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Entries in this colour are "Mindgames"-expansion only.

Entries in this colour are "Gold"-expansion only.

Entries in this colour are "Pilgrim"-expansion only.

Entries in this colour are "Juggernaut"-expansion only.


General Info Edit

Here you will find details about monsters in The Pit. Creatures are split into "families" (breeds, if you prefer) for cataloging purposes, and you'll find various tips and information on each on them. Understanding monster behavior or AI is very useful in surviving, and this article also covers that.

Note that all monsters have both a hearing range and a line of sight range. These ranges differ greatly between the various creatures. Psi attacks and Melee combat causes very little noise but a grenade detonation or repeated gunfire will attract several patrols. Interacting with any object or container causes little to no noise.

Monster propertiesEdit

Perks or modifiers with are monster-specific, or not necessarily obvious at first glance.

  • All creatures have a viewing area just like your character. They also have a "sensor range", which represents the sensitivity of their hearing, sense of smell, or quite literally the quality of their electronic sensors. Noise or proximity is usually how monsters detect you, but obstacles (walls, closed doors) will interfere with their ability to do so.
  • Creatures can be harder or easier to hit than others. This is unique to each of them. However, you can make an educated guess by combining their moves per turn with their overall size. You can view a creature's exact move speed in your SotSDex. Melee attacks completely ignore this modifier.
  • Creatures who use weaponry have to reload as well. Such creatures can have a small chance to drop their weapon on death. Some creatures attack using a noise-like pulse, which almost always damages armour and can cause Stun.

Pulsebot
Typical pulse attack


  • Unlike your little hero, monsters which can open Doors must spend their turn to do so.
  • Many creatures lose movement speed (on top of accuracy) when they reach Wounded state. Also, Organic and Cyborg creatures die from Lvl. 10 Disease or Radiation Might loss just like you would.
  • All creatures emit a distinct sound when they detect you, at which point they will attack you anytime you are in view/attack range. They drop this "alerted" state once you've been out of their sensor range for 20 turns.
  • Some Bots and other "security personel" (Hivers, etc.) may have a chance to drop a Floor Card Key. Such creatures obviously have no issue opening locked doors.

Monster tipsEdit

  • Pay attention to how well monsters navigate. Some can't open doors and can be trapped in rooms to preserve ammo/durability. Others can only open doors which were already unlocked. So, careful with those fingers, Arsène Lupin. And think twice before blowing up ammo hogs like Large Proteans.
  • In Gold Edition, many monsters will attempt to destroy any closed doors standing between them and you, once they have detected you.
  • Cyborg creatures combine the best attributes of Organic and Mecha and will give you the most trouble, but the downside is their vulnerability to most Psionics and Status Effect which affect either type of monsters.
  • Some creatures will seek to ambush you by hiding next to doors. Counter this by strafing and sweeping your line of sight to cover dead angles, and shoot ambushers before entering the room. All ranged Security Bots will use this tactic, both defensively and to counter your ambushes.
Ambush
Door ambush



  • Some creatures are easy to sneak-up on or ignore so long as no nearby noise is produced. Pay attention to the direction un-alerted creatures with limited vision are facing.
  • Refer to The Pitopedia for specific drop information and odds for creatures that were around before Mindgames.


Monster Catalog (Pilgrim expansion) Edit

Name + Image Abilities & Tips Drops

M'kkose FamilyEdit

MkkoseClump
M'kkose Clump


  • Melee knife attack
  • When wounded seeking for other M'kkose creatures to merge into one being, healing them. Two wounded creatures of the same kind merged with third would evolve into M'kkose Cluster
EvolvingMkkose
Evolving M'kkose


  • Causes Lvl 4 poison with Ballistic Damage Darts
  • Can inflict damage over time spores with melee attacks
  • When wounded seeking for other M'kkose creatures to merge into one being, healing them. Two wounded creatures of the same kind merged with third would evolve into M'kkose Gestalt
  • Opens doors
M'kkose cluster
M'kkose Cluster


  • Can inflict damage over time spores with melee attacks
  • Shoots Ballistic damage darts
  • When wounded seeking for other M'kkose creatures to merge into one being, healing them. Can merge with smaller M'kkoses, absorbing them. Two wounded creatures of the same kind merged with third would evolve into M'kkose Mass(?)
M'kkose Gestalt
M'kkose Gestalt


  • Causes Lvl 4 poison with Ballistic Damage Darts
  • Opens doors
  • When wounded seeking for other M'kkose creatures of the similar size to merge into one being, healing them. Can merge with smaller M'kkoses, absorbing them. Two wounded creatures of the same kind merged with third would evolve into M'kkose Sodality(?)
M'kkose Mass
M'kkose Mass


  • Shoots a projectile which leaves behind a gas cloud causing lvl 5 poison
  • Fire 4 Ballistic damage darts with spores in one volley
  • Realatively weak 2 space melee attack that attacks twice
  • Opens doors
MkkoseSodality
M'kkose Sodality (1)


