even patching them, because they have high health for their looks, they pack one of the most painful cannons in the game and will [[ChestMonster pass themselves off as regular shipwrecks until you're too close for comfort]].

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** On the more civilized, yet similarly painful end of things, you have Dreadnoughts. Whether boarded by loot-thirsty devils or brainwashed UncannyValley dwellers who enjoy the light far too much, their ships will be a pain to bring down due to tanking and too much movement, and their they have the full front-deck-aft battery of guns so you will ''hurt''.be under a constant barrage of ''pain''. The Wreckships that patrol the underwater DerelictGraveyard of Wrack are a similar pain to face despite looking like its captain dragged them out of the zeefloor very, very recently without even patching them, because they have high health for their looks, they pack one of the most painful cannons in the game and will [[ChestMonster pass themselves off as regular shipwrecks until you're too close for comfort]].
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One tried to ram me


** Another underwater horror is the Thalatte, which the developers themselves describe as a giant pile of organs with an even bigger mouth. They don't have fixed spawn points, so they can show up in the middle of absolutely nowhere, they have sizeable health, and unlike most other creatures they're exclusively ranged attackers; their acidic spittle (don't ask how they spit underwater) will mangle your ship something fierce. Pray that their admittedly mediocre aim spares your ship if you stumble into one and it starts hocking acid before you can even shine your lights on it (also a common event).

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** Another underwater horror is the Thalatte, which the developers themselves describe as a giant pile of organs with an even bigger mouth. They don't have fixed spawn points, so they can show up in the middle of absolutely nowhere, they have sizeable health, and unlike most other creatures they're almost exclusively ranged attackers; their acidic spittle (don't ask how they spit underwater) will mangle your ship something fierce. Pray that their admittedly mediocre aim spares your ship if you stumble into one and it starts hocking acid before you can even shine your lights on it (also a common event).
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** Revolvenants, who appear in the Forge [[spoiler: and Bullet Hell]]. They have two attacks: The first and more common one is to launch a string of bullets at you. Following that, each bullet shoots more bullets out to the side perpendicular to the main string for a few seconds. The second attack is to surround you in a circle of bullets that follows you. Two large bullets then move through the center, so you have to dodge roll over them. Finally, the remaining bullets all move through the center together.
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** Another underwater horror is the Thalatte, which the developers themselves describe as a giant pile of organs with an even bigger mouth. They don't have fixed spawn points, so they can show up in the middle of absolutely nowhere, they have sizeable health, and unlike most other creatures they're exclusively ranged attackers; their acidic spittle (don't ask how they spit underwater) will mangle your ship something fierce. Pray that their admittedly mediocre aim spares your ship if you stumble into one and it starts hocking acid before you can even shine your lights on it (also a common event).
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** On the more civilized, yet similarly painful end of things, you have Dreadnoughts. Whether boarded by loot-thirsty devils or brainwashed UncannyValley dwellers who enjoy the light far too much, their ships will be a pain to bring down due to tanking and too much movement, and their guns will ''hurt''. The Wreckships that patrol the underwater DerelictGraveyard of Wrack are a similar pain to face despite looking like its captain dragged them out of the zeefloor very, very recently without even patching them.

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** On the more civilized, yet similarly painful end of things, you have Dreadnoughts. Whether boarded by loot-thirsty devils or brainwashed UncannyValley dwellers who enjoy the light far too much, their ships will be a pain to bring down due to tanking and too much movement, and their guns will ''hurt''. The Wreckships that patrol the underwater DerelictGraveyard of Wrack are a similar pain to face despite looking like its captain dragged them out of the zeefloor very, very recently without even patching them.
them, because they have high health for their looks, they pack one of the most painful cannons in the game and will [[ChestMonster pass themselves off as regular shipwrecks until you're too close for comfort]].
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** On the more civilized, yet similarly painful end of things, you have Dreadnoughts. Whether boarded by loot-thirsty devils or brainwashed UncannyValley dwellers who enjoy the light far too much, their ships will be a pain to bring down due to tanking and too much movement, and their guns will ''hurt''. The Wreckships that patrol the underwater DelerictGraveyard of Wrack are a similar pain to face despite looking like its captain dragged them out of the zeefloor very, very recently without even patching them.

