DROD Monsters

From Wikipedia, the free encyclopedia

Contents

[edit] Dungeon Roaches

Dungeon Roach is the very basic monster in DROD games, and usually the first one the player encounters. Looking like gigantic black cockroaches, they are capable of movement in all eight directions and kill by moving into the spot Beethro occupies. Roaches move directly towards the player with a beelining behavior, and will not go around corners (unless a Brain is in the room). When unable to move diagonally but having a choice, they will move vertically. Dungeon Roaches are first encountered in Deadly Rooms of Death, on level 1 of King Dugan's Dungeon. [1]

[edit] Roach Queens

Unlike the aggressive Dungeon Roach, this lighter-colored cockroach is only concerned with procreation and cannot directly harm you. The Queen flees directly from you in the exact inverse of Roach behavior, but every 30 turns it lays Roach Eggs in all unoccupied adjacent squares around it, except the square it just vacated if it was moving. When unable to move away diagonally but having a choice, it will move vertically. Roach Queens are first encountered in Deadly Rooms of Death, on level 2 of King Dugan's Dungeon. [2]

[edit] Roach Eggs

Spawned by Roach Queens, and incapable of movement or harming, these eggs take five turns to become fully-grown Dungeon Roaches. Originally, their hatching time was four turns, but it was lengthened to five turns since Architects' Edition.[1] [3]

[edit] Spiders

These move in the same way as roaches, but are harder to spot. The exact manner spiders are hidden depends on the version - in 1.x, they are the same color as the floors except for their eyes. In 2.0, they are truly invisible, but become visible for a turn if they moved last turn or when you get close. According to the canon, Spiders evolved to acquire this new property as a result of changes in the universal texture and styling of dungeons in The Eighth.[2] Spiders are first encountered in Deadly Rooms of Death, on level 10 of King Dugan's Dungeon. [4]

[edit] Wraithwings

Wraithwings look like small black demons with bat-like leathery wings. They can fly over pits, and will only attack if there is a significant number of them. In small numbers (up to three), wraithwings tend to be wary of the player and flee. When there is only one wraithwing residing in a room, it will never attack. When flying away, wraithwings try to be exactly five squares apart from the player. Wraithwings are first encountered in Deadly Rooms of Death, on level 2 of King Dugan's Dungeon, although level 5 is the first level in which they become a regular feature of the puzzles. [5]

[edit] Evil Eyes

These are normally stationary and harmless monsters until you step into their line of sight. At this point, they "wake up" and attack like roaches. Evil Eyes are first encountered in Deadly Rooms of Death, on level 3 of King Dugan's Dungeon, although level 5 is the first level in which they become a regular feature of the puzzles. [6]

[edit] Substance Monsters

[edit] The Living Tar

This is a viscous blue substance with a very high surface tension that can only be found as blobs with a minimum width of 2 squares at any point inside a mass. Cutting tar to make any part of it 1 square wide will create tar babies (roach-like monsters), but only edges are vulnerable; corners cannot be cut. If the room contains a Tar Mother, it will grow outwards every 30 moves, creating tar babies if, at any point, tar would be grown into a narrow spot. The Living Tar is first encountered in Deadly Rooms of Death, on level 8 of King Dugan's Dungeon; from level 11 onwards tar can be found covering walls and hiding trapdoors. [7]

[edit] The Awakened Mud

A material similar to tar except that its edges are invulnerable and its corners cuttable. [8]

[edit] Goblins

These creatures are intelligent and cowardly. Afraid of Beethro's sword, they will try to circle around the player (and simple obstacles) to attack him. Goblins do this finding the quickest way to his person, vigorously avoiding any square adjacent to his sword. Goblins are first encountered in Deadly Rooms of Death, on level 14 of King Dugan's Dungeon. [9]

[edit] Long Monsters

Long monsters look like snakes that can only move horizontally or vertically, and must constantly move each turn not unlike the computer game Snake. Their body is invulnerable to your sword as a rule. They must occupy at least two squares, and if anything causes them to become shorter, they will die. They will also die if a Bomb explosion touches the head. [10]

[edit] Serpents

These long monsters are red. If their head is trapped between obstacles and their own body and cannot move, they will start shortening themselves at the tail. This will continue until they get freed or shorten themselves to less than two squares long and die. They treat Force Arrows and Scrolls as obstacles. Serpents are first encountered in Deadly Rooms of Death, on level 7 of King Dugan's Dungeon.

[edit] Rattlesnakes

Blue versions of serpents that will not shrink when they are trapped. Instead, their tail has a rattle which is vulnerable, so they shrink down every time it is hit by a sword swipe. Unlike Serpents, Rattlesnakes can move over Scrolls and Force Arrows. Rattlesnakes are first encountered in Journey to Rooted Hold, on the Sixteenth Level.

[edit] Adders

Green versions of the serpent which are able to consume other monsters. Their weak point is the head. Adders are confirmed to be in The City Beneath.

[edit] Brains

These are stationary but insidious monsters that cause all other monsters in the room to behave more intelligently, by improving the monster's ability to navigate around obstacles. Sometimes, however, this is exploitable to the player's advantage. Brains are first encountered in Deadly Rooms of Death, on level 20 of King Dugan's Dungeon. [11]

[edit] Constructs

[edit] Mimics

These are created from mimic potions, and are clones of Beethro that mimic his movements. They are inedible and do not attract monsters, so are useful for wiping out enemies remotely, protecting Beethro, or navigating normally inaccessible areas. If Beethro moves diagonally but the Mimic cannot, it will make a vertical move over a horizontal one wherever it can. Mimics are first encountered in Deadly Rooms of Death, on level 3 of King Dugan's Dungeon, although level 4 is the first level in which they become a regular feature of the puzzles.