  • Shoots a projectile which leaves behind a gas cloud causing lvl 5 poison
  • Fire numerous Ballistic damage darts with spores in one volley
  • Spawns 2 M'kkose Clumps upon death
  • Opens doors
M'kkoseSodality
M'kkose Sodality (2)


  • Spawns 2 M'kkose Clumps upon death

Moon Bear Family (addition to existing family)Edit

BlisterLizard
Blister Lizard


  • Body is acidic, so melee attacks damage weapons
  • Melee attack deteriorate armour

Swamp Demon Family (addition to existing family)Edit

Sand Strangler
Sand Strangler


  • Causes Choking and Lvl.5 Poison with double medium-range attack

Vampire Bat Family (addition to existing family)Edit

Mind taker
Mind Taker


  • Three melee attacks which drain approx. 75 psi per hit
  • Casts Psi Armor/Psi Shield

Arbuda FamilyEdit

Arbudasapiens
Arbuda Sapiens


  • Throws infinite terror bombs
  • Uses Med Bays to heal, even powered off would heal them infinitely until destroyed
  • Opens doors
  • 4 move speed

Hiver Family (addition to existing family)Edit

HiverColdOne
Hiver Cold One


120px-Hiver Prince
Hiver Prince


Monster Catalog (Juggernaut expansion) Edit

Name + Image Abilities & Tips Drops

Silicoid FamilyEdit

SilicoidSwarmer
Silicoid Swarmer


  • Mecha
  • 4 move speed

Arbuda Family (addition to existing family)Edit

PitBuilder
Pit Builder


  • Throws infinite Fire Bombs

Saber Cat Family (addition to existing family)Edit

Nightsabre
Nightsabre


  • 4 move speed
  • Has low armour
  • Armor-piercing melee

Avian FamilyEdit

Albinoid
Albinoid


  • Has no armour
  • Blind
  • Don't attack player
  • Casts heal
  • Slow
Azulavis
Azulavis


  • Casts Heal/Shrapnel Storm
  • Has low armour
  • Don't attack player in melee
  • Slow
Monarchodyte
Monarchodyte


  • Casts TK Fist/Paralize
  • Has very low armour
  • Don't attack player in melee

Monster Catalog (Gold expansion) Edit

Name + Image Abilities & Tips Drops

Scorpion FamilyEdit

Stinger
Stinger


  • 2 range attack
  • Can poison LVL 2
Sand Stalker
Sand Stalker


  • 4 move speed
  • Can Poison LVL 7
Desert Tyrant
Desert Tyrant


  • 4 move speed
  • Can Poison LVL 9
  • Range: 2

Terran Family (addition to existing family)Edit

Snow Rabbit
Snow Rabbit


  • Does not attack
Mad Bomber
Mad Bomber


  • Throws firebombs that cause burning
Psycho Grenadier
Psycho Grenadier


  • Throws Lightning Grenades/Stun Grenades/Disruption/Plasma grenades
  • Can throw up to 2 grenades at once
Turkey
Turkey


  • Can be found in Biomes
  • Deals minor Sonic damage which drains food

Toaster Bot Family (addition to existing family)Edit

Scavenger Bot
Scavenger Bot


  • Steals random item from inventory
  • May attempt to flee to its starting location after stealing an item; it will destroy the item when it gets there.
  • Destroying the bot will cause the stolen item to drop
Maintenance Master
Maintenance Master


  • Steals random item from inventory
  • Paralyzing Beam
  • Spawns 1-2 Scavenger bots upon hit to a maximum of 4
Living Brain
Living Brain


  • Spawns 1-2 Havoc Drones or Fast Response bots upon hit to a maximum of 4
  • Heals Mech Units

Snake FamilyEdit

EntropicWurm
Entropic Wurm


Viper King
Viper King


Sand Snake
Sand Snake


Flare Wurm
Flare Wurm


  • Grabs
  • Fire Breath cone attack
Ice Eater
Ice Eater


Glacier Snake
Glacier Snake


  • Acid Breath cone attack
  • If attacked with melee weapons, also inflicts durability damage to that weapon

Bear Family (addition to existing family)Edit

Moon Bear King
Moon Bear King


  • Spawns 1-2 Moon Bears or Moon Bear berserkers when hit to a maximum of 4
Moon Bear Berserker
Moon Bear Berserker


  • Has low armour
Dune Mole
Dune Mole


  • Ranged Paralysis

Stationary Family (addition to existing family)Edit

Recycler
Recycler


  • Grabs
  • Shoots low damage beam that pulls organic targets 2 tiles closer
  • Can do massive melee damage (150 without armour)
  • Also attacks monsters
  • Can be interacted with to be reprogrammed to only attack organic enemies (will still deal heavy damage to you if you end your turn below and adjacent to it)
Cyborg Hiver Queen
Cyborg Hiver Queen