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** On the more civilized, yet similarly painful end of things, you have Dreadnoughts. Whether boarded by loot-thirsty devils or brainwashed UncannyValley dwellers who enjoy the light far too much, their ships will be a pain to bring down due to tanking and too much movement, and their guns will ''hurt''. The Wreckships that patrol the underwater DelerictGraveyard DerelictGraveyard of Wrack are a similar pain to face despite looking like its captain dragged them out of the zeefloor very, very recently without even patching them.
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* ''Videogame/SunlessSea'': Some foes will naturally be more awful to face than others. Here's a brief list of the very worst the zee will send at you:
** Bound-Sharks will be the bane of many an early captain. Their HP and ramming damage is fairly painful even in the mid-late game, and once they notice you they are ''insanely'' fast to the point of [[AlienGeometries appearing to warp around the place]], to the point of hitting you twice per charge sometimes. You're better off avoiding them entirely until you can be sure you can kill them in two salvos at most.
** Blue Prophets are the biggest reason Port Carnelian should only be visited with a fully stocked frigate, or really, ''really'' briefly. These swarms of massive, hull-chewing parrots will spot you before you've even seen them and chase you too fast to escape, so your only option is to try and outdamage them. Not an easy proposal, as their charges do a ton of it and their health is nothing to sneeze at either.
** Lorn-Flukes are likely the first (and for a good while, only) monsters you'll find with a ranged attack. Said attack does pitiful damage, but will ding your SanityMeter quite fast, and they ''will'' spam it if you're running away. They're also quite handy in up-close battling due to a huge healthpool and nasty ramming damage, so it's a race to kill it before it sinks you or causes a giant mutiny aboard.
** The Constant Companion acts as a sort of BorderPatrol that will immediately rip itself out of the zee-floor if you're submerged and have your Terror above 70. It will immediately know where you are, with no amount of sneakiness helping. It will ''[[SuperPersistentPredator never stop chasing you]]'' even if it means pursuing you through an ocean the size of Europe. It has a health pool rivaled only by the nastiest Lorn-Flukes and the BonusBoss. Its charges do massive damage. And if you kill it, and your Terror stays high, it will return eventually. Only the mightiest zubmarines can even hope to survive this thing's assault.
** On the more civilized, yet similarly painful end of things, you have Dreadnoughts. Whether boarded by loot-thirsty devils or brainwashed UncannyValley dwellers who enjoy the light far too much, their ships will be a pain to bring down due to tanking and too much movement, and their guns will ''hurt''. The Wreckships that patrol the underwater DelerictGraveyard of Wrack are a similar pain to face despite looking like its captain dragged them out of the zeefloor very, very recently without even patching them.

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Natter.


** You left out Vrocks. [[MookMaker They summon other Vrocks]]. The summoned Vrocks then go on to summon even more Vrocks. We are sorry that "Vrock" now no longer looks like a word.
*** What you need is some [[IncrediblyLamePun Vrolls]].

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** You left out Vrocks. [[MookMaker They summon other Vrocks]]. The summoned Vrocks then go on to summon even more Vrocks. We are sorry that "Vrock" now no longer looks like a word.\n*** What you need is some [[IncrediblyLamePun Vrolls]].
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** Lead Cubes in the Forge [[spoiler:and their fleshy counterparts in Bullet Hell.]] They are {{Invincible Minor Minion}}s that cannot be damaged until the room is cleared (upon where it becomes meaningless to attack them, as they make no effort to fight back and [[GoldenSnitch the room is essentially conquered at this point]], unless you're ''that'' desperate for money), and they zip towards the player at high speed, causing CollisionDamage. It wouldn't be so bad, except the rooms can be quite spacey, especially in the Forge [[spoiler:and Bullet Hell]], so you often won't see these things coming until they're suddenly charging after you, requiring split-second reflexes or just plain [[LuckBasedMission dumb luck]] to not get hit by one, especially with other distractions to worry about. [[spoiler:The Flesh Cubes are even more insane in this regard - they leave behind a blazing fire trail when darting about the room, and release bullets when they collide with an obstacle or wall.]]

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** Lead Cubes in the Forge [[spoiler:and their fleshy counterparts in Bullet Hell.Hell,]] at least if you're not playing as [[spoiler:The Bullet.]] They are {{Invincible Minor Minion}}s that cannot be damaged until the room is cleared (upon where it becomes meaningless to attack them, as they make no effort to fight back and [[GoldenSnitch the room is essentially conquered at this point]], unless you're ''that'' desperate for money), and they zip towards the player at high speed, causing CollisionDamage. It wouldn't be so bad, except the rooms can be quite spacey, especially in the Forge [[spoiler:and Bullet Hell]], so you often won't see these things coming until they're suddenly charging after you, requiring split-second reflexes or just plain [[LuckBasedMission dumb luck]] to not get hit by one, especially with other distractions to worry about. [[spoiler:The Flesh Cubes are even more insane in this regard - they leave behind a blazing fire trail when darting about the room, and release bullets when they collide with an obstacle or wall.]]
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** Lead Cubes in the Forge [[spoiler:and their fleshy counterparts in Bullet Hell.]] They are {{Invincible Minor Minion}}s that cannot be damaged until the room is cleared (upon where it becomes meaningless to attack them, as they make no effort to fight back and [[GoldenSnitch the room is essentially conquered at this point]], unless you're ''that'' desperate for money), and they zip towards the player at high speed, causing CollisionDamage. It wouldn't be so bad, except as the rooms can be quite spacey, especially in the Forge [[spoiler:and Bullet Hell]], so you often won't see these things coming until they're suddenly charging after you, requiring split-second reflexes or just plain [[LuckBasedMission dumb luck]] to not get hit by one, especially with other distractions to worry about. [[spoiler:The Flesh Cubes are even more insane in this regard - they leave behind a blazing fire trail when darting about the room, and release bullets when they collide with an obstacle or wall.]]

