Return of the Chasm Pt. 2: Shadow Enemies


#1

This thread is specifically for the enemies found all around the dungeon, the Chasm of Great Evil. Of course, these enemies will appear in different areas and will have different attacks, so do not be deceived by their appearance.

The Enemies
john
Common Enemies

Common enemies will spawn frequently throughout the corridors. They will always spawn 8 tiles away from each other. It is entirely random, outside of Oryx’s Castle enemies, which will always be at the end of a corridor.

Tomb of the Ancients Enemies

Shadow Jackal Lord

HP: 38,000 (+10% per person)
Def: 65
Spd: 40
XP: 1,000
Immune to Armor Broken
Immune to Stun
Immune to Daze

Attacks
Chasm%202a - Dark Bolt
Damage: 220
Range: 11.7
Shot Speed: 11
Inflicts Darkness for 2 Seconds
Pierces players

Reproduction:
Shadow Jackal
Shadow Sentry

Drops of Interest:
Potion of Vitality
Potion of Wisdom

Charges the nearest player or Pathfinder every 3 seconds, firing five shotguns of 4 Dark Bolts every second towards them. While not charging, fires three singular Dark Bolts at the nearest player or Pathfinder.

Every third charge, the Jackal Lord will spawn Dark Jackals and Dark Sentries.

Due to their high health and defense, and their strong attacks, keeping your eyes on them is the only thing you can do to keep yourself safe.

Shadow Jackal:

HP: 10,000 (+10% per person)
Def: 40
Spd: 60
XP: 400
Immune to Armor Broken

Attacks:
Chasm%202a - Dark Bolt
Damage: 110
Range: 6
Shot Speed: 20

Chases the nearest player, constantly firing two Dark Bolts, with six attacks every second. Spawn in pairs. If you can dodge their attacks by circling them, they’re easy to kill.

Shadow Sentry:

HP: 12,000 (+10% per person)
Def: 0
Spd: 20
XP: 400
Immune to Armor Broken

Attacks:
Chasm%202l - Dark Spear
Damage: 325
Range: 2.9
Shot Speed: 7.5
Inflicts Armor Broken for 2 Seconds
Inflicts Unstable for 1 Second

Upon spawning, will slowly follow a random player while firing a ring of 10 Dark Spears. Spawn in threes. Sitting on these are instant death, so being careful is advised.

Ocean Trench Enemies

Shadow Mare

HP: 68,000 (+10% per player)
Def: 10
Spd: 10
XP: 1,000
Immune to Slow
Immune to Paralyze

Attacks:
Chasm%202i - Shadow Spinner
Damage: 100
Range: 7
Shot Speed: 5
Inflicts Paralyzed for 3 Seconds
Inflicts Sick for 5 Seconds
Pierces players
Pierces armor
Chasm%202k - Shadow Spike
Damage: 275
Range: 7
Shot Speed: 8
Pierces armor

Reproduction:
Shadow Sea Horse
Shadow Sea Slurp

Drops of Interest:
Potion of Vitality
Potion of Wisdom

Wanders in place slowly, and spawns with a group of 10 Shadow Sea Horses. Upon being within 8 tiles of a user, it will fire waves of five Shadow Spikes twice every second at the nearest user, and fire a ring of 8 Shadow Circles every second.

If a player gets too close - within 2.5 tiles - however, it will fire four rings of Shadow Circles every second instead. Upon death, it will spawn eight Shadow Slurps.

While shots are relatively easy to tank in order to get close, becoming Paralyzed will result in a lot of issues if you don’t know what you’re doing.

Shadow Sea Horse:

HP: 1
Def: 0
Spd: 75
XP: 400
Invulnerable
Immune to Paralyze

Attacks:
Chasm%202k - Shadow Spike
Damage: 90
Range: 2
Shot Speed: 2
Inflicts Bleeding for 4 Seconds

Upon a player coming within 7 tiles, it will charge into them and immediately self-destruct into a ring of 12 Shadow Spikes. If you don’t see them, it could cost you your character.