  • Dissolvable (will instantly destroy all 3 parts + the spawner)
  • Has 3 targetable parts, each of which fires a laser
    • Max range 9-11 (depends on positioning).  In general, if you can see it, it can shoot you.
    • Lasers can be stunned and paralyzed.
  • Spawns 1 Hiver Worker every 10th turn (provided you are within range 5 of spawn-point)
    • Can be used to farm for food and exp (after killing it's 3 lasers but leaving spawner intact).
    • up to 10 hiver workers will spawn this way

Protean Family (addition to existing family)Edit

Absorboid
Absorboid


  • High damage Laser that causes Radiation (+50) inflicting laser damage with X-Rifle
  • If attacked with energy weapons, will absorb damage and spawn a protean
Sandoid
Sandoid


  • Desert Biome mob
  • Can become Invisible
  • Slow
Ultra Amazoid
Ultra Amazoid


  • Grabs
  • Appears initially to be an Adaptoid, but can be imitating more advanced objects, such as an Analysis Console
  • Mimics player's race, abilities, health and even weapons until wounded

Psi Predator Family (addition to existing family)Edit

Psirebral Human
Psirebral
Human


  • Slow
  • Casts heal/psi shield/Invisiblity/TK fist
  • Throws Frag Grenades
  • Opens Doors
  • Has very low armour
PsirebralScientist
Psirebral
Scientist


  • Slow
  • Casts heal/psi shield/Invisiblity/TK fist
  • Radiates (+75) and inflicts energy damage with Rad-Blaster
  • Throws KO Grenades
  • Has very low armour
PsirebralStrangler
Psirebral
Strangler


  • Slow
  • Casts heal/psi shield/Invisiblity/TK fist
  • Opens Doors
PsirebralTarka
Psirebral
Tarka


  • Slow
  • Casts heal/psi shield/Invisiblity/TK fist
  • Has very low armour
  • Opens Doors

Wolf Family (addition to existing family)Edit

Sylacene
Sylacene


  • Desert Biome
  • Casts Fear

Stationary FamilyEdit

Medium Turret
Medium Turret


  • Sometimes skips turn
  • low exp
Medium Turret Mk 2
Medium Turret Mk 2


  • Shoots 6 ballistic projectiles with a knockback chance
  • Sometimes skips turn

Liir FamilyEdit

Liir Wintermind
Liir Wintermind


  • Casts Deflect/Regeneration/Reflect/Psi Storm

Morrigi FamilyEdit

Morrigi Recreant
Morrigi Recreant


  • Deteriorates Armour by 3 per hit
  • Slow
  • Casts Psi Drain/Fear/Heal
  • Causes Inventory damage

Spider Family (Addition to existing familyEdit

Dune stalker
Dune Stalker


  • Has low armour
  • 4 move speed

Monster Catalog (Mindgames expansion) Edit

Name + Image Abilities & Tips Drops

Vampire Bat FamilyEdit

Shadow bat
Shadow Bat


  • Chance to drain Psi points on hit
LampreyHawk
Lamprey Hawk


  • Chance to drain Psi points on hit
  • Often found inside Kitchens
NightTerror
Night Terror


  • Chance to drain Psi points on hit
  • Often found inside Kitchens

Spider FamilyEdit

Ghost maker
Ghost Maker


  • Causes Lvl 5 Poison, which also causes Dim
Psider
Psider


Wallcrawler
Wall Crawler


  • Uses Psi Life Drain

Psi Predator FamilyEdit

Psirebral
Psirebral


  • Typically uses 1 defensive Psionic before attacking, which includes Psi Shield, Heal, Invisibility and Reflect
  • Attacks using TK Fist or melee. Engaging in melee combat reduces the chances of receiving a TK Fist
Redactral
Redactral


  • Can use Psi Heal on other monsters
  • Casts PSI shield/PSI Invisibilty/Reflect
Mind wolf
Mind Wolf


  • Uses Psi Invisibility, Fear
2013-07-08 05 50 32-Tekker - Opera
Snakedog


  • Uses Psi Invisibility & Psi Heal
  • Opens doors
Uberwolf
Uberwolf


  • Uses Psi Invisibility & Psi Fear
  • 4 move speed

Mechano Wolf FamilyEdit

Jaeger
Jaeger


  • Cyborg
  • Uses Psi Invisibility
  • Opens doors
  • Answers to alarms
  • Can heal itself using powered Repair Stations
2013-07-08 17 34 32-TorNis - Opera
Mechanodog


  • Cyborg
  • Opens doors
  • Answers to alarms
2013-07-08 05 47 47-Tekker - Opera
Cyberwulf


  • Cyborg
  • Uses Psi Invisibility and Psi Fear
  • Opens doors
  • Answers to alarms