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** Lead Cubes in the Forge [[spoiler:and their fleshy counterparts in Bullet Hell.]] They are {{Invincible Minor Minion}}s that cannot be damaged until the room is cleared (upon where it becomes meaningless to attack them, as they make no effort to fight back and [[GoldenSnitch the room is essentially conquered at this point]], unless you're ''that'' desperate for money), and they zip towards the player at high speed, causing CollisionDamage. It wouldn't be so bad, except as the rooms can be quite spacey, especially in the Forge [[spoiler:and Bullet Hell]], so you often won't see these things coming until they're suddenly charging after you, requiring split-second reflexes or just plain [[LuckBasedMission dumb luck]] to not get hit by one, especially with other distractions to worry about. [[spoiler:The Flesh Cubes are even more insane in this regard - they leave behind a blazing fire trail when darting about the room, and release bullets when they collide with an obstacle or wall.]]
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* One enemy that sticks out in particular in ''{{Enter the Gungeon}}'' is the Veteran Shotgun Kin. Enemies with the Veteran tag [[LeadTheTarget lead their shots.]] Shotgun Kin fire a spread of five bullets in an arc. Put two and two together, and you have an enemy that, while merely troublesome on its own, can quickly turn into a nightmare with even a small amount of backup, especially when you're forced to dodge-roll, as the Veteran Shotgun Kin has a nasty tendency to fire where you'll land before the rolling animation is complete. It also detonates into a pseudo-random spray of bullets when killed, and you can potentially encounter ''four or more'' of the damn things ''in one room.''
** King Bullats are resilient {{Asteroids Monster}}s that shoot ricocheting projectiles in a circular arc, almost guaranteed to nail you in the back when you think you've dodged it, and when killed, it spawns multiple Bullats of all types, from explosive ones to spiritual ones that shoot multiple ghostly bullets after death.
** Lore Gunjurers are different from their SquishyWizard counterparts in that they can take an unreasonable amount of punishment and summon three different types of quick, unpredictable projectiles, all of which home in on you and take the form of one of the FighterMageThief class types. The Fighter bullet mercilessly zooms towards the player at high speeds, the Mage bullet fires bullets of its own while slowly advancing towards the player (and charging at it once it runs out of shots), and the Thief bullet ''teleports behind you,'' causing you to roll opposite the direction you are anticipating. It doesn't help that Lore Gunjurers are often situated with their brethren, allowing them to pop off multiples of these attacks at once while you're distracted by all the other hazards.
** Lead Cubes in the Forge [[spoiler:and their fleshy counterparts in Bullet Hell.]] They are {{Invincible Minor Minion}}s that cannot be damaged until the room is cleared (upon where it becomes meaningless to attack them, as they make no effort to fight back and [[GoldenSnitch the room is essentially conquered at this point]], unless you're ''that'' desperate for money), and they zip towards the player at high speed, causing CollisionDamage. It wouldn't be so bad, except as the rooms can be quite spacey, especially in the Forge [[spoiler:and Bullet Hell]], so you often won't see these things coming until they're suddenly charging after you, requiring split-second reflexes or just plain [[LuckBasedMission dumb luck]] to not get hit by one, especially with other distractions to worry about. [[spoiler:The Flesh Cubes are even more insane in this regard - they leave behind a blazing fire trail when darting about the room, and release bullets when they collide with an obstacle or wall.]]
** Shelletons, when spawned naturally and not through an [[MookMaker Ammomancer]]. They soak up tons of damage, fire off the most confusing spread pattern of nearly all the enemies in the game, and have an irritating {{Eye Beam}} attack that tracks your movement. And you have to destroy the head once you blast away its body, otherwise it reassembles itself and regains all of its hit points.
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** The I.D.P.D. officers. Many of the regular ones are certified LightningBruisers that can use Fish's roll move to confound your aim, and later on you'll come across variants that can [[AttackDeflector]] reflect your own shots back at you, zoom around on a jetpack while taking potshots, drag you in with telekinesis before blowing a hole through you with a shotgun slug or cutting you in half with a LaserBlade, throw grenades and even fire rockets at you, and so on.

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** The I.D.P.D. officers. Many of the regular ones are certified LightningBruisers {{Lightning Bruiser}}s that can use Fish's roll move to confound your aim, and later on you'll come across variants that can [[AttackDeflector]] [[AttackDeflector reflect your own shots back at you, you]] while pelting you with a machinegun or plasma rifle, zoom around on a jetpack while taking potshots, drag you in with telekinesis before blowing a hole through you with a shotgun slug or cutting you in half with a LaserBlade, throw grenades and even fire rockets at you, and so on.

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