Shadow Sea Slurp:

HP: 5,000 (+10% per person)
Def: 0
Spd: Stationary
XP: 400
Immune to Paralyze

Attacks:
Chasm%202d - Shadow Magic
Damage: 50
Range: 9
Shot Speed: 16
Pierces armor
Predictive

Upon spawning, will immediately begin to fire at the nearest player three times per second. It won’t do much damage on its own, but in a group, it can deal catastrophic damage if you stand still.

Oryx's Castle Enemies

Brute of Shadows

HP: 100,000 (+10% per person)
Def: 50
Spd: 50
XP: 2,500
Immune to all status effects

Attacks:
Chasm%202m - Shadow Wave
Damage: 400
Range: 4
Shot Speed: 20
Chasm%202l - Shadow Spear
Damage: 250
Range: 2.5
Shot Speed: 24
Pierces armor

Reproduction:
Knight of Shadow
Warrior of Shadow

Drops of Interest:
Potion of Vitality
Potion of Wisdom

Will begin to charge at the Pathfinder once he is within 10 tiles distance. It will fire a shotgun of six Shadow Waves every two seconds and will fire a constant stream of singular Shadow Spears, with four per second.

Every four seconds, it will spawn one Knight of Shadow and one Warrior of Shadow.

This is an enemy that is used to make the player panic and protect the Pathfinder. Shots are still able to hit players, but will not be aimed at them. If you don’t kill it quickly, you could have the Pathfinder with low HP in no time.

Knight of Shadow:

HP: 17,000 (+10% per player)
Def: 40
Spd: 30
XP: 400
Immune to Armor Broken
Loses 20% of its HP every second

Attacks:
Chasm%202n - Shadow Spiral
Damage: 85
Range: 5
Shot Speed: 16
Inflicts Slowed for 3 Seconds
Inflicts Dazed for 1.2 Seconds
Pierces armor
Pierces players

Upon spawning, it will fire five waves of 6 Shadow Spirals - once per second - until it dies, in which it will explode into a ring of 20 Shadow Spirals. Easy to avoid.

Warrior of Shadow:

HP: 800 (+10% per player)
Def: 0
Spd: 100
XP: 400
Immune to Slow
Immune to Paralyze

Attacks:
Chasm%202m - Shadow Wave
Damage: 90
Range: 20
Shot Speed: 5
Pierces armor

Upon spawning, it will immediately begin to run around as crazily as it can, firing eight waves of four Shadow Waves per second at the nearest player. Paying attention is crucial for dealing with this enemy, even if its health is very low.

Commander of Shadow:

HP: 100,000 (+10% per player)
Def: 10
Spd: Stationary
XP: 2,500
Immune to all status effects

Does not attack

Reproduction:
Shadow Insect

Drops of Interest:
Potion of Vitality
Potion of Wisdom

Rather than attacking, this enemy will spawn 11 Shadow Insects every 5 seconds until death.

Shadow Insect:

HP: 1,150 (+10% per player)
Def: 20
Spd: 30
XP: 400
Immune to Stun
Immune to Paralyze

Attacks:
Chasm%202d - Shadow Magic
Damage: 200
Range: 5
Shot Speed: 10
Pierces players

Upon spawning, it will begin to circle the Commander of Shadow while firing rings of 6 Shadow Magic every 2.5 seconds. This window allows you to kill them with ease if you’re quick about it.

The Nest Enemies

Adolescent Shadow Beehemoth

HP: 72,000 (+10% per player)
Def: 75
Spd: 40
XP: 1,000
Immune to Slow
Immune to Paralyze
Immune to Stun
Immune to Armor Broken
Immune to Expose

Attacks:
Chasm%202h - Dark Spike
Damage: 135
Range: 8
Shot Speed: 11
Inflicts Quiet for 1.4 Seconds
Inflicts Dazed for 1.4 Seconds
Inflicts Bleeding for 1.4 Seconds
Chasm%202i - Shadow Spinner
Damage: 80
Range: 14
Shot Speed: 8
Inflicts Pet Stasis for 4 Seconds
Inflicts Weak for 4 Seconds
Inflicts Sick for 4 Seconds
Pierces players