Kao'Kona Reptile FamilyEdit

Mugala
Mu'gala


  • Grabs
  • Guards rooms or hallways, will retreat if you walk away from their assigned area
  • Has high health
  • Armour-piercing melee
  • Tainted Meat (x1-x3)
2013-07-08 17 18 06-TorNis - Opera
Basilisk


  • Grabs
  • Moves about freely, unlike it's Mu'Gala cousin
  • Has high health
  • Armour-piercing melee
2013-07-08 05 50 41-Tekker - Opera
Swamp Killer


  • Grabs
  • Causes Lvl. 5 Poison
  • Has high health
  • Armour-piercing melee

Terran Animal FamilyEdit

Gigantopithecus
Gigantopithecus


  • Opens doors
  • Low melee damage
  • Try to AoE them along with more dangerous creatures, they can soak a lot of ammo/durability
2013-07-08 05 51 21-Tekker - Opera
Yeti


  • Uses Psi Invisibility
  • Causes Cold, which enables all creatures attacking you to damage your armour
MissingLink
Missing Link


  • Uses Psi Invisibilty
  • Has high health
Primitive
Primitive


  • Hidden creature
  • Has high health
  • Don't attack player
2013-07-08 01 26 01-Khalioz - Opera
Sasquatch


  • Found in Stasis pods and snow biomes
  • May join you or choose to escape
  • Same properties as Skunk Ape
2013-07-08 05 50 18-Tekker - Opera
Skunk Ape


  • Do not think it leaves the room it spawned in
SumpThing
Sump Thing


  • Hidden creature
  • Has high health
  • Don't attack player
2013-07-08 05 51 05-Tekker - Opera
Wendigo


  • Cyborg
  • Throws up to 3 Frag Grenades
  • Causes Cold, which enables all creatures attacking you to damage your armour
2013-07-08 05 47 14-Tekker - Opera
Cow


  • Can be found in Biome floors or randomly inside cages, does little damage
  • Good source of cheese

Saber Cat FamilyEdit

2013-07-08 05 50 26-Tekker - Opera
Smilodon


  • Grabs
  • Very low armour
  • Armour-piercing melee
2013-07-08 05 50 08-Tekker - Opera
Sabretooth


  •  Grabs
  • Very low armour
  • Armour-piercing melee
  • 4 move speed
Battlecat-99px
Battle Cat


  •  Grabs
  • Armour-piercing melee
  • 4 move speed

Protean Family (addition to existing family)Edit

Cryoid
Cryoid


  • Grabs
  • Causes Cold, which enables all creatures attacking you to damage your armour
2013-07-08 05 48 04-Tekker - Opera
Fryoid


  • Grabs
  • Causes double Fire attack at medium range
  • Does not split

Toaster Bot / Abductor Family (addition to existing family)Edit

Computotronunit
Computotron Unit


  • Mecha
  • Opens doors and moves about freely
  • Low accuracy at short range
Librarian
Librarian


  • Mecha
  • Causes Stun in a cone area

Zuul Family (addition to existing family)Edit

Feralmalezuul
Feral Male
Zuul


Packleader
Pack Leader


  • Uses Psi Drain, Psi Armor & Psi Paralyze
  • Throws up to 3 KO Grenades
  • Slow
Painherald
Pain Herald


Ripper-0
Ripper


  • Casts Psi Armor/Heal/Lifedrain
  • Throws up to 3 KO Grenades
  • Armour-piercing weapon
  • Deteriorating Armour
Zuullord2
Zuul Lord II


  • Seeks to ride nearby Zuul Elite Females, which must be slain before he can be attacked
  • Causes Pain within a 2 tile range
  • Uses Drain Psi, Drain Life, Psi Armor & Psi Heal
  • Attacks 4 times per turn
  • Armour-piercing weapon
  • Shooting 3 projectiles Deteriorating Armour
2013-07-15 11 42 49-Adobe Flash Player
Zuul Lord I


  • Grants the Zuul Lord increased speed and causes any damage taken to be transferred to his mount, but disables the Elite Zuul Female's attack
  • Once defeated, you may be able to damage Zuul Lord before he moves on to his next "ride"
  • Shooting 3 projectiles Deteriorating Armour
  • Can Dispel Buffs with Whip like attack
Zuulelitefemale
Zuul Elite
Female


  • Grabs
  • Shooting 6 projectiles with a chance to knockback
  • Good resistance to status effects
  • Very high armour, weapons with ~150 penetration are recommended
ZuulGhast
Zuul Ghast


  • Uses Psi Drain/Psi Armor
  • Melee attacks can heal him

Liir FamilyEdit

2013-07-08 05 46 57-Tekker - Opera
Corrupted Liir


  • Easy to sneak-up on
  • Uses TK Fist & Psi Heal
  • Causes Pain within a 2 tile range
Question-mark
Captured Liir