[edit] Decoys

Clones of Beethro that do not move but attract nearby monsters. Just like mimics, they are created from potions and are inedible. Also, monsters can smell the real Beethro from five squares away, and will attack the real target should he come close enough.

[edit] Invisibility

Invisibility potions make Beethro invisible: monsters cannot see him, and will remain stationary (and roach queens will not spawn). However, when Beethro moves within five squares of a monster, it will smell him and move normally. If a brain smells Beethro, all monsters in the room become aware of him. Taking a second invisibility potion cancels the effect of the first. Invisibility potions are first encountered in Deadly Rooms of Death, on level 3 of King Dugan's Dungeon.

[edit] Rock Golems

Monsters too stupid to traverse corners, they leave behind piles of rubble when they die (thereby blocking the player's movement into that square). Unlike roaches, Rock Golems that want to move diagonally but cannot will stay in place. They will not move vertically or horizontally unless Beethro is in a straight line from them. Rock Golems are first encountered in Journey to Rooted Hold on level 6. [12]

[edit] Wubbas

Incapable of directly harming Beethro, but also immune to his sword, they can block his movement. Wubbas use the Rock Golem movement pattern. They don't count as monsters for clearing the room and dropping a Green Door. They can be killed by the explosion of a Bomb. Wubbas are first encountered in Journey to Rooted Hold on level 5. [13]

[edit] Seep

Monsters that live in the walls. They move like roaches, but can only move through walls and other solid elements, like doors. If Beethro moves adjacent to a seep, it will jump out of the wall and kill him. A seep will die if the solid element it is occupying disappears, like the opening of a door. [14]

[edit] Guards

Guards wield a short sword and attempt to kill Beethro with it. They can often be outmaneuvered due to the fact that, unlike other monsters, they cannot harm Beethro with their body. Like Beethro, they can only move or turn their sword, not both, in one turn. Guards do not treat Potions as obstacles.

[edit] Uniques

[edit] Beethro

Beethro Budkin is the main protagonist of the DROD series. Beethro is a big, chubby man with a prominent nose and a scar on his forehead, who wears his yellow hair in three spikes. As a Dungeon Exterminator belonging to the Smitemasters' Guild, his weapon of choice is the Really Big Sword, and his job is to clear infested dungeons from any monsters. Smitemaster is the official title for Dungeon Exterminators, the shortened Dunger is a derogatory term, and it appears that they are called Delvers by the Empire. Goblins nicknamed him "Beethro the Butcher" for slaughtering many of their kind. Beethro has an older sister named Voniffa and several other siblings. He also has a lot of nieces and nephews, the most significant of which is Halph.

When controlling Beethro, each turn there are 11 options: he can move in each of the eight cardinal directions, he can turn his sword clockwise or counter-clockwise, or he can wait on the spot.

[edit] The 'Neather

The 'Neather is the long lost son of King Dungan the Third. One day when he was especially annoying his father, Dugan jokingly told him to go play in the dungeons. The boy took the advice seriously, got lost, but survived in the dungeons and swore revenge. Being the boss enemy on the final level of the official dungeon, he is intelligent and orchestrates monsters in a room by manipulating doors. He is wielding a hammer; however, it is used only to strike orbs and never to attack. On occasion, users have attempted to build levels featuring the 'Neather, but one of the main problems arises from his script being hard-coded unlike the now-malleable characters of 2.0. The 'Neather is first (and only) encountered in Deadly Rooms of Death, on level 25 of King Dugan's Dungeon.

[edit] Halph

As Beethro's young nephew and sidekick, he can be given simple tasks like opening doors or blocking corridors. Walking into a closed Yellow Door orders Halph to go to the nearest Orb that opens that door and hit it (if he cannot, he complains and stays in place), then return to previous location. Walking into Halph will order him to follow you, and doing that when he follows you will order him to stop and remain at his current spot. Monsters will not attack Halph and treat him as an obstacle. However, he will die if hit by a sword (even Beethro's own), a hook or a Bomb explosion. In case of Halph's death, you lose and the room is restarted. Halph is first encountered in Journey to Rooted Hold, on level 1.

[edit] The 39th Slayer

Intelligent boss enemy that tracks Beethro and wields a hook which is just as deadly as Beethro's sword. He is intelligent enough to avoid moves that allow Beethro to kill him next turn, using both movement and hook rotation to this goal. Like Guards, The Slayer can either move or rotate the hook each turn, not both, and can move over Potions. Unlike them, moving onto Beethro is as deadly as the hook. He tracks Beethro by sending a visible wisp into the room that moves towards Beethro as efficiently as possible. If it reaches Beethro, the Slayer will follow the steps that the wisp laid out. The Slayer was coded to be mostly unaccostable. Only a few ways to kill him are currently known, and they are not possible in all rooms. 39th Slayer is the character's real name, as in the Rooted Empire name is determined by both occupation and rank according to seniority. His first appearance in the Journey to Rooted Hold is a demonstration showing that he is mostly likely an instructional Slayer. He is also the first in-game NPC to refer to Beethro as a "delver" whereas most site publications and in-game scrolls used the more formal "smitemaster". The 39th Slayer is first encountered in Journey to Rooted Hold, on level 3.

[edit] NPCs

Scriptable characters that allow architects to create numerous different puzzles that go above and beyond the simple functionality of the monsters available in-game. The storyline of Journey to Rooted Hold and other holds is created using scripted characters. In the recent official holds (King Dugan's Dungeon 2.0, Journey to Rooted Hold and the Smitemaster's Selections) all NPCs are voice acted.

[edit] References

  1. ^ The sourceforge notice regarding roach egg spawning time change can be found here.
  2. ^ The article concerning spiders evolving to adapt to new styles can be found here.