Reproduction:
Killer Shadow Bee
Shadow Larva

Drops of Interest:
Potion of Vitality
Potion of Wisdom

Upon spotting a player, it will immediately spawn 20 Shadow Larva and 10 Killer Shadow Bees. It will then start to fire barrages of shots during the nearest player for five seconds, before becoming Armor Broken for 3 Seconds and remaining stationary. Upon reaching 10,000 HP, it will become invulnerable and self-destruct after 3 Seconds into a ring of 20 of each shot.

These barrages include shotguns of 6 Dark Spikes every half second, a ring of 12 Dark Spinners every second, and a small shotgun of 3 Dark Spinners every half second.

They are very lethal enemies, but with the right timing, they aren’t too difficult to kill.

Killer Shadow Bee:

HP: 30,000 (+10% per person)
Def: 0
Spd: 25
XP: 400
Immune to Expose
Immune to Curse

Attacks:
Chasm%202h - Dark Spike
Damage: 90
Range: 4
Shot Speed: 16
Inflicts Slowed for 1.5 Seconds
Pierces armor

Upon spawning, this enemy will start to sit within 3.25 tiles of the nearest user and fire shotguns of 8 Dark Spikes at them every 1.5 Seconds. They are relatively easy to kill, but dodging is going to be quite difficult in numbers.

Shadow Larva

HP: 100 (+10% per person)
Def: 0
Spd: 80
XP: 200
Immune to all status effects

Does not attack

Upon spawning, this enemy will immediately circle the Adolescent Shadow Beehemoth in order to prevent it from taking damage. Although it does easily, it will respawn in three seconds unless the Beehemoth is also dead, so be weary.

Invasive Enemies

These are enemies that will (infrequently) randomly spawn in certain rooms as you are passing a certain wall. You will always get a group of three in these invasions as they break through the wall, leading into a room with a small key in it. Upon collecting all of these keys and clearing all rooms, you will gain the Post-Clear fight with the final boss of the dungeon, rather than the Pre-Clear.

Shadow Demon:

HP: 50,000 (+10% per person)
Def: 20
Spd: 30
XP: 4,000
Immune to Stun
Immune to Daze
Immune to Curse
Immune to Expose
Immune to Armor Broken

Attacks:
Chasm%202b - Shadow Slash
Damage: 200
Range: 11
Shot Speed: 9
Pierces players
Pierces armor
Chasm%202c - Dark Slash
Damage: 325
Range: 20
Shot Speed: 4
Inflicts Blind for 5 Seconds
Inflicts Darkness for 2 Seconds
Pierces players

Drops of Interest:
Potion of Speed
Potion of Dexterity

Wanders after running through the wall and dialogue ends. One of the three will always say, “Turn back, or perish!”. Enters the room while invulnerable; a second after the dialogue ends, battle begins.

Shadow Slashes will be fired at the closest player every second in tight groups of 4, along with a single Shadow Slash at the nearest player every half second at 18 Shot Speed. At the same time, Dark Slashes will be fired in wider groups of 6 at the farthest player every 2 seconds.

These demons are a force to be reckoned with. With their high damage and very impairing status effects, their surprise attack can easily lead to your demise.

Shadow Medusa

HP: 25,000 (+10% per person)
Def: 35
Spd: 30
XP: 4,000
Immune to Daze
Immune to Stun
Immune to Curse
Immune to Paralyze

Attacks:
Chasm%202a - Dark Bolt
Damage: 200
Range: 9
Shot Speed: 9
Inflicts Armor Broken for 2 Seconds
Chasm%202j - Shadow Bomb
Damage: 275
Radius: 6
Inflicts Petrify for 1 Second
Inflicts Slowed for 3.5 Seconds
Pierces armor

Drops of Interest:
Potion of Speed
Potion of Dexterity

Wanders after running through the wall and dialogue ends. One of the three will always say, “Burn in the depths of this catacomb!”. Enters the room while invulnerable; a second after the dialogue ends, the battle begins.