  • Found in Statis pods
  • May join you or choose to escape.
  • Similar properties to Liir Screamer
Liirscreamer
Liir Screamer


  • Inflicts laser damage with Pulsar Pistol (6 shot volley)
  • Causes Pain within a 2 tile range
  • Casts Psi Deflect/Shrapnel Storm/Reflect/Regeneration
Xombie Liir
Xombie Liir


  • Uses Deflect/Drain Life

Morrigi FamilyEdit

Morrigiscreamer
Morrigi
Screamer


  • Uses Psi Fear, Reflect, Paralysis & Psi Drain
  • Causes Inventory damage
  • Opens doors
2013-07-08 05 49 14-Tekker - Opera
Morrigi
Traveller


  • Uses Heal, Drain Psi & Psi Fear
  • Doesn't leave the room it spawns in
2013-07-15 12 00 25-TorNis Entertainment - The Pit 32 Floor No Storage, No Checkpoints -ENG RUS
Treasure
Hunter


  • Found in Stasis pods
  • May join you or choose to escape

Enigmatic FamilyEdit

Unknownagent
Unknown Agent


  • Turns into Mothman upon death
  • Casts Deflect/Heal/Psi Drain/Invisibility
2013-07-08 05 49 25-Tekker - Opera
Mothman


  • Emerges from the corpse of "Unknown Agent"
  • Uses Fear/Fire/Psi Drain/Drain Life/Berserk/Reflect
  • Attacks can dispel buffs such as Psi Armor/Psi Shield
  • Immune to Fear
  • Attacks drain ~50 psi points
  • Causes Pain within a 3 tile range.

Stationary FamilyEdit

LightTurretMK1
Light Turret MK1


  • May pup-up from under the ground
  • Can not move
  • Found in rooms and hallways
Lightturretmk2
Light Turret MK2


  • Mecha
  • Can not move and guards hallways
  • Sometimes skips turn
Lightturretmk3
Light Turret MK3


  • Mecha
  • Can not move and guards hallways
  • Sometimes skips turn
2013-07-08 05 51 13-Tekker - Opera
Whipanwhirl


  • Can not move
  • Melee attack range
  • Grabs
Sots bloodvine
Bloodvine


  • Can not move
  • Melee attack range
  • Organic
  • Grabs
2013-07-08 19 51 02-TorNis - Opera
Sunflowers


  • Cyborg
  • Can not move
  • Cannot be damaged (even with ctrl + fire) until activated (i.e. it attacks)
  • Fragile, but dangerous
  • Has exactly 8 range (see here for a graph of ranges)
  • Armour-piercing, energy attack
  • Deteriorates Armour

Energy FamilyEdit

Havocdrone
Havoc Drone


  • Mecha
  • Can emerge from certain devices when a skill check is failed
  • Will mostly attempt to Stun you with a Stun Ray to assist security
Fireflies
Fireflies


  • High evasion, very resistant to many damage types
  • Susceptible to fire/poison/energy weapons/TK Fist/Life Drain (if it isn't resisted)
  • Mostly harmless and will not chase outside room
Spectre
Spectre


  • Immune to non-energy damage, but fire attacks and certain grenades such as EMP or Lightning work
  • Very strong melee attack (but low penetration? since it never seems to be able to damage doors at all)
  • Color appears to affect damage/health
  • Spectres heal when they cause damage
  • Opens Doors
Giant spectre
Giant Spectre


  • Weapon: Punch, medium
  • Was found in a stasis pod (Easy, Sub Floor 39; Normal, Sub Floor 36)
  • Spawns Spectre Mites
  • x

Monster Catalog (Original Game) Edit

Creatures that were around in the Original game. Note that many of these have received several important tweaks, which includes different AI behavior, how soon into the game they can spawn, wheter they can spawn in hallways, if they can chase outside of rooms, etc.

Name + Image Description Drops

Rock Rat FamilyEdit

Rock Rat
Rock Rat

  

  • Your classic dungeon-crawler rat. Use your fists/knife
Mutant Rock Rat
Mutant Rock
Rat


  • Causes Lvl. 1 Poison
  • Doesn't leave the room it spawns in
Brood Mother Rock Rat
Brood Mother
Rock Rat


  • Spawns a limited amount of Rock Rats and Mutant Rock Rats, which can be farmed
  • Causes Lvl. 2 Poison
  • Has strong melee, but never leaves the room it spawns in
  • Slow

Bat FamilyEdit

Ice bat
Ice Bat


  • Good hearing
Contaminated Bat
Contaminated
Bat


  • Causes Radiation (+15)  with its small claw attacks (slicing damage)
  • Often appears in packs
Rabid Bat
Rabid Bat


  • Can be dangerous to characters with low Might
  • Causes Lvl. 1 Disease

Bear FamilyEdit

Stone Mole
Stonemole


  • Spits acid in medium range (seems to have max range of 4) but slow. Engage at long range or use Base Paste  to preserve equipment.
  • If attacked with a Knife, Blade or Fist weapon, also inflicts durability damage to that weapon, but not always
  • Slow
Moon Bear
Moon Bear


  • Grabs
  • Appears early in the game. Good source of meat but tough
  • Found in stasis pods
Golden Bear
Golden Bear


  • Grabs
  • Added in update 1.1.9  to Mindgames
Diseased Bear
Diseased Bear


Plague Beast
Plague Beast


  • Grabs
  • Causes Lvl. 4 Disease
  • Doesn't leave the room it spawns in
Cyberjaeger Bear
Cyberjaeger
Bear


  • Cyborg
  • Exceptional hearing & Good armour
  • Very inaccurate shotgun attack
  • AoE cannon damages inventory
  • Opens doors
Rampaging Cyborg
Rampaging
Cyborg


  • Cyborg
  • Good hearing & Good armour
  • AoE cannon damages inventory
  • Opens doors
Scrap Hulk
Scrap Hulk


  • Cyborg
  • Good hearing & Average armour
  • Very inaccurate shotgun attack
  • Opens doors

Protean FamilyEdit

Protean Small
Protean (Small)


  • Inflicts small durability damage to equipped weapon, armour and random inventory items with each attack
  • If attacked with melee weapons, also inflicts durability damage to that weapon
  • Proteans can be safely punched, though. Even when using a punch enhancer, like adamantium gloves
  • Donning an Enviro Suit will protect you from the protean's acid. They can then be safely punched to death as their actual damage output is minimal
  • Has no armour
Enlarged Virus
Enlarged Virus


  • Causes Lvl 2 Disease
  • Fairly dangerous to characters with low might
Beast Virus
Beast Virus


  • 4 move speed; dangerous to characters with low might
  • Causes Lvl. 4 Disease
  • Will Berserk when hit, possibly propagating Disease on all nearby monsters
Protean medium
Protean
(Medium)


  • Inflicts medium durability damage to equipped weapon, armour and random inventory items with each attack, and Grabs
  • Splits into 2 Small Proteans on death, which both get a free attack if you are within melee range
  • If killed with a any kind of melee weapon, also inflicts durability damage to that weapon.
  • Has low armour
Protean Large
Protean
(Large)


  • Inflicts large durability damage to equipped weapon, armour and random inventory items with each attack, and Grabs
  • Killing every Large Protean you come across without a Shotgun-type  weapon will drain your ammo
  • Splits into 2 Medium Proteans on death, and if killed with a any kind of melee weapon, also inflicts durability damage to that weapon.
Toxoid
Toxoid


  • Has high health
  • Grabs & does not split
  • Causes Lvl. 3 Poison
  • Vulnerable to high damage and most multi-target weapons, e.g. Shotgun, Thumper, Machine Pistol due to low armour 
Xomboid
Xomboid


  • Grabs & does not split
  • Causes high lvl disease
Adaptoid
Adaptoid


  • Grabs & does not split
  • When disguised and attacked with weapons with more than 1 attack per turn - only first successful hit would be counted
  • Can only disguise as single square containers or furniture, which cannot be interacted with. This includes:
  1. Medical Locker
  2. Ammo Container
  3. Ruined Bed
  4. Bed
  5. Cage
  6. Mechanical Locker
  7. Armor Locker
  8. Stasis Pantry
  • When disguised, will only attack players within melee range and on their turn. They also emit "gargling" noises when combat is going on nearby.
  • Melee attack has a high chance to damage your armour, it's also has AoE like some blade weapons
  • Approaching single square containers using first movement of turn and trying to interact with them is therefore the simplest way to detect an adaptoid. Lifesense and motion sensors work as well.

Toaster Bot FamilyEdit

Maintenance Bot
Maintenance
Bot


  • Mecha
  • Not to be confused with Scavenger Bots, these bots can Stun and will damage armour far more often
  • May run away when low on health
Waste Managment Bot
Waste
Managment
Bot


  • Mecha
  • May run away when low on health
  • Radiates (+25)
Scavenger Bot
Scavenger
Bot


  • Mecha
  • Steals random item from inventory
  • May run away when low on health
  • Stolen items can be destroyed if bot reaches a manufacturing bay

Security Bot FamilyEdit

Light Security Bot MK I
Light Security
Bot MK I


  • Mecha
  • Answers to alarms, but does not leave the room they spawn in otherwise
  • 2 shot volley 
Light Security Bot MK II
Light Security
Bot MK II


  • Mecha
  • Answers to alarms, but does not leave the room they spawn in otherwise.
Light Security Bot MK III
Light Security
Bot III


  • Mecha
  • Machine Pistols leaves it incapable of shooting beyond a range of 7
  • Answers to alarms, but does not leave the room they spawn in otherwise
Med Security Bot MK I
Med. Security
Bot MK I