They will fire two Dark Bolts at the nearest player every second, both of which are parallel, and will also throw Shadow Bombs at a random player every 3 Seconds as long as they are within 20 tiles. After one of the others dies, both of the others will attack 1.5x faster, and as the second dies, the remaining one will fire at 2x speed.

While not the biggest threat, you should still be careful with them, as they can easily demolish a group and ruin a run.

Shadow Ent:

HP: 120,000 (+10% per person)
Def: 150
Spd: 10
XP: 4,000
Immune to all status effects

Attacks:
Chasm%202a - Dark Bolt
Damage: 111
Range: 15
Shot Speed: 6
Inflicts Paralyzed for 0.33 Seconds
Inflicts Slowed for 3 Seconds
Pierces players
Pierces armor
Chasm%202k - Shadow Spike
Damage: 400
Range: 15
Shot Speed: 3
Inflicts Cursed for 6 Seconds
Inflicts Pet Stasis for 6 Seconds

Stands in a straight line after running into the room and dialogue ends. One of the three will always say, “We will make short work of you.” Enters the room while vulnerable; a second after dialogue ends, the battle begins.

After getting into the position of a straight line, they will begin to fire several straight lines down both sides of the corridor, using four Dark Bolts every 0.6 seconds. They will fire in a pattern to allow for maneuvering up to them, but it will be a thin fit. At the same time, they will fire Shadow Spikes instead of Dark Bolts every 5th attack, o every 3 seconds.

Upon reaching 1% HP, they will continue attacking, but will flash and go invulnerable. After they have all been pushed to this state, they will fire five waves of Shadow Spikes before self-destructing.

While not necessarily super difficult, these are time-consuming. It takes a while to properly kill them, and the Shadow Spikes deal very high damage, meaning dodging is crucial.

Shadow Beholder:

HP: 1
Def: 0
Spd: 20
XP: 4,000

Does not attack

Upon running through the wall, all three will say “Enjoy losing your eyesight!”. After this, they will immediately self-destruct, granting players their XP and cast both Silenced and Darkness to all players for 5 minutes.

This is an extremely frustrating encounter, but it will be much rarer than the others, as to make it a result of poor luck.

Shadow Brain:

HP: 17,500 (+10% per person)
Def: 20
Spd: 65
XP: 4,000
Immune to Stun
Immune to Daze
Immune to Paralyze
Immune to Expose

Attacks:
Chasm%202a - Dark Bolt
Damage: 1 (memes)
Range: 28
Shot Speed: 20
Inflicts Sick for 4 Seconds
Inflicts Silenced for 4 Seconds
Pierces players
Pierces armor
Chasm%202h - Dark Spike
Damage: 175
Range: 7
Shot Speed: 7
Pierces players
Pierces armor

Reproduction:
Mini Shadow Brain

Drops of Interest:
Potion of Speed
Potion of Dexterity

Wanders after running through the wall and dialogue has ended. Enters the room while invulnerable; after a second has passed, invulnerable is lifted and the battle begins.

Dark Bolts are fired in a large ring of 14 shots all around the Brain every second, and half a second later, another ring of 14 Dark Spikes are shot out. (One fires, the other fires 0.5 seconds later, and it repeats.)

After dying, they split into two Mini Shadow Brains that are invulnerable for 3 Seconds, firing the normal Shadow Brain shots before dying as well.

While not the most deadly, these enemies definitely put up a fight. Sick and Silence can be very harmful, and 175 damage is nothing to scoff at.

Shadow Slime:

HP: 52,000 (+10% per person)
Def: -10
Spd: 35
XP: 4,000
Immune to Stun
Immune to Paralyze
Immune to Curse
Immune to Armor Broken

Attacks:
Chasm%202d - Shadow Magic
Damage: 160
Range: 8.4
Shot Speed: 12
Inflicts Slowed for 2 Seconds
Pierces armor
Chasm%202f - Shadow Star
Damage: 0
Range: 20
Shot Speed: 30
Inflicts Paralyzed for 3 Seconds

Drops of Interest:
Potion of Speed
Potion of Dexterity

Follows behaviors below after running through the wall. This is the only invader that will immediately begin to attack. The will also all say, “Surpise!”.

One will constantly fire three tentacles -akin to that of the Forgotten King’s - of Shadow Stars around them to create a divide, while firing shotguns of 5 Shadow Magic shots every second at the nearest player. This one will remain invulnerable until the others have died.

The other two will fire shotguns of 7 Shadow Magic shots every 0.8 Seconds at the nearest player while circling the invulnerable one. Once these two have died, the invulnerable one will chase players while firing like a non-invulnerable, while also being vulnerable.

This fight is a bit more strategic. Due to having to dodge many types of shots, it can get complicated, but if you can pick up on patterns, it can become easy.

Shadow Ghost:

HP: 97,500 (+10% per person)
Def: 0
Spd: 10
XP: 4,000
Immune to Stun
Immune to Daze
Immune to Paralyze
Immune to Slow

Attacks:
Chasm%202a - Dark Bolt
Damage: 220
Range: 19
Shot Speed: 12
Inflicts Sick for 3 Seconds
Inflicts Bleeding for 3 Seconds
Chasm%202d - Shadow Magic
Damage: 350
Range: 5
Shot Speed: 20
Inflicts Armor Broken for 2 Seconds
Inflicts Cursed for 4.5 Seconds
Predictive

Drops of Interest:
Potion of Speed
Potion of Dexterity

Follows nearest player after running through the wall and a second has passed. As the battle begins, all players in the dungeon will be given Slowed for 10 Seconds.

Every 1.5 seconds, they will fire a wave of 10, spread out Dark Bolts at the nearest player, and every second, they will fire Shadow Magic at the nearest player if they are within 4 tiles.

These enemies are a total powerhouse. If you don’t know what you’re doing, you can go down in the flip of a switch. It isn’t too difficult if you watch your step, though.

Shadow Djinn:

HP: 1
Def: 0
Spd: 35
XP: 4,000
Invulnerable
Immune to all status effects

Attacks:
Chasm%202g - Shadow Orb
Damage: 120
Range: 12 (24)
Shot Speed: 12
Inflicts Quiet for 4 Seconds
Inflicts Dazed for 4 Seconds
Pierces players
Pierces armor
Boomerangs

Chases nearest player after running through the wall and dialogue ends. One of the three will always say, “Run, and leave this place!”. Enters the room while invulnerable; a second after dialogue ends, the chase begins, and the entire corridor’s exits will be closed off.

They will fire a ring of 10 Shadow Orbs three times per second as they chase players. They will continue to chase for 30 Seconds, 45 Seconds, and 1 Minute respectively, exploding into a ring of 25 shots as they die.

Panic will more than likely ensue as they begin to chase you. There’s no true escape, meaning that you will have to maneuver and wait them out, or die.

Shadow Leviathan:

HP: 13,000 (+10% per person)
Def: 40
Spd: 40
XP: 4,000
Immune to Curse
Immune to Expose
Immune to Armor Broken
Immune to Stun
Immune to Paralyze

Attacks:
Chasm%202d - Shadow Magic1
Damage: 120
Range: 12
Shot Speed: 18
Inflicts Pet Stasis for 2 Seconds
Pierces armor
Pierces players
Predictive
Chasm%202d - Shadow Magic2
Damage: 180
Range: 5.5
Shot Speed: 22
Inflicts Pet Stasis for 3 Seconds
Pierces armor

Begins to run up and down the corridor after running through the wall and dialogue ends. One of the three will always say, “Catch up if you can!”. They will immediately begin to move, and will begin to attack after one second, as well as the corridors closing.

As they move - and remain grouped together -
they will fire Shadow Magic2 at passerbyers, with four every second, and will also fire large shotguns of 7 clumped Shadow Magic1 shots at the nearest player.