  • Mecha
  • Answers to alarms, but does not leave the room they spawn in otherwise
Med Security Bot MK II
Med. Security
Bot MK II


  • Mecha
  • Engage in Melee range if possible, it's Blade is very weak
  • Answers to alarms, but does not leave the room they spawn in otherwise
Med Security Bot MK III
Med. Security
Bot MK III


  • Mecha
  • Answers to alarms, but does not leave the room they spawn in otherwise
HVY Security Bot MK I
Hvy. Security
Bot MK I


  • Mecha
  • Throws up to 3 Frag Grenades
  • Answers to alarms and moves about freely
HVY Security Bot MK II
Hvy. Security
Bot MK II


  • Mecha
  • Throws up to 3 HE Grenades, which explode over a smaller radius than the usual Frag Grenades.  
  • Answers to alarms
HVY Security Bot MK III
Hvy. Security
Bot MK III


Manufacturing Bay Image
Manufacturing Bay


  • Occasionally produces Bots and heals nearby Mecha to full
  • Can be disabled by booby trapping or simply destroyed with any weapon
  • Susceptible to fire
  • Can be interacted with to attempt to booby trap the bay to explode when an enemy comes near
  • Nothing
Fast Response Bot MK I
Fast-Response
Bot Mk I


  • Mecha 
  • Answers to alarms and moves about freely
  • Pulse attack can Stun and often damages armour, but has short range
Fast Response Bot MK II
Fast-Response
Bot Mk II


  • Mecha
  • Answers to alarms and moves about freely
  • Pulse attack can Stun and often damages armour, but has short range
Fast Response Bot MK III
Fast-Response
Bot Mk III


  • Mecha
  • Answers to alarms, but does not leave the room they spawn in otherwise
  • Cannot open doors
  • Pulse attack can Stun and often damages armour, but has short range
Von Neumann Probe
Von Neumann
Probe


  • Mecha
  • ~85% chance to destroy random item. ~15% chance to instantly kill the player. May change based on difficulty
  • Attack range is medium, cannot open doors
  • May employ tricky patrol routes if left to wander
  • Slow

Medical Robot FamilyEdit

Deranged Medical Bot
Deranged
Medical
Bot


  • Mecha
  • Appears early in the game's Medical rooms, but has limited hearing
  • Armour-piercing melee
Crazed Surgeon
Crazed
Surgeon


Preserver
Preserver


  • Mecha
  • Heals adjacent Organics
  • Causes Confusion twice per turn

Abductor FamilyEdit

Retriever
Retriever


  • Mecha
  • Causes lvl. 2 Poison and Dim in a medium area around them
  • High Armour
Specimen taker
Specimen Taker


  • Mecha
  • Causes lvl. 2 Poison and Dim in a medium area around them
  • High Armour
Collector
Collector


  • Mecha
  • Causes lvl. 2 Poison and Dim in a medium area around them
  • High Armour

Morrigi Bot FamilyEdit

Warbot MK I
Warbot MK I


  • Mecha
  • Throws Frag Grenades
  • Radiates with long-range laser and throws Blinding grenades
  • Melee attacks can knockback
  • Relatively low health but high armour
  • Wields a X-Rifle, and shooting twice per turn, which can stack radiation poisoning fast.
Harpy Pattern Warbot
Harpy
Pattern
Warbot


  • Mecha
  • Radiates with long-range laser and throws Blinding grenades
  • Better lasers and speed than regular Warbots but less armour
  • Wields a deadly Meson Rifle and shoot twice per turn.
Morrigi Drone
Morrigi Drone


  • Mecha
  • Cannot open doors
  • Fast and accurate at all ranges
  • Answers alarms and moves about freely
Morrigi Drone Heavy
Morrigi
Drone
(Heavy)


  • Mecha
  • Cannot open doors
  • Answers alarms and moves about freely
  • Heavy damage attack which also damages inventory

Hiver FamilyEdit

Hiver Worker
Hiver Worker


  • Opens doors
  • Good hearing
  • May run when low on health
  • Armour-piercing melee
Clone Worker
Clone Worker


  • Opens doors
  • Good hearing
  • May run when low on health
  • Armour-piercing melee with AoE
Xombie Worker
Xombie Worker


  • Opens doors
  • Deaf
  • Armour-piercing melee
Perfected Clone
Perfected Clone


  • Will not leave the room it spawns in
  • May run when low on health
  • Armour-piercing melee with AoE
Hiver Warrior
Hiver Warrior


  • Limited movement area
  • Flamethrower can destroy containers and devices but damages other creatures as well.
  • Has good armour
  • Will not leave the room it spawns in
Hiver Commander
Hiver
Commander


  • Limited movement area
  • Flamethrower can destroy containers and devices but damages other creatures as well.
  • Armor-piercing rifle with a good chance to damage your armor
  • Has good armour
  • Will not leave the room it spawns in
Xombie Warrior
Xombie Warrior