Upon one of them dying, the other two will then begin to chase down players after going invulnerable for 2 Seconds. They will only fire shotguns of 5, but will fire two Shadow Magic2 shots at a time instead.

These enemies are a major issue. Even though their health is quite low, they deal quite a bit of damage to those who get too close.

Shadow Sprite:

HP: 100,000 HP (+10% per person)
Def: 0
Spd: ?
XP: 7,500
Immune to ?

After running through the wall, while invulnerable, all three will change into different invaders, outside of Beholder. This encounter is the most rare. This makes them quite random to deal with and hard to plan for.

End-of-Hall Event

This is a singular entity. At the end of each hall of you have reached a dead end, a mostly optional enemy will be there, waiting. (I say mostly, as it is required to get the Post-Clear Guidance.) It starts with the form of a Cube God, then splits into both Statues, then comes together to form the Grand Sphinx, before morphing into the Spectral Sentry(Spooky Boi).

All shots are replaced with these sprites. (Both Statues will retain their original shot sprites.)

Cube God:
Chasm%202a - Dark Bolt
150 Damage -> 225 Damage
Also inflicts Dazed for 1.5 Seconds
Chasm%202d - Shadow Magic
100 Damage - 140 Damage
Also pierces armor
Also inflicts Darkness for 2 Seconds

Grand Sphinx:
Chasm%202c - Dark Slash
150 Damage -> 175 Damage
Also pierces armor
Inflicts Darkness instead of Blind
Chasm%202d - Shadow Magic
120 Damage -> 200 Damage
Chasm%202n - Shadow Spiral
75 Damage -> 60 Damage
Also inflicts Dazed for 4 Seconds

Spectral Sentry is a special case. He will inherit attacks from both forms he has.

Chasm%202e - Shadow Arrow
125 Damage -> 150 Damage
Inflicts Pet Stasis and Bleeding
Chasm%202f - Shadow Star
125 Damage -> 200 Damage
Only inflicts Slow

Stats:

HP: 42,000 (+15% per person)
Def: 60
Spd: ?
XP: 32,000
Immune to ?

Drops of Interest:
Potion of Life (Uncommon)
Potion of Mana (Uncommon)
Potion of Attack
Potion of Defense
Potion of Speed
Potion of Dexterity
Potion of Vitality
Potion of Wisdom
Greater Potion of Attack (Rare)
Greater Potion of Defense (Rare)
Greater Potion of Speed (Rare)
Greater Potion of Dexterity (Rare)
Greater Potion of Vitality (Rare)
Greater Potion of Wisdom (Rare)

Starts as Cube God without minions. Also fires 1.2x faster after each flash.

Upon reaching 5% HP, it regenerates 10% every second, before splitting into both Statues, the fight starting right away.

After this fight ends at 5% for the second statue - as the first one dies, with no loot, of course - it will morph into a Grand Sphinx, and proceed with the Grand Sphinx fight, with bonus immunity to Stun and keeping its minions.

After reaching 5% HP, it finally changes into the Spectral Sentry. It will regenerate again, and will begin to chase players through the corridors, losing 5% of its max HP per second. This means after 20 Seconds of chasing, it will self-destruct.


#2

Ooh, I can’t wait!


#3

REEEEEEEEEEE
I was baited.


#4

I’m not done replying to the first one D:


#5

the disappointment ;-;


#6

gg classic johnmh tactic baiting is for likes :wink:


#7

you’re aren’t
(epic backflip)

yikes shadow enemies


#8

There, finally fixed the bastard.


#9

I have to say, that beholder looks HELLA AWESOME!!! REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE SO EXCITED!


#10

wait WHAT???


#11

It does that to heal to full HP, then it goes to the next form. (It’s slow like that to give people time to prepare.)


#12

Nice formatting and interesting behaviors! Wish more was done with the enemy sprites, though.


#13

I won’t even bother disgracing the spriting community with my 16x16 sprites. lol


#14

Do it! do it do it do it!


#15

SHADOW
URGLE
WHEN
@EpicNecros


#16

This topic was automatically closed 60 days after the last reply. New replies are no longer allowed.