  • Deaf

Tarka Family  Edit

Crazed Tarka Female
Crazed
Tarka
Female


  • Is permanently Confused.
  • Spawns early in the game with a deadly long-range attack
  • Sneaking up on this creature and engaging in melee range can cause it to use a much weaker melee attack instead, or miss much more
  • Very low armour
  • Slow
Tarka Test Subject
Tarka
Test
Subject


  • Will Berserk when hit, potentially doing large AoE damage to other enemy creatures
  • Wields a Shotgun, which is very deadly in close range but can damage creatures next to you
  • Very Weak melee attack
Xombie Tarka Female
Xombie
Tarka
Female


  • Deaf
  • Slow
Tarka Changed Male
Tarka
Changed
Male


  • Wields a powerful rocket launcher which they can only fire every ~2 turn, which can damage inventory
  • Weak melee in comparison, but their blade can Stun
  • Tailswipe attack can knockback
Tarka Var
Tarka Var


  • Wields a powerful rocket launcher which they can only fire every ~2 turn, which can damage inventory
  • Weak melee in comparison, but their blade can Stun
  • Tailswipe attack can knockback
Tarka Xombie
Tarka Xombie


  • Deaf
  • Wields a powerful rocket launcher which they can only fire every ~2 turn, which can damage inventory
  • May Berserk when hit
  • Attacks twice in melee range and can cause Stun
  • Tailswipe attack can knockback

Zuul FamilyEdit

Zuul Infant Swarm
Zuul Infant
Swarm


  • Damage from these early critters can add up. Still, it's important not to go overkill and use a mix of Fists and Knives/Blades to take them down, or non-grenade AoE
Ravenous Zuulings
Ravenous
Zuulings


  • Causes Berserk fairly consistently, but is usually not worth using ammo on. Engage with Fists or a backup melee weapon, preferably
  • Will not leave the room it spawns in
Zuul Pup
Zuul Pup


  • Good hearing
  • Opens doors
  • Armour-piercing melee
Voracious Zuul Pup
Voracious
Zuul Pup


  • Good hearing
  • Opens doors
  • Armour-piercing melee
  • 4 move speed
Feral Zuul Female
Feral
Zuul Female


  • Grabs
  • Armour-piercing melee
  • Spawns 1-3 Zuul Infant Swarm upon death
Zuul Alpha
Zuul Alpha


  • Grabs
  • Armour-piercing melee
  • Fires numerous ranged shots with a knockback chance
  • Spawns 1-3 Infant Zuul Swarm upon death
Xombie Zuul
Xombie Zuul


  • Deaf
  • Armour-piercing melee
Blighted Zuul
Blighted Zuul


  • Grabs
  • Armour-piercing melee
  • Four hits per attack
  •  Causes Lvl. 6 Disease
  •  Causes Lvl. 3 Poison
  •  Spawns 1-3 Zuul Infant Swarm upon death

Terran FamilyEdit

Crazed Human
Crazed Human


  • Spawns early in the game with a deadly grenade attack
  • Does not throw greanades when engaged in melee
  • Throws up to 2 frag grenades, but needs a 1 turn break between each
  • Alternatively, if you have a Rifle, you can snipe them from far away to take advantage of the inacuracy of long-range grenades
  • Opens doors
  • Very low armour
  • Slow
XombieHuman
Xombie Human


  • Throws up to 2 frag grenades
  • Slow
Corrupted Doctor
Corrupted
Doctor


Plague Cultist
Plague Cultist


Xombie Researcher
Xombie
Reseracher


The Lepuroid
The Lepuroid


  • Easter Special 
  • High movement speed and 8 attacks per turn, typically sticks to a limited area
  • Quite rare, but the best source for all kinds of eggs

"Swamp demon" FamilyEdit

Stangler
Strangler


  • Causes Choking with medium-range attack
  • Opens doors
  • Often lays traps nearby
Utukku
Utukku


  • Causes Choking and Lvl.3 Poison with medium-range attack
  • Opens doors
  • Often lays traps nearby
Swamp Creature edit
Swamp
Creature


  • Causes Choking and Lvl.3 Poison with medium-range attack
  • Opens doors
  • Casts Psi Invisibility
  • Often lays traps nearby

Hopkinite FamilyEdit

Hopkinite
Hopkinite


  • High armour, engage with 70-80+ penetration Weapons only, or Poison it
  • Uses TK Fist with a different animation. Can cause Confusion with Confusion RayBoth of these ranged attacks seem to cost psi, which runs out after a dozen or so shots.
  • Opens doors but slow
Little Green Man
Little Green
Man


  • High armour, engage with 60-70+ penetration Weapons only, or Poison it
  • Slow
  • Uses TK Fist with a different animation. Can cause ParalysisBoth of these ranged attacks seem to cost psi, which runs out after a dozen or so shots.
  • Opens doors but slow
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